WIMPS
ARE PEOPLE, TOO.
-or
- The basics of non-warrior professions.
"Now, I know that not
everyone has it in 'em to be a blood-thirsty hunter-killer like ole Vino.
Some folks find it more satisfying to spend their lives helpin' others
or workin' in some kinda trade. While I can't imagine livin' like that...hellfire,
to each his own, I guess. So fer those of you who wanna live such a sedentary
existence, I suppose I could tell you what little I know about such things,
maybe it'll be useful and save ye a bit of fumblin' around. Now, don't
expect that ole Vino knows ever'thing there is about this stuff. All's
I kin tell ye is what I picked up while hanging out in the Toga with these
folks. Find somebody in yer profession who's got a minute er two and let
them fill ye in. All I can give ye is enough information to start out wit.
Soon enough you'll wanna get into the meat and bones of yer profession.
And the old-timers kin help ye more'n me."
- Vino Nuovo
For those of you unused
to any but the hack-and-slash, thud-and-blunder games you find all over
the net, the idea of holding a "real job" in a fantasy world may strike
you as strange. But, when you think of it, spending one's time and energy
in a real profession is no more strange than spending all your time killing
things. The non-warrior professions provide a vital service to the community
in Iridine, they are able to earn the respect and admiration of the warriors
that prowl the various hunting grounds, to eventually excel in their chosen
profession and all the while earn a living while doing so. While it's true
that most healers or locksmiths won't see the kind of money that warriors
are able to gather from the corpses of rats, bandits and giant spiders,
their overhead is appreciably lower as well. Warriors must purchase and
maintain arms and armor, not to mention paying for training. The expenses
of non-warriors are limited to little more than clothing, food and shelter
(assuming you want to live in an inn room or your own home rather than
out on the street like most warriors). They have a good bit more free time,
as well, to interact with others in Iridine, whereas warriors must spend
the majority of their time hunting.
Non-warrior professions
leave much room for character development. Warriors are necessarily limited
to little more than development of one's martial skills. All in all, if
you want to play a real character, to immerse yourself in true role-play,
then a non-warrior profession is probably the way you want to go. Now all
this doesn't really apply to thieves, of course. Theirs is an entirely
different kind of profession altogether, incomparable to that of the warrior,
healer or locksmith.
Healers:
Now, I had quite an extensive
bit of information for new healers here. Then I checked out the links section
on the TEC page and found - The
eternal city :: healing. A truly excellent site, with everything
you can possibly want to know about starting out as a healer in Iridine.
If you are a newbie healer, you must check out this site.
Tips for newbie healers:
#1 -
Whenever you get in the game, announce your presence and offer your services
as a healer immediately. ("Think Anybody need a healer?") This will advertise
to all that you are a healer and that you are available. It will also let
those masochistic warriors know who to call for when they need a healer.
You might want to get into the habit of saying a general goodbye when you
sign off, too, for the same reason.
#2 -
Get rid of the arrow pulling skill ( unlearn arrow pulling).
It is a useless skill. You might want to consider getting rid of rouse
as well. It has limited usefullness, allowing you to "rouse" an unconscious
patient for a moment. Usually only long enough to allow them time to communicate
one message to whomever is around or answer one question. As unlearning
gives back a bit of the sp's locked up in these skills, it's probably more
profitable in the short term to unlearn them.
#3 -
Ask someone trustworthy to give you a bruise (yeah, that's right). Ask
them to aim for the head or arms. Preferably the head, since it would be
rather distressing to be a healer with your arms broken. Think about it.
This will give you the opportunity to earn a few sp's bandaging your bruise.
Once you get enough sp's to learn a skill, choose the remove bandage
skill first as it will allow you to earn sp's both for bandaging and unbandaging.
Not to mention you won't find it at all difficult to find a warrior who
has a dozen bandages he wants removed. An easy way to tally up a decent
amount of sp's.
#4 -
Don't buy bandages. Investing just a few minutes looking around and you
will find all the bandages you need. Get in the habit of looking
around at all the chatting spots. Toga, baths, Leda's, etc. People usually
have their bandages removed in such places. They are reusable. Another
good place to find plenty of bandages is around the jail (Constable H.Q.)
since the connies remove bandages from convicts when they are arrested.
These bandages are returned to them with their regular belongings and,
usually, simply dropped in or near the jail as they aren't likely needed
anymore.
* Thanks to Lemain
for the newbie healer tips!
Guild Links: (Angels
of the Light) and (Corpus
Salutari)
Locksmiths:
The first thing you need to
do as a newbie locksmith is locate Riverside Locks, a combination locksmith
shop / school. As a locksmith, you'll start with at least one lockpick
in your sack as part of your initial gear. Don't lose it. If you do, you'll
have to buy another one and you can't afford it yet.
Directions to Riverside
Locks: From the bronze mark go north five times, then west once (walk
to bronze - Nx5 - W).
Once you get there, you
may well find that there is at least one locksmith there already. Locksmithy
isn't a profession that requires a lot of traveling, so most just opt to
hang out there and train while waiting for some warrior to come along with
a chest they need unlocked. And, as time between chest-bearing warriors
can be extensive, i'm sure they'll be more than willing to spend time answering
your questions and giving good advice.
Part-time Employment
(citizens): While hanging out with your peers you can find temporarily
employment to earn a few denar. Apula, the proprietor and teacher, receives
citizens now and again with chests to unlock. Apula will ask someone (maybe
you) if you would like to open it for her.
1) Answer yes to Apula ("apula
yes).
2) Get the chest.
3) Open it (open chest
with lockpick). You may have to try it a time or three, you're a novice
locksmith after all.
4) Then offer the
chest to the citizen (not to Apula).
Apula will pay you for your
work and, viola !, you're a few denar richer!
Note on dealing with
citizens:
It has come to my attention that one problem that lockies at Apula's are
facing is the large crowds of citizens hanging around in the shop. This
is because the poor, hapless citizens are waiting for the return of coffers
that one lockie or another has offered to another citizen by mistake. To
avoid this problem, and the hordes of patient citizens hanging around getting
in the way, pay attention to how many citizens are in the shop when the
citizen you are working with walks in. In other words, if your citizen
is "number 3" then remember to offer coffer to 3 citizen (give the
coffer to the third citizen). This will insure payment and allow that citizen
to leave the shop and go about his/her merry way.
Part-time Employment
(traders): I have also been told that traders come into Apula's occasionally
with chests to open, paying 25 denar per job. I have no personal experiance
with these traders but I would imagine that the job would be a little tougher
than the coffers of citizens, but would require much the same methods.
Locksmithing
13 / 6
Locksmithing
Overall Locksmithing Skill
13 / 6
Pick Lock-Unlocking
easy Unlocks locked
items and doors
13 / 6
Study Lock
easy Used for learning
more about a locked object
in hopes of opening it more easily
13 / 6
Lock Lore
easy Allows a locksmith
to recall information about a type of lock 13 /
6
Pick Lock-Locking
average Locks an unlocked items and
doors
18 / 8
Imprint Key
average Makes an imprint of a
key in a piece of wax
18 / 8
Create Key Mold
difficult Creates a clay
mold from a piece of imprinted wax
20 / 10
Forge Key
difficult Uses liquid metal
to forge a new key from a clay mold
20 / 10
Unjam Lock
difficult Unjams a jammed
lock
20 / 10
Fashion Lockpick
average Fashions a lockpick from
wire
18 / 8
Craft Lockpick
average Fashions a lockpick
from wire
18 / 8
The main
source of income for experianced lockies are locking jobs from fellow players.
One example being the opening of bandit chests (taken off bandits, or other
such bad guys, by warriors). Warrior players come in to Apula's, or find
you around town, and pay well for you to open these chests for them so
that they can get at the goodies inside. But such jobs tend to be rather
difficult so study those locks and improve yer skills!
*Thanks to Calli
for information and tips on the locksmith profession!
Guild Link: (The
Guild of Locksmiths)
Outdoorsmen:
Outdoorsmen can begin to work
on improving their skills and earning money right off the bat by find firewood
and making torches to sell in town. Or they can focus purely on improving
their skills in order to earn a little coin more easily later by working
with fire-building and twig-finding. Both activities have roughly the same
chance of success per attempt but torch making is much slower work, though
it allows you to earn a bit of money. Fire-building won't earn you any
cash but it's a slightly quicker way of improving your skills at first.
Before you can do anything
you'll need to find a forest. Outdoorsmen are rather out of their element
in town and their skills are practically useless there. Find yourself a
cozy woodland to hunker down in, you'll be there for a while. The closest
forest is the one due north of town, the north forest. You can saunter
out to the bandit wood if you like, it's not much farther away, but the
name should make it clear why the north forest is a better choice for a
newbie outdoorsman. To get there just walk to the carcass buyer's shop,
then go west once, northwest three times then straight north until you
hit the woods (walk to carcass - Wx1 - NWx3 - N (until you hit the woods).
Once there just find a spot that suits you and get to work. Remember to
stay due north of the road you just travelled on or you could easily get
lost trying to go back to town.
Torch making
1) First find some
firewood.
2) Make a torch
with the branch you've found.
3) Put your torch
in your sack and repeat.
Fire building
1) Find some twigs.
2) Build a fire
with the twigs.
3) Find some more
twigs.
4) Stoke the fire
with the twigs. (Note: If there is a "hole suitable for a fire"
in the same area then you will have to use the command string: Stoke
2 fire with twigs. The game will assume you
mean the hole when you say "fire" otherwise, so you must specify which
"fire".)
5) Keep the fire going this
way until it goes out, then repeat.
If you opt to work on your
skills with firebuilding first you should be able to earn a few ranks in
outdoor basics fairly quickly and improve your chances of finding firewood
(branches) and making torches out of them.
Once you have an acceptable
amount of torches in your sack go to Sesquilicus' shop and sell them to
her.
Sesquillicus' Supply
Shop -
From the Stone Toga mark walk east three times, north three times and then
east to enter the shop. (walk to toga: Ex3 - Nx3 - E). Just offer
torch to ses and say "ses change when you are done. She will
offer you your pay, simply accept ses and your character will accept
the coins. If you have a sack full of torches simply offer her the sack
instead. She will take the torches out and put your sack on the counter.
(Make sure you have something in the sack that she is not interested
in! Like all the merchants in Iridine, if you hand them a sack full of
items that they purchase and nothing else, they will keep the sack and
you won't get it back!)
Later, once your skills
have significantly improved, you can make a decent living finding and selling
saplings to Altenes wanting to work on their fangstave making skills. Fangstaves
are made from saplings, but Altenes (unless they are Altene outdoorsmen)
don't have the skills to find saplings, it is an exclusively outdoors-type
skill.
Outdoor Basics
13 / 6
Outdoor Basics
Overall Outdoor Basics Skill
13 / 6
Dig Firepit
easy Digs a suitable hole for building
a fire in
13 / 6
Crude Torch Making
easy Crafts a torch from a branch
13 / 6
Stoke Fire
easy Adds fuel to a fire
13 / 6
Firebuilding
easy Builds a camp fire for lighting
and cooking
13 / 6
Find Firewood
easy Finds branches suitable for making
torches and building fires 13 / 6
Collect Twigs
easy Finds twigs suitable for fire
building
13 / 6
Find Sapling
easy Finds saplings suitable for building
shelters
and crafting fangstaves or spears
13 / 6
Camp Cooking
easy Cooks raw meat so it is suitable for
eating
13 / 6
Shelter Building
easy Builds a lean-to shelter from grass,
rope, and saplings
13 / 6
Guild Link: (The
Guild of Rangers)
Thieves:
The first thing you will need
to do is find the thieves guild. The way to do this is simple. Use the
command strings look for constable, then approach constable.
Once you're close to a connie, kick the constable sharply.
The nice constable will take you straight to the thieves guild where you
can meet people just like you. You'll fit right in!
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