While writing down the recipies, I came across some points related to all this (and crafting in general), that possibly are better discussed in a separate thread (and keep this thread more as a cook book), but I will just list them here:
- Balancing. I understand how difficult this already is without cooking, but seeing HP and other stats being effected even by Thom's basic cookie, some thought about how to describe that more generally (in relation with quality, time to produce, etc) might be good
- Related to this, I think effects on stats should be in points not %
- How do different skills (cooking, herbal, alchemy) effect all this? I tried to give some examples in my recipies below of how I think this could be done
- How does alchemy work? Not really having played any RPG or other game with alchemy, what is the idea (difference to herbal). How is magic tied into this?
- Some recipies (for example wine) take a very long time in real life. How to do this in shorter time, and how to balance this with other crafts, where maybe creating a bad weapon could take as long as a good wine, but with much more value for other players tria-wise. I have no clue about crafting weapons, and just put some times in my recipies, that may be comletely off balance with other crafts.
- Containers for intermediate products. Going from one fermentation step to another, do I need a bowl to put the liquid in, or can I just put liquid in my inventory without extra container, just as I can with molten iron
- Where do restproducts (such as grape skins, or the minerals removed from molten iron ore) go?
• There are a bunch of factors that influence crafting. Including the amount of time for each step, the skills involved the minimum skill level for each of the skills, and the necessary equipment and tools. Normally in food recipes an overall time is given, usually there is mention of the equipment, and sometimes there is some reference to skill level. Unlike normal recipes I would love to see some mention to the effects of the results like The Wandering Djinn

• Either way is fine depending on what you want to do.
• Without the skill no crafting can take place. Besides minimum skills there is a maximum skill where no additional quality or experience is gained. Also skills level affects the resulting quality.
• I think of Alchemy as a predecessor of modern chemistry. Most of the methods used by the alchemist were the start of a style of deductive reasoning that defined the renaissance. Herbal skills will be big part of alchemy but not all of it. We hope magic will be involved with all crafting at some point soon.
• The smith crafts all have very short times. Eventually, we will see some others, like fermentation, take a long time. So it is OK to suggest long times.
• To avoid complications and maybe frustration we did away with intermediate containers as well as things like gloves and tongs. So feel free to do the same; basically assume there is an intermediate container.
• Grape skins remain behind when wine is removed and the waste products of the ore drop out the bottom of the forge. Like the gloves it was decided to just assume they exist and is handled appropriately (off stage).