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Found 2 results

  1. With so many herbs and animal byproducts in the game I am rather surprised by the lack of "alchemy" in wurm. This has been brought up in the past but I would like to start anew with combined suggestions from myself and other players on how to bring a feature like alchemy to wurm. Here are a few of my thoughts: Firstly, creating glass (vials, bottles, alembics, and severely off-topic: window panes). Another often suggested feature.Potions could vary from curing player diseases (which could afford to be much more in-depth and dangerous), dousing healing covers/bandages to increase potency, enhanced vision in the dark, and other types of medicines (Or perhaps poisons!) *-*-* This is obviously a very sensitive subject as many potions could affect PvP so please discuss with civility.I am a little hesitant on poisons because I'm not really into the PvP scene but if ~I~ had a say in it, Poisons would act more like a long-term (supposing one survived the fight) debuff in which stats/stam were affected and, depending on the QL/skill of the alchemist that made it, would have to have an antidote prepared by a similarly skilled alchemist; Or deal with it until it dissipates (duration would also depend on skill/QL). Of course if it's long term that means poisons would be pretty useless in PvE. -- My reasoning for the long term is that if poisons were instant/short term damaging then it would become cookie-cutter and that's just bleh. -- Poisons as well as Potions both would have some affect on PvP but it is worth discussing.The ability to turn a single 1kg or less lump into another type of common metal (no glimmer/adama) and keeping it's current quality with either a high failure rate, some sort of cooldown, or tools taking increased damage than usual. Failure to transmute could lower lump QL or lose some of it's weight. While gold holds much less value in wurm than in, say, real life I'm a little lost on how to advance the transmuting in terms of skill. I find it silly to instantly start off transmuting tin to gold, or the classic lead to gold as an upstart alchemist but I also would like for it to be useful from time to time. Also a possibility on Transmuting into alloys BUT this is also a little iffy because of the work that otherwise goes into making alloys from scratch.Tools & Methods would include your typical Pestle & Mortar to make powders and pastes (as Klaa suggested) alembics, retorts, beakers and vials. A simple way (to start with) would be to mix ground herbs/etc with water or boiling water; the result would be either an unknown potion (identified by drinking/eatinf or skill via lore) or a refined ingredient used in a later or final stage of creation. Quality of created items could reflect material and/or tool QL or mixed with skill. Quality would affect power and/or duration. Powder OR paste activated - water rightclicked -> alchemy -> mix. Final outcome dependant on specific herb or animal part mixed. EDIT: Went a bit more in depth as I'm no longer typing from a phone. I'll be back with more, thanks! What are your opinions on alchemy in Wurm? Alchemy doesn't have to be all potions and poisons. We have a world of lesser used materials at our disposal, let's put em to use.
  2. Id really like to see more added to Alchemy options added. Things that could be added are 1. Healing potions that heal a small amount of damage 2. Maybe buffs that give you short time bonus to fighting skills or any skills depending on what was used to make the potion or drink. 3. Poisons that could be used to coat weapons and last for one or 2 hits on a creatures. 4. Maybe speed potions they allow you to buff your own speed or your horses speed for a short time maybe per 20 tiles of movement or something just far enough for a pack of creatures to loose agro. 5. Flight a short flying Potion make it more like jump even or slow fall so if you run out of stamina climbing a massive hill you could then drink the potion and not take damage on the way down. Anything added to this skill would be amazing, at this stage just HC's is not enough... It would make for more interesting magical classes too maybe limit it to priests only. I would love to see something like this added cause right now it's lacking big time. P.s Leave your thoughts on good potions and poisons that "could" be added. How would they work? what benefits would they give? what damage would they do? lets get the ball rolling and try get some great additions to the Alchemy skill.