Page 1 of 2
"Skill potions"?
Posted: Sat Dec 24, 2011 2:35 am
by theGleep
It would be very useful to have short-term access to the skills.
For example, "Small potion of Magic Finder":
* Lasts 5 rounds
* taking the potion gives the character skill level 1 of magic finder (Maybe "strong small potion of MF" would give two skill levels?)
* Potions "stack" on each other...so being under the influence of two Magic Finder potions has the same effect as having skill level 2
When I started my post, I thought there were skills that didn't map well to potions...but when I looked at the list of skills just now, I couldn't see any.
What do the rest of you think?
Re: "Skill potions"?
Posted: Sat Dec 24, 2011 3:05 am
by Chest_Rockfield
MF would be abused. That is one of the only skills that is completely useless after you use it for the short period you need it. If you could potion it, (or Fortitude for that matter), no one would EVER spend a skill point on it.
Re: "Skill potions"?
Posted: Sat Dec 24, 2011 4:05 am
by Pyrizzle
Chest_Rockfield wrote:MF would be abused. That is one of the only skills that is completely useless after you use it for the short period you need it. If you could potion it, (or Fortitude for that matter), no one would EVER spend a skill point on it.
I agree.
I think a potion of Shadow Regeneration might be a cool alternative
You would have shadow regeneration for X turns
Light Potion of Shadow Regeneration X = 10
Regular Potion of Shadow regeneration X = 20
Major Potion of Shadow Regeneration X = 30
You could use the same formula for Bark Skin, More Critcals, or Better Criticals.
I feel the Critical potions would be easily abused but the temperary DR or life gain might be a fun lil potion. We would have to make them REALLY expencive and hard to get to. I feel some sort of limit would have to be set.
Re: "Skill potions"?
Posted: Sat Dec 24, 2011 5:37 am
by Stoodge
Maybe they could be quest rewards to avoid over purchasing?
That way there cannot be abuse of the system.
just an idea...
Re: "Skill potions"?
Posted: Sat Dec 24, 2011 5:45 am
by Pyrizzle
Stoodge wrote:Maybe they could be quest rewards to avoid over purchasing?
That way there cannot be abuse of the system.
just an idea...
Thats a great solution, maybe make it so after compleating a quest you get 10 but thats all you would get in the game [[EVER]]. I like that solution!
Re: "Skill potions"?
Posted: Sat Dec 24, 2011 10:27 am
by Chest_Rockfield
One way to spend them may be:
1. Save up a few million experience
2. Use all ten on Fortitude
3. Use all your experience
That would be a nice way to not have to spend your SP on Fortitude.
As we were told by the player that knows how to hex edit, even MF 99 didn't get him a RoLS, so 30 seconds of MF 10 is probably a waste of your potions, and using it on anything that doesn't have a permanent effect would also seem like a waste to me.
Re: "Skill potions"?
Posted: Mon Dec 26, 2011 1:56 pm
by Kardinaal
I think this is a great idea. There are some skills which would be incompatible with these potions (corpse eater and fortitude would come into mind cause they work different than most skills). And as for some of those potions being overpowered, why should there be a potion for every skill? Just create potions for part of the skills, and leave the overpowered and non-standard working skills out of it.
My suggestion:
Add potions for more damage, more AC, and more defence. That would give you temporary bonusses that are useful without unbalancing the game.
Re: "Skill potions"?
Posted: Tue Dec 27, 2011 12:07 am
by Pyrizzle
Kardinaal wrote:My suggestion:
Add potions for more damage, more AC, and more defence. That would give you temporary bonusses that are useful without unbalancing the game.
V0.6.11 will have a few new potions that i feel everyone will enjoy,

Re: "Skill potions"?
Posted: Tue Dec 27, 2011 12:58 am
by Antison
Pyrizzle wrote:Kardinaal wrote:My suggestion:
Add potions for more damage, more AC, and more defence. That would give you temporary bonusses that are useful without unbalancing the game.
V0.6.11 will have a few new potions that i feel everyone will enjoy,

And you know this how?
Re: "Skill potions"?
Posted: Tue Dec 27, 2011 3:35 am
by nyktos
tek wrote:Pyrizzle wrote:Kardinaal wrote:My suggestion:
Add potions for more damage, more AC, and more defence. That would give you temporary bonusses that are useful without unbalancing the game.
V0.6.11 will have a few new potions that i feel everyone will enjoy,

And you know this how?
"doubt not that which burns"
it seems the powers of potions are being controlled strictly,
that being said... i doubt we can expect a skill powered potion any time soon.
skills are the strongest aspect of this game, ihmo...
right now, we cant even heal over 40 HP with one quaff.