Update: Rift 1.11 Crafting

CRAFTING
General changes:
 * Normalized the rate of gaining skill points for all recipes across all professions.
 * All crafting daily quest reward bags have been rebalanced.
 * Reward bags will have slightly reduced amounts of crafting materials.
 * To offset this, reward bags now have more rare rewards including Salvaged Materials, Augments, Artisan’s Marks and Master Craftsman’s Marks.
 * Ironhide now has an increased chance to be skinned from level 52 mobs.

Crafting Specialty Goods Merchant:
 * The random Augment boxes have been removed.
 * The cost of a Master Craftsman’s Mark has been reduced to 400 Artisan Marks, (approximately one week of daily quests).
 * Planar Attunement XP Crystals have been added to the Crafting Specialty Goods merchants.
 * 1 Eternal Crystallized Insight can be purchased for 1 Master Craftsman’s Mark.
 * 1 Pure Crystallized Insight can be purchased for 200 Artisan’s Marks.
 * 1 Crystallized Insight can be purchased for 100 Artisan’s Marks.

APOTHECARY

 * To reduce the number of different Apothecary reagent types and save room in your bags, we've made the following changes!
 * The following Reagents no longer appear in recipes and existing items have been converted to sale items:
 * Bubbling Extract, Cloudy Extract, Potent Extract, Pure Extract
 * Empty Crystal Bottle, Empty Gilded Flask, Empty Glass Bottle, Empty Glass Flask, Empty Runed Bottle, Empty Runed Flask
 * High Grade Sulfur, Low Grade Sulfur, Standard Grade Sulfur, Vinegar Concoction
 * All 'Bottle' type recipe requirements now use a 'Set of Gilded Bottles'.
 * All 'Flask' type recipe requirements now use a 'Set of Crystal Flasks'.
 * All recipes that require Sulfur now just use 'Top Grade Sulfur'.
 * Most recipes requiring Extracts have been changed to use an appropriate-tier acid instead.
 * Most recipes requiring Vinegar Concoctions have been changed to use an appropriate-tier bone or tooth instead.
 * All valid Apothecary reagents now stack to 99. To aid with identification, some reagent icons have been updated.
 * Some reagent prices have been adjusted.
 * The following recipes have been adjusted so they reach yellow and green difficulty sooner:
 * Heroic Healing Tonic, Heroic Heartshatter Vial, Heroic Spiritshatter Vial, Tenacity, all Vials of [Element] Resistance.
 * Removed recipes that had Notoriety requirements from the Apothecary Artisan Store. They are still sold by their respective Notoriety Quartermasters.
 * The following potion recipes are now purchased with Artisan's Marks rather than gold:
 * Recipe: Curse Elixir
 * Recipe: Heroic Enduring Vial
 * Recipe: Heroic Powersurge Vial
 * Recipe: Heroic Brightsurge Vial
 * The level of skill required to craft the lesser serums is no longer higher than that of recipes that use serums as ingredients.

ARMORSMITH

 * Increased the skill requirements on the recipe scrolls for Orichalcum Buckler, Orichalcum Chausses, Orichalcum Cuisses, and Orichalcum Gauntlets to match the skill requirements to craft the item.
 * The following recipes have been adjusted so they reach yellow and green difficulty sooner:
 * Thick Armor Plating, Thick Padding, Razor-Sharp Spikes, Carmintium Shield, Carmintium Buckler, Vitality
 * Fixed a typo in the name of Faith-Forged Spaulders.

ARTIFICER

 * The following recipes have been adjusted so they reach yellow and green difficulty sooner:
 * Burning Powerstone, Burning Manastone, Burning Witchstone, Burning Spellstone, Sacred Tome, Sacred Fetish, Insight, Carmintium Lariat
 * Adjusted the skill requirements to learn the following recipes so they match the skill required to craft the item:
 * Platinum Necklace, Platinum Gorget, Ornate Platinum Choke, Fine Platinum Chain, Shadethorn Virage, Shadethorn Spellstaff

OUTFITTER

 * Increased the skill requirements on Recipe: Dusty Treasure Hunter’s Satchel to match the skill required to craft the item.
 * The following recipes have been adjusted so they reach yellow and green difficulty sooner:
 * Performance Insoles, Extra Sticky Grips, Lightweight Riding Chaps, Dusty Treasure Hunter's Satchel, Witchweave Cowl, Steeled Leather Brigandine, Aptitude, Spellspun Bag, Bolt of Spiritweave

RUNECRAFTER

 * Adjusted the skill requirements to learn the following recipes so they match the skill required to craft the item:
 * Blazing Unwavering Rune, Blazing Valorous Rune, Blazing Adamant Rune, Blazing Valorous Runeshard, Brilliant Air, Death, Earth, Fire, and Water Resistance Runes.

SURVIVAL

 * The recipes for Eel Fillet, Pome Ambrosia, Grilled Steak, and Jellied Ray will turn yellow and green difficulty sooner.
 * Survival: Updated description on Bedrolls and Tents so their use is more clear.

WEAPONSMITH

 * The following recipes have been adjusted so they reach yellow and green difficulty sooner:
 * Exquisite Oilstone, Exquisite Whetstone, Massive Weaponstone, Noise Canceling Coating, Carmintium Dagger, Carmintium Musket, Carmintium Halberd, Finesse
 * Adjusted the skill requirements to learn the following recipes so they match the skill required to craft the item:
 * Orichalcum Claymore, Orichalcum Mace, Orichalcum Ritual Blade, Shadethorn Bow

SALVAGING

 * Salvage loot tables have been cleaned up. You will no longer sometimes be awarded with materials from the incorrect tier.
 * Salvage materials no longer need to be combined into Salvaged, Reclaimed, Processed, or Refined materials.
 * All recipes that require Salvaged Materials now use the base material.
 * If you have combined Salvage items in your bank or bags, you will be able to convert these back to their component parts.
 * Salvaged Bones have been completely removed from all Salvage tables.
 * They are now flagged as Trash items.
 * Normal Bone type crafting material can still be salvaged from items that awarded them previously.
 * Uncommon and Rare items will salvage into normal Salvaged Materials.
 * Epic items will salvage into Epic Salvaged Materials.
 * Epic Salvaged Materials are required for all Epic Augment recipes.
 * Epic Salvaged Materials also have a very low chance of being rewarded through the skill 300 Crafting Daily reward bags.

AUGMENTS

 * All Augment recipes now require Salvaged Materials.
 * Several Augments will no longer drop in the world and cannot be crafted or acquired by any means. They will not be removed from players who currently have them. If you still have one hiding in your bank, you will be able to use it.
 * Scorpid Stinger
 * Centair Tail
 * Faerie Wing
 * Phylactery
 * Mistwalker Essence
 * Gravemaker Hide
 * Harpy Feather
 * Werewolf Blood
 * Dragon Turtle Shell
 * Treant Bark
 * Basilisk Tail


 * All other existing Augments have been renamed to better communicate the bonuses they will apply.
 * Below is a list of the existing Augment and its new name (they are named for the bonus it applies, plus a prefix to indicate tier/relative power, ex: Lesser Dexterity). The format is Old Name: New Name without tier indicator.
 * Vespid Stinger: Attack Power
 * Hellhound Heart: Endurance and Parry
 * Wight Essence: Strength and Attack Power
 * Thick Troll Hide: Strength and Melee Crit
 * Adrenalite: Strength
 * Etherialite: Intelligence
 * Saintstone: Wisdom
 * Thiefstone: Dexterity
 * Vitalium: Endurance
 * Sobek Eye: Spell Crit
 * Bogling Eye: Dodge
 * Deep One Tooth: Endurance and Block
 * Whelp Scale: Wisdom and Spell Power
 * Griffon Hide: Wisdom and Spell Crit
 * Golem Core: Spell Power
 * Satyr Horn: Endurance and Dodge
 * Naga Scale: Intelligence and Spell Power
 * Gnar Pincer: Intelligence and Spell Crit
 * Dragonian Scale: Melee Crit
 * Barghest Fang: Parry
 * Demon Horn: Dexterity and Attack Power
 * Razormaw Spine: Dexterity and Melee Crit


 * Several new Augments have been added to fill the gaps in the Augment system.
 * Block
 * Deflect
 * Crit Power
 * Strength and Crit Power
 * Wisdom and Crit Power
 * Intelligence and Crit Power
 * Dexterity and Crit Power
 * Endurance and Deflect


 * Augments will no longer drop in the world. They can now only be acquired through crafting and the crafting daily quest reward bag.
 * All Augments can now be crafted by each profession except Runecrafter.
 * New recipes for all of the below Augments can be found on your profession trainer and at your profession’s Artisan Store merchant.
 * Uncommon Augments can be trained at your crafting profession trainer at skill levels 50, 150, and 225.
 * Rare and Epic Augments can be purchased at your crafting profession Artisan Store for Artisan’s Marks and Master Craftsman’s Marks.
 * Because of the changes and reductions to the material costs of the recipes, all Augment recipes will now only make one Augment.
 * Existing Uncommon Augment recipes have been removed from the Artisan Store merchant. If you already purchased these recipes, but had not trained them yet, you will still be able to learn the recipe from the scroll.
 * The bonus stats applied by Augments have been normalized. In some cases, this mean dual-stat Augments will be slightly better than their single-stat counterparts. Because of this, dual-stat Augments are generally more expensive to craft.


 * The available Augments are broken down amongst the professions as follows:
 * Apothecary
 * Dexterity
 * Endurance
 * Intelligence
 * Wisdom
 * Strength
 * Crit Power (new Augment)
 * Armorsmith
 * Attack Power
 * Block (new Augment)
 * Endurance and Parry
 * Strength and Attack Power
 * Strength and Melee Crit
 * Strength and Crit Power (new Augment)
 * Artificer:
 * Spell Crit
 * Dodge
 * Endurance and Block
 * Wisdom and Spell Power
 * Wisdom and Spell Crit
 * Wisdom and Crit Power (new Augment)
 * Outfitter:
 * Spell Power
 * Deflect (new Augment)
 * Endurance and Dodge
 * Intelligence and Spell Power
 * Intelligence and Spell Crit
 * Intelligence and Crit Power (New Augment)
 * Weaponsmith:
 * Melee Crit
 * Parry
 * Endurance and Deflect (new Augment)
 * Dexterity and Attack Power
 * Dexterity and Melee Crit
 * Dexterity and Crit Power (new Augment)

CRAFTED TEMPORARY ENHANCEMENTS

 * All Temporary Enhancement recipes require normal crafting materials. They no longer require any Salvage Materials to craft.
 * The tooltips for Armor Plating have been updated to reflect that the bonus is Armor and not “Physical Resistance”.
 * Armor contributions from Armor Plating have been increased to improve their value and usability.
 * Whetstones and Oilstones no longer add “Weapon DPS”. They have been converted to add Attack Power instead.
 * New ranks of Oilstone have been added to smooth out enhancement progression.
 * New ranks of Powerstone have been added to smooth out enhancement progression.
 * The Spell Power bonus given by Powerstones has been reduced. Powerstones are now equal to Oilstones in terms of the bonus they will apply.
 * Manastones are no longer restricted to Totems. They can be applied to any Offhand item.
 * Witchstones are no longer restricted to Staves. They can be applied to any 2-handed item.
 * Sticky Grips will no longer reduce Disarm effects in PvP.
 * Spellstones will no longer reduce Silence effects in PvP.
 * All Temporary Enhancements now stack to 99.