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Pouncing Practice
The sun is high overhead, but only a few beams of light penetrate the canopy, giving the forest floor a dim, mysterious quality. A creek burbles quietly beneath you, and the air is filled with the sound of countless living things, chirping and croaking and squeaking and rustling. You, in contrast, are quiet and still, lurking on the branches above. Waiting.

The ⟨Stealth⟩ status sits itself at the corner of your view. You're not sure you like your status list being there, but for now it will do – there isn't much use in agonizing the interface before you know what it's going to be like in serious content. Originally, the Visibility icon floated next to it, but you hid it once you realized how the ability worked – while the icon is usable, there isn't much point when the ability ensures that you would simply be aware of your status. It was an odd sensation, one you couldn't really describe, but it was certainly convenient. It would suck to be having to constantly check your status while trying to infiltrate someplace.

Speaking of infiltration… your ears perk up as one twig after another snaps, and your quarry enters the not-quite-clearing. Bladecrown Elk have proven themselves to be difficult prey thus far. While their dull gray coats are not particularly effective camouflage, they don't need it much; their elaborate antlers are made of what appears to be pure metal, tipped with wicked points and bearing razor sharp edges. Combine that with their size – a meter and a half or more at the shoulder – and their speed, and hunting them was much easier said than done. While your shotgun works, and has saved you from a close encounter already, melee combat does _not_ look to be an ideal proposition, and while you're slightly faster than they are, their endurance significantly exceeds yours. And unfortunately, your current mission requires that you collect undamaged antlers, something the gun is somewhat counterproductive for.

But you've been watching their behavior, and when they come to the stream to drink their guard is down. All you need to do, then, is wait _above_ the stream, and drop down onto one from above. From its back behind the antlers, and coming out of ⟨Stealth⟩, you should be able to get at least one chain of melee attacks off. With those, and a critical location, you _think_ you can finish it before it can turn and gore you, or kick your head off. You haven't let them hit you yet, but judging from the kind of damage they do to trees – and the alchemist's warning – it would be fairly unhealthy.

You creep forward, until you're close enough for an easy leap, and pounce. ⟨Stealth⟩ flickers off as you strike, but it's too late for the elk to stop you. Claws digging into its sides to steady yourself, you're already biting at the highlighted target on the back of its neck. You wince internally, though, as you see the damage value pop up, only 29 when you expected something in the 50s. This one is stronger than the last two you fought. Higher level, maybe?

You don't lose your cool, though, and instead twist your body as the elk bucks, letting it launch you to the side rather than upwards. Your tail stabs back at it as you go, an effort of will forming a fiery blade forming around its tip that you drive into its side, for a more gratifying 43 damage. You land on your feet, turning around, and find the elk already bellowing with rage and charging at you, vicious antlers swinging.

You leap to the side, but don't quite clear the danger zone. The tip of an antler drags along your side, and you hiss. The default pain settings in this game hurt. You don't spare the attention to check your health, though, and instead pivot and leap for its side, claws raking at the weakened, burning part segment of hide. With a bark of pain and one last spasm, thankfully unaimed, it falls, digging a shallow furrow across the ground.

You let out a sigh of relief. The elk are definitely the most dangerous inhabitant of this forest you've encountered thus far, though granted that was only three types. The others are the Furred Serpents, snakelike creatures with vestigial legs and a penchant for burrowing through solid objects (fragile, and mostly annoying because they come from the weirdest places), and the Lurking Ursions, a kind of stalking insect that leapt on victims from above, locking themselves in place and jabbing the prey with a poisonous tail until it falls.

The Ursions are definitely your least favorite of the three, though less dangerous than the elks. It wasn't the ambushes – you can respect that, your ⟨Danger Sense⟩ gives you a head start on dodging them, and it's what gave you the idea to pounce on the elk – but their disguises. The Ursions gained their name from their fur-like coating and camouflage, which makes them look extremely similar to a local variety of small, otherwise-harmless canopy bears. You do not care for murderous insects disguised as fluffy, adorable mammals.

You tilt your head as you regard the body. It skidded to a stop against what looks like a worn-down but unmistakably constructed stone post. You scrape off some of the moss, wondering if it had any writing on it, but whatever was there seems to be worn away. Still an interesting find – there aren't supposed to be any ruins here in these woods, right?

Filing that away, you turn your attention to the problem at hand: harvesting.

While you're capable of harvesting the antlers by hand – you have sharp claws, after all – you're not sure that's a very good idea. Lacking the appropriate gathering skill tends to mean that the materials are downgraded in quality, which could cost you the quest. So what would be the best way to get it harvested… oh. Grumbling to yourself about missing something so obvious, you just place the whole body in one of your free Inventory slots. It wouldn't fit in your bag by any stretch, but the Inventory worked purely on a slot basis. This way, you can bring it back to town, where the butcher should be able to take it apart. Much easier this way.

But you should probably wash the blood of yourself and patch up this gash first. A bloody-mawed and -clawed, bleeding animal walking into town would freak people out, given that you've only been around for a day or so. You'd be bothered if the sheriff chased you out of town so soon, and before you'd even gotten into a proper tea-house brawl.



The sun is setting by the time you get back to Lystin's alchemy shop. Thankfully, she's working late, and you find her in the lab. "Got your antlers," you announce as you pad into the back, walking over to the table where she's sitting, grinding something in a mortar, and fish the items in question out of your bag.

"Oh, hey Saph," she says absently, "just put them on the table, thanks. I'll take a look at them in a bit."

Taking that as an invitation to stay around, you move over to your new favorite place in the lab: your workspace. Taking the opportunity to pick up the ⟮Alchemy⟯ skill has proven to be pretty fun, actually; there's something very rewarding about the process, even if you can't do much more than mix a stamina potion.

Of course, picking up ⟮Alchemy⟯ doesn't make you an alchemist, any more than taking an engineering course makes you an engineer. As with most skills in Eclipse Arc, the most important elements come from having an appropriate Core Node. Core Nodes can increase the skill cap, provide unique abilities, unlock whole new crafting branches, and more, while skills simply enable the basic practice of the profession. That said, Core Nodes for a skill are most likely to be earned while doing quests and performing activities related to said skill, so learning the skill is still one of the best starting points.

You finish brewing the stamina potion with the glum 'poof' of a poor quality result and sigh. Your disappointment, though, is headed off by a notification popping into view.



You resist bouncing up and down excitedly, barely. An Insight meant another point to buy up an ability on one of a Core Node's trees, which meant you would get to see further down the tree, and–

"What the hell? Saph, where did you find these?" Lystin asks, and you dismiss the notification. You want to think over spending your points anyway. "These are huge, and have some strange properties I'll need to analyze."

You turn and find her turning one of the antlers over and waving a device that looked like a tuning fork and a hand saw had a baby over it. "Uh, I waited by a creek and ambushed one that came to drink."

"Hmm… did it seem to have any weird traits or abilities?"

You think about it and shake your head. It felt a bit weird to do as a Felixar, but it seemed to get your meaning across. "It was tougher than the others I've run into, but nothing other than that. I didn't give it much of a chance to showcase what it could do, though, so…." you pad over, looking at them more closely, but they just look like antlers to you. "What's so strange about them?"

"Hm… I'm not sure. This elk was eating something unusual, though, the antler's layers all throughout have a weird elemental composition and are high in magic energy."

"Is that a problem? Can you use them?" You mentally cross your fingers. It would be annoying if you went to all that trouble and didn't fit the quest completion requirements.

"No, no, not a problem at all." She smiles. "The opposite, really, these could be very useful; I'm going to call the initial lessons fully paid for. You're more than welcome to keep working here for a small material donation, of course, but there's not much I can teach you before you have more practical experience under your belt. Nothing that I'd charge for, anyway." She puts the antlers, and the strange tool, down.

"I've still got ongoing work for you, of course, if you want to take it, and…" she hums. "If you find out what this guy was eating or where he grew up, I'll buy that info off you for a fair sum. Worst case, it's more information on getting good quality ingredients here. For now though," she yawns. "I'm gonna kick you out for the night, closing up the shop."

You say your goodbyes and part ways, and a few minutes later you're breathing in the cool night air and trying to decide what to do with your evening.

[ ] [NIGHT] Head back to your inn room, rest, catch up on out-of-game messages. You may not have anything to do in meat-space right now, but you do still have friends outside the game, not to mention family.
[ ] [NIGHT] Head to the tea house. You can hear some kind of music coming from it, and you're pretty sure a few other players are regulars there. Could be a way to meet some folks.
[ ] [NIGHT] Head back into the forest. It's a bit unwise, but you're curious if it's different at night than it is in the day.
[ ] [NIGHT] Something else? Write-in.

[ ] [MORNING] Tomorrow, you'll do some more herb-gathering in the forest. Train your ⟮Alchemy⟯ with what you can use, sell off the rest, rinse and repeat.
[ ] [MORNING] Tomorrow, you'll go deeper into the forest. It's supposed to get more dangerous as you go deeper, but that means more loot! And if Listyn's comments about the antlers weren't a bread crumb you'd eat… something. A chair?
[ ] [MORNING] Tomorrow, you'll see about picking up some more quests. If you've exhausted this questline for now, maybe find a new one?
[ ] [MORNING] Tomorrow, you'll try to find some other players and party up with them. Help them out with their quests, group up to do your own exploration, and so on.
[ ] [MORNING] Something else? Write in

[ ] [INSIGHT] You have 2 Insights to spend. Each Insight buys one of the listed upgrades on the character sheet page. Write-in what you want to do with them, plan-style votes only.

[ ] [MISC] This category is a place for you to put other things that you want to get done in the short term but which either aren't mentioned or aren't big enough to be a vote on their own. Experimenting with specific skills, going shopping for something, investigating something you're curious about, etc. This quest is not going to be super directed, so don't be shy (though I do retain veto power). This isn't a strict vote per se, but rather a formalized place for you to show interest.
 
Just to clear things up with the Insight stuff, I'm assuming we are choosing from one of the choices in the core nodes that Alisha has.

For example, under Felixar Flameheart, we can choose between Fiery Reach, Fire Shape and Mystical Heat.

But does that mean we can only choose one from each choice under the core nodes? Or is choosing both Fiery Reach and Fire Shape viable?
 
Could we bank the Insight choices until we've had a chance to test out all our core-node granted skills?

If we can find a training area and try out all our combat skills and all our crafting skills, we might get an idea of what feels best. I personally would love to plop down both insight points into bonded weapons, but we haven't seen most of our crafting skills being used yet, nor farsight, floramancy or pyromancy.

Or maybe we try out our other skills while with other players in a group, since that would be safer while also serving to meet friends.

Edit:

I'm thinking of partying up in the morning, since this is the option that explicitly mentions exploration.

[ ] [MORNING] Tomorrow, you'll try to find some other players and party up with them. Help them out with their quests, group up to do your own exploration, and so on.

One of the thing's I'd like to try more of is inventory mechanics. Can we just pull a huge item into our inventory and drop it from a great height?
Another thing would be working out how projectiles work. Is it the physics of a bullet that lets it damage things or is it the gun that provides the damage and the bullet is just the medium used to carry it to the target?
Finding out how the game integrates physics with game concepts would be very interesting.

"I've still got ongoing work for you, of course, if you want to take it, and…" she hums. "If you find out what this guy was eating or where he grew up, I'll buy that info off you for a fair sum. Worst case, it's more information on getting good quality ingredients here. For now though," she yawns. "I'm gonna kick you out for the night, closing up the shop."

We've got a skill that does exactly this, so we can always pick up this information the next time we happen across this elk. No need to go out and stalk them intentionally.

Druidic Training:
Saphielle can Analyze most flora and fauna, informing her of whether they are native to the current biome and their means of sustenance.

But maybe we could get a lead to where Bosrin disappeared to if we investigated more thoroughly. Those ruins we found are probably what he was after, and that post did appear where we downed the elk.
 
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[X] [NIGHT] Head to the tea house. You can hear some kind of music coming from it, and you're pretty sure a few other players are regulars there. Could be a way to meet some folks.

This way, you can bring it back to town, where the butcher should be able to take it apart. Much easier this way.
[X] [MISC] See if the butcher could teach us a ⟮Butcher⟯ skill, with how many dead bodies we are going to produce we should learn to take them apart ourselves.

And maybe get another staple skill:
[X] [MISC] See if we can learn a ⟮Cooking⟯ skill. Firefox + dead meat-based monster + cooking= BBQ!

<edit>
[X] [MISC] Analyze the sun to find out its "Stellar aspect"
</edit>
 
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But does that mean we can only choose one from each choice under the core nodes? Or is choosing both Fiery Reach and Fire Shape viable?
You could do both, yeah. And they dont need to be from the same node. Theoretically, you could choose fiery reach, see what that chains into, and then choose what to use the second on, but I'm vetoing that approach on the grounds of it taking forever.

Could we bank the Insight choices until we've had a chance to test out all our core-node granted skills?
Sure.

We've got a skill that does exactly this, so we can always pick up this information the next time we happen across this elk. No need to go out and stalk them intentionally.
Your skill is likely not specific enough for that; it tells you stuff like "mostly eats berries," but not what those berries are etc.
 
Honestly, right now I'm most curious about grabbing either Farsight's 'Eye for Distance' because it sounds like the sort of thing that might help us with exploring the forest due to actually being able to map it or Herbalism's 'Thorough Gathering' or 'Natural Knowledge'. With those two being because getting better results from harvesting resource nodes is always beneficial, and Natural Knowledge means we get more out of our ability to analyse flora.

With Natural Knowledge sounding like the Skill we're going to want to pick up to identify just what these 'special' Elk are eating to get those special characteristics. As it'll allow us to narrow down just which thing it is in particular rather than just being limited to giving a general area or a selection of possibilities.
 
Oh, in case I haven't made it clear (I think it was implicit, but):

When you pick one of the listed upgrades on a tree, you'll then be able to see the upgrades that chain off of it. For instance, in a Swordsmanship tree, buying Quick Swap might open up Enhanced Agility and Iai in the next 'tier' out from the center. The semi-randomized nature of the tree means the things that chain off it won't always be a direct increase to the prerequisite, but you'll tend to get more powerful/interesting things as you go higher, especially if you find an ability that has mutliple prerequisite abilities.
 
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[X] [NIGHT] Head to the tea house. You can hear some kind of music coming from it, and you're pretty sure a few other players are regulars there. Could be a way to meet some folks.

[X] [MORNING] Tomorrow, you'll see about picking up some more quests. If you've exhausted this questline for now, maybe find a new one?
[X] [MORNING] Tomorrow, you'll do some more herb-gathering in the forest. Train your ⟮Alchemy⟯ with what you can use, sell off the rest, rinse and repeat.
[X] [MORNING] Tomorrow, you'll go deeper into the forest. It's supposed to get more dangerous as you go deeper, but that means more loot! And if Listyn's comments about the antlers weren't a bread crumb you'd eat… something. A chair?

Honestly, all three of these chain together pretty well, find more quests into the forest, gather herbs along the way, and pursue the deep knowledge.

[X] [MISC] See if the butcher could teach us a ⟮Butcher⟯ skill, with how many dead bodies we are going to produce we should learn to take them apart ourselves.

[X] [MISC] See if we can learn a ⟮Cooking⟯ skill. Firefox + dead meat-based monster + cooking= BBQ!

Based. As for insight, I kind of want to leave that to more crunch minded people. Speaking of Crunch however, @notthepenguins, is Eclipse Arc a functional TTRPG system, or, if it isn't, are you planning to build it up?
 
Speaking of Crunch however, @notthepenguins, is Eclipse Arc a functional TTRPG system, or, if it isn't, are you planning to build it up?
There are two layers here, the mechanics of the game-within-the-quest and the mechanics of the quest itself.

The game has mechanics (the damage does have a formula, I know what armor does mechanically, I've figured out stat distributions and skill passive progression etc), but it's not fully fleshed out. It'll likely get more added on as I go, but it's there to serve the story more than the other way around - give players things to talk about, tradeoffs to make, make 'builds' have some meat, etc. Didn't have any plans to make it a completed thing, but I'm not averse to writing it up in a bit more detail if it's desired, once players have figured out the mechanics better. It is very much designed to be a VRMMO that fits the kind of story I'm going for, though, rather than a carefully balanced actual MMO or TTRPG. There's a reason it needs AIs prodding it to make it work in a way that feels fun and fair!

For the quest itself, in cases where there's risk of failure I'll be using a variant on the resolution mechanic for Our Bread, Our Flames (see my sig), with those values determined by things like your build and perks. That's currently planned to be mostly rolled behind the scenes. I'm open to doing that up front, so to speak, but actually writing up the variant rules in publicly accessible form (and figuring out the edge cases) is not high on my priority list, so dunno how useful that would be.

That system also is not really intended to be a fully fleshed out TTRPG, though it's bit closer to being playable that way. I love TTRPGs, but they're typically unsuited to Quests (or forums in general).
 
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[Fire Shape]

Cost: 5 MP x m3 MP
Casting Time: 4s
Duration: Until ended (cost applied each minute)
Cooldown: None
Range: 5m radius from caster
Allows the user to control and manipulate fire within the world with minimal precision (scales with FCS).
Fire shape looks interesting, to see what shenanigans we can do with a combination of [Fire Shape] and ⟮Pyromancy⟯.
Also, could help with more exact heating, which could be useful in alchemy.
@notthepenguins
how to interpret "5 MP x m3 MP"?
the "m3" and repeating MP confuses me a bit, is that a typo or something I'm not getting?
  • Burning Alacrity: SPD within 10m of a major fire increased by (0.5 x FCS).
@notthepenguins
Do we have any experience what the system might consider a "major fire"? (from the beta testing)
Common sense says that a torch, a lantern, or our natural fire weapons don't count. But besides that...
Would a campfire sized fire suffice? Or would a bonfire be needed?
(or maybe a potion/flask of "flammable oil" being thrown at an enemy to make it easy to set them on fire...)
Ah. You had been wondering what the catch was, and that was it: penalties to speed were viewed by many players to be crippling, and certainly they could be a major hindrance in combat. Still, the species wouldn't be in the game if they were strictly bad, and you could see the benefits: an armored mage was convenient, and they probably made great tanks if you could work around the speed issue.
If penalties to speed are considered "crippling" by many players, and "could be a major hindrance in combat" according to pc (unless worked around by specific class design), then conversely a speed boost to a "attack from ambush and finish it off quickly" class could be really good.


Woodshaping mentions "growing flora into distinct forms", can it only be used to grow new floral matter into the shape we want, or can it also manipulate existing floral matter (as long as it is still alive and our target shape is reasonably easy)?
I.e. If we wanted a straight piece of wood to pass on to a friendly crafter and we found a tree with a branch that is just slightly too crooked to use, could we use Woodshaping to even it out, or would we have to grow a new branch on that tree from scratch.
(Or use it to have some wood from a tree separate itself from the rest)

  • Natural Knowledge: Grants basic Analyze effect for wild herbs and plants, as well as simple concoctions made from them, based on ⟮Herbalism⟯ skill.
This also looks useful for our alchemy.

[Over the Horizon]

Cost: 5 FP
Casting Time: 5s
Duration: Instant
Cooldown: None
Range: N/A
When activated, the user chooses a known location and an ⧼Item⧽. When completed, the user learns the precise required angle and force required to strike the location with the ⧼Item⧽ from their current location under current conditions.
If that includes firearms that could get useful if we ever get our hands on long range firearms, just snipe the enemies from stealth.
  • Eye for Distances: Allows Surveying actions that use ⟮Cartography⟯ to be enhanced by ⟮Farsight⟯ and its upgrades. Grants ⟮Cartography⟯ skill if not already possessed.
Cartography sounds interesting, though it raises the question, do we have any Surveying actions?


For the elks we could go hunting them and look at their stomach contents and see what our Analyze flora skills tells us.
Could be helpful to ask Lystin how to tell apart the weird antlers from normal antlers.
 
[X] [NIGHT] Head to the tea house. You can hear some kind of music coming from it, and you're pretty sure a few other players are regulars there. Could be a way to meet some folks.

I do want to see a big fox finessing a teacup, and I want to see what kind of mixed bags other players got in their builds.

[x] [MORNING] Tomorrow, you'll try to find some other players and party up with them. Tag along, play around and experiment. Find out what your skills can do.

[x] [INSIGHT] Plan Chart and Bank
-[x] Eye for Distances
-[x] Don't use the second Insight point.

I'm also interested in the cartography skill.

[x] [MISC] Analyze the sun to find out its "Stellar aspect"

Yeah, this would be interesting to know. I haven't given up on magic yet.
 
how to interpret "5 MP x m3 MP"?
the "m3" and repeating MP confuses me a bit, is that a typo or something I'm not getting?
It means initial manacost, then how much mana per ingame minute.
Corrected by notthepenguins below

Fire shape is definitely one of the more interesting skills, and fits nicely with a lot of the other fire related skills, if that is what we are going for. Manacost is ok since we don't have anything else to use it on for now, but again, really bad for prolong fights.

I think we should get Eye for Distances regardless. It seems like a really good general upgrade for any build. Let's see...
 
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how to interpret "5 MP x m3 MP"?
the "m3" and repeating MP confuses me a bit, is that a typo or something I'm not getting?
Whups, formatting error. Should read 5 MP per m3​ per minute

Would a campfire sized fire suffice? Or would a bonfire be needed?
Your guess is bonfire+

Woodshaping mentions "growing flora into distinct forms", can it only be used to grow new floral matter into the shape we want, or can it also manipulate existing floral matter (as long as it is still alive and our target shape is reasonably easy)?
The latter is a fair bit easier, actually.

If that includes firearms that could get useful if we ever get our hands on long range firearms, just snipe the enemies from stealth.
It includes just about anything.

Cartography sounds interesting, though it raises the question, do we have any Surveying actions?
They're a part of Cartography.
 
[X] [NIGHT] Head to the tea house. You can hear some kind of music coming from it, and you're pretty sure a few other players are regulars there. Could be a way to meet some folks.

[X] [MORNING] Tomorrow, you'll go deeper into the forest. It's supposed to get more dangerous as you go deeper, but that means more loot! And if Listyn's comments about the antlers weren't a bread crumb you'd eat… something. A chair?

[X] [INSIGHT] Plan Shoot the Actual Threat Please
-[X] Eye for Distances
-[X] Designated Target

Agreed that gaining some exploration skill sounds good, but I'd like to start working on our steel halo if possible.

[X] [MISC] Analyze the sun to find out its "Stellar aspect"
[X] [MISC] See if the butcher could teach us a ⟮Butcher⟯ skill, with how many dead bodies we are going to produce we should learn to take them apart ourselves.
[X] [MISC] See if we can learn a ⟮Cooking⟯ skill. Firefox + dead meat-based monster + cooking= BBQ!
 
[X] [NIGHT] Head to the tea house. You can hear some kind of music coming from it, and you're pretty sure a few other players are regulars there. Could be a way to meet some folks.

[x] [MORNING] Tomorrow, you'll try to find some other players and party up with them. Tag along, play around and experiment. Find out what your skills can do.

[x] [INSIGHT] Plan Chart and Bank
-[x] Eye for Distances
-[x] Don't use the second Insight point.

[x] [MISC] Analyze the sun to find out its "Stellar aspect"
[X] [MISC] See if the butcher could teach us a ⟮Butcher⟯ skill, with how many dead bodies we are going to produce we should learn to take them apart ourselves.
[X] [MISC] See if we can learn a ⟮Cooking⟯ skill. Firefox + dead meat-based monster + cooking= BBQ!
 
[X] [INSIGHT] Plan Personal Munitions and
-[X] Tailored Payload
-[X] Eye for Distances

A shotgun slug is a heavy projectile made of lead, copper, or other material and fired from a shotgun. Slugs are designed for hunting large game, and other uses, particularly in areas near human population where their short range and slow speed helps increase safety margin.

So, while I'm not particular on what we do, I do think we need to address the issue that came up with using our shotgun against the Elks by grabbing Tailored Payload so we can switch to slugs over scatter-shot.
 
[X] [NIGHT] Head to the tea house. You can hear some kind of music coming from it, and you're pretty sure a few other players are regulars there. Could be a way to meet some folks.

[X] [MORNING] Tomorrow, you'll try to find some other players and party up with them. Tag along, play around and experiment. Find out what your skills can do.

[X] [INSIGHT] Plan Chart and Bank
-[X] Eye for Distances
-[X] Don't use the second Insight point.

[X] [MISC] See if the butcher could teach us a ⟮Butcher⟯ skill, with how many dead bodies we are going to produce we should learn to take them apart ourselves.
[X] [MISC] See if we can learn a ⟮Cooking⟯ skill. Firefox + dead meat-based monster + cooking= BBQ!
 
[X] [NIGHT] Head to the tea house. You can hear some kind of music coming from it, and you're pretty sure a few other players are regulars there. Could be a way to meet some folks.

[X] [MORNING] Tomorrow, you'll try to find some other players and party up with them. Tag along, play around and experiment. Find out what your skills can do.

[X] [INSIGHT] Plan Chart and Bank
-[X] Eye for Distances
-[X] Don't use the second Insight point.

[x] [MISC] Analyze the sun to find out its "Stellar aspect"
[X] [MISC] See if the butcher could teach us a ⟮Butcher⟯ skill, with how many dead bodies we are going to produce we should learn to take them apart ourselves.
[X] [MISC] See if we can learn a ⟮Cooking⟯ skill. Firefox + dead meat-based monster + cooking= BBQ!
 
New votes:
[X] [MISC] Experiments: Try to use Pyromancy on the tailflame to increase size & heat
[X] [MISC] Experiments: Throw burning wood at an enemy and use Pyromancy to make the fire actually dangerous
[X] [MISC] Experiments: Make a [Barkblade] from wood, light it on fire, use it as bonded weapon and use pyromancy to increase its fire damage.
[X] [MISC] Experiments: Use Woodshaping to shift wood away from a point of the trunk like a woodcutter would cut with their axe, to make the tree fall on an enemy.
Yeah, that is just because i enjoy the idea of stealthily throwing a whole effing tree at an enemy.
Doing the same with a dying branch on a tree might be practical.
[X] [MISC] Experiments: Use Floramancy to grow more plants into a plant gathering spot / to grow the plants bigger
[X] [MISC] After slaying a moose, try to butcher it and get at its digestive system, then [analyze] the plants in there.
[X] [MISC] If we find out things that the moose like to eat: Try to gather those plants (including Floramancy) and then use those as bait to lure the Moose into a trap (like under a branch that can be made to fall, or just from somewhere where Saph has a good vantage point to jump the moose)

<edit>
[X] [INSIGHT] Plan cartography and plant learning
-[X] Eye for Distances
-[X] Natural Knowledge
</edit>
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[X] [MORNING] Tomorrow, you'll do some more herb-gathering in the forest. Train your ⟮Alchemy⟯ with what you can use, sell off the rest, rinse and repeat.
-[X] [MORNING] While working, chat with Lystin Goldrock about the town, the inhabiting species, and her opinion on the world and its happenings
-[X] [MORNING] Also ask Lystin if she has use for your Mining products
[X] [MORNING] Tomorrow, you'll go deeper into the forest. It's supposed to get more dangerous as you go deeper, but that means more loot! And if Listyn's comments about the antlers weren't a bread crumb you'd eat… something. A chair?
[X] [MORNING] Tomorrow, you'll see about picking up some more quests. If you've exhausted this questline for now, maybe find a new one?
[X] [MORNING] Tomorrow, you'll try to find some other players and party up with them. Tag along, play around and experiment. Find out what your skills can do.
[X] [MISC] Put out feelers if other players are interested in buying cheap potions from you.
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Natural Knowledge: Grants basic Analyze effect for wild herbs and plants, as well as simple concoctions made from them, based on ⟮Herbalism⟯ skill.
@notthepenguins
considering that we already have Analyze for flora, does that just expand it to concotions made from herbs and plants, or does it also add more details based on (Herbalism) skill?


Old votes repeated to avoid tally issues:
[X] [MISC] See if the butcher could teach us a ⟮Butcher⟯ skill, with how many dead bodies we are going to produce we should learn to take them apart ourselves.
[X] [MISC] See if we can learn a ⟮Cooking⟯ skill. Firefox + dead meat-based monster + cooking= BBQ!
[X] [MISC] Analyze the sun to find out its "Stellar aspect"
[X] [NIGHT] Head to the tea house. You can hear some kind of music coming from it, and you're pretty sure a few other players are regulars there. Could be a way to meet some folks.
 
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considering that we already have Analyze for flora, does that just expand it to concotions made from herbs and plants, or does it also add more details based on (Herbalism) skill?
Adds more information. What you have right now is very basic:
  • Species name
  • Native environment
  • Means of sustenance
While the version from herbalism, while narrowed, will tell you things like their traits, some things they're good for, etc, expanding in specificity and information as the skill rises.

This is generally how Analyze overlap works, by adding more information types or expanding the depth of the existing information. This leads to people sometimes reaching similar conclusions through different lenses (an alchemist' herbal analyze would get subtly different results from an herbalist, a ranger type the same, etc).
 
Keep in mind that if we go with normal rpg progression, levelling up and insight is going to be easy for the first few levels, and then after that it'll take much longer to get more. We do want a solid number of bread and butter abilities, say, eight to ten abilities that work well with each other so that we're not underlevelled in our preferred playstyle, but we have a short period before then to explore the tree a little before things get hard.

In a max lvl100 game, I would normally estimate levelling up to get less frequent around level 16. So somewhere around level 10, we got to have a good idea what we are specialising into and then really go for those options.

But for now, I guess we can spread our skills around. We just have to make sure that once that time arrives, we do start concentrating on synergy.
 
It's a max level 50 game, fwiw, and you can also get Insights from quest lines, significant achievements, etc. But you're right that the curve is quicker levels early and slower later.
 
Keep in mind that if we go with normal rpg progression, levelling up and insight is going to be easy for the first few levels, and then after that it'll take much longer to get more. We do want a solid number of bread and butter abilities, say, eight to ten abilities that work well with each other so that we're not underlevelled in our preferred playstyle, but we have a short period before then to explore the tree a little before things get hard.

In a max lvl100 game, I would normally estimate levelling up to get less frequent around level 16. So somewhere around level 10, we got to have a good idea what we are specialising into and then really go for those options.

But for now, I guess we can spread our skills around. We just have to make sure that once that time arrives, we do start concentrating on synergy.
Yeah, shouldn't get too wastefull, but i think both Eye for Distance and Natural Knowledge are worth an Insight point.

Eye for Distances: Allows Surveying actions that use ⟮Cartography⟯ to be enhanced by ⟮Farsight⟯ and its upgrades. Grants ⟮Cartography⟯ skill if not already possessed.
Mapmaking just sounds like a skill that is always useful. And this not only unlocks it, but makes (Farsight) boost it.
Getting us a staple skill and boosting it.
Natural Knowledge: Grants basic Analyze effect for wild herbs and plants, as well as simple concoctions made from them, based on ⟮Herbalism⟯ skill.
Helpful for collecting wild herbs and plants.
Very useful if we want to use local plants in alchemy without first getting an exact recipe.
 
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