So I've been tossing around ideas to fiddle the alchemy skill a bit, and I'd like to run it by everyone here, before I go and make a big mess of it. Basically, I would like to break alchemy up into smaller skills, but still keep the engine how it currently works. For exmaple, right now, you can throw arrows and stingers into a pot, and make poison arrows. Instead, I would like to break the arrow and bow formulae, into the "fletcher/bowyer" skill. So rather than using alchemy on a cauldron, you would use the bowyer skill, on a workbench. I would like to split the formulae, into bowyer, smithery, jeweler, alchemy and thaumaturgy. Each one getting the appropriate formulae. At the same time, I would like to undo the "use the alchemy spell to make it go" part, and have it work on the alchemy skill. The idea of this being: 1) It makes the individual skills more useful, and slightly more interesting. 2) Alchemy is no longer a big create-all skill. 3) More complex formulae, may require ingredients that are created using other skills. For example, a special arrow might need a water of the wise, which you might create via alchemy. 4) It wouldn't affect how alchemy currently works really, it would just distribute it around to other skills, which are all under mental anyhow. 5) It just makes more sense. Making arrows with alchemy when you have a fletcher skill is kinda silly. 6) None of this would really impede the work mark has proposed earlier regarding alchemy. I think the two ideas are relatively independant of one another. 7) the shops like the armor shop, and the bow shop, would have little sections like the alchemy shop, where you could go and create your goodies. 8) You would have to know the skill, to perform whatever thing it is you are trying to do. Unlike now, where you just need the spell. --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi