Brewmastery and Tinkering

by Furien

Back to Common Grounds.

Hyperion2009-04-07 05:25:18
I don't know if this has been posted yet, but my honours should totally say (Male Brewmeister Dwarf).
Unknown2009-04-07 06:14:00
On a tangent: now that enchantment and alchemy are no longer respectively restricted to cities and communes, would it now be possible to offer pentagram and alembic miniatures for use in manses?
Unknown2009-04-07 06:15:19
QUOTE (announce post)
Artifacts - alembic and pentagram miniatures are now available.
Arix2009-04-07 06:15:44
ANNOUNCE NEWS #1306
Date: 4/5/2009 at 19:30
From: Estarra, the Eternal
To : Everyone
Subj: Enchantment and Alchemy Specializations

Thanks to the gnomes and dwarves, bards will now be able to take
Enchantment (if they have high magic) or Alchemy (if they have low
magic). However, both these skills have been split into specializations.
Alchemy splits between Lorecraft (druids/wiccans) and Brewmeister
(bards), while Enchantment splits between Spellcraft (mages/guardians)
and Tinkering (bards). It doesn't matter if a bard is in a city or
commune, he or she can take either Enchantment or Alchemy. Note that
there are still potions and enchantments that can still only be created
in a city or commune (i.e., unique to Lorecraft and Spellcraft). A
summary of the changes:

Enchantment - The root skill allows basic enchantments, including those
associated with high magic. Open to bards, mages and guardians. Must
have high magic.

Spellcraft - Enchanting spells associated with associated guild skills
(guardian or mage) as well as etch a few runes onto your symbols or
staves. Open to mages and guardians.

Tinkering - Enchanting horns, time pieces and music boxes for special
effects. Open to bards.

Alchemy - The root skill allows for basic potions. New organizational
potions added that can only be made in the associated city or commune.
Must have low magic. Open to bards, wiccans and druids.

Lorecraft - Specialty potions can be made as well as special essential
oils. Several new scented oils and potions.

Brewmeister - This allows the creation of specialty malts used for
beers, as well as the ability to brew. It also instills the ability to
transform raw tea leaves into different types of specialty teas. Beers
and teas created using the specialty malts and teas have special
proeprties.

Artisan - Can now make horns, time pieces and music boxes.

Herbs - Can now harvest raw tea.

Artifacts - alembic and pentagram miniatures are now available.
Sarrasri2009-04-07 06:15:56
Already selling for 500 credits at the manse artifact place.
Casilu2009-04-07 06:17:02
QUOTE (Xiel @ Apr 6 2009, 10:13 PM) <{POST_SNAPBACK}>
Question for the Brewmeisters:

I know that amber/darkmalts get more effective the more drunk you are. Do these effects give lines when you sip one? Can you have both dark and ambermalt effects up at the same time? How long do they last? :S


If you're willing to pay for them, I'm more than willing to test. I'm cheap like that.
Unknown2009-04-07 06:19:13
Hah, I guess the help files haven't been updated then. Sorry for the confusion!
Unknown2009-04-07 07:03:32
QUOTE (Xiel @ Apr 7 2009, 03:13 PM) <{POST_SNAPBACK}>
Question for the Brewmeisters:

I know that amber/darkmalts get more effective the more drunk you are. Do these effects give lines when you sip one? Can you have both dark and ambermalt effects up at the same time? How long do they last? :S


You take a drink from a bottle.
You sigh contentedly as the amber brew takes away your pain.
Warm, amber ale passes smoothly down your gullet, leaving a bitter, malty flavour as it sakes your thirst.
Lasted a minute, then: You belch loudly and begin to feel the pain.

You take a drink from a bottle.
The dark brew stokes a delicious fire within your belly.
Refreshingly bitter, the beer has a thick and creamy texture, but it slips easily down your throat.
Lasted 60 seconds, then: You belch deeply and no longer feel so stoked.

They come up as defenses as well. You can both effects up. Maybe they last longer when you're more drunk, this testing was at sober.
Arin2009-04-07 07:10:43
QUOTE (Zarquan @ Apr 7 2009, 08:21 AM) <{POST_SNAPBACK}>
These may cost more than other things, but I disagree that the costs are "so extremely high." Why is it that everyone's so against charging (or paying) higher costs for certain things? We have this stigma that everything worth having should be had for free or as close to it as possible.


Why would people pay for brews that may look better but costs at least 3 times as much as brews that have effects or costs 3 times less? We can still design brews such as beer and ale that uses only 3 commodities such as grain and fruit. Why would a trademaster choose to include malts in their brews designs?

The only thing that bugs me is tea. You cannot design a tea recipe without using tea and as other posters have already put up that these are going to range from 200 to 5000gp per greentea/oolongtea/etc.

Remember that the costs will be pushed to the market - for example I just designed a peach black tea and if the costs going to be jacked up, I'll be ending up selling a bottle of that tea for 5200gp per bottle.
Arix2009-04-07 07:23:59
I never bothered with ale, I won't bother with tea either
Arin2009-04-07 07:27:24
So basically in a way the admins are giving us our first non-alcholic drink but making it so unviable that it sucks.
Unknown2009-04-07 09:03:09
QUOTE (Arin @ Apr 7 2009, 12:27 AM) <{POST_SNAPBACK}>
So basically in a way the admins are giving us our first non-alcholic drink but making it so unviable that it sucks.


No not really. If you're talking about unviability due to price, that's not entirely true. You have to remember that it just got released so herbalists are going to gouge like crazy on it until:

A. Rawtea becomes so plentiful that its no longer a rarity like it is now, thus driving down the price.
B. The novelty wears off and it is not so high in demand anymore.
C. Tons of herbalists zoning in on it and seeking to undercut one another on it.

Sooner or later if the price is seriously making the product unviable, then that will also drop demand for the product so far that herbalists are going to look and say "I have all this raw tea on me and I'm not making any money off it so I'll try to sell at a lower price."

So yes it'll be pricy and "unviable" due to the price for now but sooner or later these inflated prices should float back down to somewhere nearer to normal prices. How long it will take is completely determined by the market, really.
Unknown2009-04-07 11:19:09
^^^

What he said. tongue.gif
Lendren2009-04-07 12:42:37
QUOTE (Gregori @ Apr 6 2009, 05:06 PM) <{POST_SNAPBACK}>
Rename Lorecraft to Apothecary.

That's brilliant. That's a really great word for it. thumup.gif
Xiel2009-04-08 03:04:14
More Brewmeister questions! If say, Bob, as a Brewmeister, made white tea and gave it to Sue, as a Cook, to use in a tea recipe using white tea as a commodity, will that recipe of Sue's (once made with the tea supplied by Bob) give the defense as Bob's tea normally does AND give the prettiness of Sue's recipe? Or will Sue's tea just be aesthetically pleasing but have no other effects unlike Bob's tea?
Hyperion2009-04-08 03:31:41
QUOTE (Xiel @ Apr 7 2009, 08:04 PM) <{POST_SNAPBACK}>
More Brewmeister questions! If say, Bob, as a Brewmeister, made white tea and gave it to Sue, as a Cook, to use in a tea recipe using white tea as a commodity, will that recipe of Sue's (once made with the tea supplied by Bob) give the defense as Bob's tea normally does AND give the prettiness of Sue's recipe? Or will Sue's tea just be aesthetically pleasing but have no other effects unlike Bob's tea?


This reads like a test question.
Xiel2009-04-08 03:35:34
<.<

This question is worth 100% of your final grade? -fret-
Sylphas2009-04-08 03:46:50
Brewmeisters can make brews, spirits, and wines, the same as a cook. We just can't join a cartel, and as such cannot submit new recipes. If a cook submits a public design, a brewmeister can make it. It makes no logical sense to me why we can't submit brew recipes and annoys me to no end, but that's how it works. Probably because I know dozens of people who brew their own beers, wines, and meads, or create cordials, and all of them pretty much make up their own recipes as they go.

As far as I can tell, if a recipe is in a tea or malt category, it will have the effect of that tea or malt, regardless of who makes it. For example, here is Klangfest Brew, the only current recipe using darkmalt:

CODE
You carefully study a cooking recipe.
Item: Darkbeer  Type: Brews  Org: Public
Ingredients: darkmalt 1
IMPORTANT: The main noun of this item MUST use this name: DARKBEER
Appearance:
Klangfest Brew
Consume:
Refreshingly bitter, the beer has a thick and creamy texture, but it slips easily down your throat.
Smell:
The rich and bitter aroma of yeastand malt fills your nostrils.
Taste:
Smooth and creamy on the tongue, the dark beer tempts your palate with a bitter, yeasty taste.
Comments:


Darkbeer, amberbeer, palebeer, whitetea, oolongtea, blacktea, and greentea are new recipe categories, and will, I assume, require that malt or tea as a commodity to create, and thus have the intended effect.
Xiel2009-04-08 03:51:47
Ah, see, but these are assumptions without testing. Someone go get a cook to make one of these recipes using a brewmeister's comms!
Unknown2009-04-08 03:57:45
I already bugged it but thought I should mention here that the tea defense doesn't actually block the aff line which would make coding for it a bit awkward for some of us. Fix plz sad.gif

Example:

Bob swings at you!
Your tea blocks paralysis.
You're paralyzed, nuts.

Should be:

Bob swings at you!
Your tea blocks paralysis.