Re: Renfield
That model's name is Leanne Crow.
Thanks, that name sounds familiar, but I didn't recognize the picture.
I could give a rundown of those other alchemy systems if you haven't played those games too. (gotta run now, will be back on later)
Edit:
In Two Worlds' Alchemy system:
1. You had ingredients from the standard plants and monster parts, but there were also some that would only show up as random treasure. (see next point)
2. You could use precious metals and gems as well as plants and creature parts.
3. It was also separated into temporary and permanent effects, and you could not combine the two.
4. You could mix as many as 10 items at once, and multiples of the same item would stack together for greater effect. (a potion of 10 ghoul brains with max alchemy would give you a huge permanent boost to willpower, which governed max mana)
5. The alchemy skill had 10 ranks and I think you did not start out with that skill, you had to be trained in it. (it's been a while though, could be wrong)
6. Mixing was instant and done from the inventory screen.
7. You could also get gems to socket into weapons (for elemental damage) from alchemy, just remembered that.
The Witcher series, it's actually been too long since I played the first two to go into much detail (and I haven't had a chance with the 3rd, too busy on my own game). But I don't remember it being terribly different from TES alchemy systems, except for the addition of mutagens (as witchers are mutants). And poisons were called "oils", and were more for affecting specific monster types.
Also remembered the alchemy from the Might and Magic series, 7 and 8 anyway. If you're not familiar, some highlights:
1. Mixing the wrong things together, or if you were not skilled enough, would cause a rather damaging explosion. (which hurt the whole party)
2. If you had enough mastery, you could make some pretty powerful potions, including substantial permanent stat boosts.
3. This system also had "potion strength" which was used to determine many things as far as what the potion did. (divine healing for example healed 5 times the potion strength)
4. Potion strength was the total of the mixer's alchemy skill (which could be boosted from items) and the strength of the ingredient. (1 to 50 as I recall)
5. Ingredients were put in potion bottles one at a time and they would result in a potion of a certain color, each color had a different effect. Then you could combine them at higher mastery levels. It went from singe color to layered>white>black. Black being the only ones that would give permanent boosts. (this is kind of a simplified explanation, btw)