A new meeting: on 03/11/2016 04:47 PM CST
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Hello,

I would like to have a meeting in about a month from now. The meeting would be necro only and take place likely in the classroom in the crossing guild.

I know this is a bit early notice but I was wondering which of these two ideas would be preferred:

Either a general discussion on crafting? Or One more focused on alchemy?

The one more focused on alchemy would have an earlier start time then the main meeting where newer necromancers to the art of alchemy can be taught how to do make remedies. After instruction discussion on the current state of alchemy will take place.

All necromancers are welcome this is not a political event and as such some topics will be requested to be left at the door. I am being vague but I am sure those who are necromancers know what I mean.

If there are any newer necromancers that require it starting gear will be provided to at least learn the ropes of alchemy and some items will be offered to help those get started.

So what I would like to know is: Which meeting are you interested in? The general one where more starting tools will be gathered and a general discussion of the crafting system will take place? Or a deeper look into alchemy as it is and where it is going?

You can post here, send me mail to my game account or if you know me in game feel free to say hi and tell me what you think.

PS I know there are meetings like this already offered to the masses but they take place in town so not so necro friendly and well I hope to talk about some specific things that affect those of the guild.
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Re: A new meeting: on 03/11/2016 05:02 PM CST
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Our own crafting nights are a nice idea since, as you say, the current ones are held in cities and it's not always the most easy thing to get into. I have had tons of people ask me about alchemy over the past year and all I can do is shrug because I frankly know nothing about that particular system.

This reminds me that it would be really nice if we had access to some communal crafting tools. I think the idea of our own alchemy lab was floated at some point?



Thayet
@thayelf // http://thayette.tumblr.com

"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
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Re: A new meeting: on 03/11/2016 08:47 PM CST
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I think a discussion of the craft would be useful, but I also think Alchemy is kind of in an infantile stage still. Necromancers don't really need to use remedies all that much, because A ) we can heal ourselves, and B ) there's no disease/poison Remedy as of yet. All of my Alchemy training, which is low on my priority list, is done by making and dumping a trainable recipe.

I think a general discussion of crafting might be handy.
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Re: A new meeting: on 03/16/2016 08:40 AM CDT
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>>I think a discussion of the craft would be useful, but I also think Alchemy is kind of in an infantile stage still. Necromancers don't really need to use remedies all that much, because A ) we can heal ourselves, and B ) there's no disease/poison Remedy as of yet. All of my Alchemy training, which is low on my priority list, is done by making and dumping a trainable recipe.

I think a general discussion of crafting might be handy.<<

I tend to agree with you. There is as you mentioned some use for alchemy. Not a great one but a small niche for necromancers. Thinking about what you said I double checked something else also. The best I can tell we only have a circle requirement for 2 lore skills. I would also tend to argue that the crafting skills are not the best choices for lore skills as a necromancer. I would rather work tactics as I bob a lot while in combat and appraisal so I can see what something is worth and how skilled a mob is compared to me. Also helpful in mining and I am assuming lumber jacking.

Having said that and based on the fact that there were only two responses so far to this thread I have decided to run the general discussion first. If anyone wants to learn how to get started on alchemy I will try to be at the meeting 30 minutes before the start. The reason being of all the crafting skills getting started on alchemy seems to be the most annoying.

I have also picked a date. I will hopefully be running this on Wednesday April 20th, at 9:30 est in the Crossing Guildhall. We will start at the common room with the bucket and likely move from there to a classroom. I will try to be 30 minutes early to teach alchemy before the general discussion. My goal is monthly? To run another event covering all the professions separately. Though a hands on practice for smithing will be a bit difficult. Not impossible but difficult we will discuss the future of this event at that meeting. If you would like to share your thoughts on it and can not make the meeting feel free to reach out to me.

I have practiced a little bit of each of the currently released systems but I practice a lot alchemy and smithing. Alchemy is what I work the hardest and what I have done the most research and experiments on. So keep in mind if you consider yourself an engineer or tailor, smith or alchemist yourself feel free to offer assistance. Assistance will be most welcome. Quickly going from that point I see this more as a discussion then a lecture and I do not feel I have all the answers. I am hoping we can learn and grow from each other.

In the next few weeks I will be posting some links to get started on the various professions and a few other links that I use a lot.

Thanks for your time.

A simple alchemist
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Re: A new meeting: on 03/16/2016 03:33 PM CDT
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> I would rather work tactics as I bob a lot while in combat and appraisal so I can see what something is worth and how skilled a mob is compared to me. Also helpful in mining and I am assuming lumber jacking.

I don't think tactics is involved in Mining or Lumberjacking at all, is it?

But, yes, considering we're lore secondary, I'd say working tactics is important, possibly probably more important than working weapons. Nothing like WEAVING and CIRCLING an opponent that your zombie and/or mudman are currently pulverizing.

But yeah! I think a teaching night is a great idea, and crafting seems to be something that no one has stepped up to hold for Necromancers, so I really encourage you to do so! I'll try and make it!

>The reason being of all the crafting skills getting started on alchemy seems to be the most annoying.

How so?
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Re: A new meeting: on 03/16/2016 03:36 PM CDT
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I'll be there with my knitting needles. :V



Thayet
@thayelf // http://thayette.tumblr.com

"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
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Re: A new meeting: on 03/16/2016 03:39 PM CDT
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>>I don't think tactics is involved in Mining or Lumberjacking at all, is it?

I think that was more a reference to appraisal than tactics.

>>How so?

TBH, material prep for alchemy is a bit annoying compared to other crafts. I feel kinda the same about outfitting and bone-carving but at least in those situations you don't need a specific fabric/leather/bone for a particular WO.

I can get a 210 volume ingot and make all the WO items I want. For alchemy I need to get specific materials for specific WOs, and most don't take store-sold options.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: A new meeting: on 03/16/2016 03:46 PM CDT
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>TBH, material prep for alchemy is a bit annoying compared to other crafts. I feel kinda the same about outfitting and bone-carving but at least in those situations you don't need a specific fabric/leather/bone for a particular WO.

Don't forget that some herbs are seasonal! Hilarity ensues.



Re: Life mana Spell preps

You raise your hands in the air. You wave them like you just don't care. Somebody says, "Hey!" Somebody says, "Ho!" Somebody screams.
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Re: A new meeting: on 03/16/2016 04:35 PM CDT
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>TBH, material prep for alchemy is a bit annoying compared to other crafts. I feel kinda the same about outfitting and bone-carving but at least in those situations you don't need a specific fabric/leather/bone for a particular WO.

>I can get a 210 volume ingot and make all the WO items I want. For alchemy I need to get specific materials for specific WOs, and most don't take store-sold options.

This. I trained mine up to 700 something (past whatever skill level I need for 200th circle) and haven't touched it since. I'm really hoping that poisons aren't as tedious or that I find a way to train it that isn't tedious with no experience.
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Re: A new meeting: on 03/16/2016 05:29 PM CDT
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Honestly, I was so...unhappy, we'll go with, the alchemy system after I chose it, I decided it was in my favor to make a new character.
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Re: A new meeting: on 03/21/2016 02:26 PM CDT
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Sorry it has taken so long to respond. I had a bit of an issue with my meds and well lets just say I think I might have my head screwed on correctly again.

I had in fact meant to imply that appraisal is useful in mining. From what I have seen and read it helps with finding what ore and rock is in the area. I am not 100% sure but I imagine the same is true with appraisal helping to find what kind of trees are in a forest for lumber jacking.

You also asked how getting started with alchemy is harder then getting started with the other crafting professions.

First off I of course agree with what has been posted since. I also feel there is more to it then that. If you look at the first recipe most people make which is blister cream it has four different ingredients in it. You need 5 herbs that heal minor external body healing, one that heals external head wounds, water and a catalyst. So the first step it to figure out what the heck all those herbs are that you need. There is a page in the book that tells you what each of them are. They also need to be prepared before you can use them. Since they heal external wounds they must be dried before they are of any use.

Then the first herb does some strange things compared to other crafting. If you use more then 5 you can, as long as it is less then 25. Yet when you do this the extra seems to disappear! You decide to knit and have extra yarn you take what you need and have the rest left over. You decide to make something in the forge you have an ingot that is too big you take what you need and the rest is left, etc. Alchemy on the other hand will make an extra dose of what you are making for every 5 that you use. Now if you use something that is not a multiple of 5 such as 12. You will use 10 of it to make a 2 dose cream, salve etc the other two are lost in the process. Also if you decide to make an amount more then one dose you only change the first herb. The rest of recipe stays the same. So you can use 15 dried red flowers, one dried nemoih root, one splash of water, and one dose of catalyst to create a 3 dose blister cream.

Now catalysts. That is another strange thing in alchemy. There are several you can use, the most common are seolarn weed, coal and pewter. Coal can be bought at the forging hall and can be used as is no need to crush, chew on etc. Just like it is bought you use it. Seolarn weed must be crushed before you can use it, crush in a mortar or plant grinder in the hall till it is crushed seolarn. Pewter must be 100% pure pewter if it is mixed with another metal will not work even if it says it is pewter. So catalysts can be another spot that causes trouble for those trying to start alchemy.

Many people already talked about the fun of trying to find the herbs needed. Yet I want to point something out that caught my eye and confused me when I first started doing this. If you look at the page that is marked herb overview you will see a list of herbs. One of those herbs is Plovik Leaf, if you are new to finding herbs you will never find Plovik Leaf in the game. Well you could if you got lucky and used this command forage plovik lea . You see you do not forage for plovik leaf you forage for plovik leaves. All of the herbs that are called leaf must be foraged as leaves. Well all except for tea leaf which you forage for as a leaf. Also if you read that page you will find genich stem says "external body scars". The recipe that uses genich stem says external chest, abdomen, and back scar healing. It is the same for Ojhenik root which heals the internal scars same spots.

Work order are also a bit strange for alchemy. The society will require 5 dose remedies. So you might be asked for 3 5 dose nemoih salve. So you would need 75 dried nemoih roots to fill the order. While talking about work orders they also pay not so well. Well that depends on the catalyst used but that is a whole another story.

It should be noted I am not trying to scare you away for alchemy. Alchemy is my fourth highest skill and one that I work with a passion. It is a title that I would love to wear one day and be known for my skill as an alchemist. Having said that there are some issues that you need to work through, and you will need to know that as a necromancer remedies are not that important for us. Not totally useless but not really needed either. I hope that poisons will be worked on after tinkering is released and I have a reason to hope I am right. It is really nothing more then a few rumors and some logic that could easily be dismissed.

Again my deepest apologies for the delay in this response. I have contacted the events group about getting this added to the calendar. I will start working on an outline for the meeting. As I have said I am a newer player and those with more experience are most welcome to present and would love to hear all your experiences at the meeting. It is a little less then a month out so see you all then.

A simple alchemist
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