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Players are able to run their own farm complete with foodstuffs, some raw tailor goods (flax and cotton), and reagents. Sowing crops is largely dependent upon TasteID skill. Each crop has a skill requirement for successful harvesting.
Simply purchase a Garden Tool from a farmhand. The purchase price is 80,000 gold plus a 20,000 gold refundable deposit. The deposit is refunded when your garden is destroyed, by you. Double-click the Garden Tool to place your Garden under your current position. Then you must purchase seeds from a Farmhand npc. Sow the seeds by doubl-clicking them when your character is positioned over a dirt tile in your garden. Allow your seeds time to germinate and then double-click plants to harvest their crop(s).
In general, the cheaper seeds will yield plants that are destroyed (and must be replaced) upon harvesting whereas the more expensive seeds will yield more permanent plants. The Harvest system is a potential source of income. But moreso, it is for those who possess an ample green thumb and simply find enjoyment in tending a garden of their very own.
The Ancient Alchemy system is a crafting skill that was lost in ages past and whose secrets have recently been recovered through the arduous research of The Ninth Circle. In addition to a list of custom reagent materials and bottles, an alchemist must have access to a Dishing Stump and an Ancient Mortar and Pestle. Both are attained from Guildstones using charges.
The following is a list of reagents for the Ancient Alchemy System and what potions they are used for;
The Spellcrafting System is a means for crafters to affix magical properties to weapons and armor. Both Item ID and Forensics skills are required as this is a potentially powerful and lucrative skill to possess. The types of magical properties that can be affixed are bonuses to accuracy(ie. Supremely Accurate,...), power(ie. Vanquishing,...), durability(ie. Fortified,...), and protection (Hardening,...).
Several material components are needed and all can be found as random drops on a variety of monsters. Books of Spellcrafting are by far the most rare and can only be found on the most difficult of adversaries. And only rarely at that! The book is where an up and coming Spellcrafter must store his Spellcraft Jewels. Each magical property has its own Spellcraft Jewel and one must be permanently added to a book (much like scrolls to a spellbook) in order for the craft to be usable. In addition, Silverlode is needed as fuel for each attempt to affix the property of a Spellcraft Jewel to a weapon or armor piece.
A failed Spellcrafting attempt can have several disastrous results including but not limited to wasted materials, destruction of the weapon or armor piece, and an explosion. It is therefore recommended that only the most masterfully skilled artisans attempt this craft. Higher skills will also yield better chances of succeeding with more powerful enchantments.