A perfumery!
You will able to consume lot of resources for making a perfumery ingredients, craft a perfume which will give various bonuses. (F.e. animals will not aggro you, speed up curious, buff food eating, buff convenience 10% etc.)
It will require a alchemic table or something like, not ease to get instruments like glass + goldbeater's skin to make pipette or something like it.
Various things that can be distillated, you may combine quintessences by yourself for making malodorous or good smell perfumes, that gives buffs of your random combines.
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Fostik
- Posts: 2521
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- Location: EU
Endgame content! Perfumery!
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
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Grog
- Posts: 2747
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- Location: Germany
Re: Endgame content! Perfumery!
Did you happen to watch or read "Perfume. The Story of a Murderer." by Patrick Süskind?Fostik wrote: Various things that can be distillated, you may combine quintessences by yourself for making malodorous or good smell perfumes, that gives buffs of your random combines.

Favourite thread: viewtopic.php?f=9&t=3388
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Fostik
- Posts: 2521
- Joined: Tue Jul 05, 2011 4:08 pm
- Location: EU
Re: Endgame content! Perfumery!
Indeed. I was encouraged by scene when Jean-Baptiste has made perfume amore psyche first. But anyway, this is still good endgame content idea for me. As alchemy in salem.
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
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Teleskop
- Posts: 2910
- Joined: Sat Jul 10, 2010 9:55 am
- Location: Little Teleskop
Re: Endgame content! Perfumery!
could i get herring smell from putting a woman body in the smell machine??????????????
Teleskop
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Bowshot125
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Re: Endgame content! Perfumery!
I think alchemy would be better, not perfumes xD
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ekzarh
- Posts: 336
- Joined: Tue Dec 20, 2011 9:42 pm
Re: Endgame content! Perfumery!
There was a great idea in Life is Feudal.
There are about 50 alchemic ingredients.
And there are about 50 'attributes' like +str or +agi
Each ingredient has 2 or 3 (don't remember) attributes. And attributes are distributed randomly for each character.
When 2 ingredients with same attribute are combined - you get potion. When there no same attributes - you get junk.
I'll provide and example. Let's say cat gold is an alchemic ingredient.
I brew it 10 times with 10 different ingredients.
As a result i get 6 junks, 2 potions +10% swim speed for 1 min, 1 potion +3str for 1 min, 1 poison -10 agi for 30 sec.
Now i know that for my char cat gold has the following attributes:
+10% swim speed
+ 3str
-10 agi
Another char does the same and for him cat gold means
-10% beast aggro chance
+10% damage vs beasts
-30% damage during cave-in
So each character must brew all kinds of combinations to discover all the recipes. And this makes some ingredients invaluable for one character and total junk for another character.
This motivates to trade a lot.
There can be lots of points to make it more interesting - like making some ingredients more rare or more valuable even through randomness. Some are spawnable on biomes and forageable, some are mineable, some huntable, some fishable. some already existing rare items.
Also, if every brewing process would require to use some very expensive items like steel, gold, troll skulls - this would make perfect endgame content. And also would prevent alting to make a 'convenient' alchemist.
Also it shd probably have high requirements to prevent alt spamming to get lucky recipes.
P.S. I would kindly ask Jorbtar to put at least 'I have read' response on this post.
There are about 50 alchemic ingredients.
And there are about 50 'attributes' like +str or +agi
Each ingredient has 2 or 3 (don't remember) attributes. And attributes are distributed randomly for each character.
When 2 ingredients with same attribute are combined - you get potion. When there no same attributes - you get junk.
I'll provide and example. Let's say cat gold is an alchemic ingredient.
I brew it 10 times with 10 different ingredients.
As a result i get 6 junks, 2 potions +10% swim speed for 1 min, 1 potion +3str for 1 min, 1 poison -10 agi for 30 sec.
Now i know that for my char cat gold has the following attributes:
+10% swim speed
+ 3str
-10 agi
Another char does the same and for him cat gold means
-10% beast aggro chance
+10% damage vs beasts
-30% damage during cave-in
So each character must brew all kinds of combinations to discover all the recipes. And this makes some ingredients invaluable for one character and total junk for another character.
This motivates to trade a lot.
There can be lots of points to make it more interesting - like making some ingredients more rare or more valuable even through randomness. Some are spawnable on biomes and forageable, some are mineable, some huntable, some fishable. some already existing rare items.
Also, if every brewing process would require to use some very expensive items like steel, gold, troll skulls - this would make perfect endgame content. And also would prevent alting to make a 'convenient' alchemist.
Also it shd probably have high requirements to prevent alt spamming to get lucky recipes.
P.S. I would kindly ask Jorbtar to put at least 'I have read' response on this post.
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Grog
- Posts: 2747
- Joined: Mon Feb 08, 2010 11:42 pm
- Location: Germany
Re: Endgame content! Perfumery!
That sounds complicated, but I really like the "different people, different aoutcome" idea.
Favourite thread: viewtopic.php?f=9&t=3388