We already have an Occupation for potions with buffs.
There are already items such as colored sands, mushrooms and the like that are all "mission mats",but widely spread across Atys. We don't need more.
The possibility of "dyeing" armor and clothes is one that has attracted attention in the past. Making a Dyer Occupation with different skill levels and possible recipies would be nice, but we'll have to have the skins first. This concept has "legs" as far as I'm concerned.
Rules that make it like other stuff in Atys:
No armor or clothes can be dyed twice. The process is somewhat corrosive and will destroy items if used too often.
NPC armor is so complex and finished that it cannot be dyed.
Failure, in the end, is certain for some percentage of the time, just like crafting.
Dyer rank I -- can change any LA < q100, but results may vary (ie. are random) and the only extra colors are yellow and pink (random). Must dye at least 100 full sets to advance. Occasional dye failures dye the homin or their own clothes in patches of yellow and pink.
Dyer rank II -- researches recipes using paint and mission items. Is getting more skilled so can modify the color of LA up to 150. Recipies for sky blue, teal and violet can be discovered, in addition to yellow and pink. Chance of random colors is reduced to 50%
Dyer rank III - Journeyman -- With trial and error and skill all the current colors can be discovered, together with all the new ones on the spectrum. Can modify color of LA up to 200, MA up to 50.
Dyer rank IV - possibility of discovering how to "shine" colors (reflective skins) -- Can modify LA up to 250 with low failure, MA up to 150 and HA up to 100.
Dyer rank V - Master - Able to modify color of all levels of LA, MA and HA armor with only a 15% failure rate.
There are already items such as colored sands, mushrooms and the like that are all "mission mats",but widely spread across Atys. We don't need more.
The possibility of "dyeing" armor and clothes is one that has attracted attention in the past. Making a Dyer Occupation with different skill levels and possible recipies would be nice, but we'll have to have the skins first. This concept has "legs" as far as I'm concerned.
Rules that make it like other stuff in Atys:
No armor or clothes can be dyed twice. The process is somewhat corrosive and will destroy items if used too often.
NPC armor is so complex and finished that it cannot be dyed.
Failure, in the end, is certain for some percentage of the time, just like crafting.
Dyer rank I -- can change any LA < q100, but results may vary (ie. are random) and the only extra colors are yellow and pink (random). Must dye at least 100 full sets to advance. Occasional dye failures dye the homin or their own clothes in patches of yellow and pink.
Dyer rank II -- researches recipes using paint and mission items. Is getting more skilled so can modify the color of LA up to 150. Recipies for sky blue, teal and violet can be discovered, in addition to yellow and pink. Chance of random colors is reduced to 50%
Dyer rank III - Journeyman -- With trial and error and skill all the current colors can be discovered, together with all the new ones on the spectrum. Can modify color of LA up to 200, MA up to 50.
Dyer rank IV - possibility of discovering how to "shine" colors (reflective skins) -- Can modify LA up to 250 with low failure, MA up to 150 and HA up to 100.
Dyer rank V - Master - Able to modify color of all levels of LA, MA and HA armor with only a 15% failure rate.
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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>