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EQ Jewelcraft Guide-6.1 Appendix A1: Gems and Metals – Vendors

City Gems Metals Location Vendor
Ak’Anon 3 Types
All except
Velium Inside Ak’Anon
Clock Work
Jeweller
Ak’Anon 18 Types None Bank
Clock Work
Jeweller
Ak’Anon 4 Types None
Library
Mechanamagica
Clockwork
Merchant
Ak’Anon 5 Types None
Library
Mechanamagica
Clockwork
Magi
East
Commons 3 Types None
Buildings Near
Inn 1
Pardor the
Blessed
East
Commons Many None North of Inn 3
Katha
Firespinner
Erudin 3 Types
All except
Velium
Sothure’s Fine
Gems
Anite &
Sothure
Gemcutter
Erudin Some None
Enchanters
Guild, Palace
Gwynora
Armista
Erudin Some None
Enchanters
Guild, Palace
Jelala
Glimmercharm
Erudin 3 Types
All except
Velium
Vials of Vitality,
Palace
Elbsin, Slansin
& Myrcin
Denuen
North
Felwithe Many None
Shop of All
Holds
Merchant
Tyslin
Felwithe 3 Types
All except
Velium
Next to Bait &
Tackle.
Merchant
Silspin
Felwithe Some None
Enchanters
Guild
Merchant
Lyssia
Firiona Vie 18 Types None -3622, 2431
Drake
Mountainstorm
Firiona Vie 3 Types
All except
Velium -3622, 2431
Brisla
Fyrestone
West
Freeport Many None
Academy of
Arcane Science Many NPC’s
City Gems Metals Location Vendor
North
Freeport 3 Types
All except
Velium
Blue
Building -
Unnamed
Vendors Up
and
Downstairs.
High Keep 18 Types None
Near Bank
Stairs
Merchant
Edina
North Kaladim 3 Types
All except
Velium
Everhot
Forge
Aanina
Rockfinder
North Kaladim 18 types None Inside Mine
Bonaf
Norkhitter
Kelethin 18 Types None
The
sparkling
glass
Merchant
Kweilli
Kelethin 3 Types
All except
Velium 610, 537
Merchant
Laedar
Neriak
Foreign
Quarters 3 Types
All except
Velium Shiny Tings Canarie
Neriak
Foreign
Quarters Some None
Slug’s
Tavern
Tanai
Tambor
Neriak 3rd
Gate 18 Types None The Bauble NPC Vendor
Grobb 18 Types None Grobb City Uzak
Oggok Some None
Entry to
Shaman
Guild Hrak
Paineel 4 Types
All except
Velium
Fortune’s
Fancy
Dannis
Faleet
North Qeynos 18 Types
All except
Velium
The
Jewelbox
Ziska and
Svena
Ironforge
South Qeynos Some None
The Herb
Jar
Hanlore
Escaval
Toxxulia
Forest Some None
Shop Near
Ocean
Islan
Hetstan
Toxxulia
Forest Some None
Left of
Entrance to
Hunting
Xylania
Rainsparkle
The Overthere 18 Types None 2634, 2525
Tin
Merchant IV
The Overthere 3 Types
All except
Velium 2671, 2557
Tin
Merchant III
West
Commonlands
3 Types
All except
Velium
Near
Befallen
Entrance
Naresa
Sparkle
City Gems Metals Location Vendor
Shadowhaven 18 Types
All except
Velium 8, 637
The
Allonodes
Echo Caverns 18 Types
All except
Velium
1343, -788
1389, -845
Vermout
Paslinor
Shar Vahl 18 Types
All except
Velium 300, 500 Kitty!!
Katta
Castellum 18 Types
All except
Velium -700, 100 Vendor
Sanctus
Seru 18 Types
All except
Velium -750, -1000 Vendor
Plane of
Knowledge 18 Types All Except 411, 779
The

 

EQ Jewelcraft Guide-5.1 Pre-Combines

Unlike Pre-PoP where recipes require only a metal and a gem to combine, Post-
PoP recipes require several pre-combines before the final combine can be
attempted. Most PoP recipes require an “imbued diamond”, “enchanted metal”
and a special gem.
The post-PoP “Imbue Diamond” line of spells is a no-fail combine crafted in either
a Planar Jewelry Kit or Collapsible Jewelry Kit. Each of these spells requires
three components:
– Raw Diamond – Dropped from various MoBs in the Planes of Power
– Imbue Diamond Spell – Vendor sold in the Temple of Marr in North Freeport (92, 287)
– [MoB] blood or item – Found off various MoBs in the Planes of Power
The “enchanted metal” pre-combinations should not be confused with enchanted
electrum, gold, silver, platinum, or velium. These “enchanted metal” require the
services of a player with the Smithing skill ranging from 137 to 176. Each of
these combines requires two items:
– Distilled or Purified Mana (Enchanter made)
– Specific ore found off various MoBs in PoP
Each PoP recipe will require at least one of the two items listed above (and most
of the time both), so it is essential for the Jewelcrafter to either enlist the services
of a player with the Smithy skill or raise it on his own. A full list of PoP combines
can be found below.
The final PoP item that can be created with the Jewelcraft skill is an Emblem.
While Emblems are used in only one PoP Jewelcraft recipe, they are needed in
many Smithing and Tailoring recipes. There are three items needed for an
Emblem combine and all combines trivial greater than 250:
– Enchanted Metal of [specific plane]
– [color] diamond of [specific plane] – This is the Imbued Diamond
– Blank Emblem – Found on PoK vendors.

 

EQ Jewelcraft Guide-4 Selling

Jewelcraft has always been a skill used primarily to boost a player’s statistics and
resistances. When players are at a low level, using items that boost statistics
such as hit points, mana, strength, stamina, intelligence, wisdom and dexterity
are of primary focus. When players reach level 40, the focus switches to
resistances as the MoBs they encounter are more likely to use more harmful
spells against them. It is therefore crucial for the Jewelcrafter to understand
which combinations increase what statistics and resistances. (See Appendix C).
Each gem used has a specific number of statistics associated with it. For
example, Jasper creates items that affect wisdom, while Onyx affects only
dexterity. Ruby affects both strength and wisdom, while Sapphire strength and
intelligence. It should also be noted that different items can be made from the
same gem. Jasper combined with silver, platinum and velium creates a ring, but
with electrum or gold an earring is created. Metals affect the amount of
improvement for each statistic. The more expensive the metal, the better
statistics and resistances the combined item will have. Of course the more
expensive the metal and gem, the harder it becomes to combine.
When looking for an opportunity to sell wares, there are two effective ways to do
so. With the Luclin expansion, the Bazaar offered the perfect venue for a player
to set up a trader for extended periods of time, even while away from the
computer. This is somewhat limited in that the character cannot leave the
Bazaar. The other option is to join the “auction” channel. By typing the
command */join auction* players are able to market their wares while being active
in the game. For novice Jewelcrafters (skill 1-100) who wish to sell their
combined items to players, it is advised that they start with statistic enhancing
items. Melee players will want those items that effect strength, stamina and
dexterity. Priest classes (Druid, Shaman, and Cleric) will opt for those that
enhance wisdom, strength, mana and stamina. Caster classes will want items
that improve intelligence, mana, hit points and charisma (for Enchanters).
From levels 100-200, a Jewelcrafter can sell the same items as before but select
higher metals in order to improve the stats and experiment with some resistance
items. From level 200-250, the player can start to concentrate on the higher end
combines that focus on multiple statistics and resistances. One of the best
available early combines is the electrum/gold and diamond/blue diamond
combines. The trivials for these combines range from 143-220 and the items
produced are some of the most sought after resistance items for mid level
players.
The best way to make money pre-PoP is to understand what other players want
to buy. Once the Jewelcrafter has an idea what items are in demand, he can
check the Bazaar and auction channel to see how many others are offering the
same items and what the average selling price may be. If there are several
players selling the same item, it is usually because there is a high demand for
that item. However, this creates competition and usually keeps prices and profits
low. It may also be an indicator that supply has overcome demand if many
players are selling the same items. This, too, will limit profits.
It is suggested that the Jewelcrafter, while pursuing skill advances, create
enchanted items that are not readily available in the Bazaar. While most classes
may not have a need for a bracer that adds 4 to charisma, players such as
Enchanters who are working on charm skills or those that want a little extra
buying/selling power may desire these items.
As stated before, post-PoP items all require a very high Jewelcraft skill as all
combinations trivial above 250 (See Appendix F). Many of these items may be
the most sought after in the game and the prices they fetch reflect their value and
rarity. Once a Jewelcrafter has obtained the level in order to attempt these
items, he should already be Grand Master in Jewelcraft.

 

EQ Jewelcraft Guide-3.2 Cost Vs Trivials

One of the biggest misconceptions new Jewelcrafters have is that it is better to
stick with a low level metal like silver and raise the skill by buying higher level
gems. In reality the opposite is true. Platinum is far less expensive than a
Ruby, and Malachite is the cheapest gem to buy at approximatley 5 sp. As an
example:
– Gold Bar and Ruby – Cost 142pp to combine – Trivial 207
– Platinum Bar and Malachite – Cost 106pp to combine – Trivial 218
– Silver Bar and Ruby – Cost 132 pp to combine – Trivial 62
– Electrum Bar and Malachite – 2pp to combine – Trivial 74
– *NOTE: The above examples are with CHA 110 and/or max faction
The second misconception is that when a player’s Jewelcraft skill is low (like 20)
it is better to make a cheaper combination like:
– Electrum Bar and Malachite – 2pp to combine – Trivial 74
– VS
– Silver Bar and Jade – Cost 5 pp 2sp to combine – Trivial 40
In this example, the first combine is cheaper. However, because the trivial is a
full 50 points higher than the player’s current skill, the player will fail more often –
thus he will spend more money in the long run because the player will not be
able to sell the successful combines back to the vendor as often as he would with
the lower level (yet more expensive) combination. It can be difficult to balance
the cost of the items being bought and the combination’s trivial level in order to
maximize a player’s overall finances. It is recommended that a player never
combine items that trivial more than 20-30 points higher than his current skill.
There is one exception to the above rule. The trivials for platinum and velium are
virtually identical. Therefore, it is not necessary to buy velium for the purpose of
raising a player’s skill as it is much more expensive than platinum.
One final suggestion is that all Jewelcrafters invest in a Geerlok Gem Setting
Device. The price ranges from 100-1000pp depending on the current demand.
As mentioned earlier, this device is made by Gnomes using the Tinkering Skill.
It offers a 5% bonus to the Jewelcrafting Skill when attempting combinations, but
does NOT raise the player’s base skill. So a player with a 100 Jewelcraft skill
using a Geerlok will make combines as if he had a 105 skill. As he improves his
base skill to 101, the skill using the Geerlok will move to 106, and so forth.
Using this item will help increase the number of successful combines for the
Jewelcrafter, thus saving the player more money in the end.
The cost of advancing a player’s skill from 1-200 varies on whether he is creating
enchanted items to sell back to vendors, however it is safe to estimate that the
cost will be between 2000-5000pp. The higher a player’s wisdom, intelligence
and dexterity will also affect how quickly skill improvements are achieved.
Advancing from 200-252 is more costly and a player should expect to spend an
additional 5,000-10,000 pp minimum as the costs of the metals and gems
dramatically increase.

EQ Jewelcraft Guide-3.1 Enchanting vs. Not Enchanting

As all the recipes from the post-PoP era trivial higher than 250, the only
reasonable way to increase a player’s skill in Jewelcraft is to start with recipes
from the pre-PoP era. There are two schools of thought on how to raise a
player’s skill in Jewelcraft in the most cost effective manner, whether to enchant
the metal prior to the combine or not.
Enchanting the metal (silver, gold, ect) prior to making the final combine with
whatever gem, makes the completed item magical and will carry some sort of
improvement to stats, armor or resistances. (See Appendix C). This process
also makes the completed item worth more if a player chooses to sell it back to a
vendor. The downside of this process is the time and effort it takes to actually
enchant the metals. If the player doing the combines is not an Enchanter, one
must be found who is willing to spend their time and mana to enchant the metals.
Often times they will ask for a donation or some sort of payment. If the player
making the combines is an Enchanter, then that player may enchant the metal on
their own, however please note the level restrictions for enchant metal spells
listed above.
In order to raise a player’s skill in Jewelcraft, it is NOT necessary for these
metals to be enchanted. The combine can still be made and the item still sold to
a vendor, the only difference is that the item made will NOT have any stats and
will sell to the vendor for slightly less than the item made with the enchanted
metal. Making combines without enchanting metal is therefore only for raising
the player’s skill. While other players will not be interested in purchasing these
non-magical items, it is normally the preferable way to raise the skill quickly as
there is no time-consuming enchanting process to go through.

EQ Jewelcraft Guide-2.6 Equipment for Jewelcraft

As describe above, a Jeweler’s Kit, Planar Jeweler’s Kit or Collapsible Jeweler’s
Kit is needed for all combines.
The normal Jeweler’s kit can be found on most vendors selling jewelry items at
the cost of approximately 1 pp. This is a four slot bag and cannot be used for
PoP combines.
The Planar Jeweler’s Kit is available only in the Plane of Knowledge and Plane of
Tranquility at the cost of approximately 1-2 pp. This is a six slot bag that can
combine all PoP recipes, as well as all recipes from the pre-PoP era.
The Collapsible Jeweler’s Kit is an item created by a Gnome using the Tinkering
Skill and cannot be found on vendors. It is an item that fits into other containers
until a player is in need of a jewelry kit, at which point the player may right click it
and obtain a usable jewelry kit. This kit is a six slot bag that can combine all PoP
recipes, as well as all recipes from the pre-PoP era.

EQ Jewelcraft Guide-2.5 Character’s Level

A character’s level does not affect the Jewelcraft skill limits. A level one
character may have a skill of 250, however some items with modifiers that aid
tradeskills, may have a minimum level requirement to use.
If a player is starting a new character, it is recommended that the player level the
character to level four and use the first 20 skill points to raise Jewelcrafting to
Level 20. No skill points may be used in any tradeskill beyond 20.
For players that are using Enchanters for Jewelcrafting and wish to enchant their
own metal bars, the following should be noted:
– Enchant Silver – Level 8
– Enchant Electrum – Level 16
– Enchant Gold – Level 24
– Enchant Platinum – Level 34
– Enchant Velium – Level 44

 

EQ Jewelcraft Guide-2.3 Faction.2.4 Maximum Limits to Jewelcraft

Faction has no direct effect on Jewelcrafting. It does not help or hinder the
creation of items, nor does it help with skill raises. Faction does aid in the cost
of practicing this skill. Players with higher faction with a vendor will receive better
prices.

Currently, the official maximum skill level for all tradeskills in the game is 252, but
no skill can be raised above 250. The skill level of Jewelcraft 252 is reached by
having a modifier (geerloks and trophies), which offer a 5% bonus to a player’s
base skill. Therefore, a player with a 240 base skill and a 5% geerlok has the
same total skill as a player with a 250 base skill and a 5% geerlok. The reason is
that both players have reached the maximum cap of 252, by utilizing their item
modifiers.

EQ Jewelcraft Guide-2.2 Character’s Race

Prior to the Planes of Power expansion, many players would have several
characters, each being a grand master of a particular skill. The reason was that
during this time only one skill could be raised above 200. So a player interested
in bringing a second character on to become a grandmaster in Jewelcrafting,
would often pick a race that had high Intelligence and Charisma. This would
allow quicker skill raises and save money in the process. With the introduction of
the Planes of Power, it is not necessary to create a second character for the sole
purpose of tradeskills, as any player of level 51 or higher can use Alternate
Ability points to increase the number of tradeskills they can raise higher than 200.
Therefore, Verant has changed tradeskills to encourage players to grandmaster
in more than one tradeskill.
If it is a person’s desire to create a character strictly for Jewelcrafting, it is
recommended that the player choose the class of Enchanter (in order to enchant
his own metals) and one of the following races:
– High Elf: Starts with 102 INT, 70 DEX, 90 CHA
– Dark Elf: Starts with 109 INT, 75 DEX, 70 CHA
– Erudite: Starts with 117 INT, 70 DEX, 80 CHA
With the ability to spend 30 points on a player’s character, it is recommended
that Intelligence and Charisma are raised as high as possible, with Charisma no
higher than 110. For effectiveness in buying/selling items at a vendor, Charisma
is hard-coded capped at 110. It should also be noted that the “Enchant Metal”
line of spells, to be discussed later in this guide, are available only in Neriak.
Therefore race and faction will apply to purchasing these spells.

 

EQ Jewelcraft Guide-2.1 Stats and How They Affect Tradeskills

Since the beginning of EverQuest, there has been a lot of speculation as to
whether stats help or hinder the success/failure rate and if they aid in how fast a
skill increases. For a long time, this was a heavily guarded secret by Verant,
thus many rumors sprung up. The exact formulae are still not known, however in
recent years the developers of EverQuest have offered some general guidelines.
The latest information was given in the spring of 2002 at a Verant sponsored Fan
Faire.
The first rule is that stats have NO effect on the success or failure rate of
combines. The only factors that affect this are:
a. The skill level a player possesses in a particular tradeskill
b. Any bonuses that add to their base skill (geerloks, trophies and other
items that have modifiers)
c. The trivial for the item they are attempting to create
The second rule is that certain stats CAN affect how fast a skill increases. Skillups
(improved skill level) are based upon a player’s Wisdom or Intelligence,
whichever is higher. There are three known exceptions to this rule:
a. Fletching: Wisdom, Intelligence and Dexterity, whichever stat is higher.
b. Jewelcrafting: Wisdom, Intelligence and Dexterity, whichever stat is
higher.
c. Smithing: Wisdom, Intelligence and Strength, whichever stat is higher.
There is a rumor that Dexterity can also help raise Tailoring, however as of the
last inquiry in the Spring of 2002, this has not yet been confirmed.
Finally Charisma is useful only in the buying and selling of tradeskills. Faction is
also important as the player will receive better prices from vendors with whom he
has a high faction standing

 

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