#Alchemist set + Dagger Weapon combo

4 messages · Page 1 of 1 (latest)

verbal tinsel
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Probably way to ambitious, but here we go.

[Technically, the Alchemist set is the main weapon, but the dagger is there for general defense / offense.]

Basically, pressing the button to bring up your secondary weapon, will instead Deploy a Magical alchemist set, which you can combine 3-4 "Chemical Compounds" to create a potion, at which then you can add 3-4 "Mixtures" to alter the effect of the potion.

Like, um...
If i combined 3 chemical compounds to make a potion that explodes on contact with a surface, i could then add 2 "Blast" mixtures, and 1 "Concentration"

Explosion "Formula" + 2 blast and 1 Concentration = A heavily damaging explosion that will obliterate most normal enemies, but i need to get a group of them really close to each other to be effective.

The alchemist set also comes with a syringe, that you can stab into something to deal a whole, One damage.
But, the syringe gains a random combination of mixtures [anywhere from 2-3] That you can then inject into the potion to apply those random chemical compounds [Downside is that fact its random, where the upside is a possibility of a REALLY effective potion]

WITH RELICS :
I just realized relics completely fuck up this idea...
Maybe any relic that alters secondary weapon stats will increase a random mixtures efficiency?
[Like, if i pick up a relic that increases ranged DAMAGE, then it would increase the "BLAST" mixture effect by one, dealing extra damage, or if i pick up a relic that makes ranged attacks EXPLODE, it would drastically increase the "AREA OF EFFECT" mixture

crystal oracle
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very well thought of, but didn't get very popular sadly. i hope this gets added anyway

paper ether
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Honestly this is cool

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I would love this in the game ngl
Because it looks so stupidly complex it'd be hella fun to learn meta combinations and stuff