Post:More Alchemy Thoughts - 06/09/2013 - 15:59

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Re: More Alchemy Thoughts · on 06/09/2013 03:59 PM CDT 3706
Yeah...

Potency is the curative potential. It is reduced for healing multiple wounds and each time the remedy pulses (same as it works now).

Efficacy divided by 10 is how many pulses you get out of a remedy. So an Efficacy of 60 is 6 pulses. Efficacy is also rolled against to determine by how much your potency decreases each pulse.

Solubility is how quickly the remedy pulses.

Toxicity accumulates in your body and will be visible when doing a HEALTH command. I am planning on 8 stages of toxic effects, each with stacking penalties. Storebought herbs would hit the first level after eating your fourth herb. Right now we are looking at..

1 - Penalty to all stats
2 - Penalty to fatigue
3 - Penalty to max vitality
4 - Round time penalty to combat
5 - Encumberance penalty
6 - Offensive penalty
7 - Defensive penalty
8 - Unbalancing nausea, stuns, falling down, unconsciousness

Every so often a portion of the toxicity will flush itself out of your system. There may also be uncommon/rare remedies that counter the toxicity in exchange for vitality/stamina.

The idea here is it will always be better to use an empath, but you can live off-the-grid so to speak. You just might need to time things so you avoid the crippling penalties while in combat.

Eventually "toxicity" will be something Empaths can cure, but that is waiting on other improvements to healing that are in development.

This message was originally posted in Lore \ General Discussions - Lore, by DR-KODIUS on the play.net forums.