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[S] New Skill - Hermetic [or] Alchemist / Chemist

Unstructured ideas, requests and suggestions for the development of the game.
DarkSavant13
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Re: New Skill - Hermetic [or] Alchemist / Chemist

Post by DarkSavant13 »

Just had this idea myself as I was playing. Saved and clicked the link to the forums. :P

I propose a skill of Healer first.

Healer lvl 1: 1.25x effectiveness of healing (potions, food, etc.)
lvl 2: 1.50x
lvl 3: 1.75x needs Magic Finder lvl 1 (finding of ingredients for potions :P )
lvl 4: 2.00x

And Alchemist to compliment it...

Alchemist lvl 1: 1.25x effectiveness other magical potions (needs Healing lvl 2)
lvl 2: 1.50x
lvl 3: 1.75x needs Healing lvl 4 and Magic Finder lvl 2
lvl 4: 2.00x

This way, a player can decide whether to work on becoming a full fledged alchemist, which would take a total of 10 SP, and gain a great advantage but be weaker in other areas, become a full healer (5SP), a half healer/alchemist (4SP) or any other combination, without unbalancing the game.

The only way to know if it works is to try it and modify it in an update if it doesn't. Worked as a dev/artist for a pen and paper RPG company. Love this stuff! Lol. :P

DarkSavant13
kerasi
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Re: New Skill - Hermetic [or] Alchemist / Chemist

Post by kerasi »

Personally i would never waste skill points in it. I started a new character and am staying away from regeneration, corpse eater because potions are so cheap and there's nothing else too spend all the gold on I usually buy around a 1000 at a time. I'd rather beef up my characters stats to make things quicker and easier.

This for me is equivalent to the merchant skill.
Lvl: 54, XP: 2828096, Gold: 8478, RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0
HP: 149, AC: 210%, AD: 63-69, AP: 2/12, CC: 0%, CM: -, BC: 31%, DR: 1
Piggy the Slayer
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Re: New Skill - Hermetic [or] Alchemist / Chemist

Post by Piggy the Slayer »

This is a genrally well thought out idea. Personally I'd like to see an alchemist skill that allows you to add a poison effect to shop bought items.

Say level 1: +2 poison damage
2: +4
3: +8 and probably cap it at that. :evil:
Level:145 AC: 428% BC:170% DR:4 AD:78-90 AP:12 HP:750 BSS.
Sarumar
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Re: New Skill - Hermetic [or] Alchemist / Chemist

Post by Sarumar »

Piggy the Slayer wrote:This is a genrally well thought out idea. Personally I'd like to see an alchemist skill that allows you to add a poison effect to shop bought items.

Say level 1: +2 poison damage
2: +4
3: +8 and probably cap it at that. :evil:
+1 Nice idea, but IMO this should be limited time effect and cost excamble poison gland, empty vial and some gold per level of skill to use it.
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
ace
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Re: [S] New Skill - Hermetic [or] Alchemist / Chemist

Post by ace »

I have name for this type of skill "lyophillic" means liquid loving and the name suggests it can only be applied on lquid thingies not on the solid foods
the secrets of shadow and light
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sorrow
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Re: [S] New Skill - Hermetic [or] Alchemist / Chemist

Post by sorrow »

I dad working on a quest that this idea may fit in with Pyro an Doug were helping me with it... of course this was before I fell away

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
Eurase
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Re: [S] New Skill - Hermetic [or] Alchemist / Chemist

Post by Eurase »

May start with simple cooking?
Make a roast beef out of a raw meat. A cooked perch out of a raw one . . .
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