Unknown2005-04-16 23:40:09
I say that Alchemy should frission into two different skillsets at Master- Liquid and Physical alchemy.
Liquid is what we have currently.
Physical deals with explosions and other offensive effects.
Explosive potions destroy vials, pressurizing knocks 2 months off the vial. Acid takes 5 months off the vial.
Flash: Blinds the room when thrown on ground
Glob: Acts like Aeon, must be POURED on player. Takes balance as the player must wait for the glob
to fall out of the vial
Pressurize: Pressurize a potion so that it can be sprayed at people. (This can be offensive AND healing- pressurize a healing potion and spray it at an ally to heal them a lot, or spray glob at an enemy to Aeon them)
Acid: Smear on a weapon to deal acid damage to opponents, burns away venoms on weapon and takes 5 months off of the decay time. Can be bottled and poured.
Grease: Must be pressurized. Spray this on the ground to make people slip, or spray it on an opponent to make them periodically unwield their weaponry (dropping it because it is too greasy to hold).
Stone: When sprayed in a direction, forms a thin but incredibly strong wall. (stonewall) When poured on ground, provides a single-hit protection against digging. When sprayed in the air, forces flyers to land (no damage or concussion, but the stone weights them down and they must land.)
Hellfire: Basically, a goopy form of lamp oil. Spray on ground or player, then the next time fire (or a sparkstone) is used in the room, the room or player lights on fire. Extremely hard to put out. Damages plants. If pressurized and dropped, the next time someone uses a fire-based ability in the room, the vial explodes, lighting everyone on fire and dealing physical cutting damage (shards of vial).
Brimstone: (Solid block) Named after its geological counterpart, brimstone is an alchemic compound that creates clouds of noxious vapours in the air when water is poured on it. Gives vapors and nausea.
Sparkstone: When thrown, deals a small amount of electrical damage. When dropped in water, water becomes electified for a one-room radius around the player. Used to ignite hellfire or set off explosives.
Glue: Coating an object with this makes it impossible to drop- ideal for anti-theft. Entangles a player when it is poured on them.
Everice: A block of ice that freezes water when dropped, temporarily defusing aquamancer demesnes. (3 secs)
Rot: When poured on the ground, this potion temporarily defuses forestal demesnes. (3 secs)
Sponge: This potion turns stone rubbery and soft, temporarily defusing earth demesnes. (3 secs)
Explosives: Fill a vial with explosives. Ignite with fire or sparkstone. (You can drop this or throw it in water if you have dropped a sparkstone in the area, and it will go off.) Blows people out of the room in random directions, can put people in trees.
Cocoon: When poured on the ground, this encases the player in a solid block of stone-like materials. Lasts for four hits of swords or two of magic. Works like Serpent, except the player can sip potions and cure. Attacking is not possible.
----
That would be really really fun to have.
And the demesne-inhibiting thing is useful- face it, it's pretty annoying when you walk through a place that's demesned against you while the mage who cast it is boozing it up with his friends in the local tavern.
Post comments!
Liquid is what we have currently.
Physical deals with explosions and other offensive effects.
Explosive potions destroy vials, pressurizing knocks 2 months off the vial. Acid takes 5 months off the vial.
Flash: Blinds the room when thrown on ground
Glob: Acts like Aeon, must be POURED on player. Takes balance as the player must wait for the glob
to fall out of the vial
Pressurize: Pressurize a potion so that it can be sprayed at people. (This can be offensive AND healing- pressurize a healing potion and spray it at an ally to heal them a lot, or spray glob at an enemy to Aeon them)
Acid: Smear on a weapon to deal acid damage to opponents, burns away venoms on weapon and takes 5 months off of the decay time. Can be bottled and poured.
Grease: Must be pressurized. Spray this on the ground to make people slip, or spray it on an opponent to make them periodically unwield their weaponry (dropping it because it is too greasy to hold).
Stone: When sprayed in a direction, forms a thin but incredibly strong wall. (stonewall) When poured on ground, provides a single-hit protection against digging. When sprayed in the air, forces flyers to land (no damage or concussion, but the stone weights them down and they must land.)
Hellfire: Basically, a goopy form of lamp oil. Spray on ground or player, then the next time fire (or a sparkstone) is used in the room, the room or player lights on fire. Extremely hard to put out. Damages plants. If pressurized and dropped, the next time someone uses a fire-based ability in the room, the vial explodes, lighting everyone on fire and dealing physical cutting damage (shards of vial).
Brimstone: (Solid block) Named after its geological counterpart, brimstone is an alchemic compound that creates clouds of noxious vapours in the air when water is poured on it. Gives vapors and nausea.
Sparkstone: When thrown, deals a small amount of electrical damage. When dropped in water, water becomes electified for a one-room radius around the player. Used to ignite hellfire or set off explosives.
Glue: Coating an object with this makes it impossible to drop- ideal for anti-theft. Entangles a player when it is poured on them.
Everice: A block of ice that freezes water when dropped, temporarily defusing aquamancer demesnes. (3 secs)
Rot: When poured on the ground, this potion temporarily defuses forestal demesnes. (3 secs)
Sponge: This potion turns stone rubbery and soft, temporarily defusing earth demesnes. (3 secs)
Explosives: Fill a vial with explosives. Ignite with fire or sparkstone. (You can drop this or throw it in water if you have dropped a sparkstone in the area, and it will go off.) Blows people out of the room in random directions, can put people in trees.
Cocoon: When poured on the ground, this encases the player in a solid block of stone-like materials. Lasts for four hits of swords or two of magic. Works like Serpent, except the player can sip potions and cure. Attacking is not possible.
----
That would be really really fun to have.
And the demesne-inhibiting thing is useful- face it, it's pretty annoying when you walk through a place that's demesned against you while the mage who cast it is boozing it up with his friends in the local tavern.
Post comments!
Shiri2005-04-16 23:44:53
That's A) A little overpowered, 2) A bit dodgy for a Commune only skill, and C)Not really a tradeskill thing. You've done better. :/
Unknown2005-04-16 23:48:20
Forgot about the commune-only thing... but I thought Glomdoring was going to get Alchemy too?
well, it was a fun idea anyways. I just want to see explosives and stuff implimented. Blades and swords get boring after a while. (Swing! Swing! Swing! Swing! Swing! Swing! You have slain a rat. Swing! Swing! ... etc. It'd be cool if the attack varied a bit, or if they let us use player-battle syntaxes (hack up, hack down, etc) on foes. And if they parried, too. Make it a bit more INTERESTING to bash!
well, it was a fun idea anyways. I just want to see explosives and stuff implimented. Blades and swords get boring after a while. (Swing! Swing! Swing! Swing! Swing! Swing! You have slain a rat. Swing! Swing! ... etc. It'd be cool if the attack varied a bit, or if they let us use player-battle syntaxes (hack up, hack down, etc) on foes. And if they parried, too. Make it a bit more INTERESTING to bash!