I'd really like to see some wider reaching tradeskills like some mentioned by Andraste. Which, actually all sound like a hell of a lot of fun. That gem idea would be hella cool.
If woodworking, I'd like to see something that encompasses staves, bows, vials, and hopefully some unique types of arrows to be made. Arrow variety would be a very nice addition.
I'd absolutely adore a taming skill where you can find and tame the various creatures of the world in a few different aspects. Some would be nothing more than minipets, some would be trained to be mounts, and others could have specific perks. Taming a bird could be used to deliver letters, something else may give a chance for extra harvesting, and maybe a few could have minor combat effects (at the risk of your poor pet being killed).
Arcane tinkering - Mixing of various aspects of magic with "tech" to make bombs to help remove walls and other effects. (Magic guns? Plz? I just want mah musketz Q.Q)
Another super minor (and non-design) tradeskill could also be glassworking which, like gathering, is basically a tradeskill to feed other tradeskills.
Items created could include: phials (formulation), selected containers (vials, alembics, pots, who says they need be limited to 1 crafting skill?), all the interesting glasses created for use for mixology (if we get that) so that mixologists will require to state 'served in flute, snifter, tumbler' etc.
This could also branch into existing tradeskills as well, such as furnishing requiring glass parts for lamps/tables or making glass beads for jewellery so it will no longer just be 'needs gems' but there will also be a 'needs beads' option.
The skill could also create ornamental items, like little glass animals (from a list much like the foldable letters) and vases with colour options.
Spellcraft - creations of flasks, pages of spells that can be spoken in a room, or over totems or effigies kinda like sigils. Can even use the shards
I do love the leather marking and crystal harvesting for making the various other containers such as packs, quivers, scabbards.
Preparation - Since we have things like mining for the other comms, it would be great to have something to make the the others, such as cloth, rope, leather, and wood. Could be like wood cutting from deadfall. Prep to make rope and cloth, and skinning for getting leather to tan.
Some general idea of how the beastcare/husbandry skill could work.
*You can gain a foal/egg/whatever from several stables across the world.
*The higher you are in the skill, the more advanced creatures you can get (legendary steads for example).
*As you increase your proficiency in the skill, you can unlock new attributes that can be adjusted to mounts.
*You can learn unique "patterns" to apply to mounts from stablehands across the world. This is similar to armorsmithing. The requirements for such is X
*Unique utility abilities can be applied to a mount, such as being able to DIG akin to having a shovel.
*Each city can have a unique mount that can be gained to raise. This would be a legendary mount.
Beastcare: Nurturing of selected beasts into mounts. Ability to affect their appearance, ranging from fur/skin color, size, and any other unique attributes.
This. Allow adventures to capture certain wild animals, and through proper taming / training etc etc turn them into mounts.
Some of this has been said but rather than pulling each to comment or support:
Brewing - not just alcoholic drinks; could be design-based Leatherworking - Making packs, quivers, etc; would also allow you to make packs that hold more items and add customizations to them; would not necessarily need to be design based Glassblowing - Used to make vials, bowls, pipes, etc; Not design based, but the materials used would allow slight customization (e.g. using gems or stones to accent the material)
Turning: the craft of making containers, whether out of wood, clay, stone, glass or metal. Could include glassblowing and fletching too.
Fletching could also be a separate skill, with a variety of arrows leading up to being able to craft meteor arrows.
Being able to craft fishing lures would be awesome
I love the idea of making packs etc, but not sure about leatherworking as a name, just because other materials should be possible. Also something letting us tan our own leather and weave our own cloth?
Shipwright type skill would definitely be welcomed, including being able to alter descriptions within a set list of descriptors, similar to how you can select for armor and weapons. That gives some customizing, without cutting into the credit based changes.
I'm with a drink making skill, but I'd also like to see the ability for things other than alcohols. There's a lot of crafting room for tea, kawhe, juices, etc.
Music - the ability to learn how to make and play instruments, as well as to sing accompaniments, etc. I also like the brewing and painting/sculpting ideas. How about the craft ability to create perfumes, colognes, makeup, and nail enamel/paints too.
I wear your perfume! But it would also be awesome to be able to design my own, without having to spend 4 crowns and then 250 credits each time I wanted a new scent.
We are what we pretend to be, so we must be careful about what we pretend to be.
Auranation (creating auras) - gain the ability to gather essence from denizens or players and create beneficial auras that have a quick decay, only able to have one aura active at a time. The auras themselves can be seen by others. These could do anything %increase to stuff, temporary or “charges” depending on crafter level. Just always thought being able to be wreathed in a golden glow, purple aura would be sweet.
Flamekeeping - Someone able to embellish on campfires, or creates braziers. With those as the base, they then could move on to create charms or something that others could use to throw into the fire and provides a group (or single player buff) that can provide many types of temporary buffs (hour or two) You could only have “x” amount active at the time etc.
Fabrication - able to utilize junk that denizens drop or things that are about to lose usefulness to craft certain types of things from bombs, rafts, traps, packs, basically anything that normally would have a use for. Like a humgii only you get things in return.
A lot of these ideas are fantastic, Coopers idea of beer making, glassblowing was phenomenal to give more flavor to city vials etc.
A tradeskill to create liquid containers: alembics, beakers, tuns, barrels, kegs, vials, goblets, glasses, mugs, buckets, tea kettles, bottles, chamber pots, troughs, water bags, etc. Really, this could combine with the solids containers tradeskill. If it's going to be a design one, it might as well be super juicy for 200CR. Just call it containers, or somesuch.
Science: A tradeskill devoted to technology, whether it be explosives; objects that react to electrical current like from dragon, magi, sylvan; objects that animate with fire like from Xorani, red dragons, fire lords, etc; clockwork objects that can be moved with psychic energy like from Psions, Monks, blademasters, etc; combining magical elements and chemistry together like an icewall made from a fluid that explodes into jaggid shards after a certain amount of time; a sigil catapult; mixing elements together to create more firtal soil; building waterwheels to power something very creative that I can't think of at the end of a long day; and anything else more scientifically minded people and a more intricate knowledge of Sapience style magic can slam together for very unique gameplay options.
I love the idea of Perfumery and alcohol making. Imagine the possibilities! I'd most likely pick Perfumery the same minute you launch it!
You notice a terrible
smell in the air and see that Zoot, a leafy humgii is trying to look
inconspicuous. A Tsol'aa archer exclaims,
"Ahhh...how nice to breathe the fresh air of the forest!"
While I like the idea of perfumery in theory, I'm not advocating for it because if perfumes become more widespread than they are already, it's going to become incredibly spammy, since the scent messages are room wide and random. The scent pendants were excellent for this reason as you could control when the scent was released.
I'm sure drinks and perhaps leatherworking will be the most popular, but I'd like to throw in votes for painting/sculpture. Anything that enhances housing is a win in my eyes.
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I love housing, I wish it would get the attention it deserves. But basing tradeskills around housing seems like a waste of resources, sadly, due to the extreme limitations of housing.
Speaking just about security, for example, a painting or a sculpture would maybe be seen, what, once or twice in a real-life year? Inviting guests over to your house to marvel at your decor is essentially an invitation for a home invasion or worse, a city raid.
Alcohol-brewing seems nice, or cosmetics like perfumes.
I love housing, I wish it would get the attention it deserves. But basing tradeskills around housing seems like a waste of resources, sadly, due to the extreme limitations of housing.
Speaking just about security, for example, a painting or a sculpture would maybe be seen, what, once or twice in a real-life year? Inviting guests over to your house to marvel at your decor is essentially an invitation for a home invasion or worse, a city raid.
Alcohol-brewing seems nice, or cosmetics like perfumes.
Well, we do have furnishing, which is based for housing. I don't think (or perhaps I hope not) that the current state of affairs for housing will persist and housing-centric tradeskills should not be completely out of the running because of the current situation. You could even argue that if more people took up painting (for example) and used housing more to show off their works, housing's concerns would be more relevant to more people and thus, might be more likely to see change.
Admittedly, I am eternally optimistic and this is not the thread to debate housing. So I will restrict myself to saying that my choices only reflect my own preferences! I also agree that it would be fairer if the design skill was something that can be enjoyed universally, i.e. drinking, which I believe is the current frontrunner anyway.
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I am ready for something new and different, so I am all for the leatherworking to make satchels, and such, the brewing of alcohols and things, and the glassblowing. I think that would allow for some interesting new items!
Animal Husbandry: the ability to raise different types of
animals, from farm animals to pets cats, dogs, pigs, goats, cows, bulls,
penguins, bears, horses, birds, etc., etc. The animals can be used for
production of milk, as with the farming idea above, meat, pelts, fur, various
things for creating packs, sheaths, etc. for the other proposed containers trade
skill, mounts, and the list can go on.
Some kind of performance-based skill where you can create things that create effects in a room like coloured smoke, coloured illusions (maybe limited to certain images), etc. could be cool.
Shipwright - The ability to craft ship equipment, and things from customisable figureheads, sails, ship wheels, as well as well as sail and hull options for either increased speed, resistance, turn speed, and cargo space.
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If woodworking, I'd like to see something that encompasses staves, bows, vials, and hopefully some unique types of arrows to be made. Arrow variety would be a very nice addition.
I'd absolutely adore a taming skill where you can find and tame the various creatures of the world in a few different aspects. Some would be nothing more than minipets, some would be trained to be mounts, and others could have specific perks. Taming a bird could be used to deliver letters, something else may give a chance for extra harvesting, and maybe a few could have minor combat effects (at the risk of your poor pet being killed).
Arcane tinkering - Mixing of various aspects of magic with "tech" to make bombs to help remove walls and other effects. (Magic guns? Plz? I just want mah musketz Q.Q)
Items created could include: phials (formulation), selected containers (vials, alembics, pots, who says they need be limited to 1 crafting skill?), all the interesting glasses created for use for mixology (if we get that) so that mixologists will require to state 'served in flute, snifter, tumbler' etc.
This could also branch into existing tradeskills as well, such as furnishing requiring glass parts for lamps/tables or making glass beads for jewellery so it will no longer just be 'needs gems' but there will also be a 'needs beads' option.
The skill could also create ornamental items, like little glass animals (from a list much like the foldable letters) and vases with colour options.
I do love the leather marking and crystal harvesting for making the various other containers such as packs, quivers, scabbards.
Preparation - Since we have things like mining for the other comms, it would be great to have something to make the the others, such as cloth, rope, leather, and wood. Could be like wood cutting from deadfall. Prep to make rope and cloth, and skinning for getting leather to tan.
Brewing - not just alcoholic drinks; could be design-based
Leatherworking - Making packs, quivers, etc; would also allow you to make packs that hold more items and add customizations to them; would not necessarily need to be design based
Glassblowing - Used to make vials, bowls, pipes, etc; Not design based, but the materials used would allow slight customization (e.g. using gems or stones to accent the material)
Fletching could also be a separate skill, with a variety of arrows leading up to being able to craft meteor arrows.
Being able to craft fishing lures would be awesome
I love the idea of making packs etc, but not sure about leatherworking as a name, just because other materials should be possible. Also something letting us tan our own leather and weave our own cloth?
I'm with a drink making skill, but I'd also like to see the ability for things other than alcohols. There's a lot of crafting room for tea, kawhe, juices, etc.
Basically, you'd go through the customisation process as normal, but instead of affecting one item, you'd get a pattern that you can craft and sell.
So people can make their own version of virtually any common item (backpacks, pipes, etc.) complete with reactions if so desired.
Aside from that, brewing as per above, and runelore's more tradeskill-styled abilities.
We are what we pretend to be, so we must be careful about what we pretend to be.
Flamekeeping - Someone able to embellish on campfires, or creates braziers. With those as the base, they then could move on to create charms or something that others could use to throw into the fire and provides a group (or single player buff) that can provide many types of temporary buffs (hour or two) You could only have “x” amount active at the time etc.
Fabrication - able to utilize junk that denizens drop or things that are about to lose usefulness to craft certain types of things from bombs, rafts, traps, packs, basically anything that normally would have a use for. Like a humgii only you get things in return.
A lot of these ideas are fantastic, Coopers idea of beer making, glassblowing was phenomenal to give more flavor to city vials etc.
Farming.
So we can finally get eggs and milk without robbing invisible NPCs.
There could be a whole crop growing metagame too, and an alternative source of certain herbs or ink ingredients.
I'd most likely pick Perfumery the same minute you launch it!
You notice a terrible smell in the air and see that Zoot, a leafy humgii is trying to look inconspicuous.
A Tsol'aa archer exclaims, "Ahhh...how nice to breathe the fresh air of the forest!"
I'm sure drinks and perhaps leatherworking will be the most popular, but I'd like to throw in votes for painting/sculpture. Anything that enhances housing is a win in my eyes.
Stories by Jurixe and Stories by Jurixe 2
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Speaking just about security, for example, a painting or a sculpture would maybe be seen, what, once or twice in a real-life year? Inviting guests over to your house to marvel at your decor is essentially an invitation for a home invasion or worse, a city raid.
Alcohol-brewing seems nice, or cosmetics like perfumes.
Admittedly, I am eternally optimistic and this is not the thread to debate housing. So I will restrict myself to saying that my choices only reflect my own preferences! I also agree that it would be fairer if the design skill was something that can be enjoyed universally, i.e. drinking, which I believe is the current frontrunner anyway.
Stories by Jurixe and Stories by Jurixe 2
Interested in joining a Discord about Achaean RP? Want to comment on RP topics or have RP questions? Check the Achaean RP Resource out here: https://discord.gg/Vbb9Zfs
Animal Husbandry: the ability to raise different types of animals, from farm animals to pets cats, dogs, pigs, goats, cows, bulls, penguins, bears, horses, birds, etc., etc. The animals can be used for production of milk, as with the farming idea above, meat, pelts, fur, various things for creating packs, sheaths, etc. for the other proposed containers trade skill, mounts, and the list can go on.
also, if there was temporary dyes or paints that you could use on hair, wings, etc sort of like war paint, that would be sweet.