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Alchemy

Discussion in 'UHall' started by Zyon Rockler, Jul 21, 2011.

  1. Zyon Rockler

    Zyon Rockler Guest

    Maybe they could change alchemy to lessen the affects of potions, more so for people who do not have alchemy or possibly create potions that could only be used by alchemists.

    An alchemist book of some type that might allow the alchemist types of potion spells.

    The ability to pour the liquid over things, like a lock or to remove a magic wall.

    Resistance buffers or even types of magics could have their affects reduced. Like drinking a potion of poison resistance could block poison or throw a potion of poisonous gas to poison your enemies.

    So, possibly a book of icons where you could master different potions.
     
  2. Violence

    Violence Lore Keeper
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    Potions only for Alchemists? As long as we don't HAVE to have Alchemy on a Poisoner/Melee to use any Poison, I like this.

    Potion.. Spells? Potion Spells? I can't say this looks nice.. Nah.

    Ability to pour Potions? Just DClick and Target. It's there. We would simply need variety in Potions.

    NO MORE POISON BASHING. NO. :stretcher: Other Resistances, depends. You'll have to elaborate. Poisonous Gas Potion? Too much Diablo 2?.. We have Fuykia and Shuriken, Serpent Arrows, Infect, Poison and Poison Strike. Why invest on 100 Alch and 100 Poison to throw a GAS POT..? Elaborate.
     
  3. Hunters' Moon

    Hunters' Moon Grand Inquisitor
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    I personally would like to see the explosion potion expanded to all elements.For example,a "cold" explosion potion would deal damage to cold.Add a required mat to the pre-exsisting potion.
     
  4. kRUXCg7

    kRUXCg7 Sage

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    No. An alchemist is an alchemist is an alchemist. And should stay an alchemist. Please don't add alchemists' spells or songs or instruments or melee weapons. And please no tamers' potions :stir: :bdh:either.

    Oh wait, no, I am terribly wrong, tamers' potions would be great. Should require a GM chef with an exceptionally crafted meat mincer to brew your own unicorn, kirin and skree potions...

    You, sir, are a genius! :drama:

    Let's stick together :grouphug: and discuss the possible effects of pet potions, any ideas? Maybe this is the long sought-after option to power up unloved pets. So you think your skree is not strong enough? Feed it a bottle of a highland boura and it will add 500 hit points for 60 minutes. We could finally get some diversity in the world of pets! If a strengthened skree needs 5 control slots like a Greater Dragon, then be it so.
     
  5. icm420

    icm420 Seasoned Veteran
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    You should have to have alchemy to chug potions I think. The double potion weight makes it very hard to actually use this skill on a decent pvp template. I guess you could have a blue beetle follow you around packed full of purple potions but realistically you can't carry enough potions to justify using alchemy in pvp. You are specialized in using potions so you should get an extra bonus, the 30% ep is nice but it doesn't make up for it. As for offensive potions I love the idea but they have enough stuff to FIX before they go throwing in new stuff that will be broken. I want to see cure potions scaled better if you have alchemy, same with fear essences and shatter potions. It would be nice to take the double potion weight stuff off the alchemist. I just don't get it tho seriously you are specialized in using potions.. why are you penalized for it? It's like being 120 mage and failing res.. whats the point? The explode potions blowing up in your face was dumb and they fixed it which was nice, but the double weight is dumb.

    But as for alchemist spells.. nah it's all about potions not spells.. it's just currently you are penalized for using alchemy since you can't move if you load up on potions. Different offensive potions would be awesome but no spells.
     
  6. 5% Luck

    5% Luck Guest

    How about just expanding on the glassblowing aspect of alchemy? Maybe a runic blowpipe? Glass armor? more?
     
  7. virtualhabitat

    virtualhabitat Lore Keeper
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    icm's comment gave me an idea. With GM alchemy you get a weight reduction bonus (for carrying full potions only).

    Or maybe a potion decanter with 30% weight reduction (like the quiver of infinity) for anyone to carry. It could hold, say, 20 or so potions.

    I'd personally like to see different strengths of acid potions to use in place of lock picking.

    How about a Luck potion?
     
  8. Viper09

    Viper09 Grand Poobah
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    I want to blow up a full keg of greater explosion potions...
     
  9. sablestorm

    sablestorm Certifiable
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    Yes! Make it be like the blasts the Crimson Dragons had! :)
     
  10. kRUXCg7

    kRUXCg7 Sage

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    Let me put your Crimson Dragon through my meat mincer! :stir:
     
  11. Zyon Rockler

    Zyon Rockler Guest

    Spell sets for potions would basically be a way to do an action by using an icon with a potion or substance.

    Imagine alchemy, for example, being the only skill that your character is going to have. So, you could isolate the ideas or turn all of the different spells, for example and use them through alchemy.

    An example: Drink a potion could equal incognito or change form.

    Another example: An action, like imagine your character is able to pour the potion onto something for an affect. So, we could just add to that by clicking the potion and then targeting the object.

    But there also could be different ways of pouring the potion. For example: A circle of fire or a wall of fire.

    It might sound redundant to use the same things over when you already have them in other groups but it would actually give you more in my opinion and allow for a wider range of different possibilities.

    Another thing to consider, is allowing the skill to go above 100 and scale the power of the potion by base level for 0 scale to 120% increase, plus allow bonus to stack which would create a very powerful, diverse skill.

    If it was done right, it could be similar to being in Ninja Form, where if you're using a potion, you're not able to do anything else until that action is complete. For example: alchemy only potions.

    Like, creating a character who would use potions only to heal and to combat, who would be powerful like a mage but possibly able to summon or even turn himself into a type of weapon, like a dexxer.

    So, if you began to mix, for example, poison and alchemy, poison being the skill that would simply modify any type of poison potion. When you think about that, you wonder why they couldn't just add a group for each. For example: We have poisoning because we look at it as being an action. So, why not look at all of the other resistances as being actions.

    For example: Physical being on the top of the list could be similar to poison but it would deal in physical properties. So, you could have a basic resistance to physical attacks, a higher cap to your physical resistance, possibly a damage modifier for physically attacking someone. So, then any of these could give a bonus to alchemy if the potion dealt with the physical hit, for example, just like poison would increase the affect.

    As far as the main attack for an alchemist most of us probably look at the explode potion but imagine our affectiveness if first the explosion potion was more powerful. I remember playing this game where the bombers threw potions and the people would just blow up into pieces. So, you could set 2 of these guys on the hill and just blow up armies, their weakness was, they couldn't move as long as they had the bombs set.

    But imagine other techniques like freezing a large group of people or dowsing a large group of people with gasoline, making them vulnerable to fire. So, basically you would just need to ignite the people then with fire wall or fire ball and then the whole group would ignite into flames.

    But I think if you really looked at adding a system like that, you would add some type of icons and possibly even certain requirements, such as having 2 types of potions to create 1 or throwing 2 different types of potions for a unique affect.

    You could definately add or tie into glass blowing and taming. I think alchemy would probably reach into any skill.
     
  12. Barok

    Barok Grand Inquisitor
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    Potion kegs already give you a weight reduction. A full potion keg (100 potions) weighs 100 stones, instead of 200 stones for 200 potions. That's 50%.
     
  13. georox

    georox Sage
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    If alchemists get something special, why not make armor/weapons only blacksmiths can wear, special items for tailors, etc...

    Isn't the ability to produce goods enough? That's the bonus you get from alchemy, you can make potions.
     
  14. Viper09

    Viper09 Grand Poobah
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    You mean the old short list of potions that really hasn't changed in all the years minus a few poisons and conflag while blacksmiths, tailors, etc will occasionally get new items added to their list of items to make?

    Alchemy has always had a short list of what they can make. And no, don't count the lesser potions, no one really uses lesser heal pots, lesser cure, lesser agility, etc.
     
  15. georox

    georox Sage
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    But, alchemy has a constant demand. Potions get consumed at a decent pace, whereas armor/weapons tend to get made once, imbued and done. Having them add stuff to professions to make it have a bonus will just make people need to change templates because of the new features, or cause every other profession to demand equality. Alchemy at least has stability, potions are always being consumed.
     
  16. Viper09

    Viper09 Grand Poobah
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    True, but a bit more of variety would be really nice. Something more than the same consumables that have been there for nearly the entire time this game has been created. Exceptions for the few new poisons and the conflags of course.
     
  17. Zyon Rockler

    Zyon Rockler Guest

    That's an interesting question. There are a few points to that. The first point, I think, is that every element of creation could possibly be tied into alchemy.

    Alchemy also has another spectrum. A physical ability to change. So, you have the aspect of snake oil, where something is not really doing what its' supposed to be doing but you believe it to be working and then you have a definite affect, like a nuclear explosion. So, alchemy, chemistry and the elements. So, you're not just going to be able to keep alchemy as being a simple potion that you sell.

    Also, a third point, Mondain was an alchemist. So, this would also be tied into Lore. So, you're going to have to look at it as being not just a craft but more as a way to change or create, even influence.

    You have, for example: Physical, Fire, Cold, Poison and Energy. If we look at these as each being tied into other things, then why not alchemy? I think this is the basic reason why we would want to explore this.

    For example: An explosion potion could be equal to fire damage.

    A freeze potion could be equal to cold damage.

    A poisonous cloud could be equal to poison damage.

    So, you ask youself, Why not alchemy?

    And a side note to the scholars, that I thought was interesting. When you study the human anatomy, in the brain receptors are blocked when people fall in love. What this does is prevent the brain from drawing conclusions or building new ones on what is happening at that second.

    So, basically you have to be an idiot to fall in love but there could be other things happening outside of the body that are chemical reactions. So, this process of creation during reproduction could be based on our outer chemistry more so than what we look at inside of us.

    So, alchemy, I think, should be more than just a potion that you sell and there are other things in UO that I could point out where it seems very fitting to add to alchemy.