Semi-Implemented Features

FAMARA

Grandmaster
Adam's Avatar Ale
Effect: Sends out wave of golden spell effect (similar to corpse devourer effect)
-Special bottle type from CTF reward (most damage/kills? mvp?)
-10x sulfurous ash
-2x hops
-4x sheaf of wheat

Meaty Mead
Effect: Alternating red and green spell effect around player
-20x cut of raw ribs
-20x raw chicken
-4x sheaf of wheat
-1x power crystal
-2x yeast

Nautical Amber Ale
Effect: Player will randomly say pirate phrases for a short duration
-10x petrified shells from whirlpool
-Special bottle type as rare drop from any monster in Grotto
-20x fish steak
-2x Yeast

Spooky Shandy
Effect: Transmogrifies player into specially hued wisp
-10x halloween candy
-5x lemons
-2x honey
-2x yeast

Blackthorn's Brew
Effect: Turns skin red until player dies
-2x daemon bone (old daily stealable rare making this a limited edition brew collectible)
-10x blood moss
-2x yeast
-2x sheaf of wheat

Skara Brae Breakfast Stout
Effect: Player is "full" and "satiated" for 24 hrs
-Special bottle from hedge maze monsters
-10x Black Pearl
-10x beeswax
-2x yeast
-4x pumpkins

Khaldun Sparkling Wine:
Effect: Transmogrify into hued skeleton with white/grey spell effect surrounding player
-Special bottle from Khaldun lockpicking chests
-2x bone
-2x yeast
-2x sheaf of wheat

Iron Brew
Effect: Raise mining ore type by one level for 10 minutes
-10x each color ingot
-2x powder of fortifying (from smithy BODs)
-2x yeast
-2x hops

Felurian's Floral Lager
Effect: Shoot out some sort of floral shaped spell effect
-2x Rose of Trinsic (rare ingredient from RDA monsters)
-2x Yeast
-2x Hops
-4x sheaf of wheat
-20x rubies

Trinsic Barrel Aged Imperial Stout
Effect: Shoots out bronze hued spell effect
-4x sheaf of wheat
-2x yeast
-2x hops
-1x "barrel" (currently a daily stealable rare)

Moonglow Shroom Kombucha
Effect: Some sort of psychdelic rainbow hue effect
-1 mushroom (Rare drop ingredient from new Covetous Dungeon level monsters)
-2x hops
-2x bottle of vinegar
-2x sack of sugar

Ilshenar Ice Wine
Effect: Freezes drinker in place and sends out spiraling waves of blue (like crafting slayer armor rune effect)
-10x bunch of grapes
-4x honey
-2x sack of sugar
-2x special ingredient from new Ice Dungeon level (ice crystal or something)
-20x sapphires


I might add some more brews later, hope some of these ideas are feasible! Thanks for the hard work on this system =D


Skara Brae Breakfast Stout
Effect: Player is "full" and "satiated" for 24 hrs
-Special bottle from hedge maze monsters
-10x Black Pearl
-10x beeswax
-2x yeast
-4x pumpkins

would love a alchohol that kept the player full and satiated for 24 hours!
 

aIck

Grandmaster
Here's a good recipe for brewing...

Rotgut
- 10 jugs of water
- 5 sacks of yeast
- 5 sacks of sugar

Effect: Makes your character puke uncontrollably, also inflicts Poison (40% chance), Greater Poison (30% chance), Deadly Poison (20% chance) or Lethal Poison (10% chance) on the drinker. Only for those with bowels of steel.
 

Hanebu

Master
Not sure if there is another thread about it, but what's about the items for the ancient smith's hammer.
How can I craft more items with it?
 

Guttersnipe

Grandmaster
Here's a good recipe for brewing...

Rotgut
- 10 jugs of water
- 5 sacks of yeast
- 5 sacks of sugar

Effect: Makes your character puke uncontrollably, also inflicts Poison (40% chance), Greater Poison (30% chance), Deadly Poison (20% chance) or Lethal Poison (10% chance) on the drinker. Only for those with bowels of steel.
Far too much yeast. Yeast reproduces in a sugar rich environment, then ferments, but you do have the makings of a wash for rum per-distillation.
 

edw3rdwood

Grandmaster
Bump, has there been any progress on the AR topic? If this thread is still accurate the total AR value is irrelevant to damage taken, as the coding instead gives a chance for each separate armor piece to absorb all damage incurred (meaning sometimes your 1 AR gorget will brunt the entire attack, and other times damage will go to your 25 AR chest piece).

My suggestion is that *half* of the damage sustained should be against your total AR. The *other half* of the damage should cycle through armor pieces (by % chance) and apply the damage to that piece's AR. This would enable someone with a higher total AR to generally take less damage with each hit, while keeping things sporadic and variable as the current coding is designed to do.
 
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halygon

Grandmaster
Bump, has there been any progress on the AR topic? If this thread is still accurate the total AR value is irrelevant to damage taken, as the coding instead gives a chance for each separate armor piece to absorb all damage incurred (meaning sometimes your 1 AR gorget will brunt the entire attack, and other times damage will go to your 25 AR chest piece).

My suggestion is that *half* of the damage sustained should be against your total AR. The *other half* of the damage should cycle through armor pieces (by % chance) and apply the damage to that piece's AR. This would enable someone with a higher total AR to generally take less damage with each hit, while keeping things sporadic and variable as the current coding is designed to do.
AR was changed already although most of is say too far in the other direction.

Check the publish notes for details from Adam.
 
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