Ok wall of text alert. I did put a post under the wish list but as I thought more on the subject I'd really like to get a good discussion going with more specifics. So I'll TRY to be as concise as possible. First off herbs. In this case I'm drawing inspiration from content I found from the RoleMaster system. Here, herbs had a multitude of uses as buffs, poisons and healing properties. They also had addictions and side effects. Buffs that could be appropriate for SotA.. Improved vision (useful in archery for sniping) Night vision Performance enchancements Poisons: basically the opposites of the buffs. I'd like to hear some other ideas from folks apart from the typical health or mana drain. Healing is pretty straight forward involving specific cures for poisons, improved healing rate and the like. Herbs had 3 or 4 different methods of preparation which could utilize different skills and different applications. Some herbs had to be ground (cooking?), others needed to be brewed (alchemy obviously).. perhaps a 3rd option would be to create a salve. Application options.. ingestion of course.. either eaten or imbibed, inhaled or direct application (requiring bandages to hold in place). Addiction & side effects. First the term 'addiction' need not be used but it would be simulated through side effects. Each herb would have a % chance that side effects would occur for a period of time until the withdrawl symptoms wore off which could be different for each herb. Side effects could include such things as blurred vision or impared hearing.. perhaps something like getting drunk in Fable II. Perhaps a darkening of vision.. mana drain or stagnation, fatigue, etc. 3 ways to cure "withdrawl" if it occurs. 1: Retake the herb. 2: Apply a cure, either an herb, potion or spell that cures the addiction entirely. 3: Wait for the withdrawl to run its course. I'm a big fan of Elder Scrolls and like the concept behind their alchemy system where herbs and animal parts can be combined to produce potions of varying effects. To that end I'll also comment that some animal parts could possibly be harvest and utilized in the same manner as described for herbs. ie jackalope antlers could be ground to a powder or brewed etc with certain properties. Obviously I'm not looking to simply copy the ES alchemy skill but being able to research and experiment with many ingredients to produce potions with varying and multiple effects is an idea that really appeals to me. I'd like to see something a little richer in recipie design. Where potency is a matter of ingredients as much as it is skill. I think could also help alchemist specialize if they want.. particularly if they discover a useful recipie that they want to keep to themselves. Others might want to write books on alchemy, herbs and properties they discover etc. A non-magical healing skill could make heavy use of herbs. I know a healing system that is exclusively magical feels pretty cheap and shallow to me and that's not what I want and I'm sure that's not what RG wants. I want something that feels rich and details and has value. I also feel that magically based healers can be more effective if they suppliment their healing spells with standard healing, potions from alchemy and use of herbs. (Even healers run out of mana).