View Full Version : PrC's, Crafting and other Scripting Requests
Alright, as soon as I mentioned that I could do some scripting the other day in our IRC channel the other day, I was more or less assaulted with requests for expanding upon and finishing new Prestige Classes - And I'm going to have a look at it for sure, don't worry about that.
However, it's some pretty complicated stuff so don't expect to have the entire range of PrC's mentioned in the manual ready in just a few weeks. Because it won't happen! :) It takes time and I need to get into things again and see what's been added with last couple of patches, get a hang of things again - After all, it has been a while since last time I was in the business.
(As a side note, I'll be looking at finishing off the PrC's that are currently in first, but what would you guys like to see next after that?)
Another point brought up by Cindi, was the Crafting System. However, before she got around to stating what she'd like to see improved, she logged off IRC. So, Cindi, what did you have in mind? And everyone else as well, is there anything you would like to see improved upon, changed or added? Fire away, and I'll do my best to have a look at it and see what's feasible and what's not. Best ideas have a fairly good chance of getting in, if I can manage it and it's do-able.
Also, feel free to come up with other neat/sensible/not-so-sensible and crazy ideas that needs to be scripted and I'll have a look at it and it might get in, who knows! :)
Anyway, fire away! :wink:
If I remember rightly, Avalyn has the classes themselves all planned and ready to go, but had nobody to produce the scripts for them. Get in touch with him and hopefully he can set you up to make the finishing touches :)
the-small-print
04-05-2007, 14:06
Right... ok. What I think could be improved in the crafting system:
- You should be able to see the stats of items before you make them.
- Possibly imitate the crafting system on the Pretty Good Char Creator insofar as making it possible to change both shoulders/biceps/feet etc. at once rather than one then the other.
- greater selection of weapons and armour available, and vary prices etc. since once eveyone gets to a certain level they all have the cold iron longsword and elf bow, there being nothing better until you're epic.
- Free, unsellable (or at least worth 1gp) mystical token upon successful crafting, which can be got rid of - but not for a profit - if you don't want to change he appearance of your crafted item.
- !Craftable arrows!: ideally able to be made - given the right components - in wilderness areas, from bought or crafted arrowheads from a smithy, wood and fletching feathers
...regarding PrCs:
- Focus on a few first; e.g. Beorning shifter, Heru Cumahtar, Corsair, Haradrim hunter, then work on the valar-based ones.
- Maybe add a higher AB, critical multiplier or improved critical as a free feat for heru cumahtar
...other stuff (to makeless powerful melee classes more useful):
- Whetstones (reusable, for sharpening blades); to be used by those with appropiate skill (mb craft weapon), subject to a check, adds slashing/piercing bonus, keen or an increased AB (depending on game balance) to a bladed weapon for a short time. SHould be quite exclusive to lighter melee classes, or have a high DC
- Poisons should be able to be gathered and mixed by those with appropriate skills, regardless of alignment, and used before battle (is using a poison to make an enemy weaker/clumsier *really* more evil than hacking off their limbs? It wouldn't necessarily have to be pain-inducing. Maybe even numbing)
- Nameable hossies!
- Visible cloaks whilst riding
...and in my dreams:
- Throwing spears!
DM_Yavanna
04-05-2007, 15:09
Reduce the DC somewhat on UMD with scrolls. At present, it's 25 plus level of scroll, which probably works fine for bards, who are charisma-based. It pretty much makes scrolls useless for rogues, however, since 'thieves' need to emphasize dexterity. I'm not suggesting making it too easy for rogues (as the original DC is), but perhaps dropping the base DC to 15. This would make at least the lower level scrolls like 'light' available to mid-level rogues who have a few items of charisma gear but still keep most higher-level spells out of reach.
Dakota Strider
04-05-2007, 15:24
Well, currently in the crafting system, it suggests that Helms and Shields are an option, but I have yet to see any craftable shields or helms. Also, some craftable robes and cloaks would be nice. I know the danger is keeping the items at a low to moderate level of magic on this server, so it will probably take some feedback from the dev's and dms to make sure any new items do not disrupt the game balance. And if you really end up with some time on your hands, it would be nice for a little bit more variety of the craftable items. Right, there is basically just one type of enchanted longsword that can be created, one type of hand axe, one type of scimitar...etc.
Please replace the bone pheonix! Its a basic NWN item with the enhancement bonus swapped for an attack bonus and it has the permanent fire effect on it and it looks and reads like an afterthought up against a lot of the other items on the mod. Using additional bludgeoning instead of the fire will get rid of the silly effects.
DM_Vairë
04-05-2007, 23:13
The other interesting crafting twist could parallel what I've seen some of the developers (Olorin, perhaps most notably) doing with custom gear -- offer craftables with trade-offs, especially for lower-level craftsmen. For example, you might be able to craft a +2 AB greatsword, but (for those with lesser experience) it comes burdened with a -1 to dexterity. For many fighters, using such a blade is not a deal-breaker, but for some it will be. Only those craftsmen with greater skill can make the greatswords that don't have that compromise. Recipes like this would make for some interesting alternatives to the usual, linear crafting "upgrade path" and it'd be fun to have them integrated.
The other interesting crafting twist could parallel what I've seen some of the developers (Olorin, perhaps most notably) doing with custom gear -- offer craftables with trade-offs, especially for lower-level craftsmen. For example, you might be able to craft a +2 AB greatsword, but (for those with lesser experience) it comes burdened with a -1 to dexterity. For many fighters, using such a blade is not a deal-breaker, but for some it will be. ... Recipes like this would make for some interesting alternatives to the usual, linear crafting "upgrade path" and it'd be fun to have them integrated.
Just wanted to point out that this idea is just as applicable to stuff sold in shops, and loot found in the dungeons. It provides for some more variety, compared to finding 10 "regular XXXX" in a row, and some more odd samples could even be slightly more useful than average to some weirder builds. Double points for scripting it to be randomly generated (to bring this back ontopic ;)
Dakota Strider
05-05-2007, 15:14
Not sure I agree with totally changing the Bone Phoenix. Removing the red glow would be fine. But because of the cost to create it, plus the fact the component is a Fire Opal, I think the elemental damage should remain. There are other elemental damage weapons in the game, and having another, especially one that is much harder to create, does not seem unbalancing to me.
And, as much as having the properties of what crafted items will do, before a crafter creates them may make things easier, I think that takes away from the point of crafting. A crafter should be discovering the properties as they create things, and should be taking notes. The mystery of discovery is part of what makes crafting interesting.
Kyle Morgan
05-05-2007, 16:16
As the crafting system currently works, only the ranks in the crafting skill are used.
A skill roll could be introduced. There may be three different versions of the final work and the skill-roll might decide about which version you create. F.E: Smite Claw with Dex-1 AB+1, Smite Claw with Dex-1 AB+2 and original Smite Claw.
Some work might require a spellcaster to cast a spell on one of the components to represent the enchanting of the weapon.
Additional items to craft:
Shields(Craft Weapon)
Helmets(Craft Armour)
Belts, boots, rings and cloaks(needs create wands as feat)
Maybe adding the name of the crafter into the name of the finished item.
The resources to create kits could be put into the loot system, certain monsters like spiders could leave one of the several poisons that are already available for sell.
The duration for poisons to put on your weapon should be improved. As it is you waste one round to apply the poison (and one more if you need to find the poison in your inventory) to have a poison effect for only a couple of rounds. I have very rarely seen a victim even to have to roll a saving throw versus the poison. Poison that is hard to get and costs 20-200 gold.
The crafting system for potions is unfinished and does not work yet (as i have heard).
Cindi Angelheart
22-05-2007, 20:11
Just 2 points here since everything I was concerned about has been stated.
1. Heavy mace has issues, The Mace of Disruption is a mighty fine weapon but you cannot weapon focus or specialize in it, which makes no sense.
2. regarding Yavanna suggestion on UMD, in general the staff is against that skill finding it silly and I do not think its use is really encouraged, therefore making it easier to use scrolls really gos against the culture of the server (in my opinion). I would not change it in that way. (sorry Y , just my opinion and hardly fact).
The problem with the heavy mace is that NWN doesn't see it as a weapon, something to do with it being added later, the same goes for the Falchion. While these can be useful weapons they can't be used like others or have flame cast on them, unfortunate but we have to work around it.
Anyone reading this who has taken UMD, don't despair, it still comes in very useful for some class only equipment.
IIRC it's quite possible to fix the spell scripts at least so that they recognize CEP weapons as weapons. Isn't Darkfire already fixed on the server in that way, even? I don't think it's possible to fix feats without heavy scripting, though (and even then all known fixes are not perfect).
No point in talkin aboot the PrCs, as the manual is now scrapped in favour of others for a new project that will enrich the server and see a lot more activity from current and future players :P
So, as i understand it [and hardly :P] there'll be no more new PrC's in UTT2 ?
I've just taken a look at our crafting conversation file and script and it looks very easy to add to.
Expect to see new items being thrown in.
One question - what are thoughts on the gold you have to pay? Too much?
Silverleaf
24-05-2007, 10:01
One question - what are thoughts on the gold you have to pay? Too much?
Far too much!! A cold iron blade is very expensive to build for such a simple weapon, plus the crafter has to make profit if he/she sells it to another player. I would increase the amount of requirements needed to craft, but decrease the gold.
Example, a cold iron blade requires an ice crystal, a bar of steel and 2700(?) gold. Change it to requiring 2 ice crystals, a bar of steel, a wooden plank and 1500 gold.
Of course, it would probably be best to add this new policy to the new weapons that would be added.
Alright, this is going to be a long one :p Sorry for taking so long to respond to all of this, but I've had a lot of stuff going on. Now, on with it! :)
Right... ok. What I think could be improved in the crafting system:
- You should be able to see the stats of items before you make them.
- Possibly imitate the crafting system on the Pretty Good Char Creator insofar as making it possible to change both shoulders/biceps/feet etc. at once rather than one then the other.
- greater selection of weapons and armour available, and vary prices etc. since once eveyone gets to a certain level they all have the cold iron longsword and elf bow, there being nothing better until you're epic.
- Free, unsellable (or at least worth 1gp) mystical token upon successful crafting, which can be got rid of - but not for a profit - if you don't want to change he appearance of your crafted item.
- !Craftable arrows!: ideally able to be made - given the right components - in wilderness areas, from bought or crafted arrowheads from a smithy, wood and fletching feathers
...regarding PrCs:
- Focus on a few first; e.g. Beorning shifter, Heru Cumahtar, Corsair, Haradrim hunter, then work on the valar-based ones.
- Maybe add a higher AB, critical multiplier or improved critical as a free feat for heru cumahtar
...other stuff (to makeless powerful melee classes more useful):
- Whetstones (reusable, for sharpening blades); to be used by those with appropiate skill (mb craft weapon), subject to a check, adds slashing/piercing bonus, keen or an increased AB (depending on game balance) to a bladed weapon for a short time. SHould be quite exclusive to lighter melee classes, or have a high DC
- Poisons should be able to be gathered and mixed by those with appropriate skills, regardless of alignment, and used before battle (is using a poison to make an enemy weaker/clumsier *really* more evil than hacking off their limbs? It wouldn't necessarily have to be pain-inducing. Maybe even numbing)
- Nameable hossies!
- Visible cloaks whilst riding
...and in my dreams:
- Throwing spears!
1. Should be doable, but I'm pretty sure it was decided against, sorry :)
2. This should also be doable, although it will take som work. This is a general in changing things in the crafting system, it often requires more work, than it changes, so to speak - This is NOT to say that the crafting system wont be looked at, because it will! :) There's just more exciting projects on top of it at the moment, which has higher priority.
3. This one isn't entirely script related, but I have a feeling you should see more craftables available some time in the distant or not so distant future ;)
4. This one should be a small change, more to the mystical token object itself, than with the scripting.. *looks to Kev* ?
5. This one is a little harder to do, but I'll try and look into it, as it definately sounds like an interesting idea. -Might- be able to join it with craft trap, but can't say anything for sure yet.
6 & 7. Not sure about this, tbh..
8. I like the idea of this one - Will give it a look and ask around what others think of it.
9. I've always liked the idea of poisons myself and likewise, despised the NWN implentation. As it is, poisons are more or less completely useless, so this one is definately on my to-do list!
10. I'm guessing that should be horsies, right? :P Anyway, not sure it's doable, because of the way horses are done in the first place, but I'll give it a look when I get around to it.
11. Don't know about this one, as it isn't scripting related :) It's custom content (hak / 2da) related stuff, so..
Reduce the DC somewhat on UMD with scrolls. At present, it's 25 plus level of scroll, which probably works fine for bards, who are charisma-based. It pretty much makes scrolls useless for rogues, however, since 'thieves' need to emphasize dexterity. I'm not suggesting making it too easy for rogues (as the original DC is), but perhaps dropping the base DC to 15. This would make at least the lower level scrolls like 'light' available to mid-level rogues who have a few items of charisma gear but still keep most higher-level spells out of reach.
12. It's doable, definately, an easy change even, but I also have a general feeling that it's fine as is, and it's entirely intended by the team to be this way (ie. VERY hard to use).
Well, currently in the crafting system, it suggests that Helms and Shields are an option, but I have yet to see any craftable shields or helms. Also, some craftable robes and cloaks would be nice. I know the danger is keeping the items at a low to moderate level of magic on this server, so it will probably take some feedback from the dev's and dms to make sure any new items do not disrupt the game balance. And if you really end up with some time on your hands, it would be nice for a little bit more variety of the craftable items. Right, there is basically just one type of enchanted longsword that can be created, one type of hand axe, one type of scimitar...etc.
13. Look at no. 3 ;)
Please replace the bone pheonix! Its a basic NWN item with the enhancement bonus swapped for an attack bonus and it has the permanent fire effect on it and it looks and reads like an afterthought up against a lot of the other items on the mod. Using additional bludgeoning instead of the fire will get rid of the silly effects.
14. Not scripting related either, but simply a matter of changing the item, which is up to Kev to decide. :)
The other interesting crafting twist could parallel what I've seen some of the developers (Olorin, perhaps most notably) doing with custom gear -- offer craftables with trade-offs, especially for lower-level craftsmen. For example, you might be able to craft a +2 AB greatsword, but (for those with lesser experience) it comes burdened with a -1 to dexterity. For many fighters, using such a blade is not a deal-breaker, but for some it will be. Only those craftsmen with greater skill can make the greatswords that don't have that compromise. Recipes like this would make for some interesting alternatives to the usual, linear crafting "upgrade path" and it'd be fun to have them integrated.
15. Great ideas! :) (and still, not entirely script related, as it's more of adding the prober recipies) But, as said, refer to no. 3..
As the crafting system currently works, only the ranks in the crafting skill are used.
A skill roll could be introduced. There may be three different versions of the final work and the skill-roll might decide about which version you create. F.E: Smite Claw with Dex-1 AB+1, Smite Claw with Dex-1 AB+2 and original Smite Claw.
Some work might require a spellcaster to cast a spell on one of the components to represent the enchanting of the weapon.
Additional items to craft:
Shields(Craft Weapon)
Helmets(Craft Armour)
Belts, boots, rings and cloaks(needs create wands as feat)
Maybe adding the name of the crafter into the name of the finished item.
The resources to create kits could be put into the loot system, certain monsters like spiders could leave one of the several poisons that are already available for sell.
The duration for poisons to put on your weapon should be improved. As it is you waste one round to apply the poison (and one more if you need to find the poison in your inventory) to have a poison effect for only a couple of rounds. I have very rarely seen a victim even to have to roll a saving throw versus the poison. Poison that is hard to get and costs 20-200 gold.
The crafting system for potions is unfinished and does not work yet (as i have heard).
16. Definately things here that need looking at. I haven't looked much at the crafting system yet, but as I understand it, adding atleast shields and helmets (and anything else based of Craft Weapon and Craft Armor). Not sure when it comes to requiring the "Create Wand" feat, which I think is a good idea and replacement for a "Create Magic Item" feat. Will look into it, but as said, crafting is on the back burner atm. (and also, refer to no. 3, for good orders sake :P).
My eyes! My eyes!
RE: 1.
Yea and nay. We wont be seeing any descriptions on the crafting menu, but im looking into a NWN2 style series of reference books which talk (lore fluff, etc) about a related range of items (e.g Ent Skin Amulets, Morgul Charms) and the components required and bonuses given.
RE: 3.
Yes, there is going to be sackfulls of new craftable items. Particularly our common item range. Though expect additions in all shapes and sizes.
RE: 4.
A mystical token for successful crafting? Yes please :)
RE: 14.
Needs changing, will be done!
Just a point on the UMD for scrolls - from what I recall this was deliberately up to prevent thieves just running around blasting everything away. UMD is a beardy skill at best, so a lot was done to nerf it somewhat a while back.
DM_Yavanna
24-05-2007, 12:40
Just a point on the UMD for scrolls - from what I recall this was deliberately up to prevent thieves just running around blasting everything away. UMD is a beardy skill at best, so a lot was done to nerf it somewhat a while back.
Understood, and I wasn't proposing a full restoration by any means, but just enough mitigation that some of the lower level spells would be available to a mid-level rogue. For example, flame weapon (level 2 spell) might be enough to make it possible for mid-level rogues to do a bit more soloing than is possible currently, without turning them into nuking powerhouses.
Although I'm far from expert on game design, I'd guess UMD and sneaking were originally part of class balance. Rogues are weak in face-to-face melee, but they can sneak their way around enemies and enhance themselves temporarily with scrolls. In MERP, we have partially removed both of those balancing factors: even low-level scrolls are almost unusable, and server norms prevent use of stealth to avoid confrontations with enemies in 'dungeons.' This leaves the rogue almost entirely dependent on grouping--which might be the intention, but if so, I was unaware of it.
DM__Sauron
24-05-2007, 13:08
Although I'm far from expert on game design, I'd guess UMD and sneaking were originally part of class balance. Rogues are weak in face-to-face melee, but they can sneak their way around enemies and enhance themselves temporarily with scrolls. In MERP, we have partially removed both of those balancing factors: even low-level scrolls are almost unusable, and server norms prevent use of stealth to avoid confrontations with enemies in 'dungeons.' This leaves the rogue almost entirely dependent on grouping--which might be the intention, but if so, I was unaware of it.
Solo play has never been encouraged due to the financial imbalance it can create and that we are an RP server which one cannot do alone. One cannot always find others to party with so it is allowed but changing rules just so it can be done by some classes makes little sense.
Any plans for craftable potions? It would make sense if these go in line with poison crafting under the umbrella of alchemy (as in Elder Scrolls).
Arrow/bolt/throwing weapons crafting - yes, this would be a very good one. As things go, crafting is usually in most demand for disposable items which are needed in large quantities, and arrows certainly are that. It would also make the archer builds more interesting - less DEX pumping, and more varied skill selection to get some nicer ammunition.
In general, ideally, you'd want to make the crafting system work in such a way as to require cooperation between players. For example, I'd rather have a friendly Ranger provide me with herbal ingredients for my Cleric, rather than having her run around the (sometimes dangerous) wilderness areas. In game mechanics, this can translate to class bonus to the ability to spot & identify plants for the Rangers, for example (by the way, gatherable herbs are still in the plans... right?). Rangers, in turn, could get the more deadly poison varieties for their arrows from skilled alchemists, after delivering them the components; etc. This is aside from trade, of course: with balanced prices, I can easily see regular demand on disposable items. Indeed, heal kits are already craftable for some (not large, but noticeable) reselling profits at higher levels - and this is good.
Regarding solo play, rogues, and UMD.
I personaly would not like UMD check to be reduced, but not because it would make it easier for Rogues to solo (solo play and ease of solo play as compared between classes is likely a whole other thread ;)) but to retain our low(ish) magic world environment which I do feel suites the context of the server.
I do think rogues could do with a little more support though, as suggested by DM Yavanna. Might I suggest consideration of increased/easier availability of traps and ability to carry them as a compromise?
DM__Sauron
24-05-2007, 20:00
Improving base hitpoints may be an option, larger weapon range, better AB. Any of these would be steps toward a level the playing field. Is this required ? One does not think so but many may feel otherwise.
I like the idea of increased availability of traps/materials to craft them. Is it possible to make an item that only carries traps? A trap bag of holding as it were?
the-small-print
24-05-2007, 22:44
I think maybe beefing rogues up would be a little ooc.... but perhaps giving them a speed increase would be fitting. Sneak attack is very nasty as is, but once you're spotted, unless you can move pretty quickly you're lunch.
DM_Yavanna
24-05-2007, 23:15
One could ask those who have played pure rogues about their opinions on the issue. One way or another, the rogue is the only class I've played so far that I can't solo at all (and there are times when it the only option); others with more experience than I have have said the same thing.
It doesn't have to be UMD, but something to make rogues less totally dependent on a party would be helpful. It can be a great class, but it is very limited now.
I certainly don’t want rogues being beefed up, especially with increased AB, AC additional attacks etc etc.
My own perception is that rogues do find it somewhat hard to keep up with other classes, they don’t level as fast and with the best will in the world and being as rp focused as possible, this is still a discouragement to playing rogues, who should be appealing to play in a ME environment. Thus my suggestion to help them out a little while maintaining the low magic aspect of the world. After all UMD is one of the main assets of the rogue, surely compensating them on loosing out on this major skill is not such a bad thing? I suggested traps because this is already a rogue skill and enhancing it would not distract from the class itself.
Having said all that, if the community is happy with the rogue as it is I am cool with that.
I do have a pure rogue, and as a solo character its tough, but not totally impossible - however once in a party with a tank - especially one who taunts they really come into their own. Ev (my hobbit rogue) can often dish out more damage per blow than warrios and the like 2 or 3 levels higher than him. The joys of sneak attack when in a party I guess.
Having said that he's only level 7 and he can cope with most of Himling alone if he takes care.
To some extent that highlights the points for helping out the rogue. There is no disputing rogues are excellent even without UMD when in a party but there isn't always a party about and if you always have to wait for one while other classes are able to solo, your rogue falls behind. Also, arguably the quests up to Himling are somewhat easier to solo.
Anyway, I'll drop it now as I think I've said all that would be considered constructive input, any more will just seem argumentative and seem like supportive of soloing above partying, which isnt the intent :). Also derailing the thread somewhat, sorry about that.
Just to throw something in on the rogue development rate - this should be boosted somewhat now with the introduction of our small xp rewards for disarming traps.
Note that the system has to be manually impemented to existing traps, so allow it some time to proliferate.
the-small-print
11-06-2007, 18:03
Hello. I (foolishly, it turns out) made a sorceror character who's intended to be an alchemist recently, and have since learned that that's practically impossible, and that the brew potion feat is useless without empty bottles, and with the huge XP and gold costs for potion brewing.
So instead I thought of a far from ideal, but possibly doable solution. Every character who wishes to brew potions should take the feat, and then be granted a token by a DM that gives them access to a potion store in for example the alchemists' in tharbad or magic shops in bree etc.
These stores should have big enough discounts and a wide enough range of potions available for them to be practically sellable by the alchemist for a profit or not, as it may be. The token could be updated as the character levels, or gains points in lore, or something, so that more advanced potions would be available.
A fair amount of hassle, I know, but at the moment there is no useable alchemy system.
Thoughts? Rebukes? Cucumbers?
Silverleaf
11-06-2007, 18:59
Every character who wishes to brew potions should take the feat, and then be granted a token by a DM that gives them access to a potion store in for example the alchemists' in tharbad or magic shops in bree etc.
I could think of a few characters, but not all that simply take the feat. I think an easier solution is to have a script that allows characters to "gain" XP when they brew potions, so that when the XP takes its toll it is given back.
Isn't there an alchemy system, similar to what we can do with heal kits now, in works, anyway?
Silverleaf
11-06-2007, 19:52
There is just an herbal system that I know of.
the-small-print
12-06-2007, 01:42
As far as I've heard the alchemy system where you lose gold and XP is hard-coded and therefore unchangeable. That's why I was saying the tokens should be DM-granted. It'd avoid having to do all that messy scripting, and they could decide if you had the appropriate skills for the ability. Since there aren't many alchemists about, I don't think it'd bee too much hassle.
Having said that, I'm not a DM ;)
Silverleaf
12-06-2007, 12:57
As far as I've heard the alchemy system where you lose gold and XP is hard-coded and therefore unchangeable.
I think an easier solution is to have a script that allows characters to "gain" XP when they brew potions, so that when the XP takes its toll it is given back.
It's not changing the system. It's just a little add-on script that gives the User XP to balance out the loss that is hard-coded.
the-small-print
12-06-2007, 13:46
Aha, cunning. This is what you get for speed reading....
A much neater solution. But could you get it so the gold was largely given back too? An alchemist has to run at a profit, you know ;)
Silverleaf
12-06-2007, 14:04
Well, true, but the gold part isn't all that expensive. Easily less than 100. Hmm... You know, an 'alchemist' class might be a fine replacement for the Harper Scout class if it were renamed. The Craft Harper Item feat allows characters to craft two different types of potions (bonus stacks) for only 20 GP and 5 xp. Very worth it if you ask me.
the-small-print
13-06-2007, 01:49
The gold cost for higher level spells does get out of hand, and costs more than it would to buy from a store, I have been told
There is just an herbal system that I know of.
There was a token for sale in the shops, don't remember what it was called, but the description said that it could be used to analyse ingredients of potions (similarly to how you can do it for the heal kits). It didn't work, but I took it for a sign of better times to come.
As far as I've heard the alchemy system where you lose gold and XP is hard-coded and therefore unchangeable.
You can't change it, true, but you can construct your own system without bothering it, and then use that.
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