As posted in Announce News #4241, we're going to be launching a major release in the next week or so: the first phase of our tradeskill split!
Here is the very basic idea: all tradeskills will become miniskills, completely separate from class. Each class that currently has a tradeskill as one of its three major skills will be reworked with a new skill.
Because this change requires major overhauls to many classes, the launch will be done in a series of phases, rather than all at once. The first step is to release all of the new tradeskills as miniskills. Knights and alchemists will be overhauled as part of this step as well. After that, we will continue to work through class overhauls in the coming weeks and months. Until they are reworked, those classes (like Druids) will retain their tradeskills (like concoctions).
When a class overhaul is implemented, all lessons invested in the departing tradeskill will be converted to the new skill. So, if you were a knight transcendent in Forging, you will automatically be transcendent in Weaponmastery.
Details
- Lessons invested in all general trade skills (Cooking, Gathering, Inkmilling, Jewellery, and Tailoring) will be refunded in full. Don't worry, these skills will remain in the game, but the changes require that everyone start fresh.
- Multiple new trade skills will be released. Since tradeskills are miniskills, while the former class skills were full skills, we've split them each into two distinct paths:
- Forging (Infernal/Paladin/Runewarden) becomes:
Armoursmithing: Forging armour and shields.
Weaponsmithing: Forging weapons.
- Concoctions (Druid/Sentinel/Sylvan) becomes:
Harvesting: Harvesting plants.
Concoctions: Turning plants into elixirs and salves. UPDATE: See the below post for updates
- Transmutation (Alchemists) becomes:
Synthesis: Extracting primes and creating minerals.
Transmutation:Turning minerals into tonics and balms. UPDATE: See the below post for updates
- Enchantment (Magi) becomes:
Conjuration: Conjuring new magical items.
Augmentation: Augmenting existing items with magical properties.
- The milking ability will be removed from Serpents to become:
Toxicology: Concocting venoms from an assortment of ingredients.
- The Delosian Crafter's Union will be the centre of all things tradeskill-related. To learn a tradeskill, you will visit the denizen Amarisse and ASK AMARISSE GAIN <skill>. You can then go about learning lessons in that skill from a player or denizen tutor as with other skills.
- Trade skills will initially be limited to two per player. Permits for additional ones may be purchased at the Crafter's Union for an additional cost (similar to clan slot permits). To purchase an additional skill, visit Amarisse in Delos and BUY TRADESKILL PERMIT (50cr).
- Additional tradeskills will incur an increasing lesson cost based on the number of tradeskills you already know (similar to languages, though it doesn't scale up nearly as drastically). When learning an additional skill, it will take 50% more lessons than the previous, so transing your first additional tradeskill will cost 150% of the base lessons (so 1039 lessons), the second additional skill will cost 200% of the base (1386 lessons), third would be 250% (1732 lessons).
- Tradeskills that involve design submission (Cooking, Jewellery, and Tailoring) will still require the purchase of a license. Existing licenses will be converted into "crafting license tokens" which can be redeemed after the change occurs. They can be redeemed for the same license(s) you previously owned, or a different one.
- Alchemists will have their skill level in Transmutation moved to a new skill called Formulation. This skill provides Alchemists the ability to formulate new gasses and liquids (usable only by the creator) that can turn the tide of any battle. UPDATE: See the below post for updates
- Knights (Infernals/Paladins/Runewardens) will have their skill level in Forging moved to a new skill called Weaponmastery, allowing knights to chose a style of fighting that suits their character! Options here include: sword-and-shield, two-handed weapons, dual-wielded swords, or dual-wielded blunt weapons. UPDATE: See the below post for updates
- Forging will be overhauled! The random element of forging is gone, meaning that if you're after a longsword or a scimitar, you do not need to spend days or weeks at the forge trying to find that perfect weapon or armour. E.g. all player-forged longswords will be 119/164/182 when weaponprobed. Existing weapons and armour will be normalised to these stats when the change is implemented.
- Artefact weapon statistics will be adjusted; they will always be upgrades compared to the new standardised forged values.
- Abilities that are affected by weapon stats will be rebalanced to factor in the new values.
- Class-based armour and shield restrictions still exist, but anyone with the armoursmithing ability will be able to forge and sell any armour; fullplate is no longer bound to the forger who made it! Fullplate will no longer be non-decay; all existing fullplate will have a decay time. Any fullplate that was customised in description prior to this post will remain non-decay and will also reset to the owner if it didn't already.
- Armoursmiths and weaponsmiths will be able to modify their forged goods with a variety of descriptors (e.g. "elegant" or "serrated" can be specified to make "an elegant rapier" or "a serrated broadsword"). As you forge more items, you will unlock more exclusive descriptors to set your wares apart.
- The way armour and shield resistances are displayed will be modified to be more accurate. Rather than an arbitrary value, it will show a percentage that is more in-line with the reduction for most attacks. A 100/100 fullplate doesn't really block 100% of damage, for example. Nothing else has changed with armour, just the way it's displayed.
- Class-only benefits associated with tradeskills (like concoctions' sip bonus, enchanting's necklace of purity, and transmutations's potash bonus) will not be present in the new tradeskills. They will stay in place for the relevant classes until they receive their overhaul (i.e. mages will be able to continue making/using necklaces of purity until their replacement skill is implemented).
Comments
FAQ:
This post will be updated with pertinent questions from the thread.The original vision of tradeskills in Achaea only accounted for a few skills like tailoring. As the number of available miniskills has grown, so has the need to restructure the way the system works. Additionally, we want to encourage the social and interpersonal aspects of trade in Achaea, which are a large part of any multiplayer game's dynamics, so we want to see self-sufficiency in all areas be less common.
No, but it becomes more expensive lesson-wise the more tradeskills you know.
Not in the near future. We would only start considering new tradeskills after all of the class-based tradeskills are replaced.
Nothing. The NDS system will remain in place, and you will still own all of your designs. You won't be able to create them until you regain/relearn the necessary tradeskill.
Druids, Magi, Sentinels, and Sylvans will all be receiving new skills in coming weeks/months.
Serpents will have some changes, but not an entirely new skill. They will still use self-generated venoms, for instance.
Some of the class changes are still being developed, so we can't give too many details yet. We'll release more information as each launch approaches.
All knight weapons will be able to be directly traded for another artefact weapon of the same level. If you have a level 3 rapier (Soulpiercer), you'll be able to trade it directly for a level 3 scimitar, battleaxe, longsword, broadsword, bastard sword, or warhammer.
Rapiers will be repurposed to be a bard-only weapon. Knights will get access to a wider array of weapons, and new abilities to take advantage of the benefits they convey.
If you're a knight with a rapier proficiency, you'll be credited with a token that can be redeemed for a proficiency in a different weapon.
Updates - December 22
While not "traditional" grandfathering, we've got a solution in the works. We'll be unveiling it with the tradeskill split when it goes live.
We'll handle this manually in cases where a particular player would rather the miniskills in place of the replacement skill. Once your class tradeskill split has been completed, just email support@achaea.com, and we'll make the appropriate adjustments. This will be a direct skill level switch, not a 100% refund on lessons.
Tradeskill license permits: 100% trade-in value (200cr)
Weapon proficiency tokens: No trade-in value. There will be opportunity to use these in the near future.
Hammer of Forging: 100% trade-in. We'll handle this automatically, since they'll no longer offer any benefit after the change.
Gloves of Harvesting/Extraction (will work with harvesting/extraction)
Loki's Tear (will work with toxicology)
Medallion of Enchantment (will work with augmentation/conjuration)
Gold-inlaid Mill (will work with inkmilling)
Butcher's Cleaver (will worth with gathering)
Portable Anvil (will work with armour/weaponsmithing):
All of the above artefacts will have 100% trade-in if purchased within the past 6 RL months. To request the 100% trade-in, please email artefacts@achaea.com.
To be honest, no! Some very good points were raised in regards to skill duplication, so we're going to combine concoctions and transmutation into a single tradeskill that will make the same concocted remedies from either plants or minerals. Curative herbs and minerals will still exist as distinct items, but the remedies made from them will be standardised. So a health elixir could be made from valerian, goldenseal, ginseng, and myrrh, or from mercury, copper, and gold.
Any chance we can get a refund on the Hammer of Forging?
So as an alchemist, I will have to learn 1 more class skill, and then 2 more skills to have the same ability to make minerals and vials? Why split the trade skills into 2? That seems a bit damned greedy
Also, with the crafters trade skills, if you have those, does that also count towards the increase in cost towards the non crafter trade skills? So if I learn tailoring, the 2 required trade skills to be a maker of minerals and tonics will be even more?
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
So does that mean all weapons/armour will now be identical? Or is the important part of that sentence "Player-forged", meaning we'll only be able to get better-than-average weapons from denizen shops?
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
You'll get all of the lessons that you invested into cooking, jewellery, tailoring, inkmilling, and gathering back. The lessons that you've put into enchantment will translate directly to the replacement skill.
So, you'll have plenty of lessons to invest, but you'll be a little more specialised.
I am however curious to see the skill that'll replace Milking in venom. Maybe a new serpent-only venom? That'd be awesome.
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You'll still be able to bite with all of the venoms, just the milking aspect has been removed.
Nevermind, venoms is still venoms. Ok