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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
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    • Claycorp

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  1. Herbology/Pharmacology/Medicine

    This topic had been danced around but I think my idea is unique enough to deserve a separate thread. I would love to see some form of agriculture that is focused on healing. In the past, healing has happened passively. I think it would be neat to implement a skill tree for alchemy or whatever you want to call it. Where you make potions or tinctures or just healing poultices or whatever it may be. This would be a more active form of healing. If the 1000 hp system is maintained, maybe each dose or application of healing would be a certain percent or fixed amount (50-200 or so). Nothing overpowered, but something that would speed up the healing process. Basic healing might include bandages, fungi for antibacterial, moving towards more refined items such as the potions and tinctures and things. This system could include the broken leg idea and such. In order for it to be fun, I think a large amount of herbs would need to be farmed in order to produce really effective medicine. Refining stations to use the herbs and agricultural products. Higher skill levels could produce more bandages per recipe or more doses per vial etc. You could even implement coop medicine like blood infusion to recover large amounts of hp (high use time like mining obsidian and only use on another player). This could enrich servers and multiplayer worlds by letting players focus on different skill trees to support the group. Thanks for reading.