CapnSquig-WHA
09-11-2008, 05:54 AM
I thought I would cut out the specific Apothecary changes for you all.
Apothecary
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Players can now create dyes. To create a dye, a player will need a Pigment, Fixer, and a special container. Crafting merchants sell Fixers and Dye containers. Pigments are usually obtained as a byproduct after a very successful Cultivation attempt.
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Players can now create Gold Essence. To make a Gold Essence, a player will need a Goldweed, Quicksilver, Gold Dust, and a special container. Goldweed is grown by Cultivators. Gold Dust can be found by Scavenging or on some humanoid monsters. Quicksilver and Gold-Essence containers can be bought from crafting stores.
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Potions effects have been revised. Healing potions are now more potent.
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Potion makers can now have two types of super success. The first type of success results in the next level up of that potion, which usually has a higher level requirement. The second type of success results in a more potent potion that has the same level requirement (these are very good).
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The UI tooltips regarding the 'yellow zone' on the Unstabilityometer have been revised. Note that if the stability of a mixture is in the yellow zone, depending on the overall stability, the recipe will fail or be volatile.
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Volatile potions can go wrong when they are used. The side effects can either knockdown a player, make them mute for a short time, or make them drop their weapons.
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The stability of Cloudy Water has been increased.
Apothecary
*
Players can now create dyes. To create a dye, a player will need a Pigment, Fixer, and a special container. Crafting merchants sell Fixers and Dye containers. Pigments are usually obtained as a byproduct after a very successful Cultivation attempt.
*
Players can now create Gold Essence. To make a Gold Essence, a player will need a Goldweed, Quicksilver, Gold Dust, and a special container. Goldweed is grown by Cultivators. Gold Dust can be found by Scavenging or on some humanoid monsters. Quicksilver and Gold-Essence containers can be bought from crafting stores.
*
Potions effects have been revised. Healing potions are now more potent.
*
Potion makers can now have two types of super success. The first type of success results in the next level up of that potion, which usually has a higher level requirement. The second type of success results in a more potent potion that has the same level requirement (these are very good).
*
The UI tooltips regarding the 'yellow zone' on the Unstabilityometer have been revised. Note that if the stability of a mixture is in the yellow zone, depending on the overall stability, the recipe will fail or be volatile.
*
Volatile potions can go wrong when they are used. The side effects can either knockdown a player, make them mute for a short time, or make them drop their weapons.
*
The stability of Cloudy Water has been increased.