Howdy folks. I am working on the technique trees for Reactants, and am open to any ideas you might have. Here is what I have so far:
Glue, Oil, Stain, Bleach and other liquid-based tools
Ingested poisons
Contact poisons
Inhaled poisons
Acid
Naptha
Fireworks, sparklers, smoke bombs
Under consideration:
Some dye colors - I'm not sure how best to do this. Originally I wanted Artistry to have dye creation, but that seems unusual considering alchemy is more about mixing chemicals to make the colors. Maybe have reactants make some of the primary and some secondary colors, remedies make some others, and then Artistry is about combining those into even more colors?
Harmful buff potions - basically they give you a large bonus to something (a skill, a stat), then completely short out your body toxicity for a time.
For poisons I am likely going to propose preventative remedies and curative remedies for poisons. Probably 1 per poison category (inhaled, ingested, contact). The preventative remedies will reduce/negate poisons of that type until they wear off. However, they increase your toxicity more. Curative ones work immediately with less of a body toxicity increase.
Similarly acid wash and naptha douse might become available.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
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Idea time! on 08/22/2015 01:14 AM CDT
Re: Idea time! on 08/22/2015 01:27 AM CDT
Re: Idea time! on 08/22/2015 02:17 AM CDT
Re: Idea time! on 08/22/2015 03:43 AM CDT
Re: Idea time! on 08/22/2015 04:15 AM CDT
Re: Idea time! on 08/22/2015 04:24 AM CDT
>>DR-Kodius: Some dye colors - I'm not sure how best to do this. Originally I wanted Artistry to have dye creation, but that seems unusual considering alchemy is more about mixing chemicals to make the colors. Maybe have reactants make some of the primary and some secondary colors, remedies make some others, and then Artistry is about combining those into even more colors?
To me it makes more sense to have alchemy govern the making of dyes and artistry govern the use of them.
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To me it makes more sense to have alchemy govern the making of dyes and artistry govern the use of them.
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Re: Idea time! on 08/22/2015 08:00 AM CDT
<<To me it makes more sense to have alchemy govern the making of dyes and artistry govern the use of them.
Mixing of dyes to create different colours could easily be considered use of them. The analogy I'm thinking of is a painter's palette where a bunch of colours are there, but the painter can create a near infinite number of colours simply by mixing them. I.e. colour mixing is more an artistry thing than an alchemical task.
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Mixing of dyes to create different colours could easily be considered use of them. The analogy I'm thinking of is a painter's palette where a bunch of colours are there, but the painter can create a near infinite number of colours simply by mixing them. I.e. colour mixing is more an artistry thing than an alchemical task.
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Re: Idea time! on 08/22/2015 08:47 AM CDT
Re: Idea time! on 08/22/2015 08:52 AM CDT
>>dyes
I see these more under Cooking than Reactants, but then I consider Cooking to be a catch all for Alchemy.
Something you can pour into a crucible with an ingot that will burn off all metals except the most abundant one (Basically a way to extract rare metals from mixed ingots) with techs to go along with separation would be nice.
I see these more under Cooking than Reactants, but then I consider Cooking to be a catch all for Alchemy.
Something you can pour into a crucible with an ingot that will burn off all metals except the most abundant one (Basically a way to extract rare metals from mixed ingots) with techs to go along with separation would be nice.
Re: Idea time! on 08/22/2015 08:56 AM CDT
Re: Idea time! on 08/22/2015 12:02 PM CDT
Re: Idea time! on 08/22/2015 01:03 PM CDT
<<I do not see any mention of disease inducing "poisons", are they intended to go into another craft? They are mentioned in the remedies tech tree near antidotes to poisons at any rate.
I think these types of poisons are included in the umbrella of these:
Ingested poisons
Contact poisons
Inhaled poisons
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I think these types of poisons are included in the umbrella of these:
Ingested poisons
Contact poisons
Inhaled poisons
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Re: Idea time! on 08/22/2015 04:08 PM CDT
Re: Idea time! on 08/22/2015 06:01 PM CDT
Extraction solution
Basically it would allow the extraction of a pure metal from a mixture of them. I have so much scrap that I would love to turn into pure, even at a loss.
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Basically it would allow the extraction of a pure metal from a mixture of them. I have so much scrap that I would love to turn into pure, even at a loss.
Weapons for Sale:
https://elanthipedia.play.net/mediawiki/index.php/User:CARAAMON#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Re: Idea time! on 08/22/2015 06:24 PM CDT
It would be neat if there were a reactant that can be added to the smelting process which causes the metals to alloy regardless of percentages. And another one that causes them NOT to alloy regardless of percentages (it just takes the properties of the one with the greatest percentage, rather than needing it to be 67%). Or if you're feeling very adventurous, one for each property that causes just the one property to combine like an alloy, leaving the other properties to behave in the non-alloy manner.
Thanks,
-Life Sustainer Karthor
Thanks,
-Life Sustainer Karthor
Re: Idea time! on 08/23/2015 01:45 PM CDT
>>It would be neat if there were a reactant that can be added to the smelting process which causes the metals to alloy regardless of percentages. And another one that causes them NOT to alloy regardless of percentages (it just takes the properties of the one with the greatest percentage, rather than needing it to be 67%). Or if you're feeling very adventurous, one for each property that causes just the one property to combine like an alloy, leaving the other properties to behave in the non-alloy manner.
While this is an awesome idea, presented like this, it would mean you could craft any weapon with tyrium status from 3 volumes of it by mixing tons of metal together.
Re: Idea time! on 09/03/2015 07:14 PM CDT
I would suggest combining the tool stuff into one or two techs, or a small 123 branch.
Now for poisons I'd expand each tree a bit more to include the effect of the poison.
(Vit/attunement/fatigue poison, debuff poison (strong/short duration + weak/long duration)etc
I would also consider a branch for the skill to augment/enable the applying of poison to your weapons, (similar to the repair branches in forging) as that will be one of the primary uses for the average user I think.
Now for poisons I'd expand each tree a bit more to include the effect of the poison.
(Vit/attunement/fatigue poison, debuff poison (strong/short duration + weak/long duration)etc
I would also consider a branch for the skill to augment/enable the applying of poison to your weapons, (similar to the repair branches in forging) as that will be one of the primary uses for the average user I think.
Re: Idea time! on 09/05/2015 04:05 PM CDT
There'd be real serious issues regarding intended balance were they to allow one metal's stat x to combine - even randomly - with another metal's stat y. With something like that, people would starting throwing high-carbon, covellite, oravir, and lead together in a crucible and throw away anything that had had stats other than 90 hardness, 80 workability, 80 durability, 85 thermal and 95 electrical.
Not to mention crafting materials are likely not set up to allow such a thing.
Taking stock of its defensive abilities, and attacking with a book of apprentice carving instructions, you are certain that the dire bear is a truly skilled opponent.
Not to mention crafting materials are likely not set up to allow such a thing.
Taking stock of its defensive abilities, and attacking with a book of apprentice carving instructions, you are certain that the dire bear is a truly skilled opponent.