Post:New Alchemy System Live! - 07/21/2013 - 01:58

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Re: New Alchemy System Live! · on 07/21/2013 01:58 AM CDT 1545
Just a bit about the new remedies. I need to add a page to the book explaining this as well...

And because I saw people complaining about it - I intend to add new books that contains multiple books in it. This will likely be a craftable item someplace.

Potency - Magnitude of the healing. Every single point has some impact on the calculation, so there are no hard cutoffs. Potency is reduced when healing multiple wounded areas. Potency also drops every time the remedy pulses.

Efficacy - How long the remedy lasts. Again, every single point has some impact on the calculation, but extended testing will have to be done to reveal this.

Solubility - The amount of time in between pulses.

Toxicity - The extent to which using a remedy increases your systemic toxicity. This will build and eventually cause penalties.

Note - I've kept the penalties off initially, but the messaging/levels will be visible using HEALTH. This will let me balance it without getting everyone killed.

Catalysts - Currently we have several metals and one plant, Seolarn weed, that are catalysts. I do intend to add catalyst mixing soon but for now you can only add a single catalyst to a mix and it will set the potential Tier for the mix.

The value of the Catalyst directly impacts the value of the finished remedy so you won't lose out for work orders.

Catalysts in stone and bone will be coming soon.

2nd level of remedies - You'll notice each type of remedy has a second level. Salve -> Ungent, Ointment -> Poultices, etc. The second level is capable of healing critically wounded (missing) limbs. This is why they are much harder to craft and will eventually require fire to be present in the room while crafting.

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