So I'm getting around to (finally) finishing up Alchemy. I've decided to simplify it and get something workable out, the code should be done by the end of the week but I need a list of alchemy ingrediants and effects to put into the game.
Overview
If you've ever played TES, mainly skyrim or oblivion, you'll see where I got the inspiration for Alchemy.
To brew potions, you'll need at least a
Mortar and Pestle
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 all effects showing as
Unknown. As you experiment with different ingrediants and make a potion that has an effect, you'll learn the effect and it will become visible. Additionally, based on your Alchemy level you'll be able to ingest (eat) the ingrediants and randomly discover some of the effects.
To create a potion 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: Grand Master (100) alchemists are able to brew a potion using a single ingredient. In that case it'll take the First effect the herb has.
There are plans to allow potions to be thrown at doors/people/monsters in the future, but I'll get the basis in for now.
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:
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, and optionally the quality of the effect on the herb (most will be 100, some will be less, some will be more).
Some potential effects:
List of Effects (Work in Progress):
<Feel free to contribute>
Positive:
Heal
Fly
Levitate
Invisibility
Detect-Invisibility
Stone-To-Flesh
(Thrown obviously)
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
To go forward, I need a list of ingredients, and optionally a list of 4 effects for each ingredient, so please contribute! (Also if anyone with building experience *kick Lazarus* wants to help put the ingredients in the game, that'd be nice too :P)