Alchemy :
New cap - Herb Gathering (Master) : How to find and gather Outland herbs. Gives a potential herbalism skill of 375.
Alchemy Specializations :
Potion Master
Allows an alchemist to sometimes create an additional potion when brewing high level potions.
Transmutation Master
Allows an Alchemist to sometimes to get greater results when transmuting materials.
Elixir Master
Allows an alchemist to sometimes create an additional elixir when brewing high level elixirs.
Flasks :
Flask of Fortification
Increases the player's maximum health by 1500 and Defense Rating by 30 for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.
Flask of Relentless Assault
Increases the player's attack power by 360 for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.
Flask of Mighty Restoration
Increases the player's mana regeneration by 70 mana per 5 seconds for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.
Flask of Shadow Fortification
Increases the player's resistance to shadow spells by 75 and health regeneration by 40 every 5 seconds for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.
Flask of Arcane Fortification
Increases the player's resistance to arcane spells by 75 and health regeneration by 40 every 5 seconds for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.
Potions :
Major Holy Protection Potion
Major Arcane Protection Potion
Major Dreamless Sleep Potion
Major Fire Protection Potion
Major Frost Protection Potion
Major Nature Protection Potion
Major Shadow Protection Potion
Super Healing Potion
Super Mana Potion
Insane Strength Potion
Requires Level 45
Increases your Strength by 120 and decreases your Defense Rating by 75 for 15 sec.
Elixirs :
Elixir of Major Frost Power : Increases frost spell damage by up to 55 for 1 hour.
Elixir of Major Firepower : Increases fire spell damage by up to 65 for 1 hour.
Elixir of Major Agility : Increases your Agility by 35 for 1 hour.
Elixir of Major Armor : Increases armor by 550 for 1 hour.
Elixir of Major Mageblood
Elixir of Empowerment : Decreases the magical resistances of your spell targets by 30 for 1 hour.
Elixir of the Searching Eye :
Elixir of Camouflage: Imbiber cannot be tracked for 1 hour.
Transmutes :
Transmute - Primal Earth to Life
Transmute - Primal Fire to Mana
Transmute - Primal Life to Earth
Transmute - Primal Mana to Fire
Transmute - Primal Shadow to Water
Transmute - Primal Water to Shadow
Transmute: Primal Earth to Water
Transmute: Primal Fire to Earth
Transmute - Primal Air to Fire
Transmute - Primal Water to Air
Transmute - Primal Might
Teaches you how to Transmute Primal Air, Water, Earth and Fire into Primal Might.
Primals are created with a spell "Create Primal XYZ" that uses "10 motes" of earth, shadow, air, etc. Not sure what profession is used to make those or where these items come from.
Engineering apparently has something to do with Alchemy now, my guess is that these two items create the Super Healing/Mana pots. The injectors are listed as requiring the Black Anvil. Good to see that at level 70 we'll still be running BRD.
Schematic: Healing Potion Injector
Schematic: Mana Potion Injector
Enchanting :
Boots :
Enchant Boots - Dexterity : Permanently enchant a piece of boots armor to grant +12 Agility.
Enchant Boots - Surefooted : Permanently enchant boots to give 5% snare and root resistance as well as a 1% bonus to hit.
Enchant Boots - Vitality : Permanently enchant boots to restore 4 mana and health every 5 seconds.
Bracers :
Enchant Bracer - Brawn : Permanently enchants bracers to increase Strength by 12.
Enchant Bracer - Stats : Permanently enchants bracers to increase all stats by 4.
Enchant Bracer - Major Defense : Permanently enchants bracers to increase your defense by 8.
Enchant Bracer - Restore Mana Prime : Permanently enchants bracers to restore 6 mana every 5 seconds.
Enchant Bracer - Spellpower : Permanently enchants bracers to increase damage done by spells by up to 15.
Enchant Bracer - Superior Healing : Permanently enchants bracers to increase the effect of healing spells by up to 30.
Chest :
Enchant Chest - Exceptional Health : Permanently enchant a piece of chest armor to grant +150 health.
Enchant Chest - Exceptional Mana : Permanently enchant a piece of chest armor to grant +150 mana.
Enchant Chest - Exceptional Stats : Permanently enchant a piece of chest armor to increase all stats by 6.
Cloak :
Enchant Cloak - Major Armor : Permanently enchant a cloak to give a 120 additional armor.
Enchant Cloak - Major Resistance : Permanently enchant a cloak to increase all resistances by 7.
Ring :
Enchant Ring - Healing Power : Permanently enchant a ring to increase healing spell effects by up to 20.
Enchant Ring - Spellpower : Permanently enchant a ring to add up to 12 damage to spells.
Enchant Ring - Stats : Permanently enchant a ring to increase all stats by 4.
Enchant Ring - Weapon Might : Permanently enchant a ring to add 2 damage to physical attacks.
Shield :
Enchant Shield - Though Shield : Permanently enchant a shield to give 18 additional block value.
Enchant Shield - Shield Block : Permanently enchant a shield to give +15 Shield Block Rating.
Enchant Shield - Intellect : Permanently enchant a shield to give 12 intellect.
Enchant Shield - Resistance : Permanently enchant a shield to increase resistance to all magic schools by 5.
Weapon :
Enchant Weapon - Battlemaster : Permanently enchant a weapon to give a chance on striking to heal your party of 50 damage over 10 seconds.
Enchant Weapon - Major Spirit : Permanently enchant a melee weapon to increase Spirit by 35.
Enchant Weapon - Major Striking : Permanently enchant a melee weapon to do 7 additional points of damage.
Enchant Weapon - Major Intellect : Permanently enchant a melee weapon to grant +30 Intellect.
Enchant Weapon - Potency : Permanently enchant a melee weapon to add 20 Strength.
Enchant Weapon - Major Spellpower : Permanently enchant a melee weapon to add up to 40 damage to all spells.
Enchant Weapon - Sunfire : Permanently enchant a melee weapon to add up to 50 damage to fire and arcane spells.
Enchant Weapon - Soulfrost : Permanently enchant a melee weapon to add up to 54 damage to frost and shadow spells.
Enchant Weapon - Mongoose : Permanently enchant a melee weapon to occasionally increase Agility by 120 and attack speed slightly.
Enchant Weapon - Spellsurge : Permanently enchant a melee weapon to have a 3% chance on spellcast to restore 100 mana to all party members of 10 seconds.
Enchant 2H Weapon - Major Agility : Permanently enchant a two-handed melee weapon to add 35 Agility.
Enchant 2H Weapon - Savagery : Permanently enchant a two-handed melee weapon to increase attack power by 70
BC alch / enchanting
BC alch / enchanting
Paladin is man or woman with holy light, liek angel from god paladin hold up holy light so you see in dark and not be scared. You CANT play naughty paladin coz it not fit with paladin holy light ok?
I can't wait.....
I gues the mats can't be grinded yet?
This is starting to sound nice:
Elixir of Major Frost Power : Increases frost spell damage by up to 55 for 1 hour.
Enchant Bracer - Spellpower : Permanently enchants bracers to increase damage done by spells by up to 15.
Enchant Ring - Spellpower : Permanently enchant a ring to add up to 12 damage to spells.
Enchant Weapon - Soulfrost : Permanently enchant a melee weapon to add up to 54 damage to frost and shadow spells.
(Enchant Weapon - Major Spellpower : Permanently enchant a melee weapon to add up to 40 damage to all spells.)
I gues the mats can't be grinded yet?
This is starting to sound nice:
Elixir of Major Frost Power : Increases frost spell damage by up to 55 for 1 hour.
Enchant Bracer - Spellpower : Permanently enchants bracers to increase damage done by spells by up to 15.
Enchant Ring - Spellpower : Permanently enchant a ring to add up to 12 damage to spells.
Enchant Weapon - Soulfrost : Permanently enchant a melee weapon to add up to 54 damage to frost and shadow spells.
(Enchant Weapon - Major Spellpower : Permanently enchant a melee weapon to add up to 40 damage to all spells.)
Pay no attention to that man behind the Kororo! (http://thesurrealist.co.uk/movie.php)
the insane mana regen and ap flasks make me suspect some incredibly hard encounters where you NEED those
Paladin is man or woman with holy light, liek angel from god paladin hold up holy light so you see in dark and not be scared. You CANT play naughty paladin coz it not fit with paladin holy light ok?
That one sounds kinda neat. Depending on the cost of the enchant.Enchant Weapon - Spellsurge : Permanently enchant a melee weapon to have a 3% chance on spellcast to restore 100 mana to all party members of 10 seconds.
Anna Navarre: You're wearing sunglasses on a night operation?
JC Denton: My vision is augmented.
JC Denton: My vision is augmented.
Potion Master is much more practical I'd say.
So far my personal biggest expenses are the potions, not elixers.
Guess it's different for warriors, rogues and hunters; but still.
Transmutation master depends wholly on the viability of that market.
So far I don't quite see me making more money if my water to air transmute made two airs instead of the regular single one.
The market's quite saturated.
So far my personal biggest expenses are the potions, not elixers.
Guess it's different for warriors, rogues and hunters; but still.
Transmutation master depends wholly on the viability of that market.
So far I don't quite see me making more money if my water to air transmute made two airs instead of the regular single one.
The market's quite saturated.