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Suggestion: Alchemist Role

Suggestion: Alchemist Role
Posted 2020-11-11 17:01:49 (edited)
I got to thinking, it would be fun to bring alchemy into the game! Dogs, at least, can smell certain minerals and chemicals, so I think it's safe to assume wolves could too! It could be a way to have a little more magic/mysticism involved.

Unlocked on 7th rollover.
Speed, Wisdom, and Smarts matter most/get most exp.
Much like the herbalist, they could be sent out to gather minerals. The compounds they make could give your lead wolf boosts as well as make items to help during particularly tough battles (especially if pvp is ever introduced or we get anything like a daily/weekly big boss encounter). Some example items could be:

  • Boost damage dealt for X amount of turns
  • Boost EXP gained from battle
  • Species-specific defense/offense (like, idk, a smokebomb that hinders bears)
  • Decrease enemy accuracy



They could even work with the herbalist to increase the effectiveness of some medicines, such as:

  • Increase the item use amount
  • Increase HP restored
  • Increase immunity time



These would take far more energy from both roles, and perhaps there could be a daily limit as well.

Other items the Alchemist could make (and perhaps partner up with the Herbalist for as well):

  • Repellants to avoid any enemy encounters while exploring for X amount of turns/time
  • Increase chances of finding SC while exploring for X amount of turns/time
  • Attractants for more NBWs
  • Boost Hunting Party success for 1 hunt
  • Decrease scouting time for 1 scouting session



Same with herbs, only certain minerals are found in certain biomes. Along with researching and crafting compounds, there could be a third option of breaking down items to get minerals from them. For example, breaking down a Large Rock item could possibly yield a certain mineral out of it (which would give at least one of the den items another use!). Or like, Tobacco could be broken down to extract the nicotine resin. Certain bones/skulls could be broken down for calcium. Stuff like that.

Just think it would be a neat idea + i love the thought of two roles interacting and even depending on each other.

EDIT: Additional thoughts/suggestions

  • maybe a master potion/spell/whatever learned could be something to boost the stat(s) of a wolf. It could take 100% energy to make as well as several hours (maybe like, 6 hours) so that they wouldn't be too easy to make in order not to become crazy OP. Possibly would need a hefty load of ingredients too. 2 random stats increased by 1?
  • there are already some tiny hints of magic already in play here with the scrying stone, the aging crystal, instant pup delivery, etc etc. So even if this role were to actually incorporate magic (which could be even cooler with enchantments!) then it wouldn't be too out of place!
  • badger as the alchemy teacher (@QueenOfFrowns)
  • Maybe alchemists could also have a small chance to find Gems (if gems and craftable applicators are added to WD like on LD) while searching for minerals. (@PiffleLovesBaseball)
  • lynx named Argon as the alchemy teacher.  It takes one rollover for the wolf to learn enough to put their skills to use, and have tiers of what they could do that unlock as their proficiency goes up. But should they decide to retire from alchemy  Argon gives them something to forget their knowledge and refuses to retrain them, so a wolf can only be an alchemist once, and prevent people training up alchemists to sell. (@Orias)
  • species-specific attractants, use the role to craft base changers (@Bambi_Lesbian)
  • Season/time specific "relics", potions, etc that boost night hunts, attract certain species at certain times of day and year, items to equip your wolves with that boost fertility(+5% until relic is removed, only for VLF, LF females), energy regen(2% faster), add extra hunts(like 2 or 3, so as to not op it too much), that sort of thing! (@JAEDA)
  • Owl NPC for the alchemy teacher (@Haderis 🕷Saké Senpai🌊)

❀Moki❀
#15263

Posted 2020-11-11 17:04:39 (edited)

Support, this would be a lot of fun and give me a use for at least one more of my sad bored wolves.


Jay
#11211

Posted 2020-11-11 17:16:11 (edited)

I love this idea! After reading the title, I was like: "Meh, sounds like a herbalist." But after reading your description, I 100% support and want one right now! 


QueenOfFrowns
#3910

Posted 2020-11-11 17:19:56

Support! I adore this idea!


Mags
#22255

Posted 2020-11-11 17:27:17

This would actually be rather interesting. Maybe have the role unlock by something like: "One of the pups was playing around an old tree and found [Blank]! I wonder if it could be used for something?" Insert Tala guiding your lead wolf to lynx chilling up a tree/high cave (background image changes depending on biome) and introducing Argon, a strange lynx who teaches about alchemy, and offers to train one of you pack in the ways of an alchemist. It takes one rollover for the wolf to learn enough to put their skills to use, and have tiers of what they could do that unlock as their proficiency goes up. But should they decide to retire from alchemy  Argon gives them somethingnto forget their knowledge and refuses to retrain them, so a wolf can only be an alchemist once, and prevent people training up alchemists to sell.


OleanderOmen [Prev. Ori]
#10844

Posted 2020-11-11 19:01:41 (edited)

I love this idea! Just another thing they could make could be an attractant for certain enemy encounters (feline attractant, canid attractant, bear/rodent...). Possible even a place to craft something that lowers the birth time (not instant birth but could remove a day for each potion used) or increases chances of nuts with EXTREMELY rare materials. This could be where craftable base changers are out into play with coat potions or the like. 


Bambi_Lesbian
#24415

Posted 2020-11-11 19:13:38

This sounds awesome! I am really interested in more roles and your Alchemist idea sounds like it'd be a lot of fun and very useful!


Skift
#6601

Posted 2020-11-11 20:06:08

Also, just think how cool the graphics could be to go along with it! Like if you're using an Alchemy item during battle, you could have like a blue haze around your wolf. Lots of crystal/mineral motifs, the Alchemy animal (I like the Lynx idea from Orias!) could look all mysterious/half mad from all the times they've burned themselves/inhaled too much chemical smoke xD

❀Moki❀
#15263

Posted 2020-11-12 01:06:38

This sounds like a great addition! The mechanics sound immersive and fun and the potions you've suggested don't sound too OP. It also wouldn't be something people were mandated to take part in, so it's a nice effort - reward thing.

Coal
#476

Posted 2020-11-12 03:39:51

ooooh so i really like this!

ill be honest, it sounds just a little TOO fantasy to be something outside of like a future event, but if wolves are able to create modern medicine reliably then working with minerals honestly is not that much of a stretch!

honestly, id love to see it! the more pack roles we have, the better! maybe at super high levels we could craft stat or exp items as well?


sandshrew
#4808

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