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[✗] Core Alchemy Potion Amendment - Drinkable!

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King_Kunuk

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Core Alchemy Potions - Drinkables!

Do you like the aesthetic of drinking some potion in a game to then get a temporary buff? are you Sick and tired of seeing everyone ever with the '30 lenses and 20 rebreather mask' items? Well this is the patch for you.

 

This amendment aims to take certain potions from the Core Alchemy page and give them a QoL patch to make them feel more usable as just that; potions. Rather then something to be treated to a wool cloth or lense. The primary addition to these potions are the following.

 

1. They can be used while an individual is connected to their magic

2. They only require [1] emote to use (this is to make using this potions in the same time it is to 'equip' an item that would do the same thing_

3. Clarifies that you cannot stack the potion effects with each other (in the case of treated lenses/drinking a heatsight then arcana flow).

 

Ultimately it is my hope that this lore can be accepted to give a greater diversity to alchemical aesthetics that are really asleep atm, since I personally find the 'three emote to drink a heat sight potion' when it would take a person one emote to just put on a pair of goggles very one sided into the use of these brews.

 

All new additons have been marked with green text

 

Water Breathing

 

Spoiler

Old

Spoiler

Water Breathing

(Common | T3)

 

A relatively self-explanatory concoction, allowing the consumer to breathe underwater for a short period of time; though perhaps longer should they treat it in a respirator.

 

Recipe:

Base: Briney Water

 

- Water: Grace 2x

- Mundane: Death 1x

- Mundane: Connection 2x

- Mundane: Life2x

 

 

Water Breathing potions may be created through the particular process detailed below:

 

[1] Base is heated to a boil while one extracts the symbols. This is often done by using alchemical methods such as fission or pyrolysis to separate the symbols and invoke the sign.

[2] Mix brine with the "Water: Grace" symbols.

[3] Add this into the base, and stir until the liquid becomes thinner; then add the others. Be very certain to add death first; stir until it is an ocean blue. 

 

 

Mechanics:

By consuming this potion, the imbiber is made to split water into air when breathing underwater; making underwater projects far more feasible than without. If one were to attempt speaking whilst underwater, they would instead sound as if they are gurgling out their own words, unintelligible. Though the base effects of this potion only last [1] narrative hour, its effect time may be stretched up to twenty-four hours by adding in additional endurance symbols. This potion may also be treated into a respirator to no longer require ingestion, though would demand the alchemist retreat it after some long while of use.

 

 

Mechanics:

  • Cannot be ingested to breathe water indefinitely.
  • The effects may only be achieved upon the individual who drinks it or when used in a treated respirator.
  • This potion does not render one immune to suffocation by other means; only drowning.
  • Cannot be used to breath in any non-water substance or liquid.
  • Does not require ST Signage. 

New

Spoiler

Water Breathing

(Common | T3)

 

A relatively self-explanatory concoction, allowing the consumer to breathe underwater for a short period of time; though perhaps longer should they treat it in a respirator.

 

Recipe:

Base: Briney Water

 

- Water: Grace 2x

- Mundane: Death 1x

- Mundane: Connection 2x

- Mundane: Life2x

 

 

Water Breathing potions may be created through the particular process detailed below:

 

[1] Base is heated to a boil while one extracts the symbols. This is often done by using alchemical methods such as fission or pyrolysis to separate the symbols and invoke the sign.

[2] Mix brine with the "Water: Grace" symbols.

[3] Add this into the base, and stir until the liquid becomes thinner; then add the others. Be very certain to add death first; stir until it is an ocean blue. 

 

 

Mechanics:

By consuming this potion, the imbiber is made to split water into air when breathing underwater; making underwater projects far more feasible than without. If one were to attempt speaking whilst underwater, they would instead sound as if they are gurgling out their own words, unintelligible. Though the base effects of this potion only last [1] narrative hour, its effect time may be stretched up to twenty-four hours by adding in additional endurance symbols. This potion may also be treated into a respirator to no longer require ingestion, though would demand the alchemist retreat it after some long while of use.

 

 

Mechanics:

  • Cannot be ingested to breathe water indefinitely.
  • The effects may only be achieved upon the individual who drinks it or when used in a treated respirator.
  • This potion does not render one immune to suffocation by other means; only drowning.
  • Cannot be used to breath in any non-water substance or liquid.
  • This potion only requires [1] emote to drink rather then the normal [3], and is always primed regardless of if someone is connected to a magic or not.
  • Does not require ST Signage. 

 

 

Cat's Eye Potion

Spoiler

Old

Spoiler

Cat's Eye Potion

(Common | T3)

 

Often used by hunters and scavengers, this potion provides one with the ability to see in the dark.

 

  Hide contents

 

 

Recipe:

Base: Distilled Water

 

- Mundane: Clarity 2x

- Mundane: Connection 1x

- Mundane: Dark 2x

- Mundane: Endurance 2x

 

 

Mechanics:

Upon consuming, one's eyes would narrow, their pupils slitting like that of a cat, and bearing a subtle green-yellow hue. This boosts one’s vision in the dark, allowing them a temporary night vision for up to [2] narrative hours, equivalent to a redstone torch. Any sudden bright light within the vicinity would daze those under the effects of this potion, requiring an additional [1] emote to recover their sight, added onto whatever recovery count was required prior. The Cat’s eye potion may also be treated into a glass lens to bear similar effects, including its detriments.

 

 

Redlines:

  • Night vision is at most slightly greater than setting mechanical brightness to a redstone torch.
  • Does not increase field of vision or range of sight. 
  • Viewing through a treated lens still leaves one susceptible to dazing light.
  • The potions themselves do not require signing, nor does it need signing if treated objects such as goggles or a mask. These must be played signed.

New

Spoiler

Cat's Eye Potion

(Common | T3)

 

Often used by hunters and scavengers, this potion provides one with the ability to see in the dark.

 

 

 

Recipe:

Base: Distilled Water

 

- Mundane: Clarity 2x

- Mundane: Connection 1x

- Mundane: Dark 2x

- Mundane: Endurance 2x

 

 

Mechanics:

Upon consuming, one's eyes would narrow, their pupils slitting like that of a cat, and bearing a subtle green-yellow hue. This boosts one’s vision in the dark, allowing them a temporary night vision for up to [2] narrative hours, equivalent to a redstone torch. Any sudden bright light within the vicinity would daze those under the effects of this potion, requiring an additional [1] emote to recover their sight, added onto whatever recovery count was required prior. The Cat’s eye potion may also be treated into a glass lens to bear similar effects, including its detriments.

 

 

Redlines:

  • Night vision is at most slightly greater than setting mechanical brightness to a redstone torch.
  • Does not increase field of vision or range of sight. 
  • Viewing through a treated lens still leaves one susceptible to dazing light.
  • This potion only requires [1] emote to drink rather then the normal [3], and is always primed regardless of if someone is connected to a magic or not.
  • Should someone try to drink Cat's Eye potion with another potion that modifies one's sight or see through a treated lens of a different potion, the individual will be struck with a sickening sense of vertigo and splitting headache
  • The potions themselves do not require signing, nor does it need signing if treated objects such as goggles or a mask. These must be played signed.

 

Heat Sight Potion

Spoiler

Old

Spoiler

Heat-Sight Potion

(Common | T3)

 

Employed by the Cockatrice Initiative during Mordskov, this potion granted a new form of vision, allowing those who consumed it to be able to see heat.

 

  Hide contents

 

Recipe:

Base: Distilled Water

 

- Mundane: Clarity 2x

- Mundane: Connection 1x

- Mundane: Heat/Cold 2x

- Mundane: Endurance 1x

 

 

Mechanics:

Upon consuming, one's eyes would be overtaken by a low red warmth, allowing them to view heat signatures within objects and living things. Warmer temperatures will give off hues across the orange and red spectrum, while colder temperatures are purple and blue; much like that of a thermal heatmap. This would not allow one to see through walls, nor would one be able to assume any disembodied presence of temperature was tied to the presence of some creature, such as an invisible phantom, unless they knew otherwise by whatever means. The effects last for up to two narrative hours, though may be treated into a lense to grant a more permanent effect. Consistent overuse will result in one’s eyes being blinded gradually, as if burned.

 

 

Redlines:

 

  • Cannot see heat through walls.
  • Cannot be used to see through non-porous materials thicker than light plate.
  • Seeing something like a cold aura around the location of an invisible phantom would not be justifiable to assume that there was a ghost there. The same applies to other such entities. 
  • The potions themselves do not require signing.

New

Spoiler

Heat-Sight Potion

(Common | T3)

 

Employed by the Cockatrice Initiative during Mordskov, this potion granted a new form of vision, allowing those who consumed it to be able to see heat.

 

  Hide contents

 

Recipe:

Base: Distilled Water

 

- Mundane: Clarity 2x

- Mundane: Connection 1x

- Mundane: Heat/Cold 2x

- Mundane: Endurance 1x

 

 

Mechanics:

Upon consuming, one's eyes would be overtaken by a low red warmth, allowing them to view heat signatures within objects and living things. Warmer temperatures will give off hues across the orange and red spectrum, while colder temperatures are purple and blue; much like that of a thermal heatmap. This would not allow one to see through walls, nor would one be able to assume any disembodied presence of temperature was tied to the presence of some creature, such as an invisible phantom, unless they knew otherwise by whatever means. The effects last for up to two narrative hours, though may be treated into a lense to grant a more permanent effect. Consistent overuse will result in one’s eyes being blinded gradually, as if burned.

 

 

Redlines:

 

  • Cannot see heat through walls.
  • Cannot be used to see through non-porous materials thicker than light plate.
  • Seeing something like a cold aura around the location of an invisible phantom would not be justifiable to assume that there was a ghost there. The same applies to other such entities. 
  • This potion only requires [1] emote to drink rather then the normal [3], and is always primed regardless of if someone is connected to a magic or not.
  • Should someone try to drink Heat Sight potion with another potion that modifies one's sight or see through a treated lens of a different potion, the individual will be struck with a sickening sense of vertigo and splitting headache.
  • The potions themselves do not require signing.

 

 

Arcana Flow

Spoiler

Old

Spoiler

Arcana Flow

(Common | T3)

 

Used from guards to appraisers in order to determine if an item possesses a magical nature, this tincture allows one to see if something is magical or not, if by any means. 

 

  Hide contents

RECIPE

Base: Aqua Vitae + Liquid Mana

- 1x Purity

- 2x Clarity

- 2x Connection

- 1x Grace

- 1x Endurance

 

EFFECTS

It can either be ingested or applied; when applied on an object it will glow if it is found to be magical. When drunk, one can see the ebbs and flow of mana, magical objects light up with their arcane power, magical entities also light up with the energy; in addition, mages can, when casting their magic, or beginning to, begin to light up. This lasts for a single narrative hour, though it can be treated on a lense for a more permanent effect. It is good to note that the more magic expended, the more powerful the light.

- Cannot know exactly what kind of magic is being cast/makes up the enchantment.

- The only way one can tell if someone truly is a magic user is if they are in the process or are casting their magic. 

- Currently active disguises from any magic or CA (Except for Voidal Illusion) do not trigger arcana flow, nor do they tip the user off to anything being out of the ordinary.

- Transformative enchantments or modifiers (Except for Voidal Illusion) such as Frost Witch charms or Ensorcelled/Engorged items do not trigger arcana flow, nor do they tip the user off to anything being out of the ordinary.

- Structures such as Menhirs, Soul Trees, Obelisks etc. may be seen with the Arcana Flow potion.

- As expected, the use of Arcana Flow is limited to what one may touch or see. Arcana Flow does not allow for X-ray vision or even a hint of so.

- Tier Three

- Does not require ST signing.

New

Spoiler

Arcana Flow

(Common | T3)

 

Used from guards to appraisers in order to determine if an item possesses a magical nature, this tincture allows one to see if something is magical or not, if by any means. 

 

  Hide contents

RECIPE

Base: Aqua Vitae + Liquid Mana

- 1x Purity

- 2x Clarity

- 2x Connection

- 1x Grace

- 1x Endurance

 

EFFECTS

It can either be ingested or applied; when applied on an object it will glow if it is found to be magical. When drunk, one can see the ebbs and flow of mana, magical objects light up with their arcane power, magical entities also light up with the energy; in addition, mages can, when casting their magic, or beginning to, begin to light up. This lasts for a single narrative hour, though it can be treated on a lense for a more permanent effect. It is good to note that the more magic expended, the more powerful the light.

 

 

- Cannot know exactly what kind of magic is being cast/makes up the enchantment.

- The only way one can tell if someone truly is a magic user is if they are in the process or are casting their magic. 

- Currently active disguises from any magic or CA (Except for Voidal Illusion) do not trigger arcana flow, nor do they tip the user off to anything being out of the ordinary.

- Transformative enchantments or modifiers (Except for Voidal Illusion) such as Frost Witch charms or Ensorcelled/Engorged items do not trigger arcana flow, nor do they tip the user off to anything being out of the ordinary.

- Structures such as Menhirs, Soul Trees, Obelisks etc. may be seen with the Arcana Flow potion.

- As expected, the use of Arcana Flow is limited to what one may touch or see. Arcana Flow does not allow for X-ray vision or even a hint of so.

-This potion only requires [1] emote to drink rather then the normal [3], and is always primed regardless of if someone is connected to a magic or not.

-Should someone try to drink Arcana Flow potion with another potion that modifies one's sight or see through a treated lens of a different potion, the individual will be struck with a sickening sense of vertigo and splitting headache.

- Tier Three

- Does not require ST signing.

 

 

Note: Potion of Acuity was left out due to it not being something that can be treated to a lens. If there are any other potions that work EXACTLY like this, inform me in the comments with a link to their lore to be added to this amendment post. I wanna see people through back a cold one before getting some cool fun buff that a treated item can provide!

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this feels like it makes alchemy worse by just allowing alchemystacking to join magicstacking, previously impossible due to being unable to prime potions while connected to any magic. plz no

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21 minutes ago, PrimnyaQuorum said:

this feels like it makes alchemy worse by just allowing alchemystacking to join magicstacking, previously impossible due to being unable to prime potions while connected to any magic. plz no

u all hate to admit it but primnya is right more often then not 

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u can already just wear glasses or a facemask and still free connect to magic tho?

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Agreed, this feels like an abusable and unnecessary buff. Potions are largely alright as they are imo.

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just keep it at 3 emotes and not connected to magic like the rest of alchemy, there's really no need to add one inconsistency just because 2/4 of these are less combative than the others

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Why is this in Cats eye, copy paste moment. (Should be changed to "Drink Cats Eye")

 

  • Should someone try to drink Heat Sight potion with another potion that modifies one's sight or see through a treated lens of a different potion, the individual will be struck with a sickening sense of vertigo and splitting headache
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I mean, I see a LOT of people walk around with their pair of animatii glasses that have all these treated lenses that they can switch between with one emote. I do not see why we can't just do 'drinks potion' instead of 'switches lens on my multi tooled pair of goggles'

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2 minutes ago, King_Kunuk said:

I mean, I see a LOT of people walk around with their pair of animatii glasses that have all these treated lenses that they can switch between with one emote. I do not see why we can't just do 'drinks potion' instead of 'switches lens on my multi tooled pair of goggles'

I think both of theses should be impossible if you connect to a magic. Mundane Characters having trio-lensed objects is meh so long as they have a limited duration before some consequence happens and not *flips down lenses for the duration of some encounter

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26 minutes ago, PrimnyaQuorum said:

I think both of theses should be impossible if you connect to a magic. Mundane Characters having trio-lensed objects is meh so long as they have a limited duration before some consequence happens and not *flips down lenses for the duration of some encounter


Gonna crash out on this a moment.


Not connect to this, trio lens that. Brothers and sisters in christ there if people wanted to have stuff that disable magic they wouldnt of removed Null Arcana from existance. Not everything needs to have some backlash thing if its more or less a slight advantage and tbf most of these potions are mundane as is, even for battle they are more subpar or rare in use.

Think the digging atp has gone too deep if we need to start nerfing sight potions for Spellcasters of all people. The only real sense i can even phathom with this is if that spells cant be used by x magic user might be for if they have liquid mana in them. Otherwise it makes almost zero sense why a mage cant use xy potion. If you wanna make that happen, try your luck with making your own potions or rewriting alchemy from its core. But at the moment this is a vague dream that will never happen with current lore and sense. 

If you want to get rid of peoples lenses, start breaking them or something.

🍪

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Considering the emote count for putting on lenses/mask is non-existing, I think this seems like a fine change. But I am sure ST will shoot it for the mage interaction. :P

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8 hours ago, King_Kunuk said:

I mean, I see a LOT of people walk around with their pair of animatii glasses that have all these treated lenses that they can switch between with one emote. I do not see why we can't just do 'drinks potion' instead of 'switches lens on my multi tooled pair of goggles'

Difference is, that you can easily destroy the lens in a combat situation. Drinking potions instead requires you to incapacitate the individual.  

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9 hours ago, MysticalWeasel said:

Difference is, that you can easily destroy the lens in a combat situation. Drinking potions instead requires you to incapacitate the individual.  

Alternatively. Even if its one emote. They are leaving themselves open to a strike. Considering the fact it does take one full emote to drink. Unless they are backline, putting pressure on them would put them under a heavy disadvantage.

 

Likewise, you could just break the bottle. Nothings worse then a face full of glass.

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This lore has been denied.

A bit over complicated for something that could have been fixed with a single redline. ST are working on an in-house tweak and/or clarification to this ATM in its stead.

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