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Chemistry with Alchemy? (Mutated Potions Idea)

Discussion in 'UO Botany and Nutrition' started by Latobian, Jan 18, 2009.

  1. Latobian

    Latobian Certifiable
    Stratics Veteran

    Apr 30, 2004
    Likes Received:
    I haven't thought of all the specifics for this idea but I've been drafting a rough outline and here it is! Any feedback or constructive criticisms will be appreciated. Thanks!

    Chemistry - Creating Mutated Potions
    (Add-on skill for GM Alchemists)

    'Mutated' kegs are concotions of existing potions within the world. Mutated kegs can be created by adding smaller portions of a potion to a larger base (base potion is 51-95% of the keg, mixed with smaller amount of one or more potions to fill it).

    Example; Base is 75% invisibility potions mixed with 25% strength to give a chance (percentage) of making a mutant concotion that will allow the user to become invisible and resist passive or active detection by 5 seconds (the strength part).

    Example; Base 75% deadly poison mixed with 15% parasitic poison and 10% greater conflaguration. If mutated, keg will produce throwable poison pots that create a 5x5 tile of deadly poison fields with parasitic mites that bite and poison the flesh.

    * All mutant kegs have a small percentage of being created, just as with mutant plants.

    Things to consider;
    - Should the keg 'ferment' for 24 hours before it's ready to use and it's possible mutation is revealed?
    - If certain mixes aren't compatible, the keg should explode causing damage to the alchemist.
    - What will happen to kegs that do not mutate? Will they become their primary base? (First example, that keg if not mutated will become an invisiblity keg.)
    - Will mixes be accidently revealed via trial and error or will there be a recipe book of sorts to guide the alchemist to creating a possible mutant keg?

    This is the furthest I've gotten trying to trouble shoot and plan. Was a spur of the moment idea while making kegs this morning. :p