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Galenson
 
PostPosted: Thu, Mar 26 2009, 2:17 AM 

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When the job system's implemented, will the current systems like the Forstakkr hides, swamp gator hides and Brog mines be replaced by the new system?

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Geld Yaztran
 
PostPosted: Thu, Mar 26 2009, 5:38 AM 

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I totally saw this system tested and it is very Kick ASS. I have some suggestions(I like gravedigger by the way :wink: ):

GraveDigger: Gets Corpse or Bones


Necromancer: Place Corpse or Bones in Altar or Lab to make: Placeable standing skeleton. Bonewands. Floating skull placeables. Skull and/or bones decor placeables, including floor covers.

I'm trying not to be specific here.



Oh and real important not sure if this came up. Sorry Disco you missed some of the most important jobs ever: JANITORS!!!...or shall we say Chamberpot scrubbers...hee hee. Cleaners...Not sure what they're called....but they're needed....nevermind saw dung collector heh.


 
      
Geld Yaztran
 
PostPosted: Thu, Mar 26 2009, 5:46 AM 

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OMG!!!! I got it!!! The best job of all!!! Oh this is so good!!! How about!.......drum roll...........

Taxidermist!! I know it's sick but think about it...he stuffs dead animals and makes trophies for a living...now that would be cool...someone's house littered with stuffed animals and stuff.


 
      
Dev Disco
 
PostPosted: Thu, Mar 26 2009, 6:55 AM 

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Galenson wrote:
When the job system's implemented, will the current systems like the Forstakkr hides, swamp gator hides and Brog mines be replaced by the new system?


Brog mines will, the other two won't. It will also replace (and expand) the salandran crafting system.

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Dev Disco
 
PostPosted: Sun, Mar 29 2009, 14:20 PM 

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Here's an idea of the items you can find or create: http://www.amiaworld.net/about/ds_j_resources.php

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herkles
 
PostPosted: Sun, Mar 29 2009, 14:34 PM 

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only one thing that makes me wonder is the item called "alien Technology" why not call it Gnomish technology or Laterness Technology? since both of them are crazy and slightly more advanced then anything else in the FR world?

all in all this looks awesome.

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The_Cheef
 
PostPosted: Sun, Mar 29 2009, 14:44 PM 



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looks awesome team, can't wait til its implemented. Thanks in advance for all the hard work you've been putting in on this. Reminds me of UO for those who played that game.


 
      
Dev Disco
 
PostPosted: Sun, Mar 29 2009, 14:55 PM 

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herkles wrote:
only one thing that makes me wonder is the item called "alien Technology" why not call it Gnomish technology or Laterness Technology? since both of them are crazy and slightly more advanced then anything else in the FR world?

all in all this looks awesome.


Because an engineer studies some strange old artifact to write the book. He's go no clue where it comes from. So it's 'alien' to him, but not a UFO.

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Dramatic_Prince
 
PostPosted: Sun, Mar 29 2009, 14:57 PM 

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Hmm I see the gems in the list have different icons and prices from what already exists. Is this a different set of items altogether?

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Yossarin
 
PostPosted: Sun, Mar 29 2009, 15:01 PM 



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And because there are far more sources of alien technology in FR than just the gnomes and the Lantanese. If an engineer finds tech he doesn't recognize and immediately calls it gnomish or Lantanese, as you suggest, then he doesn't deserve his ranks in engineer.

It would be like being an "expert" on currency, finding a colored bill, and going, "Ah ha! This monetary unit is a colored paper bill! I know that Britain uses color-coded denominations in their money, so this must be from Britain!"


 
      
The Incognitos
 
PostPosted: Sun, Mar 29 2009, 15:59 PM 

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The EO Inquisition are going to be busy little bees


 
      
Dev Disco
 
PostPosted: Sun, Mar 29 2009, 17:01 PM 

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Good hint. I must make some PLC in which you can burn books.

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IronAngel
 
PostPosted: Sun, Mar 29 2009, 17:12 PM 

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:o

Disco, we're trying to run an ethical role-playing server, here! I don't mind torturing witches and eating children, but don't you think that's going a bit too far?

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Delarwyn
 
PostPosted: Mon, Mar 30 2009, 3:24 AM 

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ROFL! Iron! You are probably like me carrying my book half way in the world, everywhere I go and increasing the collection as I go.

Now about the system, I just loved the archeology part of it. Will the professions have requirement, like anyone can be an archaeologist or would it more suitable for some classes more than others? Will those artifacts have any importance for the game, for factions, for maybe a religion?

Also the gems can we find them, refine them and then maybe craft them into rings by maybe buying the raw material from miners, refining it and making them into jewelry even being able to mythal some things into it?

It may have being answered before, I am just a bit too lazy to read it all. but, if yes, just say read the rest of the text and I will. ;)

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Gers
 
PostPosted: Mon, Mar 30 2009, 3:49 AM 

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Hmmm, I can already see Jud taking points in Linguist, Historian, and Cook :)

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soundofastream
 
PostPosted: Mon, Mar 30 2009, 4:28 AM 

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Wow, great! Driarry finally can be the Mushroom farmer she already is, though, for 'real'! Yay!

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tearsofthewyrm
 
PostPosted: Fri, Apr 03 2009, 8:34 AM 

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After getting to run around in the test area set up for the job system, I think It's safe to assume that this is going to be great.

My hat is off to Disco - you have done an amazing job on this, and I can not wait to see what happens when it is put into the server proper.


The sheer number of jobs alone is staggering - people really will be pressed to limit themselves. The fact that you can only be a master of one job, with limited skills in others, really makes for some intresting roleplay situations, as well as a level of complexity to just what you can do. As I said while we were testing, "Oh yeah, I'm a lumberjack by day and at night I do odd assisinations on the side.."

The fact that so many of the jobs require other jobs to work is also really well done. More involvement more communication between PCs, more roleplay.

Of course, there were issues. The archelogist is broken (non stop exp, woo, cluttering ares with heaps of rocks/trees), as were most of the jobs in the 'city' section. But still, just being there and getting to play with all the various jobs gives a real sense of just how good this is going to be.

People who hate hunting are going to be very happy I think. As for people who might be thinking that this will give people an effortless way to level due to exp gained through their job(s), well, it still seems that hunting will be the better source of exp, with jobs providing an enjoyable side for people who prefer to hunt, as well as being a way people who never hunt can still progress.

And again... Well done Disco - this is wonderful. *kowtows*

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Dev Disco
 
PostPosted: Fri, Apr 03 2009, 8:45 AM 

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Lots of stuff is broken. I am at the point where I kinda cornered myself with hacks, patches, exceptions and stuff like that for individual jobs and I am rewriting quite a few basic routines to make sure I understand what everything does next year. Shame is that there are so many jobs to test now that it feels like changing the engine of an airborne plane. Rewriting something in script a can have very weird results in script b or convo c.

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Maias227
 
PostPosted: Tue, Apr 07 2009, 13:53 PM 

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Glancing through the suggestions again I just want to state again how much I am looking foward to seeing this system implemented.

And just hearing of how complicated scripting is from Terra I want to say thank you for all the effort and time you must have put into a large project like this. So thank you Disco for all the energy you put into amia and complaning amians:)

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BeautifulLie
 
PostPosted: Tue, Apr 07 2009, 14:14 PM 

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Keep up the good work Disco :D

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Grymia
 
PostPosted: Tue, Apr 07 2009, 16:54 PM 

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From what I've helped test I can only imagine the workload. You keep up the good work Disco.


 
      
Delarwyn
 
PostPosted: Tue, Apr 07 2009, 21:19 PM 

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Can the bow and the arrows made by my character using the job system be improved by mythal work to be sold to other players? I am thinking on making Del a Bowyer and a Fletcher, but I wonder what exactly I can do with the result of her work.

If it was already answered feel free to tell me so and I will search this huge thread.

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Dev Disco
 
PostPosted: Tue, Apr 07 2009, 21:48 PM 

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Yups, the whole idea is that you can make personalised base material with the Job System, and pimp it with the Mythal System. We might need to adapt the latter one, not sure what it actually counts as powers.

In the end you should get an item that bears your name in the description, with a quality property, and one or two material properties. For example a "very good gold/diamond" ring.

See: http://www.science.uva.nl/research/amstel/dws/dws/image.php?id=3503

Arrows are made from pine wood and a metal, so it's best to have some friends who can process wood and metal.

The good news: I changed the success rates, you now get this:

No rank: 10%
1 rank: 50%
2 ranks: 70%
3 ranks: 90%

Even with a rank 1 job you get a decent chance to produce something now. You don't get a lot of XP, though. Main reason for the change is to keep the influx of raw materials at a decent rate.

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Delarwyn
 
PostPosted: Tue, Apr 07 2009, 22:09 PM 

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I love that things will have my name on it. I may even make a character to be a tailor only and reside in the city, since for Del it is a hobby and I believe character wise it would be much better for her to embrace the professions of Fletcher and Bowyer. Maybe the three depending... But, anyway, if a PC doesn't take the profession that would give us the raw material we need for our profession, how we will do?

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Last edited by Delarwyn on Tue, Apr 07 2009, 22:18 PM, edited 2 times in total.

 
      
Dev Disco
 
PostPosted: Tue, Apr 07 2009, 22:12 PM 

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Well, then you have a problem.

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Grymia
 
PostPosted: Tue, Apr 07 2009, 22:14 PM 

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Anyone can attempt to harvest a resource (at 10% chance). However, honestly I reckon SOMEONE will take the appropriate skill needed.


 
      
Delarwyn
 
PostPosted: Tue, Apr 07 2009, 22:17 PM 

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oooh, so if I don't find someone that have the profession to buy my raw material from, I can go and try to harvest it for a percent of chance to get that. Sounds neat.

Another question, those rank will be based on the points we make in the new job system, not the skill we have in crafting weapon right? However, the mythal system uses our DC for crafting to enhance whatever we want to enhance. Will it still be the same?

Also, we will be able for example to cast a scroll on an arrow and make it acquire that property? If so, it will be reproduced by the bags or not?

I am thinking of what profession I will get for Del, all my other characters have already a profession going on that will be implemented by the system, so no much changes there. So, Del will be the one I will have to adapt to this system.

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Last edited by Delarwyn on Tue, Apr 07 2009, 22:20 PM, edited 1 time in total.

 
      
Yurell
 
PostPosted: Tue, Apr 07 2009, 22:19 PM 

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Delarwyn wrote:
oooh, so if I don't find someone that have the profession to buy my raw material from, I can go and try to harvest it for a percent of chance to get that. Sounds neat.


Yup, and you can just take a single rank in a whole bunch of sills to be a Jack of all trades if you wish.

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Delarwyn
 
PostPosted: Tue, Apr 07 2009, 22:21 PM 

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Nah, Delarwyn is more plural and she may go with the arrow and bow making and tailoring. But, all my other character are very well cut and they will only have one. Maybe Liss since she loves shining will make jewelry at some point..

But, I got the point.

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Torzeng
 
PostPosted: Wed, Apr 08 2009, 0:05 AM 

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Delarwyn wrote:
I love that things will have my name on it. I may even make a character to be a tailor only and reside in the city, since for Del it is a hobby and I believe character wise it would be much better for her to embrace the professions of Fletcher and Bowyer. Maybe the three depending... But, anyway, if a PC doesn't take the profession that would give us the raw material we need for our profession, how we will do?


You RP needing somebody to supply the raw materials.
This tells other players potential profitable proffesions with a lack of competitors!
There is a new material gatherer making rediculous profits to hold monopoly!
Seeing their wealth, other players have PC's interested in the proffession to get at that cha-ching bling bling!
Competition! Prices vary! RP for finding the best deals and most effecient deliveries!
The PCs are so busy with one tradeskill, that a new tradeskill gets forgotten!
Start at step one! RP of needing a supply of raw materials for another tradeskill!

Market system horribly abbreviated.

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Grymia
 
PostPosted: Wed, Apr 08 2009, 3:24 AM 

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I've just figured out another character concept for when the Job System goes in. :)


 
      
Dev Disco
 
PostPosted: Wed, Apr 08 2009, 6:35 AM 

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To Delarwyn: I don't touch the Mythal system. Combining a smith job with Craft Armor/Weapon is certainly a smart move.

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The Incognitos
 
PostPosted: Wed, Apr 08 2009, 7:57 AM 

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All hail Atticus Chook!


 
      
hircine
 
PostPosted: Wed, Apr 08 2009, 8:13 AM 

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I can't open the file. Goddamnit!

Help. Before my pride dies completely?

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Dev Disco
 
PostPosted: Wed, Apr 08 2009, 8:16 AM 

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It's old anyway. Browse this thread backwards and you get more recent info.

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hircine
 
PostPosted: Wed, Apr 08 2009, 8:26 AM 

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Slavers....

Don't care how just slavers. Muhahahhaha

:twisted:







....






Please? :D

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Gunz
 
PostPosted: Thu, Apr 09 2009, 11:07 AM 



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I'm running around looking at a few of the different NPC's that are going to be the instructors. I saw mercenary, man-at-arm, hired killer and a few other battle type jobs. The one I thought was missing that would be worth adding is a strategist.

Also, dunno what you thought of my previous suggestions of musician, poet and dancer? I think they're worthy additions.

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Uncle-Opustus
 
PostPosted: Thu, Apr 09 2009, 11:09 AM 

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Artist? A class called Bard?

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Dev Disco
 
PostPosted: Thu, Apr 09 2009, 11:43 AM 

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Minstrel is a catch all for that.

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Gunz
 
PostPosted: Thu, Apr 09 2009, 11:54 AM 



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Dev Disco wrote:
Minstrel is a catch all for that.


Touche! I didn't catch that. What about strategist? That can be a pretty fun and useful one. Especially for the Red Knight people and war strategist types.

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Dev Disco
 
PostPosted: Thu, Apr 09 2009, 11:56 AM 

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I am not adding more jobs at this moment.

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Dev Disco
 
PostPosted: Thu, Apr 09 2009, 18:59 PM 

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A bit of an update: I have underestimated the time it costs me to place resources and NPCs. I am getting at the end of it for Amia A, but that almost cost me a week and there's still Amia B and debugging to be done.

So, I doubt it will be finished as soon as I hoped.

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Anade_Evriana
 
PostPosted: Thu, Apr 09 2009, 19:55 PM 

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Two questions (I've tried to follow this discussion, so I hope they're not repeats):

So is there a guess-timated complete date (more curious than anything)?


And something that's actually important for the Grove:
with the new job system, healing potions will now fall under herbology, is that right? Does that mean that in order to make the healing potions that you currently can (as long as you have the ingredients), when the jobs are implemented, you'll either need job points in herbology or that you're lucky with the 10% chance of creating something?


 
      
Dev Disco
 
PostPosted: Thu, Apr 09 2009, 20:42 PM 

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The ETA depends a bit on the speed of testing (I changed a lot of stuff at the last moment) and the progress of placing PLCs and NPCs. 1 or 2 weeks at most, I hope.

The herbology stuff would be ...challenging. The good stuff takes three rounds of processing, so it's 10% of 10% of 10% chance to succeed in one go if you don't take the job. Good luck with that!

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Anade_Evriana
 
PostPosted: Thu, Apr 09 2009, 20:53 PM 

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Alright. That's good to know for both the Grove (herbology classes) and the Salandrans, really. So thanks. And it's looking great!


 
      
Dev Disco
 
PostPosted: Thu, Apr 09 2009, 21:02 PM 

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I am changing a few herbology things, btw. I am trying to make them a bit less random and with a bit more background....

Ditch these
Athlelas Leaves - LotR rip-off, replace with Feverfew.
Odd White Seeds/Beautiful Shrub - stupid name, replace with Hallowseed

Feverfew
Feverfew grows into a small bush with citrus-scented leaves and is covered by flowers reminiscent of daisies. It spreads rapidly, and they will cover a wide area after a few years.
Uses: Feverfew tea is used for reducing fever, for treating headaches, arthritis and digestive problems.
Warning: If feverfew is taken for any length of time as a medicinal herb, sudden discontinuation can result in a withdrawal syndrome consisting of headache, irritability, trouble sleeping and joint pain.
Habitat: Temperate, often found at the coast.

Hallowseed
This plant only grows in pure and sacred places. It is an erect, much branched shrub with simple opposite green or purple leaves that are strongly scented. It has hairy stems, leaves that are usually somewhat toothed, and purplish flowers.
Uses: The seeds have great healing properties. Chewing on them can settle a stomach.
Habitat: Temperate or indoors.

Rose Lily
This pinkish lily makes a lady smile. The largeflowers are borne on a tall stem clothed with the more or less linear leaves.
Uses: The dried and hashed bulb adds a subtle sweet taste to healing teas and potions.
Habitat: Tropical or indoors.

Morning Glory
The plant entwines itself around structures with its viny stems, growing to a height of 2-3 m tall. The leaves are heart-shaped and the stems are covered with brown hairs. The flowers are trumpet-shaped, predominantly blue to purple or white.
Uses: The buds have great healing properties and are used in many a potion or tincture.
Warning: This plant is hallucinogenic.
Habitat: Open subtropical landscapes

Greenbrier
Greenbrier plants will grow as shrubs, forming dense impenetrable thickets. They will also grow over trees, their hooked thorns allowing them to hang onto and scramble over branches. The leaves are heart-shaped and they flower in the early summer with white/green flowers. The berry is rubbery in texture and has a large, spherical seed in the center. The fruit stays intact through winter, when birds and other animals eat them to survive.
Uses: An extract from the roots is used to make root beers, as well as herbal drinks. The roots may also be used in soups or stews. The root extract has anti-inflamatory properties, making it effective against certain diseases.
[use to make cure disease potion or root beer]

Chinchona Tree
Cinchona trees are small trees growing to 5-15 metres tall with evergreen foliage. The leaves are opposite, round, and about 10-40 cm long. The flowers are white, pink or red. The fruit is a small capsule containing numerous seeds.
Use: Bark must be removed carefully in small portions to prevent mold and insect infestation. Used for women in labour to bite on and relieve pain. Fine powder is used in potions.
Habitat: Tropical

Rest still needs a bit more lore.

Heart of the Forest
(Very important in the healing of wounds and preventing infections.)

Butterfly Mushroom
(Reinforces willpower, hallucinogenic, used in Restores and Healing Kits)

Glow Berries
(Bad taste, good healing properties. Used in healing kits, lesser restores, and greater restores.)

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Carter
 
PostPosted: Thu, Apr 09 2009, 21:11 PM 

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Quote:
Rose Lily
This pinkish lily makes a lady smile. The largeflowers are borne on a tall stem clothed with the more or less linear leaves.
Uses: The dried and hashed bulb adds a subtle sweet taste to healing teas and potions.
Habitat: Tropical or indoors.


Assuming you copy/pasted that, it should be "large flowers".


 
      
Delarwyn
 
PostPosted: Thu, Apr 09 2009, 21:22 PM 

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Anade_Evriana wrote:
Alright. That's good to know for both the Grove (herbology classes) and the Salandrans, really. So thanks. And it's looking great!


Oh, so now, my Druid will need take Herbology as profession too. :D That is neat.. and so will my healer since she needs that to make potions. It is good to know so I can add it to their professions.

yes, I will leave Alynne to do the crafting of weapon and armor. And unhappily Del wont be able to be a Bowyer and a Fletcher because her skills on making weapons are quite poor, she has a bit if I am not mistaken and loads of equipments to add points for crafting, but she cannot craft with a greater mythal for example. So, it will depend of the rolls. But, I will see how things go.

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The Incognitos
 
PostPosted: Fri, Apr 10 2009, 0:16 AM 

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I say again, all Hail Atticus Chook. You're a legend. Communal thank you from the online RPG community. Showing them how it's done.


 
      
Yurell
 
PostPosted: Fri, Apr 10 2009, 0:17 AM 

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Dev Disco wrote:
A bit of an update: I have underestimated the time it costs me to place resources and NPCs. I am getting at the end of it for Amia A, but that almost cost me a week and there's still Amia B and debugging to be done.

So, I doubt it will be finished as soon as I hoped.


Don't worry, we'll be patient Disco.

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