Changes are BOLD and UNDERLINED
Redlines
- Alchemy costs [1] magic slot to learn. If a creature has somehow permanently lost a magic slot OR has no magic slots to begin with, Alchemy will take up no existing/available magic slots.
- All recipes in Alchemy – as well as the ability to draw symbols from reagents and botany – require an accepted Feat to create, as well as a tier level equating the complexity of said recipe.
- Alchemical Potions are available to all to use unless otherwise specified.
- Alchemical Potions require three emotes to use. One to draw, one to prime, and one to throw/consume. A potion has no effect if it is not primed. To prime a potion, the potion must be deliberately be shaken or manually added with a primer to prime. Throwing/Drawing a potion would not count as priming.
- A primed potion will only remain primed for two emotes, until becoming inert again, requiring priming to occur again.
- A TA in Alchemy is required to teach the Feat to another player. The base alchemy feat can be taught to up to 5 Students at once.
- A feat is not required to use items created with alchemy or to utilise botany. That said being blacklisted from alchemy will render someone unable to benefit in any way from items made with alchemy.
- All products of alchemy and botany (with the exception of IRL plants without provide poisonous or medicinal uses) used in roleplay must adhere to the redlines and explanation of their specific lore piece and will require up to date approved lore to be used. New recipes cannot be made through roleplay experimentation alone in this regard.
- All recipes in Alchemy are divided into ‘common’ and ‘rare’ (currently accepted pieces will be updated to accommodate this). Whilst ‘common’ recipes can be self taught through the means outlined in tier three, ‘rare’ pertains to recipes gated behind Further Alchemy or explicitly requiring IC instruction to learn in said recipe’s lore.
- One requires an accepted Alchemy FA before they may learn any form of Further Alchemy which utilizes alchemical processes such as Smoggers, Animatii, Tawkin, etc. Affliction does not require base alchemy in order to learn.
- One is required to be a Tier 3 alchemist before they may begin to learn Further Alchemy.
Explanation:
Get these chud magic-feat stacking users out of here.
alchemy has:
- 94 effects in base alchemy
- the ability to have these effects/'spells' be used by anyone who comes by them
- a sizeable hold on the economy through reagents & potions
- walking houses
- 2 flavors of immortality with further alchemy
- infinite clanker slave labor
- bootleg necromancy which also makes a rather high-tier CA that has it's own automated resurrection method, super powers and is only able to be pked by a potion which, by knowing it, also gives the alchemist a pk clause
- walking houses