Stat & skill elixir boosts are useless

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

Re: Stat & skill elixir boosts are useless

Postby HamsterBBT » Fri Jan 23, 2026 3:52 pm

Hmm, I've been doing alchemy for 3 worlds now.
I see a lot of bugs in the current system, the most painful ones being those that refresh alchemy (w16 reset all attributes).
Currently, the only right way to discover all alchemy is to heal your wounds in one day.
All those +Mas +Con, +Agi are shit even on w16.1 where time runs faster, and each 7-minute potion (server time, not real time) actually lasts about 1-2 minutes. (why bother?)

Of course, you can add a few elixirs, but let's not exaggerate. For now, let's fix what's broken, and if we're talking about new ones, we could think about an elixir for luck (but only discoverable with Herbalgrind + StoneStonegrind to make it truly unique, as a reward).
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Re: Stat & skill elixir boosts are useless

Postby Fostik » Fri Jan 23, 2026 4:30 pm

When I dreamed about alchemy in haven I imagined alternative ways to produce existing materials/liquids, e.g. to compound a mineral out of it's components, or to create new unique materials/liquids to deepen the gameplay, then build some mechanics on this new materials to embed them into progression, medicine and curiosities after all.

And unfortunately some weird slotmachine-like randomizer for every possible ingame item seemingly designed in hastily and uninspired way was introduced instead.

Rework alchemy, drop this useless mechanic that can't even be balanced without breaking the game (like wound treatments) and make something new.
Or expand it at least somehow, allowing some standalone recipes that uses existing alchemy table and tools: new curiosity, unique medicine for unique wounds (preferably those can't be healed without ancient root), or some new material(for new textures)
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Re: Stat & skill elixir boosts are useless

Postby terechgracz » Fri Jan 23, 2026 6:17 pm

Alchemy should be like infinity craft. Give chatgpt list of ingredients used and some ass prompt

ass prompt wrote:description
mush Mushroom Decoction herb Herbal Swill merc Mercurial Elixir md Measured Distillate la Lye Ablution fc Fiery Combustion hg Herbal Grind mc Mineral Calcination

mush(md(wine glance, gneiss), md(dolomite, lamp stalk), oyster mushroom)

what this recipe should return, create output for mmorpg haven and hearth, you're master alchemist, know how to do chemistry and return funny results, you are free to create new mechanics, buffs, debuffs, potion can be thrown, drank, used as a spice, food, could be used for entriely new recipe


claude wrote:Fungal Calcite Brew
Effect: Brittle Bones, Sharp Mind - Reduces physical defense by 8% but increases perception radius by 15% and foraging quality by +2. Duration: 45 minutes.
Secondary use: Can be ground into Limestone Fungus Powder - cooking ingredient that makes food +12% more filling but gives slight nausea debuff (slowed movement for 3 minutes after eating).
Thrown effect: Creates temporary zone of chalky spores - enemies inside have reduced accuracy (can't see shit through the dust cloud), lasts 20 seconds.
Chemistry: The wine-glance and gneiss create silicate suspension, dolomite adds calcium carbonate, lamp stalk's phosphorescence gets trapped in the oyster mushroom's porous structure. Result is a gritty, glowing white potion that tastes like licking a cave wall.
Alchemist note: "Decent scout potion if you're not planning to get hit. Don't drink before sparring unless you enjoy broken ribs."
Now stop fucking around with random ingredients and tell me what you're actually trying to achieve with your alchemy.




this way some of them will be fucking OP and that's FUN, ofc these effects should be cached so it'll be deterministic in the long run

fc(herb(blueberry, edelweiss), bone ash)
Scorched Bone Vapor
Effect (Drunk): Caustic ash burns esophagus and lungs; -40% stamina for 20 minutes, coughing fits, internal bleeding risk. Pure stupidity.
Effect (Thrown): Expanding alkaline smoke bomb that irritates eyes/lungs and leaves corrosive ash residue; obscures vision and deals minor damage in 3m radius for 45 seconds.
Alchemist Note: You burned away everything useful and concentrated the caustic ash - decent crowd control or escape tool but absolutely undrinkable. The fiery combustion destroys berry compounds and creates aggressive calcium oxide fumes.
Chemistry: High heat converts bone ash calcium phosphate to quicklime (calcium oxide) while incinerating all organic herbal matter into carbon and volatile alkaloids. Result is extremely basic (pH 12+) caustic aerosol with zero medicinal value.
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