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[✗] [Alchemy Addition] Draconic Alchemy [Take II: Updated]


exogens
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“Today shall be the day where the sorcerer, the alchemist, and the Nephilim shall be in one vessel in order to feel complete for the Firstborn's pleasure." - Father of Draconic Alchemy

 

« I say that there is power in the nephilim’s speech. Dare I say, there is power in our very intent. What if we could take intent and take it to a boil? This would be alchemy fit for a dragon. »

 - The An-Gho giving his hypothesis to his own Heralds.


 

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Draconic Alchemy - A long forgotten art recently dragged upward from the deep well of lost knowledge. A successful Draconic alchemist is one who is manipulative; welding matter in peculiar ways to create potions consisting of the material plane's resources and draconic reagents placed onto Heralds by the Arch-Drakaar himself, Azdromoth. The idea of Draconic alchemy, to those who know of it, is associated  with flame and heat-related practices. Such things often involve weaving both mundane alchemy methods and those of Dragons together, typically pieces of bodies or Draan itself.

 

Tales and whispers ride the wind, reaching the ear of many Heralds and Nephilim, that of an Ancient Nephilim seeking true enlightenment and honing himself like a sword upon a grindstone. His rope was cut short, his research halted as Iblees captured the Nephilim, and wringing the child of Azdromoth dry as his craft was stolen from him by the Arch-Daemon. The ending to the tale has been lost to time, and the Father of Draconic Alchemy nowhere to be found.

 

It's theorized that the knowledge was lost and intentionally hidden by Iblees - modern Nephilim mostly unaware of the practice. Despite these attempts, lost scriptures, notes and carvings on stone were found in various hoards of Nephilim by one obsessed with the old rumors. He gathered this knowledge and compiled it into his own research, fuelled by the aid of the modern Nephilim, resurrecting the eternal flame once more, and fuelling progression.


 

——————————————————————————————————————————

 

Reagents:

Liquid Draan:

 

Spoiler

Sign(s): 

Aether

Fire

 

Symbol(s): 

Heat x3

Burning x2

Light x1

Rage x1

 

Appearance: 

A substance, commonly known as Draconic mana, that gives a light glow and radiates warmth.

 

Location: 

The bloodstreams of Heralds and Azdrazi.

 

Harvesting: 

Whenever a Nephilim releases ashes naturally, they are inactive. In order to activate, they could collect said ashes and blow Dragonsflame into them until they appear to be lit and ember-colored. Once lit, they may then mix the mixture with liquid mana until it takes on the appearance of liquid Draan. Meanwhile, Ordained Heralds get a more unique method of extraction. In order to do so, they must feel a connection between them and their markings or tattoos, and they must extract the Draan from it by weaving the essence and directing it into a vial of Liquid Mana, which can also be extracted from the Nephilim, where it shall manifest to liquid Draan there, or simply extracting their ashes from their Heraldic tells and mixing it with . As a result, the herald would feel their markings glowing and heating up severely from exhaustion, unable to cast anything for an entire OOC day to recover, while the body recovered the Draan lost in the next 3 OOC days to be extracted once again.

 

Non-heralds and non-Nephilim can extract Draan if they proceed to kill a Nephilim. Assuming the Nephilim used Dragonsflame in combat, liquid Draan could be extracted by their dead, lit, ember-colored ashes in the next OOC hour maximum before it fades away. If successful, the maximum that could be extracted is [1] vials per Nephilim killed once their ash remnants are harvested. Meanwhile, Ordained Heralds could not get Draan harvested when killed due to their inability to connect with their tattoos.

 

Ordained Heralds of Azdromoth can only extract 1x vial worth of Draan every 3 months (3 OOC days) due to them not being completely Draconic and their limited control over it. While Nephilim can extract only 3 per OOC day, however, it is recommended to not extract as much as extracting takes out [1] Dragonsflame Unit out of the daily 12 points. Feat Heralds are unable to extract Draan in any way whatsoever due to their use of Draan being limited and its impotency.
 

Raw Effect(s): 

Draan on its own can be served as a heating and dim-lighting reagent, which is the reason why Nephilim Blood can be stored in lanterns to be served as a lighting material and somewhat a heater. However, Draan differs between Heralds, Ordained Heralds, and Nephilim, and it is believed it acts as their mana, just like liquid mana for ordinary mages. Nephilim consuming a vial of Draan can regain [1] Dragonsflame point, which may be useful if Nephilim wish to share Dragonsflame with each other or if they wish to use it for later date, such as a day where a battle happens.

 

Redlines: 

-Draan on its own would never cause burns to someone. It would only cause a discomforting sensation akin to someone holding a warm bowl of soup for too long without protection.

-Draan could be extracted from Ashes that come from Herald Tells.

-Ordained Heralds can cast after the OOC day cooldown, however they cannot extract until 3 OOC days pass.

-Draan has a similar lighting as a Redstone torch.

-Draan cannot be extracted from Feat Heralds.

-Differences between Herald and Azdrazi Draan are purely aesthetic. Azdrazi Draan would take a colorful shade of their Dragonsflame. Corrupt Nephilim Draan would be completely Opaque black, having no lighting properties.

-Draan could not be extracted if a dead Nephilim had not used Dragonsflame once in Combat.

-Draan could be consumed by Nephilim in order to regain [1] Dragonsflame point only. For consumption, 3 emotes would be required, such as any other potion.

-Draan could not be extracted during Combat

-Requires ST signature.


 

——————————————————————————————————————————

 

Recipes

 

Dragonsblood:

Spoiler

Brief Description:

 

A potion that temporarily shrinks the genus, due to the base, to the point of no use for blood mages and vampires while also granting the blood magical properties that give them heat-related properties due to the Draan. It becomes highly reactive, turning the blood from a food source into an anti-magical poisonous, useless resource for vampires and magical beasts who rely on blood-feeding for survival. Primarily to protect Heralds and other descendants from them, whether it is Corcitura, Strigas, Silitis, or any other vampire-related being.

 

Recipe

Salt Water (base)

Vial of Draan x1/x2

Vial of  Liquid Aurum x1

Vigour x3

Poison x2

 

Creation (Optional, only if it requires a specific process):

1. Begin the process by getting a cauldron quarter-full of salt water. 

2. Add either a vial or two full of Draan and mix until the salt water has a bright orange glow to it, and then add a vial full of Liquid Aurum until the mixture is near gold in color. 

3. Add 3 units of Vigour and 2 units of Poison afterwards

4. Wait until the cauldron boils out half of its contents, leaving ⅛ of the cauldron remaining, then turn off the heat to cool off.

5. Once cooled down, collect the remnant of the solution inside a container to be used later.

 

Effects:

Upon drinking the concoction, the user would be protected from vampire attacks until the remainder of combat for both versions. The blood would start to boil once contact was made with a vampire or any dark CA that feeds on blood, acting as flames in liquid form to those creatures, granting first- (x1 Draan) or second-degree burns (x2 Draan) on contact. Upon feeding, the vampire would feel the blood had no feeding benefits, rendering it useless, while the blood drunk would be agonizing and highly reactive, making the blood almost impossible to feed on and making them feel repulsed completely. When the potion’s effects fade, the Genus will grow back to its original size, and the user will feel extremely ill due to increased body temperatures (hyperthermia) for an entire OOC day, causing them to be as weak as a Voidal Mage. It is heavily advisable to not consume two potions on the same day, whichever potion version, or else the user would die from health complications such as kidney failure and hyperthermia. This potion would also make blood mages unable to control the user's blood for the remainder of combat due to the altered genus.

 

Redlines:

-This potion mainly works on vampires. However, Frost Witches, and any other being that mainly feeds on blood will have the same side effects, with only first-degree burns in both versions.

-Hyperthermia must be roleplayed for a whole OOC day, with fever-like symptoms 

-Those with a Healthy Body mutation are not immune to hyperthermia.

-Vampires touching the affected blood would feel like first (x1) - or second-degree burns (x2 Draan) touching the skin, depending on the version.

-The effects would last until the remainder of combat.

-If a vampire attempts to draw blood, they will get burned. Drinking the blood will give no positive results due to the magically altered genus within the blood, forcing them to be completely repulsed from feeding.

-If one drank the potion more than once in an OOC day, the user would die once the second potion effects faded from increased body temperatures and poisoning.

-If the one feeding did not roleplay the effects accordingly while feeding, it would be considered Powergaming.

-The potion would never be enough to kill alone.

-Corcituras who feed on the affected blood would lose their abilities for 12 OOC hours.

-Blood mages would be unable to affect users who had drunk the potion until the remainder of combat.

-Rare Recipe; it must be taught in roleplay.

- [T3] Recipe.

-Requires ST Signature

 

Dragur’s Wax:

Spoiler

Brief Description:

A product created by mixing lard with Draconic Scales from Cannibal Alchemy in order to create a fire-resistant wax that may be applied over objects or skin to temporarily protect them from burns and flames. 

 

Recipe

Lard / Athin (base)

x1 Vial of Draan

2x Draconic Scales

Lethargy x2

Endurance x2

1x Frost Oil (OPTIONAL)

 

Creation (Optional, only if it requires a specific process):

-Get a decent chunk of Lard or powdered/waxed Athin and place it into the Cauldron and heat it up inside boiling water where it would dissolve.

-Pour the Draan once the lard has been dissolved into the cauldron.

-Crush two chunks of Azdrazi scales until they form a fine powder inside, then chuck them inside the cauldron.

-Mix both thoroughly until they become soft and almost liquid-like.

-Add x2 signs of lethargy and endurance in order to give the wax properties of heat-like resistance.

-Wait for the water to boil out and cool down until a hard wax-like product remains inside the cauldron. Scoop it up until it fills a jar worth of wax.

-(OPTIONAL) Soak the wax in Frost Oil in order to merge their properties together, mainly for non-combative use too.

 

Effects:

Upon usage, the item or user would be immune to burns and their pain, unlike Athin which only protects from catching flames, for a limited amount of time. (3) emotes for 1st degree burns, (2) second-degree burns, and (1) emotes for third-degree burns in combat only. Meanwhile, for non-combative scenarios, it must be applied with Frost Oil in order to take effect, which may be used as a coolant in harsh environments. Upon contact, the flame would instead eat away the wax, keeping whatever was beneath it untouched while the wax and flames ate away at each other. Once the effects are over, the user would have an uncontrollable sense of itching that would keep one unable to emote a combative emote for a whole turn while moving 4 blocks max. However, due to Alchemy's weakness to the void, the wax does not offer protection; instead, it would reduce burns by one tier upon contact. 

 

Chart:

Spoiler

The item will be used to be waxed. Depending on the item, it will require more. Use this chart for reference:

-Small: Anything the size of a Beach Ball-sized max. | (1 Jar)

-Medium: Size of a Labrador / Halfling max / 1x1 block. | (2 Jars)

-Large: Size of a regular descendant or 2x2 block. | (3 Jars)

-X Large: Size of an Orc/Olog or 3x3 block. | (4 Jars)

 

Anything larger would be used on Events only under ET supervision and would require more than 4 Jars. The Amount depends on the ST’s request.


 

Redlines:

-This potion would not be used to give mechanical advantages (i.e swimming in lava), though walking through a path of flames is fine. As long as it has a reasonable end.

-The flames and the layer of wax automatically disappear when in contact with each other.

-The wax grants protection from malflame as it covers the skin, however only if the exposed skin all over the body is covered with the wax.

-The wax does not grant full immunity to voidal flames. Blue flames would be considered second-degree burns upon contact, meanwhile normal flames are considered first-degree.

-The wax does not protect the user from smoke inhalation at all. Only certain flames.

-The user must step away from areas that protected them in their previous emote; if they remain in the same spot, then automatically the wax will still eat up, the moment the next emote turn is in place.

-[T3] Recipe.

-Requires ST signature

-Rare; must be taught in roleplay.

 

The Titan’s Mercy:

Spoiler

Brief Description:

An expensive potion that was created for Heralds and allies of the Nephilim to cleanse those who were cursed with Corruption while other Nephilim aren’t around to do the job. 

Sometimes, it is possible that not enough Nephilim are around to aid in the process, hence the Potion would be a substitute for the Nephilim performing the Cleansing, however this is not enough, as an additional Nephilim or Ordained Herald or two Ordinary Heralds must be around to complete the ritual (assuming those are who made the Potion already).

There are primarily 2 ways this can be done. Either by forcing the corrupted Nephilim to consume it, or applying it on the areas that the corruption was instilled upon. It is known to be more effective and faster to be consumed then applied, for a higher successful rate, rather than being applied over affected areas.

 

It is also stated that this potion can cure affected areas from Azhl, Thanhium, Frost Oil, Ice-related magics and other cold materials that negatively affect Nephilim back to normal. This is usually used when Nephilim body parts are turned to stone or affected by Blight.

 

The potion can also be used to recover served/lost limbs of the Nephilim by pouring the concoction over the served limb or a stone carved similarly to the limb. Once either are soaked with the potion, a Nephilim must blow Dragonsflame on the gap and on the limb itself in order to slowly turn it identically to what it once was and to attach it to the served area. The limb will be no different to their original body part, and will have no advantages nor will they look different. If the stone is bigger, it will simply shrink to match its original counterpart. However, if it is an eye, it would simply turn to a normal eye once placed, without Dragonsflame involved due to the fact it is secured in place and the eye socket for the eye is warm enough to replace Dragonsflame use.

 

Recipe: 

Nephilim Blood (Base)

Vial of Draan x6

Life x4

Purity x4

Reduction x3 (replace with Connection x3 for body-part attachment.)

Impediment x2

(Optional) Curtailment x1

(Optional) Peace x2

 

Effects:

Once applied over a certain body part, the area would slowly feel numb and stiff as the potion slowly takes away the corruption from it. This is usually the easier, yet the inefficient way as some areas of corruption may not be visible. Consuming the Potion however, is harder but more rewarding, as once the Corrupted Nephilim is bound, the potion travels through the Nephilim’s whole body cleansing it inside-out, while slowly knocking them out for a faster, successful healing process. Once applied on stone-affected areas, it would turn to normal flesh in a course of [2] emotes. [3] if this potion is used to reattach original limbs or [4] to replace carved stone limbs to Nephilim limbs.

 

Redlines:

- Due to how expensive this potion is, this shall be enough for cleansing a Nephilim off [6] units of Corrupted Dragonsflame [7] if drunk.

-When Drunk, the potion is automatically affected through the whole body, while when applied over, it will only cleanse the affected area of [1] corrupted Dragonsflame unit. If there is an area still untreated, then the Nephilim is not fully cleansed.

-If the Optional herbs are not placed, then it would not induce numbness or sleep, making the /roll threshold a must. Below 6 would result in a failure of cleansing.

-All Redlines of Cleansing - Nephilim apply.

-The potion can also cure 'stoned' areas of Nephilim by being applied over, slowly turning it to flesh once more. This however is done only if the stoned area is turned from Thanhium, Frost Oil, or Ice-related spells.

-The potion would turn attach served limbs or turn carved stone to limbs. However, this cannot change how the original limb looks, and if there are any differences, then the potion would simply revert them to make them identical to the Nephilim's limb before it was lost.

-Rare Potion

-[T3] Potion

-Requires ST Signature

 

Drakes Domain:

Spoiler

Brief Description:

A gaseous potion that was made mainly to make Nephilim turn their habitats into those similar to the Firelands, for example volcanoes and deep caves. Though, the potion was later discovered to be advantageous and used against Druids themselves, due to how it basically tarnishes the nature it was applied over. Druids usually near the effects would feel nauseous, and may experience hallucinations.

 

Recipe: 

Aqua Vitae (Base)

Air (Any) x2 (used to turn the base into gas)

Liquid Draan x1

Instability x3

Chaos x1

Burning x3

Heat x2

 

Effects:

Once applied, the gas would slowly expand onto a 10x10 radius, turning everything that was once natural (eg. forests, walls, water, etc) into coarse, dry, hot lands that’s akin to volcanic areas. Those within the area would feel nothing but humidified air. However, Druids and Fae once inhaling the gas would get stunned for [2] emotes, having the first completely frozen, while the second moving [4] blocks max, with no combative emotes allowed at the time along with experiencing Draconic Hallucinations, and affected plant life would be bombarding them with the angered cries of the wilds, just like when Red Oil is combusted in the area. The effects would be permanent, unless Druid Healing, Paladin Cleansing, or a group of 5+ exhaust themselves out to cleanse it carefully.

 

Redlines:

-[T3] Potion

-Requires ST signature

-Rare Recipe

-This potion could not be used for combative advantages, except the stun part, as it is purely just Aesthetic.

-Non-Fae/Druids can get hallucinations while inhaling the smoke, if OOC consent is given

-Editing the Region once the potion is applied requires RO consent

-The gas cannot be used to choke those who inhale, it is merely just uncomfortable warm/humid air.

-The potion could not be used to farm or create Drakestail unnaturally.

-Water could be turned to Lava, though this cannot, not even loopholed in any way, to harm anyone.

-The effects are permanent, unless Druid Healing, and Paladin Cleansing, or a group of 5 players exhaust themselves out to clean out the area.

-Nearby Druids & Fae would be alerted when the potion takes effect, due to the angered cries of wildlife by a 50x50 radius.

 

Dragon Dreaming:

Spoiler

Brief Description:
This concoction, when consumed by an individual, will open their mind to the insanity that many Nephilim experience themselves. During the effective period they will feel an alienation of their own body, and feel as if they don’t belong within it.

 

Recipe:
- Black Bile  (Base)

- Liquid Draan x1

- Heat x 2
- Fear x 1
- Chaos x 1


Creation:
One must first collect their base within a cauldron and bring it to a boil. Once this has happened the alchemist will first add their extracted reagents of Heat, Fear, and Chaos whilst stirring in each one slowly. The concoction will begin to bubble signifying that it is ready for the next reagent, Nephilim Blood to be added. When this is added, a wave of fire will expand across the concoction burning hues of red and orange. Once these flames go out the remaining liquid can be collected. It will appear as a black sludge that will be quite hard to swallow.

 

Effects:
The effects of this concoction only last for the duration of 1 OOC day at minimum, but on consent of the consumer they may expand the effects of this for longer periods of time. Once ingested the consumer will feel their senses begin to go fuzzy. Their hearing will muffle, their vision blur, their feelings numb, and their smell will disappear as well. This only happens for a few seconds before all at once their senses come back to them but this time they will feel quite different.

The consumer over the course of the next hour will begin to feel a sense of dissociation with their own body and mind. Looking upon a reflection they would be unable to recognize themselves, and feel a sense of being trapped within their form. They may forget their name and memories during this time and for some completely forget who they are. Their passions they once had may no longer exist and their feelings would feel as if they do not exist entirely.

Once the time has passed for this concoctions effect,  the consumer will begin to feel more like themselves and be completely back to normal as they were before the consuming of this potion

 

Redlines:
- Requires ST signed item.
- OOC Permission required to consume this potion.

- This will not affect the user long term unless they wish to do so.
- The entire potion must be consumed and deleted mechanically once such is done.
- This can  be disguised in another liquid or food.
- This potion will not make one harm themselves.
- This does not give the alchemist control over the consumer in any form.
- Tier Two

 

Vehement’s Catalyst:

Spoiler

Brief Description: 

Sometimes the Nephilim’s love to the sacred metal can get the best of them due to impatience, hence this potion was made mainly to speed up the formation of Dralachite by the double. The Potion would be used as a container, where the Dragonbones would be stored inside the concoction until it's ready for harvest.

 

Recipe:

Cauldron of Lava / Molten Metal (any) (Base)

Liquid Draan x6

Swiftness x8

Vigour x5

Order x3

Grace x2

 

Effects:

Once applied, the Bone Marrow would not change its appearance due to its heat-resistant properties, however the formation of the Dralachite would speed up its process of the double. For example, when placed within the first week of the Dragon’s death (the start of the formation), it would be halved from 3 OOC Months to 6 Weeks. However, if placed on a later date, it would halfen the remaining time. For example, if the Potion was applied at the first month of formation, it would halfen the remaining time (1 OOC Month instead of 2 OOC Months.), the second month of formation would halfen the remaining time (1 OOC Month to 2 weeks.) and so on. The Cauldron must have a bonfire below it in order to keep the potion in liquid form.

 

It was also believed that The Vehment Catalyst could be used on Dragonbones by a ritual of 2+ Nephilim surrounding the cauldron to form Dralachite instantly. The ritual would consist mainly of a chanter, chanting Ancient Higher-Draconic words to the container meanwhile the other Nephilim channel their Dragonsflame towards the base that surrounds the bones. The Chanter cannot participate in channeling Dragonsflame due to the sheer concentration needed to make the ritual successful. All those participating, even the chanter would lose [8] Dragonsflame points, regardless of success or failure. However, the more Nephilim participating, the higher the success chances, as each Nephilim reduces [-2] roll in the threshold for a successful ritual while the one chanting /rolls. However, if failed, the Bone would instantly melt into the potion, vaporizing it from existence and rendering its remnants useless. 

 

The use of this potion depends on the Dragon bone size. One count is enough for a small Dragon bone, 2x for Medium, 3x for Large. It is also suggested to get a reasonable container-size for each type. A lava bucket would be enough for a small-bone, a Cauldron would be for the medium, and a Large one must be contained in a huge container (a cauldron built physically as a structure.) Once the process is complete, the 'potion' would be sucked into the Bone, ready for harvest and no longer in the Cauldron. Meaning the potion cannot be used again for another bone.

 

Redlines:

-[T3] Potion

-Rare; must be taught in roleplay

-Requires ST Signature

-The user in their ticket must accurately calculate the time of making the ticket date (precisely the date of applying the Bone into the cauldron) to 3 OOC Months after the date that's signed originally onto the Dragonbone in their ticket in order to half the period and to update the new date of completion, and must mention the exact duration the formation was shortened in the description (6 weeks max). 

-All Vehement Smithing Redlines apply here.

-The original and the updated dates, along with the fact that the potion was applied onto the specific bone must be included into the description. 

-Can be applied only once.

-There must be a bonfire below the Cauldron, or else it would turn the base inside into solid form, rendering it useless.

-If there is an MC item, it should be a Lava Bucket item, or simply a Lava Cauldron  or a built structure with ST signature, depending on the bone used.

-If the ritual is initiated, the chanter does not contribute to the threshold reduction.

-The potion could not be used again once a bone has completed Dralachite formation. A new potion must be made for another bone to be used.

-One bone type must be used per potion. One cannot put all bones in one container.

 

 

OOC Purpose:

Spoiler

My main purpose of adding this addition in Alchemy is mainly to improve and to add a few touches into Nephilim history and culture. As Nephilim are the Lesser Dragonkin, the children of Dragur, then it would make sense for Nephilim to have their own Alchemy culture, just like Necromancers and Naztheraks do. Most of the potions here are unique in their own way, and hopefully it would be a fun addition to the community that would not be as gatekept as additions we've seen in the past. Nephilim are also known 'lore-wise' to be the creatures of intellect, so I assume that it would make sense for them to be proficient in such. 

 

Note to ST: I added both Athin and Frost Oil in the creation of Dragur's wax so it would not feel Bloaty. The reason why I kept it was because both Athin and Oil do not clearly protect one from burns and the pain of flames, hence I decided to heavily change it to have it accepted. If not, feel free to tell me just to completely remove it

 


References:

Credits: (Those who will be Grandfathering the Alchemy Knowledge).

Spoiler

exogens - Writer

Jentos - Consulting & Brainstorming

Qizu - Consulting & Original Potion Ideas

creamynoteblock - Consulting & Brainstorming

Traveller - Formatting & Grammar checking

Vylkmir - Formatting

 

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idk if the Dracanium node potion is a very good idea as then you could teach every azdrazi & herald and each of them could make their own rock and if each mine it and pool together the results then you could theoretically mass-produce Dracanium on a massive scale.

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On 12/20/2023 at 10:50 PM, wowj said:

idk if the Dracanium node potion is a very good idea as then you could teach every azdrazi & herald and each of them could make their own rock and if each mine it and pool together the results then you could theoretically mass-produce Dracanium on a massive scale.

I get your idea, and that’s what I originally kept in mind always while writing this, hence I made the potion very expensive with little reward and you’ll rely on luck mainly as you’ll need to get 13 or above in rolls. I might try to make the rolls above 16, if I feel like the potion will be abused 

Changelog: Completely removed the Dralachite potion now

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Changelog:
-Added in Titan's Mercy that the potion could also cure Nephilim affected by Azhl, and areas turned into stone as a result of Frost Oil, Thanhium, or other magicks.

 

-Added if a Nephilim lost a body part (eye or limbs to be precise), they may apply this potion into a carved stone, similarly to their lost body part and blow Dragonsflame between the gap and over the potion (except for eyes as they automatically turn without dragonsflame involvement) to attach the stone, slowly turning it to the original Nephilim's body part, as if they haven't lost it.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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