| <Kabal> Pexx |
I started Apothecary recently have a decent number of recipe's for extracts made a few things, now I am uncertain what to do with said extracts when I hover over them it just says "chemical" so I assume they are a component for a crafting profession is their a guide somewhere so I can see what I can do with these extracts or what I need to train in to make the extracts useful?
Stephen Cheney
Goblinworks Game Designer
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We never got around to implementing material components for spells. Not to say that's not something that's still on the table for later, but you don't actually need them for spells now.
Extracts are mostly used in Alchemy. Additionally, adhesive extracts get used as glue for several things, deadly extracts are used in rogue kits, hallucinogenic extracts get used in animal figurines for druid wildshapes (you have to, like, feel that you're a bear, man), and there will probably be more one offs like that as it makes sense.
TEO Cheatle
Goblin Squad Member
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Stephen, I had an idea that Utilizes the Spell Component System, wanted to know if it is feasible.
Right now, spells don't quite have as big of a bang as they did in the table top, that is understandable, as we know were working on a different curve, I believe level 20 is suppose to be equal to level 9-12 in the table top.
Have you all thought about a Ritual System, that would allow an individual or groups of Arcane/Divine Casters to mimic some of the things you can do in the table top? Like change weather if it is implemented, cast a a fog/cloud spell, summon a creature(s), ward an area against a specific group(s).
In this instance you could call for a combination of Spell Components, like 1000 gp with of pearls, or really like 100 pearls, to cast a Ritual Casting of Stoneskin.
Caldeathe Baequiannia
Goblin Squad Member
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Sorry. When I said "spells" I was referring carelessly to things that looked kind of like spells when I glanced at the crafting lists but are actually probably consumables (like below, which all need extracts):
Apprentice's Ambrosia
Apprentice's Ice
Apprentice's Mirage
Apprentice's Sunrod
Apprentice's Bodybalm
Apprentice's Fortifying Powder
Apprentice's Resistance
Apprentice's Soothe Syrup
Apprentice's Ward Gel
Tyncale
Goblin Squad Member
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We never got around to implementing material components for spells. Not to say that's not something that's still on the table for later, but you don't actually need them for spells now.
Stephen, Shroud of the Avatar (Richard Garriots new game) is currently implementing a component system where Spells still work when you do not have any components, but are more powerful when you do have the required components.
I like that system. Players that focus purely on their Mage role will most certainly walk around with all Components, but this opens up possibilities for those that dabble in Mage on the side. And it helps the true Mage to stand out to anyone who is not so serious about being a Mage. And you would never become totally debilitated when you run out, which is nice for all mages.
Maybe this is one of those things where you would say "if Y(more powerful with components) then nobody would do x(run around without them)" but I do not think that is true. Not everyone is constantly busy min-maxing.
I guess each spell (at least the DPS, BUFF and Debuff spells) would need two iterations, not sure how much work that is. Pure Utility spells could *always* require components.
I am also wondering if something similar could be done for Arrows(when you run out you still do some damage with a bow).
KarlBob
Goblin Squad Member
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Right now, I think the most valuable things you can make as an Apothecary are Weak Varnish (needed in making bows), and Ink (needed in making spell books). Once people realize how handy alchemical Cure Potions are, I think the extracts used to make them will also become valuable.
In terms of training a crafting profession to use your own extracts, Alchemist is the number one choice. Bowyer wouldn't be bad, either, if you don't mind specializing in varnish production.
KoTC Edam Neadenil
Goblin Squad Member
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Right now, I think the most valuable things you can make as an Apothecary are Weak Varnish (needed in making bows), and Ink (needed in making spell books). Once people realize how handy alchemical Cure Potions are, I think the extracts used to make them will also become valuable.
In terms of training a crafting profession to use your own extracts, Alchemist is the number one choice. Bowyer wouldn't be bad, either, if you don't mind specializing in varnish production.
Some dev are other seems to have seeded about 10,000 +1 ink in the AH but they are not cheap.
Persoanlly I think with Apothecary Arcanist Artificer - all these wizzie things starting with A it is all too confusing :D
KarlBob
Goblin Squad Member
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KarlBob wrote:Right now, I think the most valuable things you can make as an Apothecary are Weak Varnish (needed in making bows), and Ink (needed in making spell books). Once people realize how handy alchemical Cure Potions are, I think the extracts used to make them will also become valuable.
In terms of training a crafting profession to use your own extracts, Alchemist is the number one choice. Bowyer wouldn't be bad, either, if you don't mind specializing in varnish production.
Some dev are other seems to have seeded about 10,000 +1 ink in the AH but they are not cheap.
Persoanlly I think with Apothecary Arcanist Artificer - all these wizzie things starting with A it is all too confusing :D
And Alchemist.
KarlBob
Goblin Squad Member
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What's odd to me now is that Apothecary has been assigned to Cleric settlements. Do the Arcanist and the Iconographer use a lot of extracts? From what I've seen, the more natural combination would be Apothecary and Alchemist.
Then again, maybe poorly matched refining and crafting facilities in the role-oriented settlements are meant to push most crafting activity into the crafting/auction house settlements.
KarlBob
Goblin Squad Member
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It will be better for the game if there are strong reasons to trade between settlements.
That, too.
Actually, I think one of the strongest drivers of trade between settlements might be the uneven distribution of raw materials across the map. If all I can find near my settlement is iron/juniper/wool, I might be willing to buy some coal/tansy/hemp off the AH, rather than running across half the map to gather it myself.
KoTC Edam Neadenil
Goblin Squad Member
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What's odd to me now is that Apothecary has been assigned to Cleric settlements. Do the Arcanist and the Iconographer use a lot of extracts? From what I've seen, the more natural combination would be Apothecary and Alchemist.
Then again, maybe poorly matched refining and crafting facilities in the role-oriented settlements are meant to push most crafting activity into the crafting/auction house settlements.
Apothecary make Varnish which is needed for Bows.
In terms of clerics Varnish is an essential ingredient of hafted weapons like Axe, Mace and Hammer as well as necessary for the main T1 cleric heavy armor Yew and Iron Splint.
KarlBob
Goblin Squad Member
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KarlBob wrote:What's odd to me now is that Apothecary has been assigned to Cleric settlements. Do the Arcanist and the Iconographer use a lot of extracts? From what I've seen, the more natural combination would be Apothecary and Alchemist.
Then again, maybe poorly matched refining and crafting facilities in the role-oriented settlements are meant to push most crafting activity into the crafting/auction house settlements.
Apothecary make Varnish which is needed for Bows.
In terms of clerics Varnish is an essential ingredient of hafted weapons like Axe, Mace and Hammer as well as necessary for the main T1 cleric heavy armor Yew and Iron Splint.
That makes sense, too, except that varnish is only one of the many things that apothecaries make. Most apothecary recipes are used for alchemy, not weapon and armor crafting.
I think the Wisdom connection and the desire for trade between settlements are probably stronger factors than varnish.
KoTC Edam Neadenil
Goblin Squad Member
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KoTC Edam Neadenil wrote:KarlBob wrote:What's odd to me now is that Apothecary has been assigned to Cleric settlements. Do the Arcanist and the Iconographer use a lot of extracts? From what I've seen, the more natural combination would be Apothecary and Alchemist.
Then again, maybe poorly matched refining and crafting facilities in the role-oriented settlements are meant to push most crafting activity into the crafting/auction house settlements.
Apothecary make Varnish which is needed for Bows.
In terms of clerics Varnish is an essential ingredient of hafted weapons like Axe, Mace and Hammer as well as necessary for the main T1 cleric heavy armor Yew and Iron Splint.
That makes sense, too, except that varnish is only one of the many things that apothecaries make. Most apothecary recipes are used for alchemy, not weapon and armor crafting.
I think the Wisdom connection and the desire for trade between settlements are probably stronger factors than varnish.
very true.
There is also a lore connection. Clerics heal and Apothecary presumably are the source of heal potions.
NOTE: there is something to be said for the argument that some refiners are essential enough to be present in all settlements.