I have a few, so I will put them in the same thread so as to minimise spam.
Like all my suggestions, I offer this one in the knowledge that Jorb and Loftar has probably thought about it already, and will someday be getting around to it. But then, this is a way for them to know what at least one player would like to see, and if people read and respond positively, then that's some kind of useful feedback for them that might help them organise their priorities..
The first two suggestions are for new skills, which border on the magical. I am not going to suggest a 'magical system' or anything here. Rather, I think of these skills as capable of operating on the edge of whatever magical system J&L plan to set up.
NEW SKILL: WITCHCRAFT
Really, this skill could be called 'alchemy', but we already have a black cauldron implemented into the game, so I was thinking it could simply use existing code for maximum efficiency. This is something which could easily be extended come actually magic code, whatever form that takes, but for now, I think this could be added quite quickly, and be rather fun.
The witchcraft skill would allow players to use ingredients to make various potions. Some of the necessary reagents could easily be added to the butcher list of animal corpses, others, like cobwebs, could be set to load randomly in forests. Frogs and rats, which currently only exist to annoy cart-pullers, could be useful ingredients. Leeches could also be used. To get the skill in as fast as possible, you could focus on those objects that are already in the game or have been drawn. Mushrooms, which already load in forests, could be made harvestable, for example. I think two-thirds to three-quarters of ingredients would need to be found in the wild, rather than cultivated. Over time, as new beasties are added into the game, the list of potions could be expanded (perhaps even requiring a new skill level to unlock, like WITCHCRAFT II) to make use of access to the new scales/horns/hearts/eyeballs that can be taken from them.
So, all you would need is a lit and filled cauldron, the right incredients, and a new craft submenu. For extra coolness, you could add the requirement that witches brews can _only_ be made during the nighttime. Furthermore, potions made during a full moon could be doubly potent!
Suggested Potions: the possible list is endless, but here's just a few I'd like to see.
- A Drought of Healing
Kind of mandatory that I suggest this. Rather than healing HHP, like leeches and bandages, these could be used for healing SHP. I suspect J&L wouldn't want to see people running around quaffing these all the time. If fights are about 'he with the most potions wins', then something is wrong. A possible way around this could be to 1) give SHP at the cost of some HHP. You get that temporary boost you are after, but it has compromised your health. Using these droughts excessively would therefore be a bad idea. 2) make the required ingredients somewhat, if not overly, rare. This potion could be a good money spinner for the loner, who trades the goods they collect from the wilderness with more settled places.
- A Pernicious Poison
For the sneaky villain. This could be applied to food objects, causing anybody who eats them a significant amount of SHP and HHP damage over a length of time. A green health-bar could indicate poisoning, as per many games. Would you like a nice shiny apple? While great for no-gooders ,could be useful for defending your food from thieves. Put up a rune-stone that says 'half our food stocks are poisoned. Want to guess which half?' Well's could also be poisoned, lasting for many days in-game, depending on the strength of the potion.
Poisoning would have to be integrated into the thief/trespassing crime system, so that its not exploitable by alt-griefers. Similarly, I imagine Witchcraft as being a 10,000 LP skill or even more.
- A Sleeping Drought
Works like the pernicious poison, but sends the player character to sleep, with the same effect as being KO's for a length of time, except with the 'zzzzzz' animation instead of the tweety-birds. Could be useful for getting the one-up on an opponent, or providing a window of opportunity for theft.
- A Potion of Purity
Counteracts the effects of having ingested something tampered with the previous two. Can be used to clean a well. Would not be usable on poisoned food.
Note: When ranging was added, J&L also gave us some new ranger equipment. I would suggest that a witch hat is also released with this skill.
On Gender: I think it might be interesting if this skill were restricted to female characters. I like how this game is a classless system, but inventive ways to increase differentiation are important.