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All posts created by Bob

The column you're looking for is labeled Valid Enchant Groups and is found on the Recipes (Enchanting), Misc Gear, Weapons (Standard), Weapons (Caster) and Armor tabs. On the Recipes (Enchanting) tab, the entry in that column for Superior Scavenger is "Hat 3, Ring 3". On the Misc Gear tab, the entry in that column for Lavish Ring is "Finger 3, Ring 3". Since Ring 3 appears in both of them, Lavish Rings can be enchanted with Superior Scavenger.

So Bob, are there any decisions made for this new Alchemist?
The edge of my seat is getting

It's been a very distracting week, but we do have something.

First off, we've decided that the Alchemist will get a new Medium structure for teaching attacks with the Alchemist's Tools, a new Medium Structure for teaching all the non-attack Combat Alchemist feats, and a new Large structure that teaches all the Combat Alchemist feats (so combining what the two Medium structures do) along with support for some other roles. I'm currently leaning toward covering Expert and Crafting Alchemist there, but not as locked down on that.

Also, I put the planned Alchemist's Tool attack feats up on the public spreadsheet under a new Alchemy tab. I'm working on adding the Expendables, so there's a placeholder Formula Book tab, but turns out I messed up the keywords on a bunch of those, so I need to clean that up before posting.
Nhur Athemon is defeated in Hope's End 4-5 and now only 10 sequences remain:

  • Unassigned (Staalgard 1-6-6): Currently on escalation 28 (Over the Crown) at 68735 strength.
  • Succinct Prime 3-3-4: Currently on escalation 25 (Elite Dark Elves) at 14330 strength.
  • Unassigned (Fort Ouroboros 2-3): Currently on escalation 24 (Elite Duergar Slavers) at 0 strength.
  • Unassigned (Fort Ouroboros 6-6): Currently on escalation 24 (Elite Duergar Slavers) at 4831 strength.
  • Sylva 2-3: Currently on escalation 24 (Elite Duergar Slavers) at 24583 strength.
  • Unassigned (Sylva 4-4): Currently on escalation 24 (Elite Duergar Slavers) at 26855 strength.
  • Canis Castrum 4-4: Currently on escalation 24 (Elite Duergar Slavers) at 28131 strength.
  • Unassigned (Fort Ouroboros 3-3-3-4): Currently on escalation 24 (Elite Duergar Slavers) at 35250 strength.
  • Greystone Keep 3-3: Currently on escalation 24 (Elite Duergar Slavers) at 35375 strength.
  • Sunholm 5-5-6: Currently on escalation 20 (Ustalav Invaders) at 21400 strength.
Garric Orcsbane
Since the best Alchemists are bartenders the trainer should be in the Tavern.

I'd be tempted to put the Visiting Alchemist Trainer there, but want to take advantage of the fact that Keeps get upgraded.
Well Looking at the Inital Buildings, I see Druid is missing, and I thought Aristocrat would be better at the Keep itself.

Yeah, the designs hadn't been fully worked out for every role, so it's not surprising some are missing. And the Keep could be a good place for the Aristocrat, depending on exactly how they get handled.

So Alchemists get Two New Mediums, or one that gives both the; features, Armours, utilities and also the Attacks, reactives/defensives, and the other general feats needed?

Most likely two new Mediums, the general rule being that attack feats are handled at a different location than all the others. Then a mix of those trainers is provided at whatever Large structure handles that role.

Also then are you going to make a New Holding for the Alchemist that folks could buy their Attacks, reactives/defensives, and the other general feats needed for the Alchemist?

Hadn't thought about that, but it does look like they should have one. Interesting question is whether or not a holding like that should also do Alchemist crafting, though holdings generally stick to refining.

I guess they'll also need an Adventurer's Cottage and their own buff to go with it.

If the new Alchemist has any required proficiency that has to be trained from existing trainers then the new trainer should really be added to a large building that has that trainer. Otherwise maybe it needs a new large building that is like the guild but has the combat alchemist instead of rogue with expert, freeholder and then have the crafting alchemist or whatever else fits/needed instead of the skirmisher.

Alchemists have their own proficiencies that should be on their own trainer.

I believe he was asking more if the new trainer would be; added to a existing large building, a new Large varient of a building that uses the trainer, or that a trainer is swapped out of a existing Large building to add the new one?

Most likely I'd either add a trainer to an existing Large (probably Guild House) or make a new Large variant. I also realized there is one set of proficiencies the Alchemists will use that's already at other buildings, namely the armor proficiencies. However, they split between Light and Clothing, and I don't think any Large currently covers both of those. Guild House does at least already cover Light.
You are a Troll
Nice looking building! What else like that have you been hiding Bob?

That was about the most impressive asset that hadn't been incorporated yet. There might be a few more we can find a use for, but not as many as I wish there were.
Base Time is best thought of as the amount of time the recipe takes if your Skill combined with the building's Facility Rating is perfectly aligned with the Item Quality. Here's the formula (all times are in seconds):

Crafting Time = ([Item Quality]^2 / ([Skill] x [Facility Rating])) x [Base Time]

And here's the plugged in numbers:

Crafting Time = (52^2 / (40 x 50)) x 690 = (2704 / 200) x 690 = 1.352 x 60 = 932.88

If both Skill and Facility Rating are lower than Item Quality (as in this case), then your Crafting Time will be higher than Base Time. If they're both higher than Item Quality, then your Crafting Time will be lower than Base Time. If one is higher and one is lower, then the answer depends on which number is further away from Item Quality.
That makes sense, and it is adjacent to one, but can that happen even if the PvP window is several days away?

Hmm, I didn't think it would, but it's possible that it can. We don't want invasions on non-PvP days, but we may be depending on the fact that invasions won't run if the holding isn't eligible to be raided, and that's only allowed on PvP days. If the protection is just being overridden on random days, and if nothing about the neighboring holdings is changing (no teardowns, no alliance shifts, no shutdowns, … ), and if it only happens when there was an escalation running in the monster hex during Daily Maintenance, then that's probably what's happening.
Protected status can get a little complicated and we don't give you a lot of feedback about which hexes protection is or isn't coming from, or why. I'd need to know which specific hex feels wrong in order to dig into it, but one thing I often find when looking into these things is that the hex is having its protection overridden by a scheduled monster invasion from a neighboring monster hex.
I think the goblins are just sneaking all their greasy trash into the fires, but I'll file a bug to see if we can put a stop to their antics.