Being a noob on the forum, I'm sure it's been suggested, but I like the idea of being able to combine various loot items to create useable items or potions. All those empty vials could be used in making potions. Perhaps combining potions for stronger buffs or healing potential.
Also that opens the potential to deconstuct certain loot items in order to gain ingredients or materials to be recycled into more desirable recipes.
M
Perhaps you are onto something. I have wondered about the purpose of the empty vials myself. Maybe v6.11 (or will it be v7.0) will clarify this enigma.
Another idea just occurred to me, you could create potions or perhaps some item that could be applied to a weapon or armor. I.e. small vial+poison gland+(whatever)=poisonous brew, and that when combined with a weapon could inflict a poisoning affect on your enemies.
One way to implement it might be through skill points, where, for example, a "blacksmith" skill could allow one to forge new weapons, or modify existing ones.
A good thing about doing it this way is that it could set reasonable and somewhat realistic limits on what one could make. With, say, two or three skill points, one might be limited to very slight improvements on existing weapons. With six or eight skill points, one might be able to forge reasonably powerful weapons from raw materials.
Other skills could be "jeweller", "armourer", "pharmacist", etc.
It's kinda related, but I was thinking that you should be able to use the various kitchens to turn the raw meat you get into cooked meat. It would be understandable to have to do a small quest for each chef or pay a small fee to get them to cook it (like 5 gold per) Yeah you could turn around and sell the new cooked meat for more money, but you'd still be going out killing things to get the raw meat.
Lvl 11
HP 31
Attack Cost 2
AC 107%
AD 16-18
BC 15%
Fine Green Hat, Superior Hard Leather Armour, Jewel of Fallhaven, Crude Wooden Buckler, Ring of Damage +4, Snakeskin Boots, Gloves of Swift Attack, Troublemaker's Ring, Unarmed
This has been brought up before and i really like the idea of being able to cook your meats at some point in the game. Even if it is for a small fee. But too much "crafting" in the game takes gameplay time away from adventuring and wondering the map.
Possibly however if it became implemented as a side effect of the class choice of your character it may not be so combersome an option especially for starting characters. Tho im not entirely sure where the game is headded i have heard there is some concept to include classes. Perhaps a bard class or theif or conjorur would encompas such a gift.
+1 to potion making. When i was a kid i loved my "home chemistry lab". You probably known those toys.. Safe for kids over 12 years, no harmfull chemicals inside... cannot compined any dangerous "potions"
Until making some research and andd some other home chemicals
Sarumar wrote:+1 to potion making. When i was a kid i loved my "home chemistry lab". You probably known those toys.. Safe for kids over 12 years, no harmfull chemicals inside... cannot compined any dangerous "potions"
Until making some research and andd some other home chemicals
Amacing "poof" ewery now and then
good idea of potion making
off topic :
just gave my chemistry practical exam today