New skills: Chemistry/Alchemy/Apothecary

Thoughts on the further development of Haven & Hearth? Feel free to opine!

New skills: Chemistry/Alchemy/Apothecary

Postby elkna » Tue May 11, 2010 2:48 pm

After reading about Jorb's and Loftar's intention on changing the crafting system, I thought of a neat way to implement a few ideas I've seen here: Chemistry/Alchemy/Apothecary!

Apothecary
Bubble, bubble, toil and trouble.

Apothecary would open up an entire new way for both solo players and groups to use resources. Even if you don't agree with some of the uses I'll list, I'd love to hear critique of the entire Chemistry/Alchemy/Apothecary idea.

-Supplements. You can use different types of resources to make herbal supplements that would have the effect of doubling the gain of a specific FEP for a bar. Blood sterns helping you gain STR? Yes, please.
-Salves. All too often I find my SHP regenerates far too slowly for my liking. Perhaps a salve could give a buff that double regen for a short while? Or it could possibly be applied to gauze, increasing the effect or speeding it up.
-Utility buffs. Double stamina regen at the cost of a HHP? Sure, why not. Stat boosts would also fall under this, so boar tusk snuff would be modified by Chemistry.
-Dyes. This has been asked for for a while, although it could fall under its own skill or maybe branch out from Chemistry.

All of these could be split up into different skills, considering there's a LOT of substance in the idea.
Thoughts? Additions?
Last edited by elkna on Fri May 14, 2010 4:48 am, edited 2 times in total.
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Re: New skill: Chemistry

Postby Granger » Tue May 11, 2010 2:55 pm

Yes!

More toys please.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: New skill: Chemistry

Postby DatOneGuy » Tue May 11, 2010 9:46 pm

Would be great, especially if there was more on the alchemy side. I've read up on alchemy quite a bit, i could see a lot of uses for many things. Not to mention it would open up many more uses for gold.

I'd also further see:
Apothecary - Potions/Herbs already fall under this, toss them in and count it as a group, I'd probably take Ink out of it and put it elsewhere.

Enforcing Materials - Upgrading metals (would take a shit ton, like say 6 bars of iron for 1 bar of ?) and would also open up newer much harder to obtain types, like perhaps Obsidian, Mithril, Adamantite.

Gems/Gem Setting - Could definitely see gems as a great way to do things, a system for finding gems alone would be nice and could serve as it's own update way after general alchemy is set up. Gems can be anywhere from magical (actually giving stats) to simply looking good.

Prime materials - Sulfur, Mercury, Salt, Lava, Oil, etc. These could be used for various things as is (created via Alchemy) and used to make better items.

For it to work nicely lead would be a nice addition, could be a slightly more common mine, or could replace the common-ness of copper and make copper a little harder to find.

I'd love to see Alchemy or Chemistry added any of their branches.
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Re: New skill: Chemistry

Postby Blxz » Wed May 12, 2010 2:20 am

DatOneGuy wrote:Prime materials - Sulfur, Mercury, Salt, Lava, Oil,


I'll trade you one backpack full of lava for 3 backpacks full of mercury. Deal?
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Re: New skill: Chemistry

Postby sabinati » Wed May 12, 2010 3:15 am

chemistry, no; alchemy, yes.

alembics, rudimentary distillation, and such.
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Re: New skill: Chemistry

Postby DatOneGuy » Wed May 12, 2010 5:29 am

Blxz wrote:
DatOneGuy wrote:Prime materials - Sulfur, Mercury, Salt, Lava, Oil,


I'll trade you one backpack full of lava for 3 backpacks full of mercury. Deal?

Would need special containers, for sure. Especially mercury...

As for lava, obviously wouldn't be possible until/if we get more climates.
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Re: New skill: Chemistry

Postby Blxz » Wed May 12, 2010 5:44 am

DatOneGuy wrote:
Blxz wrote:
DatOneGuy wrote:Prime materials - Sulfur, Mercury, Salt, Lava, Oil,


I'll trade you one backpack full of lava for 3 backpacks full of mercury. Deal?

Would need special containers, for sure. Especially mercury...

As for lava, obviously wouldn't be possible until/if we get more climates.


I am actually curious about why lava is a material. It's just rock. And as far as I know there are no magical/specially properties associated with it in any culture in the world except Hawai'i. Sulfur definately, lava, maybe not.
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Re: New skill: Chemistry

Postby DatOneGuy » Wed May 12, 2010 5:56 am

Blxz wrote:
I am actually curious about why lava is a material. It's just rock. And as far as I know there are no magical/specially properties associated with it in any culture in the world except Hawai'i. Sulfur definately, lava, maybe not.

Mostly for super-heating things, then again I doubt anything could hold it.

Hmm, I'm not sure what would fit for heating things enough that would fit into alchemy and this time period the game is placed on.
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Re: New skill: Chemistry

Postby Blxz » Wed May 12, 2010 6:08 am

DatOneGuy wrote:
Blxz wrote:
I am actually curious about why lava is a material. It's just rock. And as far as I know there are no magical/specially properties associated with it in any culture in the world except Hawai'i. Sulfur definately, lava, maybe not.

Mostly for super-heating things, then again I doubt anything could hold it.

Hmm, I'm not sure what would fit for heating things enough that would fit into alchemy and this time period the game is placed on.


Charcoal. We use it ingame for melting metal. Should pass for any use I can think of.
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Re: New skill: Chemistry

Postby elkna » Fri May 14, 2010 4:44 am

I suppose Chemistry is too "science-y" for the setting. Alchemy probably is a better choice. I DO like the idea of apothecary, though. That's kind of what I was shooting for but I couldn't think of the name. :D

Updating OP to reflect this.
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