Alchemist Rework
Posted: Wed Dec 09, 2009 12:27 am
Mainly there a few things I want out of the alchemy skill in 2.3.x that I DON'T want to have to make an alchemist for.
Or essentially: Alchemists can make exploding potions but need FF for disarming.
Everyone else can't make exploding potions. This got me to thinking: Alchemy should definitely be split up much akin to how Geomancy is today. Brew a potion, making a wand, writing a scroll? These can all be attributed to different skill sets, have far different uses, and could appeal to different interest groups. Scrolls have some of the most basic utilities to all classes and can be VITAL to non-mages for survival, wands are fully offensive (for the most part), potions affect only the self.
So perhaps a split as such...
Alchemy: basic understanding of the underlying structures of things. Locked to alchemist class only. Allows transmutation of the current essences at risk of losing them. Also increases your level for the below skills just like geomancy.
--Potions: A+B=C or A+A=D kind of formula for most potions mixing. (You've learned how to distill 2 light wounds into a critical wounds!). Advanced levels may allow essences into straight potions.
--Staves/Wands/Rods: You can store your magic for later use. Only store spells you can create or perhaps cast using a scroll? Drains your mana. Higher levels of this skill enable a higher CASTING level for the staff/wand/rod. Your weak mana flow is amplified by the powerful wand!
--Scrolls: Saves a one time usage of spells you can cast. You can create copies of scrolls you already have. Higher levels enable you to cast spells you can't cast. I can't solve the quadratic equation in my head, but a little paper might be all I need...
--Amulets/Rings: GEMS. You can store mighty energy in precious gems.
so on so forth. Perhaps fighter classes could have access to potions or so on so forth to avoid the neccesity of things like scumming erebor and helcaraxe? IMHO these just slow down midlevels decrease enjoyment and encourage boredom kills for filling out a kit- and keeping it stocked. Going back to helcaraxe for healing potions when your in angband is sad... going back to go to the void? Sadder.
Or essentially: Alchemists can make exploding potions but need FF for disarming.
Everyone else can't make exploding potions. This got me to thinking: Alchemy should definitely be split up much akin to how Geomancy is today. Brew a potion, making a wand, writing a scroll? These can all be attributed to different skill sets, have far different uses, and could appeal to different interest groups. Scrolls have some of the most basic utilities to all classes and can be VITAL to non-mages for survival, wands are fully offensive (for the most part), potions affect only the self.
So perhaps a split as such...
Alchemy: basic understanding of the underlying structures of things. Locked to alchemist class only. Allows transmutation of the current essences at risk of losing them. Also increases your level for the below skills just like geomancy.
--Potions: A+B=C or A+A=D kind of formula for most potions mixing. (You've learned how to distill 2 light wounds into a critical wounds!). Advanced levels may allow essences into straight potions.
--Staves/Wands/Rods: You can store your magic for later use. Only store spells you can create or perhaps cast using a scroll? Drains your mana. Higher levels of this skill enable a higher CASTING level for the staff/wand/rod. Your weak mana flow is amplified by the powerful wand!
--Scrolls: Saves a one time usage of spells you can cast. You can create copies of scrolls you already have. Higher levels enable you to cast spells you can't cast. I can't solve the quadratic equation in my head, but a little paper might be all I need...
--Amulets/Rings: GEMS. You can store mighty energy in precious gems.
so on so forth. Perhaps fighter classes could have access to potions or so on so forth to avoid the neccesity of things like scumming erebor and helcaraxe? IMHO these just slow down midlevels decrease enjoyment and encourage boredom kills for filling out a kit- and keeping it stocked. Going back to helcaraxe for healing potions when your in angband is sad... going back to go to the void? Sadder.