Brewing
Brewing
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300px Skill in creating alcoholic beverages of all sorts.
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Skill Type: | Trade Skill
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Max Level: | 70
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Skill Trainers: |
“Leave a quote about the skill here. This can be the in-game description, but that info must be placed below as well. Adds a bit of flavor to the article as well.
Brewing Overview
Brewing is a crafting skill that involves the production of Alcoholic Beverages. The consumption of these beverages will raise your Alcohol Tolerance skill.
In-Game Description
Skill in creating alcoholic beverages of all sorts.
Training Brewing
- Brianna Willer teaches Brewing after you have been introduced to her by Therese and reaching [Comfortable].
- Malvol is willing to teach Whisky recipes to Like Family.
- Gretchen Salas can be persuaded to teach a recipe for Potato Vodka.
- Hiral can teach Pale Rum recipes to his Close Friends.
- Dhakmar can raise the Brewing level cap to both Level 60 and Level 70.
Connected Skills
Sub-Skills:
- None
Secondary Skills:
- Alcohol Tolerance - This skill represents your ability to ward off the adverse effects of alcohol. The consumption of brewed beverages will raise this skill.
Related Skills:
Recipe Lists
Brewing Complete Recipe List
Click "Expand" on the box below to view a complete list of Recipes for the Brewing skill.
Lvl | Name | First-Time XP | XP | Ingredients | Results | Description | Source |
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1 | Basic Lager (One Glass) | 40 | 10 | Barley x1 Hops x1 Basic Lager Yeast x1 Fruit: Red Apple, Grapes, Orange, or Strawberry x1 |
Basic Lager x1 | A simple, watery, slightly insipid beer. | Leveling |
1 | Potato Vodka (Drinkable Cask) | 40 | 10 | Aged Potato Vodka x1 Fruit: Red Apple, Grapes, or Orange x1 Mushroom Flakes: Parasol, Mycena, Boletus, or Field x1 Boar Tusk, Cat Eyeball, Snail Sinews, Rat Tail, or Basic Fish Scales x1 Oregano, Mandrake Root, Peppercorns or Grass x1 |
Potato Vodka x1 | A very rough alcoholic beverage. Some say you grow to like the taste, but others say that's just your tastebuds dying from the pain. | Hang Out: Gretchen Salas |
1 | Potato Vodka (Un-Aged) | 40 | 10 | Barrel x1 Potato x8 Basic Lager Yeast x1 |
Un-Aged Potato Vodka x1 | Prepares a cask of vodka for aging. The cask must then be stored in a cave until it is mature. | Hang Out: Gretchen Salas |
1 | Reuse Beer Keg | 40 | 10 | Beer Keg x1 | Firkin x1 (!) | Dump out a beer keg and clean the container so it can be used again. There's a small chance that the container will be too damaged to be reused. | Training: Brianna Willer |
1 | Reuse Liquor Barrel | 40 | 10 | Hard Liquor Barrel x1 | Barrel x1 (!) | Dump out a cask of hard liquor and clean the container so it can be used again. There's a small chance the barrel will be too damaged to be reused. | Training: Brianna Willer |
3 | Basic Lager Keg | 48 | 12 | Firkin x1 Barley x5 Hops x1 Basic Lager Yeast x1 Fruit: Red Apple, Grapes, Orange, or Strawberry x1 |
Basic Lager Keg x1 | A simple, watery, slightly insipid beer. | Leveling |
10 | Applejack (Drinkable Cask) | 160 | 40 | Aged Applejack x1 Fruit: Red Apple, Grapes, or Orange x1 Beet, Squash, Broccoli, or Carrot x1 Boar Tusk, Cat Eyeball, Snail Sinews, Rat Tail, or Basic Fish Scales x1 Oregano, Mandrake Root, Peppercorns or Grass x1 |
Applejack x1 | Apple brandy, with a distinctive apple taste and a strong kick. A longtime favorite of rural humans. | Hang Out: Therese |
10 | Applejack (Un-Aged) | 160 | 40 | Barrel x1 Red Apple x8 Pale Ale Yeast x1 |
Un-Aged Applejack x1 | Prepares a cask of applejack brandy for aging. The cask must then be stored in a cave until it is mature. | Hang Out: Therese |
10 | Pale Ale (One Glass) | 160 | 40 | Barley x1 Hops x1 Pale Ale Yeast x1 Fruit: Red Apple, Grapes, Orange, or Strawberry x1 Mushroom Flakes: Parasol, Mycena, Boletus, or Field x1 |
Pale Ale x1 | A surprisingly complex beer, but... complexity doesn't always taste good. | Training: Brianna Willer |
12 | Tap Alcohol Keg | 192 | 48 | Keg Tap x1 Beer Keg or Hard Liquor Barrel x1 |
Tap Alcohol Keg | Attach a tap to a barrel of beer or hard liquor and deploy it. The barrel will IMMEDIATELY APPEAR near you, and any players can drink from it. The barrel will persist until all alcohol is consumed (or very slowly evaporates). The barrel cannot be reused. If the barrel is inscribed prior to being tapped, the inscription will be shown to all who drink from it. | Leveling Training: Brianna Willer |
13 | Pale Ale Keg | 208 | 52 | Firkin x1 Barley x7 Hops x1 Pale Ale Yeast x1 Fruit: Red Apple, Grapes, Orange, or Strawberry x1 Mushroom Flakes: Parasol, Mycena, Boletus, or Field x1 |
Pale Ale Keg x1 | A surprisingly complex beer, but... complexity doesn't always taste good. | Training: Brianna Willer |
20 | Beet Vodka (Drinkable Cask) | 320 | 80 | Aged Beet Vodka x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes: Parasol, Mycena, Boletus, or Field x1 Boar Tusk, Cat Eyeball, Snail Sinews, Rat Tail, or Basic Fish Scales x1 Oregano, Mandrake Root, Peppercorns or Grass x1 |
Beet Vodka x1 | A sweet, relatively palatable variety of vodka. Although it's a traditional dwarven drink, it long ago fell out of favor, and these days dwarves only use it for cooking. | Training: Brianna Willer |
20 | Beet Vodka (Un-Aged) | 320 | 80 | Barrel x1 Beet x8 Marzen Yeast x1 |
Un-Aged Beet Vodka x1 | Prepares a cask of vodka for aging. The cask must then be stored in a cave until it is mature. | Training: Brianna Willer |
20 | Marzen (One Glass) | 320 | 80 | Barley x2 Hops x1 Marzen Yeast x1 Fruit: Red Apple, Grapes, Orange, or Strawberry x1 Mushroom Flakes: Parasol, Mycena, Boletus, or Field x1 Oregano or Mandrake Root x1 |
Marzen x1 | A medium-body beer with a malty flavor. | Training: Brianna Willer |
23 | Marzen Keg | 368 | 92 | Firkin x1 Barley x9 Hops x1 Marzen Yeast x1 Fruit: Red Apple, Grapes, Orange, or Strawberry x1 Mushroom Flakes: Parasol, Mycena, Boletus, or Field x1 Oregano or Mandrake Root x1 |
Marzen Keg x1 | A medium-body beer with a malty flavor. | Training: Brianna Willer |
30 | Goblin Ale (One Glass) | 480 | 120 | Barley x2 Hops x1 Goblin Ale Yeast x1 Fruit: Red Apple, Grapes, or Orange x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes: Parasol, Mycena, Boletus, or Field x1 Oregano, Mandrake Root, or Peppercorns x1 |
Goblin Ale x1 | A hoppy beer with hints of spice. | Training: Brianna Willer |
30 | Pale Rum (Drinkable Cask) | 480 | 120 | Aged Pale Rum x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes/Powders: Field, Blusher, Milk Cap, Blood x1 Boar Tusk, Cat Eyeball, Snail Sinews, Rat Tail, or Basic Fish Scales x1 Oregano, Mandrake Root, Peppercorns or Grass x1 |
Pale Rum x1 | Sweet and strong, with the distinctive odor of molasses. In far-off lands, ranalon produce and drink rum in tremendous quantities, but it's less common -- and less delicious -- in Alharth. | Training: Hiral |
30 | Pale Rum (Un-Aged) | 480 | 120 | Barrel x1 Molasses x8 Goblin Ale Yeast x1 |
Un-Aged Pale Rum x1 | Prepares a cask of rum for aging. The cask must then be stored in a cave until it is mature. | Training: Hiral |
33 | Goblin Ale Keg | 528 | 132 | Firkin x1 Barley x10 Hops x2 Goblin Ale Yeast x1 Fruit: Red Apple, Grapes, or Orange x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes: Parasol, Mycena, Boletus, or Field x1 Oregano, Mandrake Root, or Peppercorns x1 |
Goblin Ale Keg x1 | A hoppy beer with hints of spice. | Training: Brianna Willer |
40 | Orcish Bock (One Glass) | 640 | 160 | Barley x3 Hops x1 Orcish Bock Yeast x1 Beet, Squash, Broccoli, or Carrot x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes/Powders: Field, Blusher, Milk Cap, Blood x1 Oregano, Mandrake Root, or Peppercorns x1 |
Orcish Bock x1 | A clean, dry beer that goes down easy. | Training: Brianna Willer |
40 | Whisky (Drinkable Cask) | 640 | 160 | Aged Whisky x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes/Powders: Field, Blusher, Milk Cap, Blood x1 Wolf Teeth, Panther Tail, Deinonychus Claw, Rabbit's Foot, or Bear Gallbladder x1 Oregano, Mandrake Root, Peppercorns or Grass x1 |
Whisky x1 | A simple variety of whisky made from barley. It's drinkable and has a tolerable flavor. | Training: Malvol |
40 | Whisky (Un-Aged) | 640 | 160 | Barrel x1 Barley x14 Orcish Bock Yeast x1 |
Un-Aged Whisky x1 | Prepares a cask of whisky for aging. The cask must then be stored in a cave until it is mature. | Training: Malvol |
43 | Orcish Bock Keg | 688 | 172 | Firkin x1 Barley x12 Hops x3 Orcish Bock Yeast x1 Beet, Squash, Broccoli, or Carrot x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes/Powders: Field, Blusher, Milk Cap, Blood x1 Oregano, Mandrake Root, or Peppercorns x1 |
Orcish Bock Keg x1 | A clean, dry beer that goes down easy. | Training: Brianna Willer |
50 | Brown Ale (One Glass) | 800 | 200 | Barley x3 Hops x1 Brown Ale Yeast x1 Green Pepper, Red Pepper, Molasses, or Corn x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes/Powders: Field, Blusher, Milk Cap, Blood x1 Cinnamon, Muntok Peppercorns, or Seaweed x1 |
Brown Ale x1 | A sweet beer with hints of chocolate. | Training: Brianna Willer |
50 | Tequila (Drinkable Cask) | 800 | 200 | Aged Tequila x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes/Powders: Field, Blusher, Milk Cap, Blood x1 Wolf Teeth, Panther Tail, Deinonychus Claw, Rabbit's Foot, or Bear Gallbladder x1 Cinnamon, Muntok Peppercorns, Seaweed, or Myconian Jelly x1 |
Tequila x1 | Fermented cactus juice with a complex taste. This variety has been aged to make it more drinkable. (It's "more" drinkable, but still not "very" drinkable -- it's an acquired taste.) The stereotypical drink of rakshasa desert bandits. | Training: Dhakmar |
50 | Tequila (Un-Aged) | 800 | 200 | Barrel x1 Cactus Juice x8 Desert Rose x2 Brown Ale Yeast x1 |
Un-Aged Tequila x1 Empty Bottle x8 |
Prepares a cask of tequila for aging. The cask must then be stored in a cave until it is mature. | Training: Dhakmar |
53 | Brown Ale Keg | 848 | 212 | Firkin x1 Barley x15 Hops x3 Brown Ale Yeast x1 Green Pepper, Red Pepper, Molasses, or Corn x1 Fruit: Guava, Banana, or Lemon x1 Mushroom Flakes/Powders: Field, Blusher, Milk Cap, Blood x1 Cinnamon, Muntok Peppercorns, or Seaweed x1 |
Brown Ale Keg x1 | A sweet beer with hints of chocolate. | Training: Brianna Willer |
60 | Dry Gin (Drinkable Cask) | 960 | 240 | Aged Dry Gin x1 Fruit: Pear, Peach, or Green Apple x1 Mushroom Flakes/Powders: Coral, Groxmax, Porcini, Black Foot Morel x1 Wolf Teeth, Panther Tail, Deinonychus Claw, Rabbit's Foot, or Bear Gallbladder x1 Cinnamon, Muntok Peppercorns, Seaweed, or Myconian Jelly x1 |
Dry Gin x1 | Pleasant, slightly citrusy, but with a distinctive bitterness too. It's said to be the favorite hard liquor of elves, but since elves mostly drink wine, that's not much praise. | Training: Dhakmar |
60 | Dry Gin (Un-Aged) | 960 | 240 | Barrel x1 Barley x8 Juniper Berries x5 Hegemony Lager Yeast x1 |
Un-Aged Dry Gin x1 | Prepares a cask of gin for aging. The cask must then be stored in a cave until it is mature. | Training: Dhakmar |
60 | Hegemony Lager (One Glass) | 960 | 240 | Barley x3 Hops x2 Hegemony Lager Yeast x1 Green Pepper, Red Pepper, Molasses, or Corn x1 Fruit: Pear, Peach, or Green Apple x1 Mushroom Flakes/Powders: Field, Blusher, Milk Cap, Blood x1 Cinnamon, Muntok Peppercorns, or Seaweed x1 |
Hegemony Lager x1 | A clean beer with hints of oak and licorice. The preferred drink of humans in the Crone Hegemony. | Training: Dhakmar |
63 | Hegemony Lager Keg | 1008 | 252 | Firkin x1 Barley x17 Hops x4 Hegemony Lager Yeast x1 Green Pepper, Red Pepper, Molasses, or Corn x1 Fruit: Pear, Peach, or Green Apple x1 Mushroom Flakes/Powders: Field, Blusher, Milk Cap, Blood x1 Cinnamon, Muntok Peppercorns, or Seaweed x1 |
Hegemony Lager Keg x1 | A clean beer with hints of oak and licorice. The preferred drink of humans in the Crone Hegemony. | Training: Dhakmar |
70 | Bourbon (Drinkable Cask) | 1120 | 280 | Aged Bourbon x1 Fruit: Pear, Peach, or Green Apple x1 Mushroom Flakes/Powders: Coral, Groxmax, Porcini, Black Foot Morel x1 Cockatrice Beak, Worm Tooth, Ectoplasm, Powdered Mammal, or Barghest Flesh x1 Mint, Honey, Juniper Berries, or Almonds x1 |
Bourbon x1 | Made from fermented corn mash, this is very mellow and drinkable. This is the favored drink of Councilwoman Sereel "The Steel" Avenbule. She holds a bourbon competition each year in Vidaria. | Training: Dhakmar |
70 | Bourbon (Un-Aged) | 1120 | 280 | Barrel x1 Corn x10 Molasses x1 Pilsner Yeast x1 |
Un-Aged Bourbon x1 | Prepares a cask of bourbon for aging. The cask must then be stored in a cave until it is mature. | Training: Dhakmar |
70 | Dwarven Stout (One Glass) | 1120 | 280 | Barley x3 Hops x2 Dwarven Stout Yeast x1 Green Pepper, Red Pepper, Molasses, or Corn x1 Fruit: Pear, Peach, or Green Apple x1 Mushroom Flakes/Powders: Coral, Groxmax, Porcini, Black Foot Morel x1 Mint, Honey, or Juniper Berries x1 |
Dwarven Stout x1 | A strong dark beer that packs a punch. The preferred socialization drink of dwarves. | Training: Dhakmar |
73 | Dwarven Stout Keg | 1168 | 292 | Firkin x1 Barley x20 Hops x4 Dwarven Stout Yeast x1 Green Pepper, Red Pepper, Molasses, or Corn x1 Fruit: Pear, Peach, or Green Apple x1 Mushroom Flakes/Powders: Coral, Groxmax, Porcini, Black Foot Morel x1 Cinnamon, Muntok Peppercorns, or Seaweed x1 |
Dwarven Stout Keg x1 | A strong dark beer that packs a punch. The preferred socialization drink of dwarves. | Training: Dhakmar |
Beer Effects (Level 40-70)
Base differences and percentages increase with higher level alcohol
- +(%) Dance Appreciation extra effect chance, +(X) Dance Appreciation
- +(%) Taunt
- -(%) Taunt
- -(X) Sprint speed, +(%) Taunt
- +(%) Projectile miss chance; +(%) Taunt
- +(X) Melee accuracy, +(%) Melee evasion
- +(%) Miss chance, +(%) Burst evasion, +(X) Sprint speed out-of-combat
- +(%) Knockback evasion, +(X) Jump height
- +(X) Breath recovery rate, +(X) Maximum breath, +(X) Fast-swimming speed
- -(X) Fast-flying power depletion rate, +(X) Fast-flying speed
- -(%) Ability power cost (Unarmed/Shield/Sword)
- -(%) Ability power cost (Knife/Staff/Hammer)
- -(%) Ability power cost (Bard/Battle Chemistry/Archery)
- -(%) Ability power cost (Necromancy/Ice Magic/Fire Magic)
- -(%) Ability power cost (Crossbow/Psychology/Mentalism)
- -(%) Ability power cost (Armor Patching/Lycanthropy/Druid)
- -(%) Ability power cost (First Aid/Giant Bat/Spider)
- -(%) Ability power cost (Pig/Deer/Cow)
- +(X) Max health
- +(X) Max armor
- +(X) Max power
- +(X) Max health (Dwarf)
- +(X) Max health (Elf)
- +(X) Max health (Fey)
- +(X) Max health (Human)
- +(X) Max health (Orc)
- +(X) Max health (Rakshasa)
- +(X) Max power (Dwarf)
- +(X) Max power (Elf)
- +(X) Max power (Fey)
- +(X) Max power (Human)
- +(X) Max power (Orc)
- +(X) Max power (Rakshasa)
- +(X) Max metabolism (Dwarf)
- +(X) Max metabolism (Elf)
- +(X) Max metabolism (Fey)
- +(X) Max metabolism (Human)
- +(X) Max metabolism (Orc)
- +(X) Max metabolism (Rakshasa)
- +(X) Max body heat (Dwarf)
- +(X) Max body heat (Elf)
- +(X) Max body heat (Fey)
- +(X) Max body heat (Human)
- +(X) Max body heat (Orc)
- +(X) Max body heat (Rakshasa)
- +(X) Max hydration (Dwarf)
- +(X) Max hydration (Elf)
- +(X) Max hydration (Fey)
- +(X) Max hydration (Human)
- +(X) Max hydration (Orc)
- +(X) Max hydration (Rakshasa)
- +(%) exp. gain for Elves when clean, 0 exp. earned when dirty
- +(%) exp. gain for Humans when community-minded, 0 exp. earned when lonely
- +(%) exp. gain for Rakshasa when peaceable, 0 exp. earned when dead inside
- +(X) Dig Deep power restoration
- +(X) Ultimate Protection health restoration, +(X) Minor Healing health restoration, +(X) Major Healing health restoration
- +(%) chance to chop perfect wood, +(%) chance to chop extra wood
- +(%) chance to forage extra seeds, +(%) chance to forage extra mushrooms
- +(%) chance to produce extra fish scales, +(%) chance to catch extra fish
- +(X) to Max Peaceableness, +(X) to Max Community, +(X) to Max Cleanliness
Hard Liquor Effects (Level 1-70)
Base differences and percentages increase with higher level alcohol
- +(%) Dance Appreciation extra effect chance, +(X) Dance Appreciation
- +(%) Taunt
- -(%) Taunt
- -(X) Sprint speed, +(%) Taunt
- +(%) Projectile miss chance; +(%) Taunt
- +(X) Melee accuracy, +(%) Melee evasion
- +(%) Miss chance, +(%) Burst evasion, +(X) Sprint speed out-of-combat
- +(%) Knockback evasion, +(X) Jump height
- +(X) Breath recovery rate, +(X) Maximum breath, +(X) Fast-swimming speed
- -(X) Fast-flying power depletion rate, +(X) Fast-flying speed
- +(X) Direct Slashing damage
- +(X) Direct Crushing damage
- +(X) Direct Piercing damage
- +(X) Direct Fire damage
- +(X) Direct Cold damage
- +(X) Direct Electricity damage
- +(X) Direct Nature damage
- +(X) Direct Poison damage
- +(X) Direct Acid damage
- +(X) Direct Psychic damage
- +(X) Direct Darkness damage
- +(X) Direct Trauma damage
- +(X) Direct Sonic damage
- +(X) Direct Demonic damage
- +(X) Direct Divine damage
- +(X) Melee damage to Elites
- +(X) Projectile damage to Elites
- +(X) Burst damage to Elites
- +(X) Damage to Aberrations
- +(X) Damage to Arthropods
- +(X) Damage to Bears
- +(X) Damage to Canines
- +(X) Damage to Constructs
- +(X) Damage to Crone-kin
- +(X) Damage to Demons
- +(X) Damage to Dinosaurs
- +(X) Damage to Elementals
- +(X) Damage to Elves
- +(X) Damage to Felines
- +(X) Damage to Fey
- +(X) Damage to Fish
- +(X) Damage to Fungoids
- +(X) Damage to Giants
- +(X) Damage to Goblins
- +(X) Damage to Humans
- +(X) Damage to Incorporeal Creatures
- +(X) Damage to Non-ruminant Ungulates
- +(X) Damage to Orcs
- +(X) Damage to Rakshasa
- +(X) Damage to Rodents
- +(X) Damage to Ruminants
- +(X) Damage to corporeal Undead
- +(X) Max health, -(X) Damage taken from Elites, -(X) Damage taken from non-Elites
- +(X) Max health, +(X) Direct mitigation (Acid/Fire/Slashing)
- +(X) Max health, +(X) Direct mitigation (Nature/Cold/Slashing)
- +(X) Max health, +(X) Direct mitigation (Darkness/Electricity/Slashing)
- +(X) Max health, +(X) Direct mitigation (Sonic/Psychic/Slashing)
- +(X) Max health, +(X) Direct mitigation (Demonic/Poison/Slashing)
- +(X) Max health, +(X) Direct mitigation (Divine/Trauma/Slashing)
- +(X) Max health, +(X) Direct mitigation (Darkness/Fire/Crushing)
- +(X) Max health, +(X) Direct mitigation (Acid/Cold/Crushing)
- +(X) Max health, +(X) Direct mitigation (Nature/Electricity/Crushing)
- +(X) Max health, +(X) Direct mitigation (Sonic/Trauma/Crushing)
- +(X) Max health, +(X) Direct mitigation (Demonic/Psychic/Crushing)
- +(X) Max health, +(X) Direct mitigation (Divine/Poison/Crushing)
- +(X) Max health, +(X) Direct mitigation (Nature/Fire/Piercing)
- +(X) Max health, +(X) Direct mitigation (Darkness/Cold/Piercing)
- +(X) Max health, +(X) Direct mitigation (Acid/Electricity/Piercing)
- +(X) Max health, +(X) Direct mitigation (Sonic/Poison/Piercing)
- +(X) Max health, +(X) Direct mitigation (Demonic/Trauma/Piercing)
- +(X) Max health, +(X) Direct mitigation (Divine/Psychic/Piercing)
- +(X) Max health
- +(X) Max armor
- +(X) Max power
- +(X) Max health (Dwarf)
- +(X) Max health (Elf)
- +(X) Max health (Fey)
- +(X) Max health (Human)
- +(X) Max health (Orc)
- +(X) Max health (Rakshasa)
- +(X) Max power (Dwarf)
- +(X) Max power (Elf)
- +(X) Max power (Fey)
- +(X) Max power (Human)
- +(X) Max power (Orc)
- +(X) Max power (Rakshasa)
- +(X) Max metabolism (Dwarf)
- +(X) Max metabolism (Elf)
- +(X) Max metabolism (Fey)
- +(X) Max metabolism (Human)
- +(X) Max metabolism (Orc)
- +(X) Max metabolism (Rakshasa)
- +(X) Max body heat (Dwarf)
- +(X) Max body heat (Elf)
- +(X) Max body heat (Fey)
- +(X) Max body heat (Human)
- +(X) Max body heat (Orc)
- +(X) Max body heat (Rakshasa)
- +(X) Max hydration (Dwarf)
- +(X) Max hydration (Elf)
- +(X) Max hydration (Fey)
- +(X) Max hydration (Human)
- +(X) Max hydration (Orc)
- +(X) Max hydration (Rakshasa)
- +(%) exp. gain for Elves when clean, 0 exp. earned when dirty
- +(%) exp. gain for Humans when community-minded, 0 exp. earned when lonely
- +(%) exp. gain for Rakshasa when peaceable, 0 exp. earned when dead inside
- +(X) Dig Deep power restoration
- +(X) Ultimate Protection health restoration, +(X) Minor Healing health restoration, +(X) Major Healing health restoration
- +(%) chance to chop perfect wood, +(%) chance to chop extra wood
- +(%) chance to forage extra seeds, +(%) chance to forage extra mushrooms
- +(%) chance to produce extra fish scales, +(%) chance to catch extra fish
- +(X) to Max Peaceableness, +(X) to Max Community, +(X) to Max Cleanliness
Known Effects for Marzen (Level 20)
(List is not yet complete, other effects may be added as discovered)
- +7% Chance to catch extra fish, +15% Chance to gather extra fish scales (stacks with arrangements/displays)
- +7% Chance to gather extra seeds, +15% Chance to gather extra mushrooms (stacks with arrangements/displays)
- +24 Max Armor
- +33% Chance for YOUR attacks to miss, +20% Chance to avoid bursts, Sprint boost out of combat +0
- +2 Peacableness, +3 Community, +3 Cleanliness
- +17 Taunt, -1.5 Sprint speed
- -0.2 Fast Flying power cost per second, +0.6 Flying speed
Brewing Mechanics
Brewing Advice from Brianna Willer
“Brewing advice? Let' see. First, start by making beer. You can brew tiny batches of beer to see how each recipe tastes. When you're happy with the recipe, you can brew up a big keg of it.
Every Brewing recipe has some standard ingredients, like barley and hops, but there's also room for personalization. The personalized ingredients determine the precise flavor and effect of your beer. And everybody's different. Even if I followed your exact recipe, I might get a completely different effect. That's why there's no substitute for experimentation.
Hard liquor is more potent than beer, but you can drink a lot more beer than you can hard liquor! Of course, the fastest way to get blitzed is to mix beer and the hard stuff at once.
Sadly, the recipes for beer, wine, and liquor don't have a lot of carryover. You'll need to do separate experiments for beer, wine, and hard liquor recipes.
Each ingredient can have a different effect in different recipes. I mean, you can put strawberries in Basic Lager, Pale Ale, and Marzen, but the strawberry's effect will be different for each recipe.
When you get more advanced, there's an important trick. If two beer recipes take the exact same NUMBER of ingredients IN EACH SLOT, then there's a way to map the ingredients effects to other recipes with the same setup.
This is tricky to explain to a new brewer. Here's an example: Orcish Bock, a very fancy brew, takes four special ingredients: one of four possible vegetables, one of three kinds of fruit, one of four mushrooms, and one of three garnish items. That means it's 4-3-4-3. Brown Ale's ingredients are different, but they work out to the same number: 4-3-4-3. You can predict how your ingredients are going to work between these two recipes, because their ingredient combinations are the same.
Look, don't worry about all this at the beginning. Just remember to write down your research notes, especially when you start brewing fancier beers like Orcish Bock. You'll thank me later!
And that special trick I just mentioned is even more important for hard liquor, because every kind of hard liquor has the exact same number of ingredients for each slot. That means that if you find an ingredient combo that makes Muscle Vodka, you can translate that recipe into other hard liquors -- Muscle Gin or whatever. So always write down notes on what you try!
Course, hard liquor is a huge pain to brew. It needs a ton of ingredients, plus you've gotta let it age, plus you've gotta age the stuff in big barrels in a cave somewhere. Brewing beer is a lot easier! But once you find a few hard liquor recipes you like, you don't have to make it too often... a full barrel of the hard stuff will last you a while! ... Unless you're selling it to a bar, and you promised not to do that!
Don't throw away your barrels when they run dry! Those suckers are expensive! I can show you how to clean 'em up so they can be reused. They'll still break every once in a while, but they usually last a long time.
Information from Citan's blog post, April 20, 2017
The basic ideas of brewing are the same as I described last week, but the details have changed many times. In fact, I think this is the most times I've ever iterated on a craft skill before it went live! The first few versions were prototypes, trying to figure out what the system's goals were and how it would achieve them. I blogged about the system last week based on a fairly fun prototype version. But then I needed to future-proof the system, which turned out to require a full rewrite.
I don't usually bother trying to future-proof crafting skills, because rewriting it later doesn't usually cause alpha-testers too much pain. When I rewrite a craft skill, you keep your old level and recipes, but the contents of those recipes change. No big deal. But brewing is different: brewing recipes have randomized results which will require a lot of player experimentation, so I want to protect that time investment. For instance, if I later decide that apples aren't a low-level fruit anymore, and replace them with, I dunno, kiwifruit, what happens to brewing recipes that can take apples? Obviously, kiwi should be a drop-in replacement in those brewing recipes, doing the same things as apples used to do, so that you don't have to re-try every brewing ingredient combination. But that's not an automatic feature -- it had to be coded that way. I brainstormed other ways that the skill might change in the future, and I tried to make sure those changes wouldn’t mess brewers up too badly. I can't guarantee that everything will work out right -- who knows, a bug might screw everything up. But I've given it my best shot.
After that, I realized the skill was way TOO random: every time you learned a new recipe, you had to start your experimentation all over again. That's fine at low level when there's not too many ingredient combinations, but by level 50 there's over a hundred brewing outcomes! If levels 50, 60, 70, 80, etc. each had 100% different random outcomes, it wouldn't make economic sense to experiment at lower levels. Instead, players would just grind as fast as they could to the highest level and experiment with only the high-level recipes. That's a boring design! I needed a system that lets you "carry over" some of your brewing-experiment knowledge from mid-levels to higher levels. I've got a system that does that now -- although it might carry over a bit too much info... I'm still fiddling with things here.
And in between all these revisions, I've been trying out tons of different possible buffs that could come from drinking booze. I had to answer some tricky questions, like: how many drink-effects can you have at once? If you can "stack" too many booze buffs then each individual drink would have to be weak and uninteresting. But if they don't stack at all, there's no chance to mix-and-match drink effects. After some experiments, I've decided that you can have three beers (or glasses of wine) at once, plus one drink of hard liquor, for a total of four stacking alcohol buffs. That's a lot of buffs! I'm trying to make the drink effects somewhat useful by themselves, but also make them more impressive when stacked together. It's a delicate balance. However, the specific buff effects can be changed later as balance demands, so I'm not TOO worried about this part.
I've also made sure there's room for various systemic interactions later on. For instance, I was thinking it might be fun if beer brewed during the full moon is more random, with a chance to have higher or lower stats than normal. But what would it mean for a beer to be "extra effective" or "less effective" than normal? I had to work all that out too.
In other words, there's lots and lots of design questions! Nothing earth-shatteringly hard, but it's been keeping me busy.
Information from Citan's blog post, April 9, 2017
Brewing
Let's talk about brewing! It's probably the most complex crafting skill so far, because it builds on the tech from other skills. (For instance, Cheesemaking gave us cask "technology", which brewing needs; Augmentation gave us recipes that can infuse items with effects, etc.)
Brewing is the first skill that uses random per-player seeding. Basically, you can add certain items to your brew recipe and you'll get a specific result that's random for that character. Other characters who try the same recipe may get different results. I think this adds some fun to the crafting process, as you get to experiment on your own -- and there's no temptation to wiki the "right" brew recipes, since the recipes are unique to you!
But it's not quite as trivial as "put an ingredient in a box and get a random result". It needs to be a little more fair than that: it shouldn't be the case that some players can use dirt-cheap items to get amazing brew, where others have to use extremely expensive items for the same results. I've ended up using fairly constrained recipes to avoid those cases.
Here's an example: a certain testing beer requires two special items (along with the usual beer ingredients like hops and barley). In the first box, players can drop "an apple, grapes, or an orange", and in the other box, they can drop "a guava, lemon, or banana". The results of that combination are random for each player; there are 9 possible results from just those ingredients.
In that example, I broke the possibilities into "low-value fruit" and "high-value fruit" to avoid some of the extremes of randomness. Nobody will get the most-amazing brew with just a couple of dirt-cheap apples, because everybody has to use one low-value and one high-value fruit. Some people will still get better random luck than others -- the availability of individual fruit fluctuates, but generally apples are easier to find than oranges, for instance, and they're both in the "low-value fruit" category -- but there's enough different random recipe sets that it evens out pretty well in the end.
(And of course, not all brewing recipes use fruit! Or have such a limited number of possible ingredients...)
Drinking Brewing covers all kinds of alcoholic beverages. They're broken up into beers, wines, and hard liquors. Different kinds of brew have different effects, and they're quite broad-ranging. So you might find yourself carrying a small keg of combat-boosting beer into battle, or you might set up a tap of dance-boosting beer at a party.
There's down sides to drinking too much alcohol, such as hangovers, slurred speech, or just passing out drunk. A new skill, Alcohol Tolerance, helps offset some of that. If you plan to drink in combat, perhaps as a drunken kung-fu master or a beer-rowdy tank, you'll definitely need some alcohol tolerance. Of course, no amount of alcohol tolerance prevents you from becoming an alcoholic! It just lets you be a "functional alcoholic." Just like the real-life drunken masters of yore. I assume.
There's more complexity to the systems than I'll bother trying to explain here -- it's a complicated skill with lots of nooks and crannies. But I think it's turning out really well, and I'm looking forward to getting it in front of players!
I mentioned above that this skill is the first that uses player-specific randomness -- and it might be the only one. The tech is being written with the idea that it might be reused for a few other craft skills, either old ones or new ones. But first I'll see how you like the system! Then we'll play it by ear with regard to future skills.
How to obtain specific hard liquors
Brewing hard liquor is slightly different than beer. Since all recipes at all level share the 3x4x5x4 pattern, figuring out recipes at low level enables one to know them at high level too. However, this is not immediate because contrary to beer, materials for recipes that follow the same pattern don't map one to one.
To make this more clear, suppose you know a recipe for Hegemony Lager Beer, for example Corn + Peach + Blood Mushroom Flakes + Cinnamon gives +X damage to Goblins. Using the order in which components are listed in the recipe, we can use the shortcut 4x2x4x1 (Corn is the 4th fruit, and so on).
Then, when creating Dwarven Stout, if you use components matching this 4x2x4x1 shortcut, i.e Corn + Peach + Black Foot Morel Flakes + Mint, you will obtain a slightly more powerful beer with +X damage to Goblins.
For hard liquors, this is no longer true. Black Foot Morel Flakes does not necessarily replace Blood Mushroom Flakes nor Mint replace Cinnamon. However, other components that replace Blood Mushroom Flakes and Cinnamon (this could be for instance Coral Mushroom Powder and Honey) will be the same for all recipes. So the essential difficulty resides in finding the mapping between these different components. Once known, all recipes at the higher level are known by replacing low level components with the proper high level one.
There are thirteen sets of components, listed below by category and tier:
- Fruit 1: Red Apple, Grapes, Orange
- Veggie 1: Parasol Mushroom Flakes, Mycena Mushroom Flakes, Boletus Mushroom Flakes, Field Mushroom Flakes
- Parts 1: Boar Tusk, Cat Eyeball, Snail Sinew, Rat Tail, Basic Fish Scale
- Flavor 1: Oregano, Mandrake Root, Peppercorns, Grass
- Fruit 2: Guava, Banana, Lemon
- Veggie 2: Beet, Squash, Broccoli, Carrot
- Parts 2: Wolf Teeth, Panther Tail, Deinonychus Claw, Rabbit's Foot, Bear Gallbladder
- Flavor 2: Cinnamon, Muntok Peppercorns, Seaweed, Myconian Jelly
- Fruit 3: Pear, Peach, Green Apple
- Veggie 3: Field Mushroom Flakes, Blusher Mushroom Flakes, Milk Cap Mushroom Powder, Blood Mushroom Powder
- Parts 3: Cockatrice Beak, Worm Tooth, Ectoplasm, Powdered Mammal, Barghest Flesh
- Flavor 3: Mint, Honey, Juniper Berries, Almonds
- Veggie 4: Coral Mushroom Powder, Groxmax Powder, Porcini Mushroom Flakes, Black Foot Morel Flakes
At low level, components tend to map one to one. For example:
- Red Apple -> Guava
- Grapes -> Banana
- Orange -> Lemon
Starting with Whisky, this is longer true and each mapping must be researched through trial and errors. Below are examples of some mapping that been found (speculated to be specific to each player):
- Boar Tusk -> Rabbit's Foot
- Cat eyeball -> Panther Tail
- Snail Sinew -> Bear Gallbladder
- Rat Tail -> Deinonychus Claw
- Basic Fish Scale -> Wolf Teeth
- Oregano -> Seaweed
- Mandrake Root -> Muntok Peppercorns
- Peppercorns -> Cinnamon
- Grass -> Myconian Jelly
- Wolf Teeth -> Worm Tooth
- Panther Tail -> Ectoplasm
- Deinonychus Claw -> Cockatrice Beak
- Rabbit's Foot -> Barghest Flesh
- Bear Gallbladder -> Powdered Mammal
- Cinnamon -> Almonds
- Muntok Peppercorns -> Honey
- Seaweed -> Juniper Berries
- Myconian Jelly -> Mint
To summarize, and using the mapping above as example, here are recipes for the +X damage to Goblins liquor (the recipe will be different for each player, of course) for each tier:
Liquor | Shortcut | Recipe |
---|---|---|
Potato Vodka | 2x2x4x4 | Grapes + Mycena Mushroom Flakes + Rat Tail + Grass |
Applejack | 2x2x4x4 | Grapes + Squash + Rat Tail + Grass |
Beet Vodka | 2x2x4x4 | Banana + Mycena Mushroom Flakes + Rat Tail + Grass |
Pale Rum | 2x2x4x4 | Banana + Blusher Mushroom Flakes + Rat Tail + Grass |
Whisky | 2x2x3x4 | Banana + Blusher Mushroom Flakes + Deinonychus Claw + Grass |
Tequila | 2x2x3x4 | Banana + Blusher Mushroom Flakes + Deinonychus Claw + Myconian Jelly |
Dry Gin | 2x2x3x4 | Peach + Groxmax Powder + Deinonychus Claw + Myconian Jelly |
Bourbon | 2x2x1x1 | Peach + Groxmax Powder + Cockatrice Beak + Mint |
Aging Casks
Number of Casks
Two casks can be aged at once. Starting at level 40 Brewing, three casks may be aged simultaneously.
Aging Times And Experience
Upon completing aging a cask, you will receive some experience (in addition to that received when crafting the cask, if you had crafted it yourself). This "second round" of experience is unaffected by crafting experience buffs.
Skill Level | Un-aged Cask | Result | Time | XP |
---|---|---|---|---|
1 | 1 hour | 5 | ||
10 | 1 hour | 10 | ||
20 | 1 hour | 20 | ||
30 | 1 hour | 30 | ||
40 | 2 hours | 80 | ||
50 | 2 hours | 100 | ||
60 | 2 hours | |||
70 | ? |
Brewing Level Up Rewards
Level | Reward |
---|---|
1 | Learn Recipe: Basic Lager (One Glass) |
3 | Learn Recipe: Basic Lager Keg |
12 | Learn Recipe: Tap Alcohol Keg |
40 | Can age an extra cask of wine or hard liquor (for a total of 3 at a time) |
Brewing Experience Table
Click Expand to view the Experience Table for Brewing
Trivia
The Brewing skill is the first skill where two players can craft the same recipe with the same ingredients, and get different results!