Difference between revisions of "Jewelry smithing"
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:*[[Ball]] | :*[[Ball]] | ||
:*[[Candelabra]] | :*[[Candelabra]] | ||
− | :*[[Chain]] - ''Note: Jewelry chains cannot be sold to a trader'' | + | :*[[Chain (jewelry)]] - ''Note: Jewelry chains cannot be sold to a trader'' |
:*[[Necklace]] | :*[[Necklace]] | ||
:*[[Pendulum]] | :*[[Pendulum]] | ||
:*[[Ring]] | :*[[Ring]] | ||
:*[[Statuette]] | :*[[Statuette]] | ||
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== Tips == | == Tips == |
Revision as of 05:09, 29 December 2009
Main / Skills / Smithing / Jewelry smithing
Description
The skill in smithing jewelry. Jewelry is primarily used for selling to traders. Increasing your skill will allow you to get more jewel smithing options such as altars. Jewelry smithing primarily uses Gold and Silver lumps, with the exceptions of Balls, Bowls, and Altars, all of which can be made of other metals or non-metal materials.
Items
See also Category:Jewelry smithing items
Jewelry
- Altar
- Bracelet
- Bowl
- Ball
- Candelabra
- Chain (jewelry) - Note: Jewelry chains cannot be sold to a trader
- Necklace
- Pendulum
- Ring
- Statuette
Tips
To initially gain skill it might be best to start with making iron bowls. Granted they're not worth much to traders and are useless except in altars, but since each bowl is 0.3 kg, they don't use that much lump and they're made from a readily-available substance (iron). The exception to this is if you have access to a vein of gold or silver, in which case rings are the better choice, both in terms of value and lump consumed.
Gavin's notes and tips
(Note: Information is out of date. See Discussion Page)
Facts about JSing
- Every item is worth the same; the only thing that matters is if it is made of Gold or Silver, and mostly the quality of said item (with some exceptions)
- Every item gives the same skill gain, no matter what it is; the only thing that affects skill gain is how high you imp said item
Skilling Up
First start with Iron Bowls as they use iron, and are rather easy to imp. These can be used in altars.
When you get a decent percentage chance to make, start doing "Armrings". They use .30 to create, and .03 per imp action. These are worth a bit to traders also.
Once you get high percentage chance to create, imp Rings. These use .10 to create (you get .05 ring, .05 scrap). 100 of these fit in a BoK, so they are perfect for sacrificing and carrying around, and also only use very little lump to imp.
Here is a little graph I drew up about Favor gain, Worth, and Get Price and what you can get at optimum from traders
Note: I no longer get 10 favour from 30ql gold rings, only about 4-5 favour
The get price of Jewelry items, expressed in copper coins, is:
Get Price = 2.5 * (QL/10)^2 - 0.02.
Roughly, you get 1/5 get price as favour and 7/4 get price as the offered price.
Titles
- Goldsmith at 50 skill
- Renowned Goldsmith at 70 skill
- Midas Touch at 90 skill