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Torch

Skill Description Prerequisites
Torch Longevity 1  

Torch Longevity

"Torches are replenishable." None
Torches now have all the mechanics of a campfire minus the cooking part on top of normal torch mechanics
Skill Description Prerequisites
Torch Longevity 2  

Torch Longevity II

"Torches  as tough as rock." Torch Longevity I

You can now craft a type of torch that doesn’t break when it runs out of durability.

6 rocks, 2 Cut Grass, and 2 Twigs

Skill Description Prerequisites
Torch Longevity 3 

Torch Longevity III

"Torches with cold, hard, prolonging absorption,." Torch Longevity II
Endothermic versions of the previous two torches that can also be refused by using them to put out fires.
     Endothermic torch: 2 cut grass and one Nitre
 endothermic pit torch: one nitre 2 cut stone one electrical doodad 
         
.
 
Skill Description Prerequisites
Torch Toss 

Torch Toss

"Uses a scientifically formulated trajectory to always land right side up." Unlock at least 3 torch skills
Allows the player to throw a torch on the ground, where it will continue to function as above on top of being able to cook on it now

Alchemy

Skill Description Prerequisites
Transmutation  

Transmutation

"Transform 3 Twigs into a Log.
Transform a Log into 2 Twigs."
None
Twigs ×3  Interface arrow right   Log   Log   Interface arrow right   Twigs ×2
Skill Description Prerequisites
Transmute Ore 1  

Transmute Ore I

"Transform 3 Rocks into a Flint.
Transform 2 Flint into Rocks."
Transmutation
Rocks ×3  Interface arrow right   Flint   Flint ×2  Interface arrow right   Rocks
Skill Description Prerequisites
Transmute Ore 2  

Transmute Ore II

"Transform 3 Nitre into a Gold Nugget.
Transform 2 Gold Nuggets into Nitre."
Transmute Ore I
Nitre ×3  Interface arrow right   Gold Nugget   Gold Nugget ×2  Interface arrow right   Nitre
Skill Description Prerequisites
Transmute Ore 3  

Transmute Ore III

"Transform 2 Cut Stone into Marble.
Transform Marble into Cut Stone.
Transform 2 Marble into Moon Rock."
Transmute Ore II
Cut Stone ×2  Interface arrow right   Marble   Marble   Interface arrow right   Cut Stone   Marble×2  Interface arrow right   Moon Rock
Skill Description Prerequisites
Transmute Gems 1 

Transmute Gems I

"Transform 2 Red Gems into a Blue Gem.
Transform 2 Blue Gems into a Red Gem.
Transform a Blue and Red Gem into a Purple Gem."
Transmutation
Red Gem ×2  Interface arrow right   Blue Gem   Blue Gem ×2  Interface arrow right   Red Gem   Red Gem   Blue Gem   Interface arrow right   Purple Gem
Skill Description Prerequisites
Transmute Gems 2 

Transmute Gems II

"Transform 3 Purple Gems into an Orange Gem
Transform 3 Orange Gems into a Yellow Gem."
Transmute Gems I
Purple Gem ×3  Interface arrow right   Orange Gem   Orange Gem ×3  Interface arrow right   Yellow Gem
Skill Description Prerequisites
Transmute Gems 3 

Transmute Gems III

"Transform 3 Yellow Gems into a Green Gem.
Transform 6 Gems of different colors into an Iridescent Gem."
Transmute Gems II
Yellow Gem ×3  Interface arrow right   Green Gem   Red Gem   Blue Gem   Purple Gem   Orange Gem  Yellow Gem   Green Gem   Interface arrow right   Iridescent Gem
Skill Description Prerequisites
Transmute Icky 1  

Transmute Icky I

"Transform 3 Morsels into a Meat.
Transform a Meat into 2 Morsels."
Transmutation
Morsel ×3  Interface arrow right   Meat   Meat   Interface arrow right   Morsel ×2
Skill Description Prerequisites
Transmute Icky 2 

Transmute Icky II

"Transform 2 Beard Hair into Beefalo Wool.
Transform 2 Beefalo Wool into  steel wool."
Transmute Icky I
Beard Hair ×2  Interface arrow right   Beefalo Wool   Beefalo Wool ×2  Interface arrow right   Beard Hair
Skill Description Prerequisites
Transmute Icky 3 

Transmute Icky III

"Transform 6 Rot into Manure.
Transform 2 Hound's Teeth into a Bone Shards.
Transform 2 Bone Shards into a Hound's Tooth."
Transmute Icky II
Rot ×6  Interface arrow right   Manure   Hound's Tooth ×2  Interface arrow right   Bone Shards   Bone Shards ×2  Interface arrow right   Hound's Tooth
Skill Description Prerequisites
Transmute Ore 1 

Transmute hair-munculus

"Transform a dead mandrake and some beard hair into a hairy little  assistant  with some life force ."

One raw mandrake,two beard hair, and 40 health

Transmutation

Science 

 

Skill Description Prerequisites
Beard Insulation 3  

Inventions

"construct all your inventions from conceptualization." none
All items that are canonically Wilson’s inventions recipes will now be in his survivor item filter
Skill Description Prerequisites
Beard Growth 1 

Anatomy Dissection

"Learn how to more efficiently use health by dissecting creatures." None
 
Healing items that cost health will cost half. (when killed by Wilson, mobs body will stay a little bit before dropping him loot) Use a razor to dissect dead mobs (not insects) for total loot 
Skill Description Prerequisites
Beard Hair Storage  

Plague Doctor
 

"Learn the healing secrets of the constant." none

Craft a wide-brimmed hat with a leather beak mask and red glasses (immune to acid rain and miasma). Recipe: Batilisk Wing x3, Straw Hat x1, Red Gem x1. Lasts 4 min or 10 uses. While worn (sanity -20/min) healing items cures 25% more and crafting healing items will be duplicated (only science filter), reducing its durability by 10% with every duplication.

Skill Description Prerequisites
Beard Insulation 3  

chemistry I

"Synthesize sulfuric acid with  4 rotten eggs, ice and 3 flint (flask)." none
the sulfuric acid, a susbtance into a flask able to throw, causing an explosion (same as gunpowder) / X min. Recipe.  4 Rotten eggs, ice and 3 flint (flask). Can be used to fertilize like guano
Skill Description Prerequisites
Beard Insulation 3  

chemistry II

"Synthesize nitric acid with Nitre, ice and sulfuric acid." chemistry I
the nitric acid, a susbtance into a flask able to throw, causing acid damage (same as acid rain) / X min. Recipe. Nitre, ice and sulfuric acid. Can be used to fertilize like guano.
Skill Description Prerequisites
Beard Insulation 3  

chemistry III

"Synthesize hydrochloric acid with  salt and sulfuric acid." chemistry Y II
the hydrochloric acid. Cause more acid damage when throw (×1.5 acid rain damage / X min). Can also be used 10 times to restore 10% spoilage of food per use. Recipe. salt and sulfuric acid.

 

Beard

Skill Description Prerequisites
Beard Insulation 1  

Beard Insulation I

"Gain high insulation from your beard." None
Increases the thermal insulation of Wilson's beard by 30% By putting a  beefalo  wool in your beard(if shaven drops two extra beard hairs)
Skill Description Prerequisites
Beard Insulation 2  

Beard Insulation II

"Gain higher insulation from your beard." Beard Insulation I
Increases Wilson's beard's thermal(or endothermal depending on the best use of it during a particular season) insulation to a total of 60% By putting a fur tuft in your beard(if shaven, it has a 60% chance of dropping an extra three beard hairs and a 40% chance of dropping the whole tuft instead)(and each respective temperature fish at 10% to their respective temperature value when using the beard hair storage skill)
Skill Description Prerequisites
Beard Insulation 3  

Beard Insulation III

"Gain highest insulation from your beard." Beard Insulation II
Increases Wilson's beard's thermal(or endothermal depending on the best use of it during a particular season) insulation to a total of 90% By putting a  thick fur in your beard(if shaven, it  drops 30 fur tufts)(and each respective temperature fish at 10% to their respective temperature value when using the beard hair storage skill)
Skill Description Prerequisites
Beard Growth 1 

Beard Growth I

"Your magnificent beard grows faster  under the right circumstances." None
 
Moving around a lot, sleep at night, and Not eating more than what would fill the hunger bar Accelerates beard growth to 2/5/10 days.
Skill Description Prerequisites
Beard Hair Storage  

Beard Hair Storage

"Stash food in your beard." Unlock at least 3 beard skills

Allows food to be stored in the beard. The number of inventory slots depends on the stage of growth, having one slot per growth stage.

Beard Hair

Armor

"beard as magnificent as steel,." Unlock at least 3 beard skills

Put steel wool in your beard for a built-in armor

Beard Static

"beard electricity” Unlock at least 3 beard skills

Beard Hair shaved from Wilson’s beard  after recently moving around  while it is in the magnificent stage will have an electrical charge. Can refuel (45 s) Miner Hat, Lantern or Table Lamp.any mobs that attack him while his beard is charged or any that he attacks will have electric damage applied to it (25.5 or 42.5)

 


Affinity

Skill Description Prerequisites
Shadow Wrangler 

Shadow Courtier

"The Queen will reward your loyalty with the secrets of Shadow Transmutation."
  • Unlock at least 12 skills
  • Find and defeat the Ancient Fuelweaver
  • Have no lunar affinity

Wilson takes 10% less damage from Shadow Aligned creatures and deals 10% more damage to Lunar Aligned creatures.

The hair-munculus now has red eyes and can manipulate shadows(teleporting like a shadow creature, and having the same shield given by the bone armor)

3 nightmare fuel= pure horror

Pure horror= 2 nightmare fuel
 

Skill Description Prerequisites
Lunar Renegade 

Lunar Innovator

"The Cryptic Founder will reward your curiosity with the secrets of Lunar Transmutation."
  • Unlock at least 12 skills
  • Find and defeat the Celestial Champion
  • Have no shadow affinity

Wilson takes 10% less damage from Lunar Aligned creatures and deals 10% more damage to Shadow Aligned creatures.

The hair-munculus has wider eyes and can control the faces of the moon

3 infused moon shards,= pure brilliance

Pure  brilliance = 2  infused moon shards

Edited by Dr.Webber
  • GL Happy 1
6 hours ago, Dr.Webber said:

You can now craft a type of torch that doesn’t break when it runs out of durability.

 

6 hours ago, Dr.Webber said:
Endothermic versions of the previous two torches that can also be refused by using them to put out fires.

 

6 hours ago, Dr.Webber said:
Allows the player to throw a torch on the ground, where it will continue to function as above on top of being able to cook on it now

Congratulations, you invented Willow's lighter.

  • Haha 1

Here my newest version.

TORCH TREE

  1. Torch Range. Torch increases range of light to 5 units.
  2. Torch Longevity. Torch duplicate its durability. Can use Pine Cone (oil torch) to refuel it (30 s). 
  3. Torch Relay. Torch equipped increases speed by 20% and sanity (2/min). Wilson can share this torch perk by illuminating another character´s torch.
  4. Torch Toss. Wilson can throw a torch on the ground and can use its light as a Broken Pseudosicence Station.

 BEARD TREE

  1. Beard Coat. Beefalo Wool adds 23.3% insulation per coat (max 3). Steel Wool adds 5% defense per coat (max 3). Coats lost by shaving or die.
  2. Beard Growth. Beard growths in 3/6/12 days. Grows faster (2/4/10) with a Beard Tonic. Recipe: Flint x3 [flask], Seeds x3 [oil], Ice x1 (last for 8 days).
  3. Beard Static. Beard Hair into Wilson’s hands has an electrical charge. Can refuel (45 s) Miner Hat, Lantern or Table Lamp. Can craft the Beard Whip (17 damage; 175 uses; range 2). Using by Wilson has an electrical damage (25.5 or 42.5). Beard Hair x9, Electrical Doodad x2, Moleworm x1.
  4. Beard Storage. Allows food and non stackable items to be stored in the beard. Craft the Luxury Comb (20 uses) reset to 0 beard insulation and slows the spoilage (50%) for 6 min. Recipe: Walrus Tusk x1, Blue Gem x1, Flint x1. 

ALCHEMY TREE

Alchemy tree should give to Wilson new ways to refine resources, since applying the law of equivalente exchange isn’t funny. We already have a new “recipes” to obtain Cut Stone, Boards (from twigs) and purple gem. Lets add rope and papyrus.

Perhaps, could add an animation of a Transmutation Circle on the ground (1 tile size until 1 day) when using a transform recipe and make able a bulk transformation.

Recipes transformations can be expanded base on exchange values, so you can use 2 resources with low value to obtain one of higher value; a lower value resource with and a higher value to obtain some resource in between; or one high value resource to obtain one less value.

Here my proposals:

  1.  Nature Transmutation. Twigs < Logs < Charcoal. Ratio 3:1 (reverse ratio 1:2).
  • 2 Boards to 1 Papyrus.
  • 2 Honey to 1 Beeswax.
  • 3 Light Bulb to 1 Rope.

ORE TRANSMUTE BRANCH

2. Ore Transmute I. Rock < Flint< Nitre < Gold < Marble Bean. Ratio 2:1 (reverse ratio 1:1)

3. Ore Transmute II. Cut Stone < Marble < Moon Rock < Moon Shards < Salt. Ratio 2:1 (reverse ratio 1:1).

  • 3 Desert Stone to 1 Thulecite Fragment.

GEM TRANSMUTE BRANCH

2. Gem Transmute I. Red Gem= Blue Gem. 1 Red Gem + 1 Blue Gem = Purple Gem.

3. Gem Transmute II. 3 Purple Gem = Orange Gem >2:1> Yellow Gem >2:1> Green Gem.

  • 6 gem each color to 1 Irisdescent Gem.

ICKY TRANSMUTE BRANCH

2. Icky transmute I. Frog Legs < Morsel < Meat < Koalefant Trunk. Ratio 3:1 (reverse ratio 1:2).

  • Cap < Rot < Mushroom Spores. Ratio 2:1 (reverse ratio 1:1).
  • Egg < Rotten Egg < Guano. Ratio 2:1 (reverse ratio 1:1).

3. Icky transmute II. Mosquito Sack = Spider Gland < Pig Skin < Tentacle Spots < Slurper Pelt. Ratio 3:1 (reverse ratio 1:1).

  • Beefalo Wool < Beard Hair < Fur Tuft < Catcoon Tail < Bunny Puff < Steel Wool. Ratio 2:1 (reverse ratio 1:1).
  • Hound’s Tooth < Bone Shard < Deer Antler < Beefalo Horn < Walrus Tusk <Fossils. Ratio 2:1 (reverse ratio 1:1).

 LOCKED SKILLS (PREREQUISITES: UNLOCK AT LEAST 3 ALCHEMY SKILLS)

4. Life transmutation. Can craft Meat Effigy without a prestihatitator. Telltale Heart giving by Wilson will not cause Black Health.

  • Can craft a Life Elixir to increase 25% health upon default for 8 min (just one at time). Recipe: Yellow Gem x1, Salt x4, Moongleam x1.

 

SCIENCE TREE

  1. Dry Ice. A cold substance reaction into a flask. Recipe: Flint x3, Charcoal x1, Nitre x1. Emits light (2 units), white smoke and cools at -40° for 135 sec.

CHEMISTRY BRANCH

2. Phosphorus experiment. A substance into a flask used to instantly dry meat (5 uses). Recipe: Blue Gem x1, Flint x3, Bone Shards x6.

3. Nitroglycerin. A throwable highly explosive substance into a flask, explodes at hit. Deals 250 damage Recipe: Charcoal x3, Flint x3, Nitre x3.

MEDICAL BRANCH

2. Anatomy Dissection. Healing items that cost health will cost half. Use a razor to dissect caught mobs (not insects) for total loot (duplicate Naughtiness).

3. Plague Doctor. Craft a wide-brimmed hat with a leather beak mask and red glasses (immune to acid rain and miasma). Recipe: Batilisk Wing x3, Straw Hat x1, Red Gem x1. Lasts 4 min or 10 uses. While worn (sanity -20/min) healing items cures 25% more and crafting healing items will be duplicated (only science filter), reducing its durability by 10% with every duplication.

LIGHT BRANCH

2. Luminous efficiency. Lantern, Miner Hat, Table Lamp and Moggles multiply fuel value by 2. Morning Star increases durability to 12 min.

3. Light Spectrum. Morning Star can be refuel using Nightmare Fuel. Can use the Endothermic Fire Pit to create new lights (0° temperature) from some minerals using as fuel.

  • Marble. Emits a green flame for 45s. It is not affected by rain and can’t be extinguish by the Ice Flingomatic.
  • Moon Rock. Emits a silver flame for 15s which produce the effect of Full Moon into the light radius.
  • Moon Shard. Emits a white flame for 7.5s. Keeps aways shadow creatures and emits sanity aura +40/min.
  • Thulecite Fragments. Emits a red flame for 4.5s. Creates a force field that last 4 seconds per each fragment.

 LOCKED SKILLS (PREREQUISITES: UNLOCK AT LEAST 3 SCIENCE SKILLS)

4. Power Station. Can craft a Volt Goat Horn using a Charged Lightning Rod.

 

SHADOW AFFINITY (SEQUENCED TREE)

  1. Shadow Courtier. Current Shadow perks PLUS SOMETHING ELSE BUT NOT SURE YET. I would love to see an Alchemical Golem fuel with Pure Horror or something similar.

LUNAR AFFINITY (SEQUENCED TREE)

  1. Lunar Innovator. Current Lunar perks PLUS SOMETHING ELSE BUT NOT SURE YET. At some moment I thougth on crafting a Moonbeam Blaster, using Infused Moon Shards as fuel.

 

 

 

Edited by MarcoReverie
On 7/4/2025 at 3:10 PM, MarcoReverie said:

Here my newest version.

TORCH TREE

  1. Torch Range. Torch increases range of light to 5 units.
  2. Torch Longevity. Torch duplicate its durability. Can use Pine Cone (oil torch) to refuel it (30 s). 
  3. Torch Relay. Torch equipped increases speed by 20% and sanity (2/min). Wilson can share this torch perk by illuminating another character´s torch.
  4. Torch Toss. Wilson can throw a torch on the ground and can use its light as a Broken Pseudosicence Station.

 BEARD TREE

  1. Beard Coat. Beefalo Wool adds 23.3% insulation per coat (max 3). Steel Wool adds 5% defense per coat (max 3). Coats lost by shaving or die.
  2. Beard Growth. Beard growths in 3/6/12 days. Grows faster (2/4/10) with a Beard Tonic. Recipe: Flint x3 [flask], Seeds x3 [oil], Ice x1 (last for 8 days).
  3. Beard Static. Beard Hair into Wilson’s hands has an electrical charge. Can refuel (45 s) Miner Hat, Lantern or Table Lamp. Can craft the Beard Whip (17 damage; 175 uses; range 2). Using by Wilson has an electrical damage (25.5 or 42.5). Beard Hair x9, Electrical Doodad x2, Moleworm x1.
  4. Beard Storage. Allows food and non stackable items to be stored in the beard. Craft the Luxury Comb (20 uses) reset to 0 beard insulation and slows the spoilage (50%) for 6 min. Recipe: Walrus Tusk x1, Blue Gem x1, Flint x1. 

ALCHEMY TREE

Alchemy tree should give to Wilson new ways to refine resources, since applying the law of equivalente exchange isn’t funny. We already have a new “recipes” to obtain Cut Stone, Boards (from twigs) and purple gem. Lets add rope and papyrus.

Perhaps, could add an animation of a Transmutation Circle on the ground (1 tile size until 1 day) when using a transform recipe and make able a bulk transformation.

Recipes transformations can be expanded base on exchange values, so you can use 2 resources with low value to obtain one of higher value; a lower value resource with and a higher value to obtain some resource in between; or one high value resource to obtain one less value.

Here my proposals:

  1.  Nature Transmutation. Twigs < Logs < Charcoal. Ratio 3:1 (reverse ratio 1:2).
  • 2 Boards to 1 Papyrus.
  • 2 Honey to 1 Beeswax.
  • 3 Light Bulb to 1 Rope.

ORE TRANSMUTE BRANCH

2. Ore Transmute I. Rock < Flint< Nitre < Gold < Marble Bean. Ratio 2:1 (reverse ratio 1:1)

3. Ore Transmute II. Cut Stone < Marble < Moon Rock < Moon Shards < Salt. Ratio 2:1 (reverse ratio 1:1).

  • 3 Desert Stone to 1 Thulecite Fragment.

GEM TRANSMUTE BRANCH

2. Gem Transmute I. Red Gem= Blue Gem. 1 Red Gem + 1 Blue Gem = Purple Gem.

3. Gem Transmute II. 3 Purple Gem = Orange Gem >2:1> Yellow Gem >2:1> Green Gem.

  • 6 gem each color to 1 Irisdescent Gem.

ICKY TRANSMUTE BRANCH

2. Icky transmute I. Frog Legs < Morsel < Meat < Koalefant Trunk. Ratio 3:1 (reverse ratio 1:2).

  • Cap < Rot < Mushroom Spores. Ratio 2:1 (reverse ratio 1:1).
  • Egg < Rotten Egg < Guano. Ratio 2:1 (reverse ratio 1:1).

3. Icky transmute II. Mosquito Sack = Spider Gland < Pig Skin < Tentacle Spots < Slurper Pelt. Ratio 3:1 (reverse ratio 1:1).

  • Beefalo Wool < Beard Hair < Fur Tuft < Catcoon Tail < Bunny Puff < Steel Wool. Ratio 2:1 (reverse ratio 1:1).
  • Hound’s Tooth < Bone Shard < Deer Antler < Beefalo Horn < Walrus Tusk <Fossils. Ratio 2:1 (reverse ratio 1:1).

 LOCKED SKILLS (PREREQUISITES: UNLOCK AT LEAST 3 ALCHEMY SKILLS)

4. Life transmutation. Can craft Meat Effigy without a prestihatitator. Telltale Heart giving by Wilson will not cause Black Health.

  • Can craft a Life Elixir to increase 25% health upon default for 8 min (just one at time). Recipe: Yellow Gem x1, Salt x4, Moongleam x1.

 

SCIENCE TREE

  1. Dry Ice. A cold substance reaction into a flask. Recipe: Flint x3, Charcoal x1, Nitre x1. Emits light (2 units), white smoke and cools at -40° for 135 sec.

CHEMISTRY BRANCH

2. Phosphorus experiment. A substance into a flask used to instantly dry meat (5 uses). Recipe: Blue Gem x1, Flint x3, Bone Shards x6.

3. Nitroglycerin. A throwable highly explosive substance into a flask, explodes at hit. Deals 250 damage Recipe: Charcoal x3, Flint x3, Nitre x3.

MEDICAL BRANCH

2. Anatomy Dissection. Healing items that cost health will cost half. Use a razor to dissect caught mobs (not insects) for total loot (duplicate Naughtiness).

3. Plague Doctor. Craft a wide-brimmed hat with a leather beak mask and red glasses (immune to acid rain and miasma). Recipe: Batilisk Wing x3, Straw Hat x1, Red Gem x1. Lasts 4 min or 10 uses. While worn (sanity -20/min) healing items cures 25% more and crafting healing items will be duplicated (only science filter), reducing its durability by 10% with every duplication.

LIGHT BRANCH

2. Luminous efficiency. Lantern, Miner Hat, Table Lamp and Moggles multiply fuel value by 2. Morning Star increases durability to 12 min.

3. Light Spectrum. Morning Star can be refuel using Nightmare Fuel. Can use the Endothermic Fire Pit to create new lights (0° temperature) from some minerals using as fuel.

  • Marble. Emits a green flame for 45s. It is not affected by rain and can’t be extinguish by the Ice Flingomatic.
  • Moon Rock. Emits a silver flame for 15s which produce the effect of Full Moon into the light radius.
  • Moon Shard. Emits a white flame for 7.5s. Keeps aways shadow creatures and emits sanity aura +40/min.
  • Thulecite Fragments. Emits a red flame for 4.5s. Creates a force field that last 4 seconds per each fragment.

 LOCKED SKILLS (PREREQUISITES: UNLOCK AT LEAST 3 SCIENCE SKILLS)

4. Power Station. Can craft a Volt Goat Horn using a Charged Lightning Rod.

 

SHADOW AFFINITY (SEQUENCED TREE)

  1. Shadow Courtier. Current Shadow perks PLUS SOMETHING ELSE BUT NOT SURE YET. I would love to see an Alchemical Golem fuel with Pure Horror or something similar.

LUNAR AFFINITY (SEQUENCED TREE)

  1. Lunar Innovator. Current Lunar perks PLUS SOMETHING ELSE BUT NOT SURE YET. At some moment I thougth on crafting a Moonbeam Blaster, using Infused Moon Shards as fuel.

 

 

 

I like the beard static and science skills do you think I should add them to my school tree or do you think it’s fine the way it is

8 minutes ago, Dr.Webber said:

I like the beard static and science skills do you think I should add them to my school tree or do you think it’s fine the way it is

Yes, do it if you like. This skill tree proposal actually have ideas for many people from this forum. But I tried to not use incremental numers for a skill and have more diversity for the skills.

19 hours ago, Dr.Webber said:

I like the beard static and science skills do you think I should add them to my school tree or do you think it’s fine the way it is

Well, but on science I add the dry ice because i did not add an endothermic torch. So, perhaps you should use something else instead that related to science and Wilson. At some point I consider the blueprint, but I did not see more use for this perk on middle and late game.

On 7/7/2025 at 9:50 AM, MarcoReverie said:

Well, but on science I add the dry ice because i did not add an endothermic torch. So, perhaps you should use something else instead that related to science and Wilson. At some point I consider the blueprint, but I did not see more use for this perk on middle and late game.

I added the changes. I also made a few alterations to the things speaking of do you have any more ideas for the chemistry section? Also, I was thinking about turning the plague doctor mask into more of a gardeneer hat except relieving gardening it’s healing and a mask so do you got any ideas for that?

  • Like 1
10 hours ago, Dr.Webber said:

I added the changes. I also made a few alterations to the things speaking of do you have any more ideas for the chemistry section? Also, I was thinking about turning the plague doctor mask into more of a gardeneer hat except relieving gardening it’s healing and a mask so do you got any ideas for that?

Yeees, of course. At some moment I thougth on more recipes for gunpowder related to science and chemistry. First, the guncotton, same damage but explodes into 1 sec, and can be crafted with 3 ash, 1 lightbulb, 1 nitre (based on nitrocelluloise) and can stuning mobs. Another, was the brownpowder, explodes into 2 sec but less damage, and crafted with 1 nitre and 2 charcoal, producing a dense cloud of smoke. And, finally, the honeypowder, same as current gun powder in time explosiveness, less damage but can stick mobs to the ground, crafted with rotten egg, nitre and honey.

Nitrogliceryn was my final decision, and throwable explosive. But I do like the idea of Wilson creating several explosives.

1 hour ago, MarcoReverie said:

Yeees, of course. At some moment I thougth on more recipes for gunpowder related to science and chemistry. First, the guncotton, same damage but explodes into 1 sec, and can be crafted with 3 ash, 1 lightbulb, 1 nitre (based on nitrocelluloise) and can stuning mobs. Another, was the brownpowder, explodes into 2 sec but less damage, and crafted with 1 nitre and 2 charcoal, producing a dense cloud of smoke. And, finally, the honeypowder, same as current gun powder in time explosiveness, less damage but can stick mobs to the ground, crafted with rotten egg, nitre and honey.

Nitrogliceryn was my final decision, and throwable explosive. But I do like the idea of Wilson creating several explosives.

I was thinking more along the one of liquid experiments that explode You got any ideas for that?

3 hours ago, Dr.Webber said:

I was thinking more along the one of liquid experiments that explode You got any ideas for that?

Oh, I see. Well, I thougth on some ideas based on acid damage.

First, the nitric acid, a susbtance into a flask able to throw, causing acid damage (same as acid rain) / X min. Recipe. Nitre, water and 3 flint (flask). Can be used to fertilize like guano.

Second, the acid clorhidric. Cause more acid damage when throw (×1.5 acid rain damage / X min). Can also be used 10 times to restore 10% spoilage of food per use. Recipe. Moon shard or blue gem, salt and 3 flint.

Third, the most acid, the  Aqua Regia. Acid damage x2. Recipe. Acid nitric, acid clorhidric and 3 flint. Can dissolve anything... maybe dissolve monster meat to obtain nigthmare fuel, or desert stone to obtain thulecite fragment, or moon rock to obtain moon shard. I dont know. Just ideas. Feel free to use and enhance a better idea for Wilson :)

1 hour ago, MarcoReverie said:

Oh, I see. Well, I thougth on some ideas based on acid damage.

First, the nitric acid, a susbtance into a flask able to throw, causing acid damage (same as acid rain) / X min. Recipe. Nitre, water and 3 flint (flask). Can be used to fertilize like guano.

Second, the acid clorhidric. Cause more acid damage when throw (×1.5 acid rain damage / X min). Can also be used 10 times to restore 10% spoilage of food per use. Recipe. Moon shard or blue gem, salt and 3 flint.

Third, the most acid, the  Aqua Regia. Acid damage x2. Recipe. Acid nitric, acid clorhidric and 3 flint. Can dissolve anything... maybe dissolve monster meat to obtain nigthmare fuel, or desert stone to obtain thulecite fragment, or moon rock to obtain moon shard. I dont know. Just ideas. Feel free to use and enhance a better idea for Wilson :)

What if we use empty bottles for the flasks

1 hour ago, MarcoReverie said:

Third, the most acid, the  Aqua Regia. Acid damage x2. Recipe. Acid nitric, acid clorhidric and 3 flint. Can dissolve anything... maybe dissolve monster meat to obtain nigthmare fuel, or desert stone to obtain thulecite fragment, or moon rock to obtain moon shard. I dont know. Just ideas. Feel free to use and enhance a better idea for Wilson :)

Also Moonrock pengulls drop monster meat while normal pengulls don’t so I’m not sure it’s shadow infused to meat 

How about instead of thusite it drops a orange gem

Also, do you have any ideas for the plague doctor mask changes I was thinking about

16 hours ago, Dr.Webber said:

What if we use empty bottles for the flasks

Yeah, it could, but that limit a lot the skill. Imo, is better to craft with out restriction.

 

15 hours ago, Dr.Webber said:

Also Moonrock pengulls drop monster meat while normal pengulls don’t so I’m not sure it’s shadow infused to meat 

How about instead of thusite it drops a orange gem

Also, do you have any ideas for the plague doctor mask changes I was thinking about

Is also a good idea to drop an orange gem, but I was not sure if thats to OP.

6 hours ago, MarcoReverie said:

Yeah, it could, but that limit a lot the skill. Imo, is better to craft with out restriction.

I may be overthinking game mechanicsBut how can Flint make a flask 

 

6 hours ago, MarcoReverie said:

also a good idea to drop an orange gem, but I was not sure if thats to OP.

I feel like thusite fragments is a bit more OP

39 minutes ago, Dr.Webber said:

I may be overthinking game mechanicsBut how can Flint make a flask 

 

I feel like thusite fragments is a bit more OP

Flint has quartz, wich is the based materials of flask.

About, thulecite, is true, is more op than orange gem.

26 minutes ago, MarcoReverie said:

Flint has quartz, wich is the based materials of flask.

About, thulecite, is true, is more op than orange gem.

I’ve been working on converting the three experiments into skills in the skill tree and I realized water isn’t a natural item in don’t starve together. Try placed it with ice. Also we might need to add citric acid to the experiments just turns out the second experiment wasn’t translated into English so I been learning how to make it after I figured out that it was not in English and what it is in English so I suggest we make the recipe to it  ice, spheric acid, and salt and just have the flask translate over and all after we look over the first experiment because I didn’t go as deep in when I looked up what that was also this skills are only partially added in. I’ll be back to finish them in a little bit. Also, I got questions as well. What was the real world inspiration for making experiment two restore the spoilage of food I saw it helped with digesting food, but not anything about making it fresher

  • Like 1
15 minutes ago, Dr.Webber said:

 What was the real world inspiration for making experiment two restore the spoilage of food I saw it helped with digesting food, but not anything about making it fresher

Well, some acids are use to preserve food, but reverse the spoilage is more like a fountain of youth, an alchemist experiement.

19 hours ago, MarcoReverie said:

Well, some acids are use to preserve food, but reverse the spoilage is more like a fountain of youth, an alchemist experiement.

If it’s an alchemical experiment, then why name it after a real type of acid

Edited by Dr.Webber
19 hours ago, MarcoReverie said:

Well, some acids are use to preserve food, but reverse the spoilage is more like a fountain of youth, an alchemist experiement.

I did some more research and turns out will need severe acid for both experiment one and experiment two

I like the nature alchemy but maybe using boss drops or something a bit more rare.

 

 

Skill tree 1 idea.

Lvl 1 Torch throwing +range.

Lvl 2 Auto catching boomerang + range  and damage blow darts.

Lvl 3 Spear throwing with bonus damage. +range.

So at lvl3 torch throwing gets 3 range boost.

 

 

Structure upgrades:

Lamp lightning rod, lightning rods already make a bit of light.

Smoke house (maybe use a pig house for the base) bit dark.

Rope trap, using rope and dig up a twig plant. Catches just about anything. Also works on hounds for a few moments.

  • Like 1
15 hours ago, Dr.Webber said:

@MarcoReveriedo you think we should rename the different types of acids from the chemistry skills or find a way to implement sulfuric acid

Well, I think one acid is enoght. :)

13 hours ago, Dr.Webber said:

@MarcoReverienever mind they made the change, but I’m thinking of increasing the number of rotten eggs. What do you think and if you agree by how much?

Who made the change? :wilson_horror:

7 hours ago, MarcoReverie said:

Well, I think one acid is enoght. :)

Who made the change? :wilson_horror:

I meant to say, I made the change
 

also, how much should I increase the number of rotten eggs in the sulfuric acid recipe

  • GL Happy 1

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