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Spellcrafting Guide

PostPosted: Sun Jan 04, 2015 2:01 am
by Exodus
I wil give credit to Merchantmace, Avanthar, Elizabeth, and Caribou for providing me with the intro to spellcrafting and contributing to the compilation of the information herein.

I noticed a recent thread looking for more info on spellcrafting. There are a few guides in these forums, but I will compress the info here.

There are three items used; Book of spellcrafts, magic jewels and spellcraft jewels. All three can be looted from the corpse of the "Guardian of Magics" in Hythloth. Magic jewels and spellcraft jewels are additionally acquired from bosses located deep in dungeons. Crusty treasure chests also have magic jewels inside.

Elizabeth's guide here:
How to get the spellcrafting book: Defeat the Hythloth dungon boss, aka "the magic boss", for a chance deed that may or may not give you the book. The boss can change into three forums (human, wyrm, imp) and can self heal. She/he also spawns a monster known as 'acid imps', which leave pools of dangerous acid once they die. Use an invis cloak and cast metor swarm between hiding. Corspe skin (on the boss) also is usefull. Do not use a weapon. Once you get the spellcrafting book, it will bond to you so it cannot be sold. Thanks Liz!

The book of spellcrafts is looted empty, all 50 recipes (spellcraft jewels) can be added to the book in the same way as one would add a scroll to a spellbook. (Drag over and drop)

Every attempt to apply a property to an item will consume 3 to 5 magic jewels.

Upon each try, you can miss, hurt yourself, destroy the object or apply the property between minimum and maximum value. Applying the same property twice will reapply between min and max value, it can be lower or higher than the previously added one.

A maximum of 5 different properties can be on an item.

Each property applied is limited to a certain slot(s). See breakdown below.

Jewels
Shields
Armors
Hats
Weapons
Instruments
NA- Not Applicable


Enhancement______________Min___Max--- Item types
str bonus ------------------------ 1 to 8 --- J
dex bonus ----------------------- 1 to 8 --- J
int bonus ------------------------ 1 to 8 --- J
hp bonus ----------------------- 1 to 8 --- A + H
stam bonus --------------------- 1 to 12 -- A + H
mana bonus -------------------- 1 to 8 --- A + H
physical resist ------------------ 1 to 15 -- A + H + W + J
fire resist ----------------------- 1 to 15 -- A + H + W + J
cold resist ---------------------- 1 to 15 -- A + H + W + J
poison resist ------------------- 1 to 15 -- A + H + W + J
energy resist ------------------ 1 to 15 -- A + H + W + J
hit point regeneration -------- 1 to 2 --- S + H
mana regeneration ----------- 1 to 2 --- A + H
stamina regeneration -------- 1 to 3 --- A + H
faster cast recovery ---------- 1 to 3 --- J
faster cast speed ------------ 1 to 1 --- S + W + J
lower mana cost -------------- 1 to 8 --- A + H + J
lower reagent cost ------------ 1 to 20 -- A + H + J
mage armor ------------------- 1 to NA -- A
mage weapon ----------------- 1 to NA -- W
spell channeling --------------- 1 to NA -- S + W (edit, this does not give casting penalty)
spell damage increase -------- 1 to 20 -- J
hit cold area ------------------ 2 to 50 -- W
hit energy area --------------- 2 to 50 -- W
hit fire area ------------------- 2 to 50 -- W
hit physical area -------------- 2 to 50 -- W
hit poison area ---------------- 2 to 50 -- W
hit dispel ---------------------- 2 to 50 -- W
hit fireball --------------------- 2 to 50 -- W
hit harm ----------------------- 2 to 50 -- W
hit lightning ------------------- 2 to 50 -- W
hit magic arrow --------------- 2 to 50 -- W
hit lower attack --------------- 2 to 50 -- W
hit lower defense ------------- 2 to 50 -- W
hit leech hits ------------------ 2 to 50 -- W
hit leech mana ---------------- 2 to 50 -- W
hit leech stamina ------------- 2 to 50 -- W
use best weapon skill -------- 1 to NA -- W
weapon damage increase ---- 1 to 50 -- W + J
swing speed increase --------- 5 to 30 -- W + S + J (+5 max on jewels)
hit chance increase ----------- 1 to 15 -- S + W + J
defense chance increase ----- 1 to 15 -- S + W + J
enhance potions ------------- 2 to 25 -- J
lower stat requirements ----- 10 to 100 - A + W + H
luck --------------------------- 1 to 100 - A + W + H + J
reflect physical --------------- 1 to 15 -- A + H
self repair --------------------- 1 to 5 --- A + H
night sight -------------------- 1 to NA -- A + H + J
slayer ------------------------- 1 to NA -- W + I (randomly applies, can be super slayer)
durability ---------------------- 5 to 250 - A + W

Advanced Spellcrafting.

It is possible to spellcraft an item with greater than 5 mods on it by reapplying and existing enchant. This will re-roll the value of the mod. For example, the Ch'vayre's Shades have many low intensity mods on them. They count as jewelry and you can apply any Jewelry compatible mods onto it that it currently has and hope that they increase. Note: This may DESTROY your prized possession. Note, the resists don't re-roll if reapplied.

When enchanting set items the set mods don't count toward the 5 cap. If you enchant it with something it will have when full set is present your enchant will be deleted.

The golden twiggy is capable of adding a new mod to an item from a list of quite a few possible mods. This opens up some possibilities. If you use a Golden Twiggy to place Damage Increase onto a ring, you are then able to spellcraft Damage Increase on the ring even if it has over five properties already. This is because you have forced a property to exist on the item, and we know from above that we can reroll existing properties by re-enchanting the same property again.

I have recently discovered that resists on armor can be spellcrafted and rerolled regardless of how many properties are on the item. This opens up a lot of opportunity for resists.

A FEW REAL EXAMPLES

A typical spellcraft would be done on an item that has less than 5 mods on it. Lets say the Titans Hammer which has 4 total. They are:

Hit Chance 15
Strength Bonus 15
Hit Energy Area 100%
Damage Increase 50

On this item, you can spellcraft an additional Weapon property. Hit Life Leech for example. The Life Leech spellcraft, if successful, will apply between 2 - 50 Life Leech. You would then be at 5 properties total and cannot add any new ones.

Here's how existing properties work...

Say I have a crafted sword with the following

5% hit lower defense
Damage Increase 25%
Hit Fireball 5%
Defense Chance Increase 10%
Self Repair 5

You would initially think you can't spellcraft because there are already 5 existing properties, but in fact you can reroll any of the existing properties that you have compatible spellcrafts for (compatible as in the spellcraft works on the item type).

Applying the spellcraft of an existing property (in this case we'll say Hit Lower Defense), will not get additional points added to the existing property, but you will reroll the property in its entirety between 2 - 50. You can keep doing this until you get the desired value you want as long as the item doesn't break and you don't run out of charges.

I will continue to add flavor as questions come in

Re: Spellcrafting Guide

PostPosted: Sun Jan 04, 2015 6:17 am
by Ingwe
Let me be the first to say that is an awesome, well-written guide. Thanks Exodus! I have four questions: First, is it certain that no piece of clothing outside of headgear can be spellcrafted? Not that I want to scrap with balrons in a t-shirt but just wondering. Second, you've mentioned that you modified properties on your Ch'vayre's Shades. Does that mean that any item that takes a jewelry slot will count as Jewelry for the purpose of Spellcrafting? Third, it's been my understanding that 150 is a hard cap on stats and nothing can raise them beyond that, even temporarily, so is Enhance Potions about useless for a stat maxed character? And fourth and last, on looted weapons the Mage Weapon property provides a Magery penalty ranging from -1 to -30. Does it work differently with Spellcrafting somehow?

Re: Spellcrafting Guide

PostPosted: Sun Jan 04, 2015 9:09 am
by Exodus
Hi Ingwe, thanks for the kind words! Here's my answers.

First, is it certain that no piece of clothing outside of headgear can be spellcrafted?

- I have never been able to spellcraft onto robes, shirts, cloaks, or the infinite quiver. Even existing mods don't spellcraft.

Second, you've mentioned that you modified properties on your Ch'vayre's Shades. Does that mean that any item that takes a jewelry slot will count as Jewelry for the purpose of Spellcrafting?

- Jewelry is defined by this system as Ring, Bracelet, Necklace, Earrings, Glasses (no gorget), and Trinket.

Third, it's been my understanding that 150 is a hard cap on stats and nothing can raise them beyond that, even temporarily, so is Enhance Potions about useless for a stat maxed character?

- 150 is the hard cap for stats. Its possible with some min/maxing to get 150 in all 3 stats but the potions won't carry you past the cap. If you are over cap in say.. Dex, you'd want to lower Dex by the same amount so you arent wasting points. If you are well over stat cap with bonuses, try to have as much extra STR as you can for those times that you will die and lose some STR, you won't immediately feel any effect.

And fourth and last, on looted weapons the Mage Weapon property provides a Magery penalty ranging from -1 to -30. Does it work differently with Spellcrafting somehow?

- Mage Weapon should negate the penalty by making it Mage Weapon 1 instead of a negative. I haven't tried this yet.

Mage weapons

PostPosted: Sun Jan 04, 2015 12:24 pm
by Falkor
The concept of "mage weapons" isn't really useful in WP since you can train all skills all the way.

Originally it was designed for a mage to defend himself. They knew that most mages had poor weaponry skills so a "mage weapon" would be based on their skill in magery, with a penalty. So, if you were a 120 mage and used a sword with a -30 penalty, you would wield the weapon as if you had 90 skill in swords even if you had zero actual sword skill.

Many spell channeling weapons have a penalty for casting speed but not always. Even player-crafted weapons can get spell channeling with no cast penalty.

Re: Spellcrafting Guide

PostPosted: Sun Jan 04, 2015 1:19 pm
by Ingwe
You know... I'd actually forgotten what the original point of the Mage Weapons was. Has it been that long? :o

About Spell Channeling, in random loot generation it automatically comes with a -1 FC penalty. If a weapon is crafted or dropped as loot that has Spell Channeling on it but no fast cast penalty that means it also has the FC 1 property, but you don't see it because the two cancel each other out.

Re: Spellcrafting Guide

PostPosted: Sun Jan 04, 2015 2:43 pm
by Exodus
I can however confirm that the fast casting penalty on gear can be replaced with spellcrafting

Re: Spellcrafting Guide

PostPosted: Sun Jan 04, 2015 4:42 pm
by Zytiga
ok so when you say existing stats that mean anything that was already on the item before you started to enhance the item. so say it already has 6 stat on it you still add yet another 5 to it...? also, if it hasa stat on it already that you wanna raise does that go toward the stat that is there or reapply a new stat with the other still there so there is double stat?

Re: Spellcrafting Guide

PostPosted: Mon Jan 05, 2015 3:50 am
by Exodus
Hi Zytiga, Here's how it works.

A typical spellcraft would be done on an item that has less than 5 mods on it. Lets say the Titans Hammer which has 4 total. They are:

Hit Chance 15
Strength Bonus 15
Hit Energy Area 100%
Damage Increase 50

On this item, you can spellcraft an additional Weapon property. Hit Life Leech for example. The Life Leech spellcraft, if successful, will apply between 2 - 50 Life Leech. You would then be at 5 properties total and cannot add any new ones.

Here's how existing properties work...

Say I have a sword with the following

5% hit lower defense
Damage Increase 25%
Hit Fireball 5%
Defense Chance Increase 10%
Self Repair 5

You would initially think you can't spellcraft because there are already 5 existing properties, but in fact you can reroll any of the existing properties that you have compatible spellcrafts for (compatible as in the spellcraft works on the item type).

Applying the spellcraft of an existing property (in this case we'll say Hit Lower Defense), will not get additional points added to the existing property, but you will reroll the property in its entirety between 2 - 50. You can keep doing this until you get the desired value you want as long as the item doesn't break and you don't run out of charges.

Re: Spellcrafting Guide

PostPosted: Mon Jan 05, 2015 11:51 am
by Zytiga
ok I understand. thank you for that explanation.

Re: Spellcrafting Guide

PostPosted: Wed Apr 08, 2015 5:30 pm
by Ingwe
I didn't realize until just yesterday that you were editing and updating the first post... I'll ask any questions I have openly here instead of PMing. :) I have one more at the moment.

You said that re-rolling positive values replaces the original value instead of adding to it. So if you had a sword with Hit Harm 10% on it and re-rolled, a result of 2 would give you a Hit Harm 2% instead of 12%.

When re-rolling negative values, is this still true? Does it replace, add to, or only zero out the negative value? As in, for example, re-rolling the hefty -25 Fire Resist on the Deku Shield. I'm curious as to whether a Spell Crafting result of, let's say, +15 would give you a -10, a 0, or a +15 Fire Resist in the end.