Jump to content

Search the Community

Showing results for tags 'Alchemy'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Pentiment
    • Pentiment: Announcements & News
    • Pentiment: General Discussion (NO SPOILERS)
    • Pentiment: Stories (Spoiler Warning!)
    • Pentiment: Technical Support (Spoiler Warning!)
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements & News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements & News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements & News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements & News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements & News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements & News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Skype


Jabber


Yahoo


Website URL


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

Found 3 results

  1. To find out that Shattered Pillar Monk is utter trash now. Went from super OP to (for me) unplayable. I played the game the first two weeks it came out a lot have changed since then... Time to reroll i guess. I got one question im planning to do either a Nalpazca paladin multiclass or a Helwalker Paladin multiclass. I prefered nalpazca because of the insane stat/accuracy/crit bonuses from pots and drugs. But im not sure when i read the patch nodes from 1.2 what those mean: "Alchemy Skill no longer affects "Poison" keyworded spells and abilities. (It still affects applied poison consumables)" From reports in the forum i read that Alchemy does not work anymore on increasing the stats that potion and drugs provide is that correct? In that case there is only one good monk subclass left and my decision is clear. I just want to be safe about how alchemy skill works in 1.2 - can anybody tell me maybe?
  2. This is a bit of musing on crafting, but I just thought of some interesting things lately. I've been playing a lot of Minecraft lately, with basically a magical-stuff mod, and you have to research to discover specific recipes, and you craft things with a combination of traditional crafting (assembling physical items according to a recipe) AND magical crafting (almost alchemy; you break things down into fundamental components, called "essentia," and you reassemble these essentia into altogether different materials/objects). Most of the time, it doesn't really have anything to do with physical crafting. For example, you can "invent" the magical-affinity metal, Thaumium, via research. Then, you can make from it anything you can make from any other metal (swords, tools, armor, etc.). So, 2 main things here: 1) Crafting like this could address a lot of the "why would you go from being a nub to being a master armorsmith?" concerns and such involved with "regular" crafting. You could, for example, invent something like Thaumium, then take that, as simply a raw material, to someone who actually is a master of shaping it and crafting actual equipment. And/or, you could get equipment made, then modify it using magical means. 2) Research could be a very nice change from the typical "here are the recipes for things, and you just learn them as you improve your skill" thing. You'd start with basics, and you could advance what you want to advance through research. Want to learn how to make all the best metal/material enhancements? Research metal and materials. Want to make all the best potions? Research the various animal parts and herbs and such. You could still find/acquire any number of recipes through other means (and I sure hope you do, regardless of whether or not anything even resembling research is in as one method of finding out some grouping of recipes). Another notable thing? This gives loot items in the world value, besides just typical loot sale value. Two values, in the case of the Minecraft mod. A) I can use up things to research, based on their various magical aspects (fire, metal/ore, earth/soil, animal/life, etc.), and B) I can break those things down into those essentia if I need to make other things from them. In fact, these things don't even have a sale value in Minecraft. There's not really anyone to sell to. You can barter some things, as far as I know (somewhat random offers), but you can't ever acquire money that you then use to spend universally on any other things. So, it's interesting. I loot all the stuff I need, and the rest? I couldn't care less about it. "I've already researched the crap out of that... don't need it anymore." Or "I've got plenty of stuff made out of fire essentia, so I don't need that." Etc. I'm not saying we copy Minecraft here, and just use the exact same system. But, it did get me thinking. It's not your super-typical, bland "I just make slightly better swords and armor as I go along, out of slightly better and better metals" crafting, and it brings a lot to the table that could, at the very least, be considered and utilized to varying extents. Thoughts?
  3. I didn't found anything solid about this topic, so here it goes: What do you think abut profession systems? I think I would want some kind of professions in the game like alchemy, first aids, herbalism or even engineering. It would be nice if: We need to do something to get better without implying repetitive tasks. We can have custom recipes. We can read books to actually learn some (few) of the recipes, having to take out the recipe after reading the book to a custom recipe. We can collect things (items, medals, flavor items) from them. We need to explore deeply to get the best rewards from them. We can benefit from them in dialogues and / or in the battlefield. It would be awesome if them allows us to have an exclusive assistant or some sort of companion / pet. I like having professions in the game; they add to the game a new level of progression and mix some of the responsibilities from some classes with new ones that won't fit a class system at all. They are rewarding and give a motto for those explorer players. What do you think?
×
×
  • Create New...