Posted by Trishin at Fri, 30 Dec 2016 21:11:49 UTC

These NPCs in the capitals have been made unavailable. (Please let me know if any was missed)
- If anyone finds any evidence of these being available at 1.65 please let us know and we will reimplement them.

โœ“ Posted by โ˜… Askafruja at Sat, 24 Dec 2016 10:42:27 UTC

This is valid :D

โœ“ Posted by ๐ŸŒŸ Allister at Fri, 23 Dec 2016 19:56:18 UTC

another proof here of both the alchemy/spellcraft having all their specific ingredients in the capitals and other crafts being limitated at 500

https://web.archive.org/web/20031004054624/http://www.midnightsojourn.com/guide.html
For most of your Alchemy career you will not need to leave your realm's capital city to get ingredients for your recipes. However once you start working on mithril tinctures or above you will have to start making supply trips to fetch your metal. Since these trips can take a substantial amount of time it is often wise to stock up on as much metal as you can afford (or carry) and store it in your vault until it's needed. If you are a low level crafter you may need to ask a higher level friend to make the supply trips for you, especially when you get to use the highest level metals which are only available in the frontier areas.

Note: The Shrouded Isles expansion has brought with it five new towns in each realm where you can practice Alchemy. There is at least one new town per realm that has all the trade supplies you could ever need, so for those of you with the expansion there is no need to risk life and limb on those dangerous supply trips to get the top level metals. Some towns have the alchemy merchants right next to or very close to the Alchemy table, so it may be worth exploring to see which town is best for the items you are currently making. However remember that you'll still need to return to the Alchemy Master every 100 skill points, so trips to your realms capital city or expansion starting town will still be necessary.

merchant positions / name and infos on classic and on SI
https://web.archive.org/web/20031004054056/http://www.midnightsojourn.com/merchants.html

Posted by ๐ŸŒŸ Allister at Thu, 22 Dec 2016 07:47:44 UTC

i think you can clearly see that the merchant is in TNN here for alch / SC but there was no way to buy advanced physical crafts materials until later ^^

Posted by โ˜†โ˜†โ˜† Def at Thu, 22 Dec 2016 06:50:21 UTC

why would anyone do all that running if housing merchants were in just get a house or find an open one.. i know they were supposed to be in but not for a while but can't say when for sure.

"http://www.sarouk.net/daoc/pricing.html"
i know this won't work as proof to devs but

" However, spellcrafters never have to leave Camelot (or their respective home city), while the other crafters must venture to a relic or merchant keep in order to buy materials to make the best items. I see this as a fair tradeoff and see no reason to charge extra just because you have to click a lot. Just be glad you don't have to spend 20 minutes running (in albion, for example) to excalibur (which doesn't have a forge) to camelot all the time."

โœ“ Posted by โ˜†โ˜†โ˜† Def at Thu, 22 Dec 2016 06:07:36 UTC

Spellcrafting you could do entirely in Camelot. The other crafts you could not.

โœ“ Posted by โ˜†โ˜†โ˜† Garain at Tue, 20 Dec 2016 01:10:15 UTC

Wooop Woop is the Sound of the police, yup yup iยดd like it the way it was back then due to the fact increasing immersion n time sink :P

โœ“ Posted by ๐ŸŒŸ Allister at Sun, 18 Dec 2016 03:33:34 UTC

@gnome : as stated by einhexe, the change came in 1.70 (1.71 in jordheim)

Before that, you either had to horse your way out of material runs on all the realm or go for the frontiers ... or go to Diogel/aalid/hagall with SI introduction ^^ or in the housing ;)

But people complained about capitals being deserted for those SI towns, hence the 1.70/1.71 capitals changes + the crafting speed buff :)

I know it feels like a pain but... on the other hand, without SI nor the housing merchants, it's another point to bring people to the frontiers :p!

Posted by โ˜… Moha at Sun, 18 Dec 2016 00:33:38 UTC

1.70

All capital cities have undergone merchant renovation. A lot of the familiar merchants are gone and have been replaced with static NPCs who have combined stores on them.

Posted by Gnome at Sat, 17 Dec 2016 22:48:28 UTC

I believe the implementation was somewhere around Shrouded isles, as you could craft safely during that expansion.

Posted by โ˜… Impressive at Sat, 17 Dec 2016 22:47:00 UTC

this is irrelevant, house merchants had all tiers from implementation.

Posted by Gnome at Sat, 17 Dec 2016 22:40:34 UTC

There was a point many merchants were "Combined" and so a Merchant received a new list of items to sell or was removed entirely.

I believe I have already researched this to detail at some point.

Anyway,
1.61
TRADESKILL NOTES

- The higher level material stores (materials 6-10) now carry the essential tools for crafting.

โœ“ Posted by โ˜… Falken at Sat, 17 Dec 2016 17:33:42 UTC

Sounds accurate, making crafting more painful does not sound fun though :(

โœ“ Posted by ๐ŸŒŸ Greenpeace at Sat, 17 Dec 2016 13:55:37 UTC

thank god i didnt craft in 2003 besides some alchpots,lol

Posted by โ˜… Moha at Sat, 17 Dec 2016 13:53:34 UTC

rip my capital city experience

โœ“ Posted by โ˜…โ˜… Fenicine at Sat, 17 Dec 2016 03:31:32 UTC

But at the same time housing SHOULD have crafters of all levels.

โœ“ Posted by โ˜…โ˜… Fenicine at Sat, 17 Dec 2016 02:23:24 UTC

I was wondering if uthgard would do this, I love crafting in frontiers...