ZVX Posted July 1 Report Posted July 1 Hello, this is my first forum post. I apologize in advance for any errors. The text was translated using Google (foreign languages are one of my greatest weaknesses). I'd like to share my vision of magic and alchemy with you, but these mechanics are likely already being considered by the developers to some extent. My vision of mysticism in Vintage Story is technological magic. As Arthur C. Clarke said, sufficiently advanced technology is indistinguishable from magic. The game features many advanced geared machines powered by protomatter. Magic shouldn't be divorced from existing mechanics, which is why I believe traditional magic involving shooting fire from the palm of your hand wouldn't fit the game's setting. Seraphim do have the ability to leap through time, but only in small and highly unstable zones. Special magic should be performed using machines called geared staves, wands, and orbs. They would consist of: – frame – computational unit – memory components The frame would be the simplest to construct and could be crafted from any material; its function would be decoration and support. The computational unit is the heart of the tool. It could be created by repairing a broken component hidden in ruins. This component could have levels, which would determine the number of memory component slots. It would be powered by protomatter and alchemical substances. The memory components are nothing more than spells in the form of geared disks/cylinders. They could be found in ruins or in the bodies of enemies. Spells would consume a portion of the protomatter and the appropriate alchemical substance, affecting the laws of the world. This would result in a temporary decrease in the temporal stability of the area and a loss of temporality for the player. The effect would be stronger the stronger the spells or the extent to which they affect temporality. The spells themselves could be divided into elements: fire, water, earth, wind, and aether, in keeping with the vision of ancient alchemists who believed in this division of matter particles. Spells could be traditionally used for combat and defense, but interesting applications would be civilian purposes, such as restructuring crystal lattices in metal products to increase strength, speed, or damage, accelerating crop growth or their resistance to temperatures and pests, increasing the stability of landslides, and much more. The costs of magic included the aforementioned alchemical substances, primeval matter, temporal stability, as well as the cost of crafting tools and developing alchemy. Alchemy should be an advanced art, developed step by step. In its basic form, it would allow for the production of medicines. I've heard that diseases are planned, so this application of alchemy (which is as historically accurate as possible) would be a great introduction to the mystical arts. First, simple decoctions of herbs and mushrooms, then tinctures and distillates, and finally advanced pharmaceuticals utilizing minerals, alchemical reagents, and stellar cycles. Alchemical instruments could also be technologically advanced, requiring sophisticated glassmaking techniques (vials, beakers, precision stills, and condensers) to create them. 2
LadyWYT Posted July 1 Report Posted July 1 Welcome to the forums! Overall I think this is better suited to a mod rather than something that fits the vanilla game. The vanilla game does have a few esoteric elements, but is overall heavily grounded in realistic natural processes. Adding magic and alchemy would shift the tone from realistic survival with elements of eldritch horror in the background, to a more generic fantasy RPG setting. 6 hours ago, ZVX said: Alchemy should be an advanced art, developed step by step. In its basic form, it would allow for the production of medicines. I've heard that diseases are planned, so this application of alchemy (which is as historically accurate as possible) would be a great introduction to the mystical arts. First, simple decoctions of herbs and mushrooms, then tinctures and distillates, and finally advanced pharmaceuticals utilizing minerals, alchemical reagents, and stellar cycles. Alchemical instruments could also be technologically advanced, requiring sophisticated glassmaking techniques (vials, beakers, precision stills, and condensers) to create them. Medicine crafting and other "alchemy" is on the roadmap, however, it's worth noting that such systems were renamed from "alchemy" to "herbalism". Likely because "alchemy" gives too much of a magical impression. 1
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