Alchemy Unleashed!

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Alchemy Unleashed!

Postby overtyped » Wed Mar 21, 2018 12:48 am

Horatius_The_First wrote:Alchemy Unleashed!
Be Warned, This is a bit long
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So I tried looking for any posts on this previously, but all I could find was Elkna’s post on their ideas for it, and all that. So! Id wanted to go in depth further with basic suggestions on including alchemy into the game, with potential recipes from either history in our own world, or medieval-ish games (which you may or may not recognize even before I mention them later). So! Here is the suggestions!

Alchemy

“Double, double toil and trouble;
Fire burn and caldron bubble.
Fillet of a fenny snake,
In the caldron boil and bake;
Let us see what fun we can make!”


Crafting Station - Apothecary
A new crafting station will be needed, about the size of an herbalists table (2x1). On it will be the display of several glass vials of varying colors because of their contents, alembics, a mortar and pestle, distillation, round bottom flasks, some spoons and glasses for measurements. And a small flame for the heater I failed to mention above. It will also have a -small- inventory (6x2?) for storing small things the alchemists will likely need to keep on hand.

To Create this station, you will need 10 logs, 4 planks, 4 metal bars of any common metal, 20 Glass, 4 Stone, 10 String, and 2 Dreams. The dreams are because this is alchemy, not that dirty chemistry stuff :P

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New Harvestables/Items
A few things I think should be added for this to work because of their relevance.

-Glass Container - Crafted from 2 glass and 2 sticks. Used to store thing of the liquid
variety up to 20ml. It even comes with a lid to keep things from spilling! ALL
POTIONS REQUIRE ONE OF THESE PER ITEM MADE.
-Cattail Jelly (Harvested from Cattails). Can be applied as a weak disinfectant. Measured in ml, and can be stored in Glass Containers.
-Whitecap A new mushroom. Grows in forests, swamps.
-Imp Stool A new mushroom. Mountains and forests.
-Pholiota A new mushroom, swamps and caves.
-Fly Amanita A new Mushroom. Fields only.
-Sulfur A refined mineral. Gets… interesting. Refined from Brimstone, specifically.

Recipes
A number of recipes are as follows that I have come up with as basic ideas that aren't too terrible, or were mentioned in the aforementioned post. And yes, there are drawbacks to each/most to keep things balanced.

Restoration Potions
These potions, as their name implies, restore something to the hearthling that has been lost from their physical being, or cure them. When drank, these potions impose a time limit on their use - You may only use one every five minutes. Attempting to use them again within that time limit (which will be displayed as a debuff on the character’s health & wounds sheet/buff area?) will instead do the opposite of the potion. Example: You drank a restore health potion and you were given back 10 HP. You just drank another and the time hasn’t passed yet -- you just lost 15. The penalty on these are higher to discourage endless drinking in combat, essentially making yourself invincible.

Restore Life
Skills/Attributes: Perception, Lore, Intelligence, Psyche
Items: 1 Bolete (of any kind), 1 Stalagoom, 2 Yarrow, .5ml Water
Restores Hard HP to any open wound (such as fell scratch) and half as much soft HP as was restored from the wound. Amount it can heal for will depend on the quality of the potion created.

Restore Stamina
Skills/Attributes: Perception, Lore, Intelligence, Psyche
Items: 1 Whitecap, 1 Firefly, 1 Nut (of any kind), .5ml of Water
Restores stamina instantly, based on the quality of the potion, without the cost to energy.

Restore Health
Skills/Attributes: Lore, Intelligence
Items: .5ml of Cattail Jelly, 1 Snapdragon, 1 Yarrow, .3ml of Water
Not to be confused (though intentionally misnamed on purpose) with Restore Life, this tincture will cure infections, minor cuts/scrapes, swelling, and lastly but best -- poisons. Restores based on quality of the concoction.


Harming Potions
Of course, what would be alchemy and bringing of life, without some… darker, intentions with this new found power? Harming Potions are different from Restoration in that (obviously) they harm you, but their drawbacks is the more they are used on a target, the less and less they are effective. Say for example, you are shot with an arrow tipped in Adder’s Tears (an instant poison). It deals 20 points of damage immediately. The second shot will deal only 10. Then 5, and so on. This works the same on animals too so that big game like mammoth (or Koreshok) be taken down easier, but not completely soloed. Or at least, to troll your friends. All of the following options can be applied to blades, piercing weapons, or arrows, but only last for one hit. Of course, they can be drank straight from the bottle too.

Adder’s Tears
Skills/Attributes: Perception, Intelligence, Will
Items: 3 Adder Fangs, 1 Mandrake (of any kind).
Instantly deals damage based on the quality of the poison.

Seeping Death
Skills/Attributes: Perception, Lore, Intelligence, Psyche
Items: 1 Adder Fang, 1 Mandrake (of any kind), 1 Stalagoom
Doesn’t immediately deal damage, but it does deal damage over time based on the quality of the poison. Applies the “poisoned” wound.
(*Side note: Can we let adders do this naturally in the game too?)

Leadfoot
Skills/Attributes: Perception, Lore, Intelligence, Will
Items: 1 Spindly Taproot, 1 Rustroot, 1 Frog, .5ml of Water
This vile concoction immediately removes stamina from the target, based on the quality of the poison.

Gorgon Tears
Skills/Attributes: Perception, Lore, Intelligence, Psyche, Will
Items: 2 Imp Stool, 1 Mandrake, 1 Adder Fang, .5ml of Water
Instantly stuns the target (a state like Knock Out, but you haven't lost HP). The duration of the stun is determined by the quality of the poison. Can be resisted partially based on constitution by up to half the time.

Will-Bender’s Poison
Skills/Attributes: Perception, Lore, Psyche
Items: 2 Pholiota, 1 Frog, .5ml of Water
This is more of a trolly potion then anything, but can potentially have combat uses too. Afflicts the target with “Hallucinations” making them see multiple ‘ghosts (npcs only they can see)’ of nearby players. Time determined by quality, can be resisted based on Will by up to half the time.


Utility Potions
These potions have their own place in the game. You may only have one utility potion effect on you at a time, and their time is determined by quality. The exception to this is Snuff. Snuffs, while considered utility, can stack with utility potions, though you may only have one snuff active at a time. Lets make Snuff Great Again!

Luck O’ The Clover
Skills/Attributes: Perception, Lore, Psyche
Items: 6 Clover (Four Leaf Clovers may be subbed), 1 Firefly, 1 Chiming Bluebell
Drink this, and receive a massive bonus to the chance to find a second forageable when collecting forageables, curios from harvesting/processing anything (like cruel splinters, fish eyes, and so on), and feel good about yourself! (+2 Charisma).

Berserker's Secret
Skills/Attributes: Perception, Lore, Intelligence, Psyche
Items: 1 Fly Amanita, 1 Wolverine Scent Gland, .5ml of Beer
A strange brew, the only to use beer, that when drank sends you into a terrifying rage. You get a temporary boost to Strength and Constitution, plus raw damage when attacking in melee based on the quality of the potion. Downside, your too pissed to think about how to use ranged weapons or ride animals. You just need to go and murder. Now.

Secret of the Ages
Skills/Attributes: Perception, 1/2 Lore, 1/2 Intelligence, Psyche
Items: 1 Yew Bark, 1 Fish Eye, 1 Cave Bulb, 1 EdelweiB, 1 Hemp Bud, .5ml of Wine
This elaborate potion gives you a temporary boost on Intelligence and Dexterity, Perception, and Lore. However, due to its mix, you suffer physically for its duration, taking a penalty to MC, UA, Agility, and Strength.

Boar Tusk Snuff
Skills/Attributes: Lore, Intelligence
Items: 2 Boar Tusk, 1 Poppy Flower
Temporarily raises your Melee Combat, based on its quality.
(*Sidenote: Yes, I know in the past it was strength, but you'll see where I change that to something else shortly).

Bare Bear Snuff
Skills/Attributes: Lore, Intelligence
Items: 2 Beartooth, 2 Poppy Flower
Temporarily raises your Unarmed Combat based on its quality.

Mighty Mammoth Snuff
Skills/Attributes: Lore, Intelligence
Items: 1 Mammoth Tusk, 6 Poppy Flower
Makes A LOT of snuff (because those tusks are huge). More importantly it raises your Strength and COnstitution for a short period of time.
(*Sidenote: Told you, you'd see what I was doing)


Miscellaneous
This is where I'm putting things that don't fit for one reason or another.

Stone Eater Acid
Skills/Attributes: Perception, Lore, Intelligence
Items: 1 Unit of Sulfur, 1 Unit of Pyrite, .10ml of Water
This special material is actually made from allowing the Sulfur and Pyrite(refined Brimstone in a quern) to mix and oxidized (let it sit) inside a Demijohn. A structure of glass is needed because the glass will best resist the acid properties. Takes Three Real Life Days to fully oxidize.

Uses: Measured in ml when harvest from the demijohn, every .10ml can be used on a 1 rock of any type to get “crumbling stone”. When used in a quern, this stone can be turned into Gravel, a substitute for sand. The quality of the acid does not affect the rock when used like this, nor does the quern. There is also a small chance for the stone instead to yield a random gem, based on where it was mined.

Tin-cture
Skills/Attributes: Lore, Intelligence, Will
Items: 1 Tin Nugget, 1 Tin/Copper Bar, 100ml of Water
This is one of the only two “Transmutations” ill be suggesting here, and even then it really isnt one. When used, Copper Bars are turned into “Silver Bars” and Tin into “Gold”. However, after three in game days (one day real life) they return to their normal state. This is done with a simple trick, inspired by here.

Irr-Light
Skills/Attributes: None (the construction of this is simple)
Items: 1 Glass jar, 1 Irrlight, 3 Nuggets of any common metal
You trap the Irrlight in the jar, then use the metals to form special trappings for it. This will create the “Irr-Light”, an equipable Lantern that produces a special light. This light makes it so no mobs will aggro you except for Slimes and Boreworms (as neither have eyes to care about your silly lights with).

Blackpowder
Skills/Attributes: Perception, Lore, Intelligence, Will
Items: 1 Unit of Sulfur, 1 Charcoal, 1 Flint, 1 Iron Nugget
Finely ground all into a powder, this stuff is very touchy. Stored in glass jars. Set it on the ground and move a safe distance away. When hit with a rock sling or stone arrow, it will explode. It will fell one tree (destroying half of the logs in the process, rounded down), destroy small boulders, and cause cave ins (guaranteed). Quality does not matter, and deals set damage to living creatures near it (regardless of quality), but damage can be reduced by wearing armor. Thank you china for discovering this back in the 9th century!

Orichalcum
Skills/Attributes: Perception, Lore, Intelligence, Will
Items: 3 Bronze Nuggets, 3 Iron Nuggets, 4 Precious Metal Nuggets, 3 Vials of Rock-Eater Acid
This is the other “Transmutation” as mentioned before. It is a -very- strong and versatile metal in our own past considered to be craftable only by alchemists. It is golden colored, bronze based alloy, but much stronger then even iron or steel. As such, this recipe yields 1 Bar in total, and the bars resulting from it can be used in any metal recipe except coins.

Dyes
Yeah. These have been mentioned before and we should avoid posting this. But this post isnt entirely about them, its more if a smaller post. But, a quick point to this -- Add dyes to the game. We already have pigments in game. Now we can “Process Dyes” at our Apothecary station to make dyes which can be applied to armors and clothing.

there is already a thing that boosts strength, it's called boars tusk snuff.
I don't think healing potions fit into haven atmosphere, perhaps a potion that made you regain soft hp or hard hp faster makes sense.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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