Alchemy

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Bane
Dungeonmaster
Alchemy
Saturday, September 26th, 2009 at 5:24 pm
So I've passed all of my CPA exams...so I've got some free time again to code. To start off, I'm going to finish up Alchemy while working on Python.

Overview
If you've ever played Morrowind or Oblivion, you'll see where I got the inspiration for Alchemy.

To brew potions, you'll need at least a Mortar and Pestle

As you become better at Alchemy and want to brew better potions, you'll need to locate additional devices to help with the brewing or find a lab that has them all. Some possible ones include a Retort and an Alembic which would have an affect on how strong your potions are and how long they last.

There will be two facets to Alchemy. The first, much like the other crafting systems, we'll put in some special recipes that you'll have to learn, and use certain herbs to brew, ie: "Ziyx's Potion of Youth: Combine in equal parts xxx, yyy, and zzz, brew for 3hrs"

The other one will be based off of herbs and the effects on the herbs. Right now, each herb can have up to 4 effects. You start out with one visible effect, and every 25 skill pts, another one becomes visible and usuable.

You'll put the herbs into your mortar and pestle, and then you'll brew your potion. (I haven't decided if we'll require a flask for potion creation yet or not!) The effect of the potions will be determined by matching the visible effects on the herbs, any effect that appears twice or more will be in the resulting potion.

Note: We will allow Grand Master (100) alchemists to brew a potion using a single ingredient. In that case it'll take the First effect the herb has.


We might, in the future, allow potions like "knock" which can be thrown at a door to open it...we'll start with the basics first though.

Potion vs Poison
Any potion that is all negative effects will considered to be a poison. Any potion with at least one positive effect will be considered a normal potion. We'll be allowing poisons in the future to be used by assassins in enevenom.

Example
Consider the following three herbs brewed together by a Master Alchemist (75+):

Cannabis
Fly
Levitate

Paranoia
Heal

Basil
Heal
Sleep

Psilocybe tampanensis
Fly
Paranoia
Death


You'd end up with a potion with the effects of: Fly, Heal, and Paranoia!

Duration of positive and negative effects will be based on the stats of the alchemist, alchemy skill level, equipment used, and quality of equipment used.

List of Effects to follow.

Bane
Dungeonmaster
Re: Alchemy
Saturday, September 26th, 2009 at 5:26 pm
List of Effects (Work in Progress): <Feel free to contribute>

Positive:
Heal
Fly
Levitate
Invisibility
Detect-Invisibility
Stone-To-Flesh
Cure-Poison
Slow-Poison
Breathe-Water
Haste
Fortitude
Strength
Enlarge
Reduce
Infravision
Know-Aura
Detect-Magic
Protection
Bless
True-Sight
Resist-Magic

Negative:
Death
Paranoia
Poison
Disease
Blind
Flesh-To-Stone
Silence
Slow
Enfeeblement
Deafness
Vulnerable-Magic

Neutral:
Sleep

Ocelot
Dungeonmaster
Re: Alchemy
Sunday, September 27th, 2009 at 8:19 am
You forgot insanity as a negative effect! :P
Which can be broken down into random effects..like kleptomania, terets, or like...narcolepsy!!! CACKLE
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force

Ocelot
Dungeonmaster
Re: Alchemy
Sunday, September 27th, 2009 at 8:23 am
I mean..i know narcolepsy really isnt a psychosis..i dont think...but it'd sure be funny when the tank attacks and two rounds in falls down and starts a beauty nap. LOL

You shouldn't make all the effects known for some of them...should make the more powerful herbs have UNKNOWN in them...or something..those could be really good, or really bad effects, or just stupid shit like making people talk to themselves (split personality! lol). People would brew the hell out of crap just to find them all. hehe
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force

luminaire
Re: Re: Alchemy
Sunday, September 27th, 2009 at 11:54 pm
Bane wrote:
List of Effects (Work in Progress): <Feel free to contribute>

Positive:
Stone-To-Flesh

How does a statue drink a potion?

Bane
Dungeonmaster
Re: Re: Re: Alchemy
Sunday, September 27th, 2009 at 11:55 pm
luminaire wrote:
Bane wrote:
List of Effects (Work in Progress): <Feel free to contribute>

Positive:
Stone-To-Flesh

How does a statue drink a potion?


You throw it on them!

luminaire
Re: Alchemy
Monday, September 28th, 2009 at 12:46 amEdits: 1   Last Edit: Mon, 28 Sep 2009 12:47 am
Okay, that makes sense. In that case, there should be exploding potions as weapons, like using a scroll as a 1-time shot. Also, potion induced sleep shouldn't be able to be broken by the "wake" command.

Negative:
Corrosive (destroys items)
Confusion (like the mob effect)
MP drain
Slow-movement (1 sec while moving)
Nausea
Brittle bones (like the lich attribute)

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