Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Reagents (Notes for Now)
#1
List of OSI/Base UO Reagents as per UO Guide.
[Image: Black_Pearl.png]
Black Pearl - Directly dropped as loot from various mobs. Sold by NPCs. Obtained via Fishing
[Image: Blood_Moss.png]Blood Moss - Directly dropped as loot from various mobs. Sold by NPCs
[Image: Garlic.png]Garlic Directly dropped as loot from various mobs. Sold by NPCs
[Image: Ginseng.png]Ginseng
[Image: Mandrake_Root.png]Mandrake Root
[Image: Nightshade.png]Nightshade
[Image: Spiders%27_Silk.png]Spiders' Silk
[Image: Sulfurous_Ash.png]Sulfurous Ash



Used for Necromancy and Alchemy.
[Image: Grave_Dust.png]Grave Dust - Sold by some NPCs and is a quest reward.  Not a loot item because we have AO Disabled.
[Image: Nox_Crystal.png]Nox Crystal - Sold by some NPCs and is a quest reward. What is Nox Crystal anyway??  Not a loot item because we have AO Disabled.
[Image: Daemon_Blood.png]Daemon Blood - Sold by some NPCs and is a quest reward.  Not a loot item because we have AO Disabled.
[Image: Batwing.png] Batwing  - Sold by some NPCs and is a quest reward.  Not a loot item because we have AO Disabled.

[Image: Pig_Iron.png]Pig Iron  - Sold by some NPCs and is a quest reward.  Not a loot item because we have AO Disabled.  But also obtainable via our mineral reagent mining.


Used for Mysticism. Mysticism spells use any of the familiar magery reagents, and additionally some require certain of these Pagan Reagents:
[Image: Bones.png]Bone - Acquired from carving up corpses, quest reward. 20 mobs give it as loot. Sold by some NPCs.
[Image: Dragons_blood.png]  Dragon's Blood - Carved from dragon corpses, slith. 
[Image: Daemon_bone.png]  Daemon Bone - Available from quests, 9 mobs that give it directly, 
[Image: Fertile_dirt.png]  
Fertile Dirt - But also obtainable via our mineral reagent mining. Acquired from a green thorn mob. 5 NPCs give as loot.  NPC sells it.
Reply
#2
Goal:

I would prefer that all of the reagents for the spell casting systems be available from one or more of the resource gathering skills.  Having to mob farm, or NPC buy reagents doesn't work well on a small shard for a variety of reasons, and I liked how it worked on Grimmwold.

This MAY mean that some of the reagents need to be renamed/regraphic'd to fit in with some reasonable balance.  There are 17 spell casting reagents for OSI/UO Base.  Farming has/had 4, mining has/had 4, fishing had 1 (I think).  Then on Grimm, apothecary has 8 different ones -- keep or change is the question.

I also prefer that we can get reagents directly, not as a "side" effect of gathering another item.  Some of that might not be possible or make sense given the fiction for the item -- however it has a habit of unbalancing the primary item as people try to get enough of the secondary item.

This works fine for mining and farming as they are already implemented as book skills, but want about the others; fishing, lumber jacking and herding.  Fishing could easily be implemented with a new tool and new book skill, as could lumber jacking, but herding is a little harder.  What about a new tool to call "rare animals", like a horn that calls white stags or black goats.
Reply
#3
Okay ... so here's what I'm thinking. We have 24 reagents with the spell casting and alchemy.

1. We don't give fishing anything more then it has for now, but when we look at the advanced potions we implement those rare reagents into fishing.

2. Farming keeps its 4 Magery reagents, by what ever actual name or graphic we choose. I think that the four Grimm farming reagents are the same UO graphics with just different names, but want to check.

3. We leave mining with its four reagents, that are used for Magery. Need to check them.

4. We convert the 8 alchemy potions to the Grimmwold apothecary herbs and give them to lumber jacking as wild crafting because lumber jacking is going to loose the rare trees since we are not implementing AOS.

5. We implement the rest of the reagents for mysticism and necromancy into herding.
Reply
#4
DECISION MADE, MORE DETAILS to come

MOST of the reagents listed above will get a name change, and many a graphic change.

All Magery reagents will be given to Lumberjacking as a "Wild Crafting" book skill to make up for the loss of enhanced woods which we won't be using because they are AOS enabled.

Alchemy Herbs will be matched to the Grimmwold apothecary herbs instead of the OSI/UO Base Magery reagents and given to Farming like they were on Grimm.

Farming will loose the 4 Magery reagents that they had on Grimm, but retain the 8 alchemy/apothecary herbs.

Mining will loose the 4 Magery reagents they had on Grimm, but get the 5 necromancy reagents.

Mysticism reagents will be implemented for herding/butchering when we implement mysticism.
Reply
Topic Options
Forum Jump:




Users browsing this thread: 1 Guest(s)