Alchemy
Posted: Wed Dec 31, 2014 12:43 pm
Sorry if this was already talked about in a post earlier somewhere, but I haven't seen one so..
Do you mind if we ask exactly what direction you are hoping to go with alchemy when it finally gets put it? Here are a few of the general Ideas of alchemy that I can think of, if its easiest you could just say which is closest to your idea of alchemy for clok.
1.Potion making: Use of seemingly random ingredients to form potions that can make pretty much anything imaginable happen. Usually either because such ingredients are very slightly naturally magical and/or not part of the real world(I.e. Drakolin scales). Alternatively, use of seemingly random ingredients to make potions with supernatural effects explained because laws of reality are slightly different, so the same mixture of things make something completely different happen in clok than it would in the real world.
1.b.This method often has extremely odd requirements for making the potions as well, i.e. stir bowl 14 times EXACTLY before heating, then 12 times while heating, counterclockwise, ect.
2.Real world style alchemy: IRL alchemy was basically the grandpappy of chemistry. People explored more about the elements, created basic periodic tables, and made huge amounts of discoveries in both alloys and how things work chemical wise. All in the name of transforming lesser metals into gold, at least until Alchemy was replaced with Chemistry.
3.Transmutation style alchemy: Basically alchemy that gives people the power to transmute materials from one type of thing to another without changing mass or anything like that. Lead to gold, marble to sand, ect. For a better explanation of what I am trying to explain, watch Full Metal Alchemist.
4.Unique style alchemy?:Ive seen some muds take alchemy into their own hands to form something unique, for example in another mud I played alchemists called upon the elements, using old alchemical symbols for each element, to give themselves or something they had on them a property of that metal.
Just as a side question, are you considering homunculuses? For those who don't know, its an alchemical formed "imitation" of a human, controlled easily by the alchemist who created it and having a wide variety of abilities. Best known are the ones from Full Metal Alchemist, but Homunculuses are certainly a much older idea than that anime.
Do you mind if we ask exactly what direction you are hoping to go with alchemy when it finally gets put it? Here are a few of the general Ideas of alchemy that I can think of, if its easiest you could just say which is closest to your idea of alchemy for clok.
1.Potion making: Use of seemingly random ingredients to form potions that can make pretty much anything imaginable happen. Usually either because such ingredients are very slightly naturally magical and/or not part of the real world(I.e. Drakolin scales). Alternatively, use of seemingly random ingredients to make potions with supernatural effects explained because laws of reality are slightly different, so the same mixture of things make something completely different happen in clok than it would in the real world.
1.b.This method often has extremely odd requirements for making the potions as well, i.e. stir bowl 14 times EXACTLY before heating, then 12 times while heating, counterclockwise, ect.
2.Real world style alchemy: IRL alchemy was basically the grandpappy of chemistry. People explored more about the elements, created basic periodic tables, and made huge amounts of discoveries in both alloys and how things work chemical wise. All in the name of transforming lesser metals into gold, at least until Alchemy was replaced with Chemistry.
3.Transmutation style alchemy: Basically alchemy that gives people the power to transmute materials from one type of thing to another without changing mass or anything like that. Lead to gold, marble to sand, ect. For a better explanation of what I am trying to explain, watch Full Metal Alchemist.
4.Unique style alchemy?:Ive seen some muds take alchemy into their own hands to form something unique, for example in another mud I played alchemists called upon the elements, using old alchemical symbols for each element, to give themselves or something they had on them a property of that metal.
Just as a side question, are you considering homunculuses? For those who don't know, its an alchemical formed "imitation" of a human, controlled easily by the alchemist who created it and having a wide variety of abilities. Best known are the ones from Full Metal Alchemist, but Homunculuses are certainly a much older idea than that anime.