Author | Alchemy |
Alchemy could offer new possiblities and fun experiences
Lets make an Alchemy guild
The membership into guild could be obtained through quests, that you could do after reaching a certain combat level (ie: level 5 so that you could use it to prepare stocks of ressources you'll use for other skills when you reach level 6).
by example those quests are tasks you do for the Alchemists guild like collecting reagents/catalysts in dangerous areas or even puzzles to solve to add diversity or a random mix.
Each quest/task completed gives 1 point besides exp/skills.
From guild level 0 to level 1 you need to obtain 50 points.
Then you become entitled Alchemist.
Then you can convert some low level ressources into other low level ressources with a required minimal ammount which could be consequent at the beginning.
Each ressource convertion (done in the alchemist building casttle extention like blackmsith) could give 0.1 or even 0.01 point while doing quests would give 1 full point.
Another way of limiting alchemy (or avoid too fast leveling or causing too big impact on the rest) would be requireing catalysts to do alchemy or just for high level alchemy.
Another way would be a success rate proportional with alchemist level and quantity of ressources used more ressources more success rate. Some recipes could be unknown too requireing experimenting to find them. Failure could result in random ressource or low grade item created. It would be fun if also junk could be converted (example failed attempts create junk items, but you can obtain 1 ressource combining 10 junk items).
Those catalysts being obtained through the alchemists quests.
When progressing to higher levels of alchemy more possiblities would be added like converting high grade ressources (ie sulfur) into low level (ie ore)
then lots of low ressources into high ressource,
then the ratios could become more interesting for making profit and finally in last levels creating potions from ressources like mana tube and life fluids.
Besides adding more possiblilites and fun it would help heroes to get what they need especially if the Empire still suffers from shortages of ressources.
It would help to increase the demand in all kind of ressources, more equally when the convertion models are good.
Later Alchemy could be used to make other kinds of potions when they are introduced into the game, some of those potions become available in fights (example: antipoison potions, potions of cancellation that restores initial stats like attack defence initiative moral luck but not hitpoints and mana and removes all status). Alchemy would be a very useful skill as many convenient potions could be added, by example: potion of speed level 1 halves travel speed for a day, basic potions of teleportation level 6 minimum, teleports where you want in map instantly but there is a failure rate, could teleport into random other place that could be dangerous like directly into a thief ambush.
Off course lots of ressources reagents and rare catalysts could be required. Some recipes could require ressources from other guilds like those from mercenary guild or even indecent ammount of gold or optionally very few diamonds instead. |
sounds good, but maybe at another level then 5
at 5 you get mercernaries guild and new units, and magic
and before 5 its pretty quiet...
So maybe level 3 or 4 or something
But i really like the idea, it sounds good !! |
Ok maybe sooner also some of you might ask for some more details for convertion rate
It could be
value ratio * alchemy skill * quantity
value ratio = source item value/ desired item value
exemples of values according to current demand / offer statistics
value
wood 1
ore 1
sulphur 1
gem 2
crystal 2
mercury 4
magic powder 128 (<- could be used in extra recipes)
nickel 32
steel 64
mana tube 16
Example
I have wood, I want mercury
then the ratio is 1 for wood / 4 for mercury
then the value ratio is 0.25
If I have alchemy skill level 1 and try converting 100 wood into mercury
then value ratio 0.25 * alchemy skill 1 * quantity 100 = 0.25 * 100 = 25
According to the final alchemy rules if we have a 100% succes rate,
we could say we would obtain 25 mercury from 100 wood.
If we got difficult rules for alchemy it could be % of succes rate.
but if we needed waste 100 wood and get 25% chances for 1 mercury most would give up...
So 25% to get 25 mercury people would like better.
And you could halve the desired amount to increase the succes rate
So 50% for 12 mercury or 100% for 6.
But look when you reach alchemy level 4 it would be 100% chances of getting 25 mercury from 100 wood or ores or 50% of 50 mercury from same amount or 25% chances of 100 mercury from 100 wood/ores with the costs of risking 75% chances to fail and get junk instead.
Above 100% succes rate = extra ressource obtained.
A level 8 alchemist with 100 wood-> 0.25 * 8 *100 = 200% chances for 25 mercury
= Alchemist level 8 has 100% chances for getting 50 mercury out of 100 wood
Can try 50% chances of getting same amount and 25% chances of getting double but mostly will fail in 75% of the cases and get junk.
Each attempt gives alchemist skill exp failed or not. |
(oops sorry nickel and steel are too high in my example i'd say value 8 for both and 16 for magic powder) |
and value 8 for mana tube but could need catalysts obtained from quests.
Some might say but its stupid i just have to fail n time using only 1 ressource to be pro alchemist! About intant leveling imagine that you just keep failing with using 1 ressource, ressources arent free. their cost is a potential hinderance into reaching so quickly high alch level.
Lets consider that example of levlin scheme :
Level 0->Level 1 50 exp (50 quests) cant yet convert
Level 1->Level 2 100 exp total 1 per quest 0.01 per conversion
100 conversions just add up like 1 quest so even if you use cheapest ressource *1 it costs almost 20,000 for 1 point people would do quests
and use conversion only when needed rather than waste 20,000
(unless they too wealthy)
Level 2->Level3 200
Level 3->Level4 300
Level 4->Level5 400
Level 5->Level6 500
Level 6->Level7 600
Level 7->Level8 700 <-one would have to waste 14 millions roughly
if wanted to instant level just converting 1 ressource 70,000 times.
Level 8->Level9 900
Level 9->Level10 1100 etc+200 skill per level
In the pros reasons for this suggestion unlucky poeple at gambling roullete would find another way to make gold, they would have to work alot for getting decent profit from it, but it would be safer than lottery in the end.
The progress that their efforts bought is saved with skill points and alchemist levels unlike roulette where you are likely to lose big at any moment. They dont have to wait to reach good alchemist level to benefit from it though because they can sell reagents / catalysts they acquire from doing alchemists quests. |
Hi, this sounds grate, i would like it.
Anyway for example upgrades or miniarts cost a lots of resources and economy lifecycles show that sometimes there is a huge demand in each resource.... this alchemy could boost economy aswell, while u could earn on it.
Furthermore gold earned at hunts and work must be decided to spent on artifacts or hunting licence, while huge saving is needed for any upgrade or economical speculations. |
really nice idea
maybe we can have potions that increase our parameters temp. |
i would like it:)
and for example ppl can get after certain lvl of it get magic skills like knowlege or power it help magic chars |
but a certain limit per lvl |
really nice idea
maybe we can have potions that increase our parameters temp.
unfair to others. But everything else is good |
unfair to others. But everything else is good
and its also unfair that one is using enchanted art and another is not |