View Full Version : Design your own potions?
Krimzon
07-18-2008, 11:13 AM
I recently read that you can create you own custom potions. Being a fan of Alchemey, I was excited to see what you could make. So I was wondering, how do you think you will be able to customize your potions? Would your potion change depending on which ingredients you put into it? Would you be able to customize potions to an extent with certain ingredients? Or something else?
Adalyn
07-18-2008, 11:52 AM
You have a base ingredient and then you can alter the outcome by putting other things in. I would guess it works something like.
Base: Determines what effect the potion has, healing, action points, buffs, etc.
Mods: Determine duration, scale, and stats.
That's was how I imagined it worked.
Soapbar
07-18-2008, 01:30 PM
It will be based on what ingredients you use. You must use 4 ingredients, one main ingredient that determines specifically what your potion will do (like heal, recover action points, buff, etc.) and three buffers that will stabilize the main ingredient and give it certain properties.
Say for instance, I want to make a wisdom potion. I have heard that toadstools are usually used as a main ingredient for pure wisdom potions. So a pluck one of those, and now I need three other things. So, I mix whatever I have in my bag: a squig toenail, some pecan tree pollen, and some grass. I mix those together, and I get a pot that gives me 15+ to wisdom, the buff may last 4 hours, and I got 4 doses. Well, the potion seems a bit weak, but it buffs me for quite some time, perfect for PvE against stuff my level. So, I try the recipe again, only I ditch the grass and mix in some blood from a mutated bear. Now I have a potion that gives me 45+ to wisdom, lasts about 5 minutes, and only got 2 doses. Well, that kinda sucks for usual PvE, but not so bad in an emergency, or PvP where I know I am going to die shortly.
There will probably be a bit more variation to what potions can do, but I think you can get an idea of how it might work. Try doing a search in the forums to see if you can get some more info.
EDIT: Was thinking about a healing pot plan, but that could be quite varied in many aspects. Also fixed some very bad spelling that the spell check did not pick up. (I was young, and reckless, and probably under the influence.)
Atchazar
07-18-2008, 02:09 PM
What is is looking like at least so far from my pesrpective is the main ingredient determines what kind of potion is made overall (as the previous person described) and the secondary ingredients do various things. Say Item A increases the duration of the potion, Item B increases the potency of the potion, Item C does some combination of the two, and Item D gives you a chance to make an extra potion. (This is all speculation) You would then have the seconday slots to customize what kind of potion you wanted specifically.
Krimzon
07-19-2008, 07:42 AM
Ah, I see. That actually is a very initiative way to create custom potions. I like it.
Farao51
07-20-2008, 02:42 PM
you can parallel it with the elder scrolls alchemy skill.
oblivion and war are kind of thinking the same on trade skills. "Do whatever you want"
Buffinita
07-21-2008, 08:07 AM
It will be based on what ingreadients you use. You must use 4 ingreadients, one main ingreadient that determines specificly what your potion will do (like heal, recover action points, buff, etc.) and three buffers that will stabalize the main ingreadient and give it certian properties.
Say for instance, I want to make a healing potion. I have heard that toadstools are usually used as a main ingreadient for pure wisdom potions. So a pluck one of those, and now I need three other things. So, I mix whatever I have in my bag: a squig toenail, some pecan tree pollen, and some grass. I mix those together, and I get a healing pot that gives me 15+ to wisdom, the buff may last 4 hours, and I got 4 doses. Well, the potion seems a bit weak, but it buffs me for quite some time, perfect for PvE agianst stuff my level. So, I try the recipe again, only I ditch the grass and mix in some blood from a mutated bear. Now I have a potion that gives me 45+ to wisdom, lasts about 5 minutes, and only got 2 doses. Well, that kinda sucks for usual PvE, but not so bad in an emergency, or PvP where I know I am going to die shortly.
There will probably be a bit more variation to what potions can do, but I think you can get an idea of how it might work. Try doing a search in the forums to see if you can get some more info.
this is an excellent way of explaining potions.
It is also important to note that the ToK will record all of the combinations that you have tried along with the results so you dont have to write down or memorize combinations
*fixed my spelling
Destructive
07-21-2008, 01:57 PM
this is an excellent way of explaining potions.
It is also important to note that the ToM(K?) will record all of the combinations that you have tried along with the results so you dont have to write down or memorize combinations
Very interesting. I was thinking I would have to memorize what works and what doesn't to be honest.
serratemplar
07-21-2008, 02:05 PM
It is also important to note that the ToM will record all of the combinations that you have tried along with the results so you dont have to write down or memorize combinations
That is the coolest WAR news I have heard all day. @_@ Thank you.
I *love* the Tome of Knowledge.
Parody
07-23-2008, 10:07 AM
i though i heard that your potions don't work in pvp so strong potions dont upset the balance in pvp.
so they are only used in pve
... don't really like that idea, but i guess it's better for balance and that you don't need potions X to do well in pvp
Buffinita
07-23-2008, 12:02 PM
i though i heard that your potions don't work in pvp so strong potions dont upset the balance in pvp.
so they are only used in pve
... don't really like that idea, but i guess it's better for balance and that you don't need potions X to do well in pvp
wrong, they said in the podcast that you can use the potions in pve, and rvr environments.
EsKoli
07-23-2008, 10:36 PM
You have a base ingredient and then you can alter the outcome by putting other things in. I would guess it works something like.
Base: Determines what effect the potion has, healing, action points, buffs, etc.
Mods: Determine duration, scale, and stats.
That's was how I imagined it worked.
i agree to this because seriously if you think about it, it makes sense in this way. its still diverse, but its not hard you know. i dont think i can see it any other way
Lampp
07-25-2008, 11:28 AM
How would you level up your alchemy if theres no recipes? Does it just depend on what level meterials yuo use if you will gain apothecary skill?
Buffinita
07-25-2008, 11:33 AM
hmmm
the craft level system can be done two different ways:
1) there are no crafting levels; you just make better items by using higher quality ingredients. High qualty items are prbably rare or only found on higher lvl mobs
2) there are crafting levels; the more you make the more crafting exp you gain
Once again this is all speculation at the moment, so we will have to wait for the game to be released or a more detailed guide to be published by mythic
Warlocked86
07-26-2008, 12:43 PM
There is definitely no crafting grinding. It is all based on the ingrediants. I also seem to recall something to do with the players level to determine what you can and cant make, but that might either be A) me misreading somewhere or B) A dream i had in which i was able to play WAR...
Speculation - no crafting levels just ingredient levels, so that a lvl 10 character cannot make potions that would be considered very good for a level 40 (because then they would be overpowered).
Cirinde
08-09-2008, 08:11 AM
Take a look at this crafting video.
http://mythicmktg.fileburst.com/war/us/home/flash/pp_2008-05_crafting.html
It doesn't answer all your questions, but does give you an idea on how the process is.
tenorhammer
08-13-2008, 01:33 PM
Take a look at this crafting video.
http://mythicmktg.fileburst.com/war/us/home/flash/pp_2008-05_crafting.html
It doesn't answer all your questions, but does give you an idea on how the process is.
:shock: :shock: :shock: :D:D WHOLY COW!!!!! Kind of reminds me of oblivion where you can create potions. Not to say that it hasn't been done before. I'm sure most of the upper spells have level restraints. Still sounds interesting.
Nataku
08-13-2008, 02:30 PM
this is an excellent way of explaining potions.
It is also important to note that the ToK will record all of the combinations that you have tried along with the results so you dont have to write down or memorize combinations
*fixed my spelling
nice to have but a bit disapointing. i like having random papares around me as i scribe things people might not have.
is it possible to mix all one ingredent or more then one into a single potion?
well you can try it but with out a stabilizing agent you probably will be unsuccessful
Aeonation
08-15-2008, 10:23 PM
Ah, I see. That actually is a very initiative way to create custom potions. I like it.
I think it will be limited tho, once all potions have been found, like all possiblalities have been made, then thats it, its not like you can keep going with everything, but im gonna guess there will be thousands of different ones. Im going to do apothcary and cultavating. Im a big herbalist and alchemy fan, and cant wait to start, when i make a potion, im gonna right down the ingendints so i can remember them.
hettllo
08-15-2008, 11:36 PM
I think it will be limited tho, once all potions have been found, like all possiblalities have been made, then thats it, its not like you can keep going with everything, but im gonna guess there will be thousands of different ones. Im going to do apothcary and cultavating. Im a big herbalist and alchemy fan, and cant wait to start, when i make a potion, im gonna right down the ingendints so i can remember them.
Actually with all the different ingredients that will be available to use, I find it extremely hard to believe that all of the combinations would be discovered in a short period. And let's not forget the so-called "epic" potions, that will most certainly be hard to prepare.
Warlocked86
08-17-2008, 09:12 AM
Dont forget you can get rare ingredients from PQ drops. So it will be hard to actually find all the combinations when it requires luck and time to get even 1 rare ingredient, combine that with the fact you can only combine it with something else once, and there you have a lot of mixing/hunting/farming to do if you wanted to map all recipes.
Lesrak
08-18-2008, 02:25 PM
I wonder if even the Order in which you Mix might have an outcome. Example
Base is Grass (Healing)
other 4
Toadstool (+Wis)
Some bark (+Duration)
A Liver of a Bear( +Strength)
Water(Stablizer)
Would make a Healing Pot +5Wisdom +2Strength dur 1Hour
but if you mixed them up say drop the BearLiver inbefore the bark would it add more Str and lower Duration if that is the Case it would be a almost Endless Recipe list
Warlocked86
08-19-2008, 03:28 AM
I believe, watching the crafting video, the order doesnt matter at all. It all hinges on what the 'main' ingredient is. And then the other ingredients simply enhance the original effect, maybe add a little more, i dont know. But i dont believe that the order of secondary ingredients will matter.
mortikal
08-19-2008, 06:52 PM
I believe they mentioned all aspects of the game will have an effect on the war. So, crafters should be able to supply potions to the front RvR. IMO
Mortikal
Jaisee
08-21-2008, 10:40 AM
I believe, watching the crafting video, the order doesnt matter at all. It all hinges on what the 'main' ingredient is. And then the other ingredients simply enhance the original effect, maybe add a little more, i dont know. But i dont believe that the order of secondary ingredients will matter.
You're right about the second ingredients it doesn't matter which order you also can not combine 2 main ingredients together, nor can you put previously made potions in the mix. What you can use depends on your apothecary lvl and not your character lvl. I was lvl 5 in it and lvl 7 in culitvating. I forgot to say that what you can use for apothecary are marked so you can't use just anything.
Van O The Dawn
08-28-2008, 09:29 AM
I don't know if you've ever played the game Oblivion, but they had this in that game, and it was pretty cool. Unless you have master level alchemy, you had to use two ingredients at least for each potion, and in order to get oyur potion to have 2 effects you need two different ingredients that have the same two effects.
At low levels, you could only identify one effect, while at higher levels you could identify up to 4
Shaylynn
08-28-2008, 10:38 AM
You can use all the same mod ingredients, though it doesn't really benefit you. All the Apothecary items are marked as such, You have Main ingredients and regular ingredients and you can tell what they are because they are clearly labeled. Though you have items that require lets 100 apothecary to use. I didn't notice needing levels in the profession to create stuff just to use certain items.
I did notice that if your apothecary level is low you have issues with using Green Items in the mixes just because they break the crappy bottles you have to use. So I imagine to be able to use green ingredients you need to be able to use a green bottle or maybe a higher apothecary level. Not sure which.
I had a lot of fun scavenging a ton of apothecary stuffs and just sitting for like an hour trying out different combinations, eventually my bags got full of tons of different potions....lol.
LawLessOne
08-29-2008, 08:20 AM
I think it will be limited tho, once all potions have been found, like all possiblalities have been made, then thats it, its not like you can keep going with everything, but im gonna guess there will be thousands of different ones. Im going to do apothcary and cultavating. Im a big herbalist and alchemy fan, and cant wait to start, when i make a potion, im gonna right down the ingendints so i can remember them.
All they have to do is introduce one new ingredient and you will instantly have thousands more combinations to try.
Sawbonz
09-08-2008, 05:47 PM
The crafting is not at all like Oblivion. You only have one main item which specifies the effect. You can then add up to 3 additional items. Mainly you need stabilizer to make high chance to succeed. You also can add item to lengthen the effect or make multiple potions from one combine. At low level I've needed to add 2 stabilizers to guarantee a success. Maybe this will change at higher lvls? Also the items you can use are clearly marked - you can't just try adding random things. All in all crafting so far seems to be more of an afterthought by the developers. It doesn't come close to the crafting system in Vanguard or even EQ1 IMO.
WindSlicer
09-08-2008, 09:27 PM
I dunno, getting into higher levels and higher level apothecary (lv 80 now) I've come to appreciate the system a lot more than I did on PW when I just got to lv 30-40. I like the way the different level of stabilizers work, i.e. you can use three cloudy waters but that'll do about the same as one mineral water, so you can do much more with all higher level items, but if you only have lower ones, you can still get by but you won't get as great of a potion. I would really suggest going scavenging/apothecary as cultivating/apothecary is much more boring and I don't think it's better in terms of utility as most of the healing potions I've made have main ingredients you get from scavenging. I'm really interested to see how the auction house deals with this type of system -- most of the items are fairly common but the hard part is getting them all together; I wonder what this will do to individual item prices.
Yeah, scavenging definitely seems better to pair with apothecary for a primary toon. I have a cultivator on my more sedate archmage (my main is a WH), so I usually have something growing while I'm questing. The WH kills faster enough that you can scavenge most of the time without letting your killing spree lapse (most of the time:rolleyes:)
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