Posted February 5, 2017 I have watched people launch tools out of catapults and other silly things, just to do damage and wear down the quality. How about a more controlled and less wogically silly method of damaging and reducing QL (via repair) Mineral Acid (liquid). Activate mineral acid then use mineral acid on an item. Consumes an amount of mineral acid equal to the weight of the item it is used on. Does damage equal to the QL of the mineral acid. Making Mineral Acid Use grindstone on slate shard (20kg) to make coarse black rock powder (1kg). Milling Skill. Use grindstone on rock shard (20kg) to make coarse grey rock powder (1kg). Milling Skill. Use grindstone on marble shard (20kg) to make coarse white rock powder (1kg). Milling Skill. Use mortar and pestle on coarse black rock powder (1kg) to make fine black rock powder (1kg). Milling Skill. Use mortar and pestle on coarse grey rock powder (1kg) to make fine grey rock powder (1kg). Milling Skill. Use mortar and pestle on coarse white rock powder (1kg) to make fine white rock powder (1kg). Milling Skill. Combine equal amounts of fine black, grey and white rock powder with water (100% of solids) and place in a still. Makes an equal weight of mineral acid. Alchemy skill. Real historical mineral acid required a variety of materials, but they don't exist in Wurm so this requires no new mineral veins. So cut down on artwork the rock powders can simply be black, grey and white spice dishes, like this one. Share this post Link to post Share on other sites
Posted February 5, 2017 That's an interesting approach to one of the weird aspect of wurm. We can currently use lava (with the risk of forgetting the item and loosing it). Sunder and mend with the requirement of priest. Catapults or mauling... as long as you know what you are doing and are able to find your item again. Or just wait forever for the decay to do its job (same risk as lava). Trading off some random parameters for a skill is interesting, even more since said skill will be able to actually do something closer to alchemy than healing covers or dye mixing. Obvious +1 to add a creative way to set that tool QL for the good grind or turn that pesky <insert random piece of equipement> rare+. Share this post Link to post Share on other sites
Posted February 5, 2017 +1 I think this in an excellent idea! Share this post Link to post Share on other sites
Posted February 5, 2017 I like it. One of the more original ideas I've seen in quite some time. Share this post Link to post Share on other sites