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An idea to make alchemy more interesting


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I thought here and have an interesting idea how to improve alchemy. It is quite strange to be able to change resources without anything, this is not a craft where you simply combine resources into 1 whole.

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Therefore, the logical solution would be to add an Alchemy table with small beakers and such. It will work like a Mad Scientist Lab, meaning we press craft and wait. And the main thing is that we will have a chance for success and failure. If we are lucky, we can get an additional resource, if we are unlucky, we will lose half of the spent resources.
Example:

3 twigs = (1 log and 30% +1 log) or 5% 2 twigs
2 log = (3 twigs and 30% +1 twigs) or 5% 1 twigs

3 rocks = (1 flint and 30% +1 flint) or 5% 2 rocks
2 flint = (1 rocks and 30% +1 rocks) or 5% 1 flint

3 nitre = (1 gold and 30% +1 gold) or 5% 2 nitre
2 gold= (1 nitre and 30% +1 nitre) or 5% 1 gold

gems

2 red = (1 blue and 10% +1 blue) or 10% 1 red
3 gem = (1 new gem and 10% +1 new gem) or 10% 2 gem

other

3 small meat = (1 meat and 20% +1 meat) or 5% 2 small meat
1 meat = (2 small meat and 30% +1 small meat) or 5% 1 small meat

2 bread = (1 wool 30% +1 wool ) or 5% 1 bread
2 wool = (1 bread and 30% +1 bread ) or 5% 1 wool
...

in case of failure, there will be a smoke explosion animation like in the trailer
the gem is quite difficult to obtain, so the risk of failure is slightly higher, and the chance of success is lower

1 hour ago, yourAnty said:

Alchemy is already more interesting than all the other branches though (affinity isn't included)

well, now it's like a normal craft, went in, recrafted all the resources you need and changed the character. And so it makes sense to play for Wilson because this process is not so fast now and there is a chance to get an additional resource or lose it, which gives the effect of a lottery

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