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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.
      _______________________________________________________________________________________________________________________________________________


      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Kimi Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team
      Minecraft Development Team
      * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      Holiday Event   02/07/2018

      A Brand new holiday event is now live! Free for everyone to enjoy! <3 And a brand new, limited time only quest that pairs can take, and enjoy! <3 Wishing Everyone a very happy Valentines Day! xoxoxoxoxoxoxo~~~~~~~~~~~~
      -Staff
    • Cardinal

      Patch Notes: Crafting and Adventuring Update   02/19/2018

      <<Crafting and Adventuring Update>>
      SAO-RPG Patch 2.5.1 Timeline Update! Please note that the following is out of character knowledge.
      Time progresses at a different rate in the game than in our characters' real lives. As of November 6, 2017 (OOC real time), characters should have the perception that 2 years have passed since the game's launch. This will continue to roughly mirror the passage of real time until the game's completion. The note that the perception of time is different in-game is to allow the idea that a set amount of time has passed in the real world (likely 2 years) upon the game's completion, regardless of how long it takes for the site to clear all 100 floors. We hope to release more changes soon that will streamline boss fights and floor clearing, as well as help new players establish themselves despite the time gap, but hopefully this timeline serves as a helpful tool for players throughout the rest of our time spent clearing the game. Site Changes: A post count feature has been added to the site. The number of each post (i.e. #1) now displays on the top-right, beside the "Link Post" feature. General Rule Changes: Word count requirement for posts in which a player is stunned or paralyzed has been reduced to 100 from 150. PvP and Player Killing Rules have been updated: No player can kill another without OOC permission. The rule for initiative rolls on Unauthorized Combat have been removed. The NPC Guard mechanic has been removed. Characters under Level 5 are eligible to claim a New Character Bundle, regardless of when their journal was created. Unidentified items, when obtained in a thread, no longer have to be declared until they are identified by a Merchant. For example, a weapon drop can be claimed from a locked thread as an Unidentified T1 Weapon, rather than an Unidentified T1 2H Assault Spear. When identifying an item, the Merchant should then specify the item type in their roll(s). To clarify, items leaving locked threads should be specified according to the loot tables as: Weapon, Shield, Armor, Consumable. The Loot Table has been slightly adjusted, mainly to increase the number of consumables dropped from monsters. Crafting Changes:
      A note to all crafters: Be sure you are transferring your materials (col for Merchants) to the @Banker account when crafting. The <<Earning a Living>> quest has been updated, and is now profession-specific. Three new crafting/gathering-based quests have been added: <<Nature's Treasure>>, <<Witch of the West>>, and <<Challenge of Olympus>>. +CD bonuses for crafting have been reintroduced. These can be obtained through the new quests <<Challenge of Olympus>> & <<Witch of the West>>. Merchants: The chance to successfully identify a unique enhancement now scales with Merchant Rank. The identification chart for Consumables has been reworked. The process of identifying consumables has changed. Identification prices have been reduced by 20%. General stock items have been adjusted. Blank Recording Crystals have been removed, and five new items have been added: Glow Stone, Single/Double Tents, Spyglass, and Water Canister. Alchemists/Cooks: Enhancement lists for both professions have been reworked. Successful crafts now have a chance to yield additional items. The Crafting Die Result charts have been updated. Performers: Song types have been adjusted. Enhancement list has been reworked. Successful crafts now have a chance to become 'Masterpieces'. This allows the craft to be submitted for evaluation with an additional effect. Skill Changes: Hiding Mod: Surprise Attack Has been split into two mods: Surprise Attack (Assassin) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth grants +2 DMG. Stuns and other status effects (Bleed, Paralysis, Burn, etc) cannot trigger. Cannot posses both Surprise Attack (Assassin) and Surprise Attack (Trickster). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on hitting critical zones and exploiting your target's weak points, allowing for bonus damage. Surprise Attack (Trickster) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth reduces final damage by 50% and automatically applies all status effects (Bleed, Paralysis, Burn, etc) the player possesses on active equipment/consumables. Cannot posses both Surprise Attack (Trickster) and Surprise Attack (Assassin). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on slipping past the enemy's defenses and sacrifice strength in order to apply as many status effects as possible. Mod: Vanish Cooldown reduced to 3 Turns, from 5 Turns. Energize Can only affect target party member. Mod: Hyperactive Increases energy regeneration of target player by 3 for three turns, up from 2 for two turns. Can only affect target party member. Cooldown reduced to 3 Turns, from 5 Turns. Energy cost increased to 5, from 3. First Aid Mod: Purify Cooldown reduced to 1 Turn from 2 rounds. Mod: Sharpness Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Mod: Barrier Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Effect now applies a Safeguard effect to target party member that lasts until the beginning of the user's next turn. Does not stack with the Safeguard enhancement. A player can only be targeted by Barrier once per combat. Mod: Field Medic Cooldown reduced to 3 Turns, down from 5 Turns. Fighting Spirit Now affects hate-generating abilities (Howl & Focused Howl) Enhancement Changes: Thorns: Damage increased to (9 per slot * Tier) from (7 per slot * Tier).  Effect has been updated to specify that only damage dealing, melee attacks trigger Thorns. [Performer] HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery has been removed. Monster Call has been reworked into two different enhancements: Monsters' Fortune Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 LD per slot when rolling for loot on the next monster killed. Monsters' Favor Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 CD per slot when rolling for loot on the next monster killed. Familiar Call Renamed to Familiar Sight. Grants +2 LD when searching for a familiar, up from +1. Incarceration Effect now applies to one target. Effect now lasts for one battle. New Enhancement: Perpetuate Cost: 3 Slots Cap: 1 Slot Effect: When played, doubles the length of damage over time effects (Bleed/Poison/Burn, etc.) on a single target. Effect lasts for one battle. Applicable to: Debuff Song Misperception Effect now applies to one target. Effect now lasts for one battle. Hypnosis Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Lullaby Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Mesmerism and Berceuse have been removed. [Alchemist] Damage No longer scales with Tier. Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery Reduced to (30 * Target's Tier), down from (45 * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Antidote Effect now grants immunity to negative status effects (Paralyze, Bleed, etc.) for a number of turns equal to the slots used. For example, if a player uses an Uncommon Antidote (1 slot), and is then affected by Burn for 2 turns, they would negate the damage from the first turn, and then take the appropriate damage on the second turn, as their protection from Antidote has run out. Toxic Venom Adjusted to (8 * Tier) damage over 3 turns, from (6 * Tier) damage over 4 turns. [Cook] New enhancement: Evasion Cost: 1 Slot Cap: 2 Slots Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit. Applicable to: Snacks, Desserts, Meals, Feasts Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Protein Cap reduced to 2, down from 3. Effect reduced to (1 per slot) base damage and -(5 per slot * Tier) mitigation, down from (1 * Tier) base damage per slot and -(9 per slot * Tier) mitigation. Item Changes: <<Banner of Command>>, <<Banner of Leadership>>, <<Banner of Inspiration>>, <<Banner of Support>>, and <<Banner of Greater Support>> no longer have the ability to be recharged. Any players that have one of these items may continue to use them until their current number of charges have been depleted, after which they become vanity items. <<Name Tags>> now can not only change the name of an item, but the description/appearance as well. This includes any Name Tags received in the Fireworks Festival Raffle. Quest Changes: Quest Revamp: <<Earning a Living>> Whether you are looking to start crafting for the first time, or wish to change your current profession, the <<Earning a Living>> quest has been reworked and flavored for each profession. Materials gathered and a single item crafted in this quest are yours to keep, along with the ability to open a shop for your desired profession and some bonus materials to get you started. <<Earning a Living: Blacksmith>> <<Earning a Living: Tailor>> <<Earning a Living: Artisan>> <<Earning a Living: Alchemist>> <<Earning a Living: Cook>> <<Earning a Living: Performer>> <<Earning a Living: Merchant>> Quest Revamp: <<Witch of the West>> Witch of the West is a quest specifically for players who have a profession that takes place on floor fifteen.  By defeating the monsters and the boss players can receive a +CD consumable for their profession specifically.  By taking the quest again, you do not have to fight the boss but still must face the mobs in order to obtain the item. Quest Revamp <<The Iron Guardian> Loot drop changed from the <<Banner of Support>> to the <<Crystal of Support>> a mass healing crystal. New Quest: <<Nature's Treasure>> On each tier's first floor, players are able to take the quest.  The quest itself is designed to make material grinding easier whether you are actively searching for materials, fishing for materials, or fighting mobs for materials. New Quest: <<Challenge Of Olympus>> After reaching Rank 2 in a profession, players are eligible for a quest on the seventeenth floor in which they have a chance to accept a challenge from one of the Greek Gods/Goddesses in order to prove their worth as a crafter. This is an RP-focused quest for players who enjoy crafting, which awards a permanent +CD item to be used in a shop. <<Challenge Of Olympus: Blacksmith>> <<Challenge Of Olympus: Tailor>> <<Challenge Of Olympus: Artisan>> <<Challenge Of Olympus: Alchemist>> <<Challenge Of Olympus: Cook>> <<Challenge Of Olympus: Performer>> <<Challenge Of Olympus: Merchant>> New Quest: <<Trouble in The Mines>> Mining on Floor Twenty One has ceased to a halt with the appearance of Drakelings in the mines. The town has requested your help in clearing them out, so they can resume work. Of course, bringing back proof of your exploits will be rewarded handsomely.  New Quest: <<Betrayal of The King>> Rumors of an old king long forgotten have began to resurface, bringing about fear that he had been resurrected. It is up to the players to stop him, and return this dangerous King back to the land of the dead. Those who complete this task will be reward not only with Col and SP, but the chance to obtain T3 equipment.  New Quest: <<The Hidden Village>> Players have been tasked with finding out more about the town of Charko, which has remained shrouded in shadow. Though the trip through the tunnels does not prove to be simple, as powerful monsters stand in the way of the players' discovery. After bypassing these mobs through either combat or stealth, it will be up to them to determine whether Charko stays a secret, or is revealed.  New Quest: <<Burning Phoenix Feathers>> Rumors of a powerful item that can change the look or description of an item have surfaced, and that these Name Tags are dropped by a powerful phoenix.  New Quest: <<Bane of Blood>> Word has been received that upon the fifteenth floor, a new more vicious wolf alpha has been terrorizing travelers and merchants. Bulletins of the beast are posted on exits to the city. Many merchants are fearful to travel around, and the city is becoming more afraid of not being able to get the supplies they need. Towns have gathered col and a few other rewards for the person or party who hunts down these powerful beasts and returns for the reward alive.  New Quest: <<The Swashbuckling Buccaneer>> Players will find themselves fighting against a crew of cunning pirates in the hopes of being rewarded handsomely with Col and other treasure.  New Quest: <<Keep Calm and Ki'Raion>> Rumour spreads of an exceedingly powerful monster, hidden deep in the far Eastern reaches of the 19th floor. Those that hunt down this Field Boss will find that its patterns change depending on the time of day this boss is discovered. Players will be rewarded with Col, SP, and Equipment for the defeat of this boss.  New Quest: <<The King of Lakes>> At the bottom of the Lake of Reflections lurks a powerful aquatic monster that has evaded many fisherman's lines for months. However, one fisherman has revealed he may know the trick to fishing him up. He sends you out to retrieve the bait before giving you a shot at catching the powerful King of Lakes.  New Quest: <<What We Fight For>> Deep in the Forest of Memories lies a chamber that has been said to reveal to players what they miss most of their real world outside of SAO. Housing Changes: Guild Hall Costs have been reduced. Room upgrade cost lowered to 15,000 col. Players who have spent col to upgrade rooms since the initial housing update have been reimbursed. Living Room Effect changed to: “Increases HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts” Dining Room, Living Room, Master Bedroom, Master Bathroom, Extended Workshop, and Mega Slime Farm slot cost reduced to 1, down from 2. Dining Hall room slot cost reduced to 2, down from 4. Removed restriction for having both a Basic Kitchen and a Chef’s Kitchen. Basic Kitchen is now able to create Tier-specific food items. The material costs for using a Basic Kitchen has slightly increased. Limited the maximum number of items created per thread to 3. Dining Hall and Dining Room effects have been reworked. Basement buff increased to +2 from +1. Cooldown changed to once every 10 posts(total), from once per thread. Clarification added: Food items created with a Basic Kitchen may be traded to and used by other players, but still may not be used outside of the thread they are created. The ability to Upgrade/Downgrade Plots of Land has been added.
Benjamin Bookworm

[F1] Bookworm Laboratories - Alchemist Rank 4

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A small wooden cart located on the streets of floor 1.  It's sign (optimistically) shows this as the humble beginnings of Bookworm Laboratories.  The well cared for cart has areas for brewing and a small box to hold col and other miscellaneous supplies behind the counter.  There's a few half finished crafts sticking out the back as well. 

There are many slots for salves and potions for players to browse, with many extra spaces for more to be added.  There are a few different basic healing supplies shown for sale.

The sign out front reads Any players who can't afford to refill their supply of healing salves can get a few free.  Please don't go off adventuring without some healing with you!

The sign up sheet out front is waiting for anyone to place orders for the future, and most evenings you will find a smiling Benjamin working on his brews behind the cart. 

 

Stats

Spoiler

Rank 4 - 5 crafts per day

Current total - 140 xp

  • Critical Fail and Fail crafts: +2 EXP
  • Salvage crafts: +3 EXP
  • Uncommon crafts: +4 EXP
  • Rare crafts: +6 EXP
  • Perfect crafts: +9 EXP

Craft roll:

    [1] = Critical failure (Lose materials)
    [2-3] = Fail (Lose materials)
    [4-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • [0-19 EXP] Rank 1 - Beginner Alchemist: Able to craft Tier 1 equipment. 2 crafts per day.
  • [20-39 EXP] Rank 2 - Apprentice Alchemist: Able to craft Tier 2 equipment. 3 crafts per day.
  • [40-79 EXP] Rank 3 - Experienced Alchemist: Able to craft Tier 3 equipment. 4 crafts per day.
  • [80-159 EXP] Rank 4 - Assistant Alchemist: Able to craft Tier 4 equipment. 5 crafts per day. <----
  • [160-319 EXP] Rank 5 - Professional Alchemist: Able to craft Tier 5 equipment. 6 crafts per day.
  • [320-639 EXP] Rank 6 - Mentor Alchemist: Able to craft Tier 6 equipment. 7 crafts per day.
  • [640-1279 EXP] Rank 7 - High Mentor Alchemist: Able to craft Tier 7 equipment. 8 crafts per day.
  • [1280-2559 EXP] Rank 8 - Provisional Master Alchemist: Able to craft Tier 8 equipment. 9  crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Alchemist: Able to craft Tier 9 equipment. 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grand Master Alchemist: Able to craft Tier 10 equipment. 11 crafts per day.

Tools in use

Spoiler

Name: Intellect (Purchased in The Painter's Stones)
Profession: Artisan
Rank: 6
ID:  86055
Roll:  12
Item Type:  Trinket
Tier: 1
Quality: Perfect
Enhancements: +1 Ambition
Description:  A crystal skull that glows when an item has been crafted:  Black for failure.  Gray for good.  Deep purple for uncommon.  Dark blue for rare.  And blue for perfect.

In Stock

Spoiler

3  [T1] Basic Healing salve - heals 40 HP
1  [T1] Basic Healing salve - heals 80 HP

Spoiler

Name: Basic Healing salve
Your Profession: Alchemist
Your Rank: 1 - Beginner Alchemist
ID: 93751, 93569 93830
Roll: 10
Item Type: Salve
Tier: 1
Quality: Uncommon
Enhancements: Healing
Description: A small bottle of healing ointment with a greenish tint. 

Name: Basic Healing Salve
Your Profession: Alchemist
Your Rank: 4 - Assistant Alchemist
ID: 94847
Roll: 10
Item Type: Salve
Tier: 1
Quality: Rare
Enhancements: Healing (2)
Description: A small bottle of healing ointment with a greenish tint.

2 [T1] Lesser Antivenom balm
1 [T1] Antivenom balm

Spoiler

Name: Lesser Antivenom Balm
Your Profession: Alchemist
Your Rank: 3 - Experienced Alchemist
ID: 93987, 94076
Roll: 9
Item Type: Salve
Tier: 1
Quality: Uncommon
Enhancements: Antidote (1)
Description: A small vial of reddish paste that is meant to be rubbed on the skin.

Name: Antivenom Balm
Your Profession: Alchemist
Your Rank: 3 - Experienced Alchemist
ID: 93956
Roll: 11
Item Type: Salve
Tier: 1
Quality: Rare
Enhancements: Antidote (2)
Description: A small vial of reddish paste that is meant to be rubbed on the skin.

1 [T1] Burning Edge Potion

Spoiler

Name: Burning Edge
Your Profession: Alchemist
Your Rank: 3 - Experienced Alchemist
ID: 93957
Roll: 9
Item Type: Potion
Tier: 1
Quality: Uncommon
Enhancements: Damage
Description: A flask with an orange drink in it.  The liquid glows in the sunlight. 

2 [T1] Safeguard potions

Spoiler

Name: Magic Armor
Your Profession: Alchemist
Your Rank: 3 - Experienced Alchemist
ID: 93986, 94077
Roll: 12
Item Type: Potion
Tier: 1
Quality: Perfect
Enhancements: Safeguard
Description: A bottle with a Azure colored drink inside of it.  It seems safe.

 

Prices

Spoiler

Salves or Potions -

200 col or 2 materials for Uncommon

400 col or 4 materials for Rare (There may be a wait of a few days for this item)

700 col or 7 materials for Perfect [Cannot special order yet, sorry]

Crystals [coming soon!] -

4 materials for Uncommon

7 materials for Rare (There may be a wait of a few days for this item)

11 materials for Perfect [Cannot special order yet, sorry]

 

Edited by Benjamin Bookworm
Updating stats in shop

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Ben held his breath as he began his work.  This was his first attempt at making anything in this game, and he hoped that he could make something usable.  Then he could get some stock on the shelves.  Then he could get some customers.  Then he could help people, and make some col, and upgrade his shop, and help even more people!

His first mix started out well, or at least he so hoped it had.  He just needed to make sure everything stayed at the right temperature, and consistency.  Mix, pour, mix some more, test, sniff, look, mix, test again, mix some more, and...

Daily craft rolls

Spoiler

Crafting attempt 1 - (T1 salve) ID 93495

Craft roll 7 (Salvage)

Loot die was 19, so material was salvaged

Crafting attempt 2 - (T1 salve) ID 93496

Craft roll 9 (Salvage)

Loot die was 15, so material was salvaged

Total - No materials used, nothing created :(

+4 xp

 

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Another day of crafting commences.

Spoiler

Crafting attempt 1 - (T1 salve) ID 93568

Craft - 9 Loot - 14 Materials salvaged

Crafting attempt 2 - (T1 salve) ID 93569

Craft - 10 (Success!!! WOOO!!)

Creating Healing Salve (+40 HP)

Gain 1 uncommon item, -1 materials, +5 xp

 

Edited by Benjamin Bookworm
adding crafting rolls

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"All you have to do is take a cup of materials,
add it to the mix!
Now you take this weird green liquid,
careful it has a kick!
Mixing these treats is so much fun,
potions made for everyone!"

Daily crafting [placeholder for rolls]

Spoiler

Crafting attempt 1 - (T1 salve) ID 93647

Craft - 6 Loot - 2 Materials lost

Crafting attempt 2 - (T1 salve)

Craft - 7 Loot - 17 Materials salvaged

Total: -1 materials [T1], nothing made, +4 exp

Edited by Benjamin Bookworm

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Time for another day of crafting!

Spoiler

Craft attempt 1 - (T1 salve) ID 93751

Craft die of 10 - Uncommon item

Craft attempt 2 - (T1 salve) ID 93752

Craft die of 6 - salvage

Loot die of 14, materials salvaged

-1 T1 material, +1 uncommon T1 salve, +7 exp (including new item for +1 ambition)

Level Up! Rank 2 Alchemist! Huzzah!

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Time to craft three times today!  Yay!

Spoiler

Craft attempt 1 - (T1 salve) ID 93795
Craft die of 3 - fail, lose materials

Craft attempt 2 - (T1 salve) ID 93796
Craft die of 3 - fail, lose materials

Craft attempt 3 - (T1 salve) ID 93797
Craft die roll of 9 - Uncommon item!

-3 T1 materials, +1 Uncommon item, +8 exp

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Craft craft craft craft craft craft craft craft craft craft craft CRAFT!

Spoiler

Craft attempt 1 - (T1 salve)  ID 93885
Craft die - 1 total failure

Craft attempt 2 - (T1 salve)  ID 93887
Craft die - 6, loot die 10
Salvage, do not recover materials

Level up to rank 3!

Craft attempt 3 - (T1 Potion) ID 93888
Craft die - 6, loot die 6
Salvage, do not recover materials

Craft attempt 4 - (T1 potion) ID 93889
Craft die - 2, failure

-4 T1 materials, +10 exp

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A strange man walked into Benjamins shop, fully decked in armor, Ben couldn't see his face, for he was wearing full plated helmet. He walked up to the counter. Do you have anything... Poisonous? The figure said in a dark demonic tone. Any will do... The man looked at Ben who couldn't see the mans face, not even the eyes. If you have any, stock it up, I will come back for some at dusk... The Man turned around, heavy armor clanking as he walked and stepped out of the door. Then the figure stopped under the open door and said: "Normal people have no Idea how beautiful the darkness is..." With that, he left.

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Um, Knight.... that's not really a thing I can make right now.  The only type of poison salve that I have the recipe for requires a perfect level of crafting, and I'm not skilled enough to pull that off at my level.  I don't think I could help you with that, though I will give you a call if I ever manage to get any in stock.  I'm sorry for the inconvenience.  he said as Dark Knight walked away.  Ben sighed - he hoped the guy heard him- disappointing his first customer he had would not be good for future business. 

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Crafting time!

Spoiler

Craft attempt 1 - (T1 Potion) ID 93954
Craft - 5 - Loot - 11, salvage materials

Craft attempt 2 - (T1 Potion) ID 93955
Craft - 5 - Loot - 8, no materials salvaged

Craft attempt 3 - (T1 Salve) ID 93956
Craft - 11, Rare item

Craft attempt 4 - (T1 Potion) ID 93957
Craft - 9, uncommon item

-3 [T1] materials, +1 uncommon potion, +1 rare salve, +16 exp

Edited by Benjamin Bookworm
forgot some info

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Today's crafting is brought to you by coffee - it keeps the world running.

Spoiler

Craft attempt 1 - (T1 Potion) ID 93985
Craft roll 4 -  fail, lose materials

Craft attempt 2 - (T1 Potion) ID 93986
Craft roll 12!!!! - Perfect Potion!

Craft attempt 3 - (T1 Salve) ID 93987
Craft Roll 9 - Uncommon salve

Craft attempt 4 - (T1 Potion) ID 93988
Craft Roll 8 - Uncommon Potion

-4 T1 materials, 1 uncommon salve, 1 uncommon potion, 1 perfect potion, +19 exp

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Time to craft today!

Spoiler

Craft attempt 1 - (T1 Salve) ID 94073
Craft die 3 - fail, lose materials

Craft attempt 2 - (T1 Salve) ID 94076
Craft die 7 - Uncommon item

Craft attempt 3 - (T1 Potion) ID 94077
Craft die 12! - Perfect item

Craft attempt 4 - (T1 Salve) ID 94078
Craft die 6 - salvage, loot die 6, materials not recovered

-4 T1 materials, +1 uncommon salve, +1 perfect potion, +18 exp

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Today... today we craft!  *Slow motion alchemy begins*

Spoiler

Craft attempt 1 - (T1 Potion) ID 94742
Craft roll 6, loot die 4 - salvage, but lose material

Craft attempt 2 - (T1 Potion) ID 94743
Craft roll , loot die 3 - salvage, but lose material

Craft attempt 3 - (T1 Potion) ID 94744
Craft roll 8 - Uncommon potion

Craft attempt 4 - (T1 Potion) ID 94745
Craft roll 1 - it catches fire, somehow

Craft attempt 5 - (T1 Potion) ID 94746
Craft roll 5, loot die 11 - materials salvaged

-4 T1 materials, +1 uncommon potion, +16 exp

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Outlander walks into the shop. "Well, hey Ben whats up?" Outlander smiled. "So... I'm here for some poison if you got any, specifically against monsters. Or maybe a potion that makes them do less damage?" Outlander said looking around at all the potions and alchemy equipment. "Quite the place you've got here." Outlander said looking around curiously, he thought to himself, this must have been pricey. "Hey, sense you know me, and I'm not being a sarcastic d#ck right know, can I get a discount?" Outlander said snickering.

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Let's see what we can make today!

Spoiler

Craft attempt 1 - (T1 Potion) ID 95844
Craft die 5, loot die 1, no salvage

Craft attempt 2 - (T1 Potion) ID 95845
Craft die 10, rare item

Craft attempt 3 - (T1 Potion) ID 95846
Craft die 4, loot die 11, salvage

Craft attempt 4 - (T1 Salve) ID 95847
Craft die 10,  rare item

Craft attempt 5 - (T1 Potion) ID 95849
Craft die 10,  rare item

-4 T1 materials, +2 rare potions, +1 rare salve, +24 exp

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Ben leaned over the counter, placing a couple of freshly brewed items there with a smile.  Here you go Outlander- fresh off the mixer!  I have a pair of mitigation potions if you'd like- and as a friendly discount I can give them to you for 2 materials or 200 col each, but just this once.  Got to keep the stock flowing.  Anyways, just send me the payment and what you're grabbing, and I'll take it off my ledger. 

I'm sorry I haven't got any poisons in stock- they require a perfect salve to work with, and I haven't made any of those yet.  I'll give you a call if I manage any though.  Is there anything else you'd need today?

Spoiler

Name: Nature's Vitality
Your Profession: Alchemist
Your Rank: 4 - Assistant Alchemist
ID: 94845, 94859
Roll: 10
Item Type: Potion
Tier: 1
Quality: Rare
Enhancements: Mitigation (2)
Description: A flask with an blue-green glowing liquid. 

 

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