Alchemy works very well in the game as it is. It won't have been clear from my first post, so I'll stress here that I'm really okay with it and don't find the system needs changing... I just would have done things a bit differently, that's all. And I hadn't come across many opinions on the forums, so that was a main reason for me for bringing it up.
IJBall wrote:Something is wrong when you have to get to Level 12 just to mix a Predator Sight potion, or that you have to get to Level 22(!) to get weapons imbuing up to +3 (the Book I equivalent was Level 15). Even Level 7 for weapons imbuing to +1 seems kind of high to me.
I'm largely alright with needing a high skill for the really good enchantments, though; they
are powerful.
IJBall wrote:I think BW reworked Alchemy with the idea that Book II was going to be a "30-level character" game, so there would be more time/Skill levels that people could put into a skill like Alchemy. But, so far, Book II is more like Book I - a "20-level character" game. And that means that Alchemy has been shifted too 'up-level' in Book II to be very useful IMO.
That could be a very good observation! Although what saves Alchemy, for the late game at least, is that once you've got more cash to spend it's not so difficult to get it to ~ level 10 - trainer, skillbook, Alchemy ring...
CrazyBernie wrote:As far as plausibility for mixtures blowing up in your face, it could easily be explained as not having enough experience with mixing certain ingredients to get just the right levels for a stable potion.
A recipe is more than a listing of the required ingredients. It sounds like you're presuming just the latter is present here.
CrazyBernie wrote:Needing a recipe?? Nah... how do you think the potions were discovered to begin with?? I'm pretty sure the first guy/girl to mix a healing potion didn't use a recipe book... he/she kept experimenting until finding something that didn't blow up (unless intended...). I actually find it more "realistic" the way it is.
I like your gender neutrality! The rest... meh. Experimenting in real life history, yes. In the game... no. Ingredients are scarce and expensive, too precious to waste on experiments.
I could imagine it brought into the game, though, but in a different way. Allow a 'free' test for every level up, for example. You would then assume that, in an unsuccessful mix, your ingredients wouldn't go to waste, as you only used small samples of them.
But I basically find the system complete enough as it is; it's all too easy to 'clutter' the game with all sorts of features, so perhaps better not.
The only extra thing that I would raise as a serious suggestion is a book for Alchemy in the style of 'Light armour Materials'; a book that gave an indication of what an Alchemist could perform at which level. name it 'The Brewer's Course Book' or something, and have it contain a list in a style like this:
Novice - healing elixir, mana potion
Advanced Pupil - demon oil, ...
Initiate Apprentice - ...
Senior Apprentice - ...
Master - *here the words may become illegible, if you don't want to give everything away*
Soon enough someone on the forums will then deduct which term corresponds with which Alchemy level.
I think currently the game gives no indication whatsoever about what can be performed at which level, right? That gap could be filled. An inexperienced player would like to know what the investment in Alchemy is for, roughly.
Also I don't know yet which Alchemy level is required for which enchantment or brew, not exactly, at least.
Obiwan, your suggestions for an alternative handling of Alchemy are very interesting, but maybe deserving of a game of their own. Within Eschalon Alchemy should remain simpler in my opinion, so as not to distract from the core game.