Enchantment and Alchemy Specializations
Written by: Estarra, the Eternal
Date: Sunday, April 5th, 2009
Addressed to: Everyone
Thanks to the gnomes and dwarves, bards will now be able to take
Enchantment (if they have high magic) or Alchemy (if they have low
magic). However, both these skills have been split into specializations.
Alchemy splits between Lorecraft (druids/wiccans) and Brewmeister
(bards), while Enchantment splits between Spellcraft (mages/guardians)
and Tinkering (bards). It doesn't matter if a bard is in a city or
commune, he or she can take either Enchantment or Alchemy. Note that
there are still potions and enchantments that can still only be created
in a city or commune (i.e., unique to Lorecraft and Spellcraft). A
summary of the changes:
Enchantment - The root skill allows basic enchantments, including those
associated with high magic. Open to bards, mages and guardians. Must
have high magic.
Spellcraft - Enchanting spells associated with associated guild skills
(guardian or mage) as well as etch a few runes onto your symbols or
staves. Open to mages and guardians.
Tinkering - Enchanting horns, time pieces and music boxes for special
effects. Open to bards.
Alchemy - The root skill allows for basic potions. New organizational
potions added that can only be made in the associated city or commune.
Must have low magic. Open to bards, wiccans and druids.
Lorecraft - Specialty potions can be made as well as special essential
oils. Several new scented oils and potions.
Brewmeister - This allows the creation of specialty malts used for
beers, as well as the ability to brew. It also instills the ability to
transform raw tea leaves into different types of specialty teas. Beers
and teas created using the specialty malts and teas have special
proeprties.
Artisan - Can now make horns, time pieces and music boxes.
Herbs - Can now harvest raw tea.
Artifacts - alembic and pentagram miniatures are now available.
Penned by My hand on the 14th of Tzarin, in the year 232 CE.