Angul's Alchemy

Shop (alchemyloc setting, default capital) where dominatrix witch Angul sells 8 colored elixirs. Cost: gemcost gems + goldcost gold per elixir (default: 10 gems + 5000 gold). Limit: allow elixirs per day (default: 2). Elixirs: Blue (+40% atk, 20 rounds), Green (+40% def, 20 rounds), Red (+60% atk/-20% def, 20 rounds), Yellow (-20% atk/+60% def, 20 rounds), Orange (+40% atk/def, 30 rounds, -50% HP, counts as 2), Purple (+10 charm), Pink (+5 forest fights), Black (+20% XP, -50% HP, counts as 2). All buffs expire at newday ("You feel the power of Angul's Elixirs leave your body"). Evil aesthetic: narrow alley, evil-feeling door, menacing griffin knockers that argue. Angul is tall/elegant/evil-looking, questionable equipment on walls, physically forces elixirs on you (throws you in chair, against wall, straps you down, etc.). Where you enter a creepy alley shop run by a dominatrix witch who restrains you in increasingly creative ways before forcing magical potions down your throat, some make you stronger in combat but two of them drain half your health, and if you pick purple she takes you into a back room and when you emerge with a smug grin you've somehow gained 10 charm points.

Location & Access

Where: Shop. alchemyloc setting (default: villagename capital). Navigation: Market/Shops → "Angul's Alchemy"

Daily Limit: allow elixirs per day (default: 2). times pref tracks purchases. Resets at newday.

Blocked if Over Limit: "An`$g`Qul`4 brandishes a whip and snaps it in your general direction. '`QGet out of here and do not come back.I can smell my elixirs in your blood.`4'"

The Alchemy Shop

The Alley: "You walk into a narrow alley and come upon a door that feels evil. You don't understand why it feels evil; it just does."

Griffin Knockers: "Two menacing griffin knockers on the door, which awaken and begin to speak as you approach."

  • Left knocker: "`$\"So, you wish to enter here?`4\""
  • Right knocker (accosted): "\"`QYou wish to let in this Mongrel?!`4\""
  • They bicker back and forth
  • You shove doors open (no point listening)

Angul: "A tall and elegant, yet evil-looking, witch looks up at you. Her name is An`$g`Qul`4. Upon her walls, rest a vast assortment of 'questionable' equipment."

Her Greeting: "`Q\"How may I help you today?\"`4 She looks at you with a sly smile, appraising you. You know other things are going through her head besides your impending purchase of her elixirs."

Browse & Purchase

The Room: "You wander over into a small room, where many small crystals adorn the walls, each a different hue. You walk over to the shelves and glance upon all of the elixirs upon them."

Angul's Pitch: "An`$g`Qul`4 follows you in, stalking you really. '`QYou like my elixirs? Well, they cost [gemcost] gems each as well as [goldcost] gold. What kind of elixir were you interested in?'"

8 Elixir Options: Blue, Green, Red, Yellow, Orange, Purple, Pink, Black

Cost Check: Must have enough gold AND gems, or Angul gets angry:

  • Insufficient gold/gems: "An`$g`Qul`4 looks at you, her eyes fiery. '`QI am sorry, but you do not have enough [resource].'"
  • "She flicks a fireball at you as you run out the door to escape her wrath."

The 8 Elixirs

Blue Elixir: Ocean's Strength

Scene: "You sit and ponder for a while. Eventually you stand and walk over to a small alcove. A shimmering blue light is emitted. You clutch the blue elixir. An`$g`Qul`4 grabs you and throws you into the chair, straddling you. She breaks open the bottle and forces the liquid down your throat."

Effect: +40% attack (atkmod 1.4)

Duration: 20 combat rounds

Round Message: "`#You look behind you and see a gigantic tidal wave, it fuses with the Elixir in your blood and empowers you!"

Wearoff: "The Elixir dissipates in your blood."

Feeling: "`@You feel slightly stronger!"

Green Elixir: Forest Serenity

Scene: "You sit and ponder for a while. Eventually you stand and walk over to a rather large alcove. A serene green light is emitted. You grasp the green elixir. An`$g`Qul`4 grabs you and throws you against the wall roughly. She breaks open the bottle and forces the liquid down your throat."

Effect: +40% defense (defmod 1.4)

Duration: 20 combat rounds

Round Message: "`@A gigantic tree appears behind you, fusing with the elixir in your blood and empowering you!"

Feeling: "`@You feel like you have gained some defense!"

Red Elixir: Fire's Well

Scene: "You sit and ponder for a while. Eventually you stand and walk over to a deep well. A furious red light is emitted. You reach for the red elixir. An`$g`Qul`4 tosses you onto a couch, and straps come out and bind you. She breaks open the bottle and forces the liquid down your throat."

Effect: +60% attack, -20% defense (atkmod 1.6, defmod 0.8)

Duration: 20 combat rounds

Round Message: "`$A gigantic blaze breaks from the ground, it fuses with the Elixir in your blood and empowers you!"

Feeling: "`@You feel stronger!"

Trade-off: Glass cannon (high attack, low defense)

Yellow Elixir: Sun Shine

Scene: "You sit and ponder for a while. Eventually you stand and walk over to a small basin. A bright yellow light is emitted. You clutch the yellow elixir. An`$g`Qul`4 grabs you and ties your hands behind your back and to a whipping post. She breaks open the bottle and forces the liquid down your throat."

Effect: -20% attack, +60% defense (atkmod 0.8, defmod 1.6)

Duration: 20 combat rounds

Round Message: "`^You look into the sky and see the sun shining bright. The light infuses with the elixir in your blood and empowers you!"

Feeling: "`@You feel stronger!"

Trade-off: Tank (high defense, low attack)

Orange Elixir: Angul's Fury (DANGEROUS)

Scene: "You sit and ponder for a while. Eventually you stand and walk over to a broken basin. A dull orange light is emitted. You clutch the orange elixir. An`$g`Qul`4 grabs you and runs her sharp nails down your body, drawing blood. She breaks open the bottle and forces the liquid down your throat."

Effect: +40% attack, +40% defense (atkmod 1.4, defmod 1.4)

Duration: 30 combat rounds (longer than others!)

Cost: -50% current HP (lose half your health immediately)

Purchase Cost: Counts as 2 elixirs (times += 2)

Round Message: "`QYou look to your side and see Angul, she caresses your skin and fuses with the Elixir in your blood and empowers you!"

Feeling: "`@You feel VERY strong but lose hitpoints!"

Warning: High risk, high reward. Burns 2 of your daily limit.

Purple Elixir: Charm Boost

Scene: "You sit and ponder for a while. Eventually you stand and walk over to a small shrine. A luminous purple light is emitted. You clutch the purple elixir. An`$g`Qul`4 grabs you and takes you into another room and shuts the door. When you emerge, with a smug grin on your face, you feel brand new!"

Effect: +10 charm (permanent)

Feeling: "`@You gain charm!"

Note: Not a combat buff. Direct charm stat gain. Mysterious back room activity (use your imagination).

Pink Elixir: Forest Fight Boost

Scene: "You sit and ponder for a while. Eventually you stand and walk over to a shallow pool. An innocent pinkish light is emitted. You clutch the pink elixir. An`$g`Qul`4 comes up behind you with a flogger with steel tips, whipping you across the back! For some odd reason you feel energized."

Effect: +5 forest fights (turns)

Feeling: "`@You gain five forest fights!"

Note: Pain = energy. BDSM logic. Instant turns, not a buff.

Black Elixir: XP Boost (DANGEROUS)

Scene: "You sit and ponder for a while. Eventually you stand and walk over to a dark liquid-like wall. A shimmery black light is emitted. You question whether or not it would be a good idea to take this, but you clutch the black elixir. An`$g`Qul`4 suddenly strikes you across the face, drawing blood. She drags you by the head into another room. You emerge bloodied while she has a satisfied look on her face."

Effect: +20% experience (current XP × 1.2)

Cost: -50% current HP (lose half your health)

Purchase Cost: Counts as 2 elixirs (times += 2)

Feeling: "`@You gain experience, but lose hitpoints!"

Warning: High XP gain but painful. Burns 2 daily limit. Another back room scene (violent).

Strategy

Best Combat Buffs:

  • Red: +60% attack (best offensive), use before dragon/PvP if can handle -20% defense
  • Green: +40% defense (best defensive), use if need survivability
  • Blue: +40% attack (balanced offensive), safer than Red
  • Yellow: +60% defense (best tank), use for hard-hitting enemies

Orange & Black Risk:

  • Orange: +40% atk/def for 30 rounds, but -50% HP and counts as 2 elixirs
  • Black: +20% XP, but -50% HP and counts as 2 elixirs
  • Only use if HP loss acceptable (high max HP, healer available)
  • Burns entire daily limit (2 elixirs)

Utility Elixirs:

  • Pink: +5 forest fights (worth ~5 gems), good value if turns needed
  • Purple: +10 charm (useful for charm-gated content or roleplay)

Cost Analysis:

  • Default: 10 gems + 5000 gold = ~10.5 gem equivalent cost
  • Combat buffs worth it if fighting dragon/VE/PvP (tough encounters)
  • Pink (turns) has best direct value: 5 turns for 10 gems = 2 gems per turn
  • Purple (charm) expensive for +10 charm (compare to other charm sources)

Buff Stacking:

  • Buy 2 different elixirs per day to stack buffs (if non-conflicting)
  • Example: Blue (+40% atk) + Green (+40% def) = balanced boost
  • Don't stack conflicting buffs (Red vs Yellow cancel out)

Newday Expiration:

  • All buffs expire at newday: "You feel the power of Angul's Elixirs leave your body"
  • Buy elixirs on days you plan to fight (don't buy if going to inn immediately)
  • Charm/turns are permanent (don't expire)

Admin Configuration

Settings:

  • gemcost: Cost in gems for Elixir (int, default: 10)
  • goldcost: Cost in gold for Elixir (int, default: 5000)
  • allow: Amount of Elixirs per day (int, default: 2)
  • alchemyloc: Where does Angul appear (location, default: villagename)

User Preferences:

  • times: How many times has an Elixir been bought today (int, default: 0)

Technical Details

Hooks Used:

  • village: Add shop navigation if in alchemyloc
  • changesetting: Update alchemyloc if villagename changes
  • newday: Display wearoff message if times > 0, reset times to 0

Buff Implementation:

// Buffs add/extend rounds if already active
if (isset($session['bufflist']['blue'])) {
    $session['bufflist']['blue']['rounds'] += 20;
} else {
    apply_buff('elixir', array(
        "name" => "`3Oceans Strength",
        "rounds" => 20,
        "atkmod" => 1.4,
        "roundmsg" => "."
    ));
}

If you buy same elixir twice (different days), rounds stack (20 + 20 = 40 rounds).

External Library: Core logic in modules/lib/alchemy.php (included by runmodule handler)

Lore & Themes

Angul's Character: Dominatrix witch. Tall, elegant, evil-looking. BDSM aesthetic (whip, flogger, restraints, "questionable equipment"). Forceful administration of elixirs (throws, binds, whips customers). Predatory behavior ("stalking", "appraising", "things going through her head"). Physical violence as service delivery.

The Griffin Knockers: Animated door guardians. Argue with each other. Call you "Mongrel" (insult). You ignore them and barge in (knockers are useless gatekeepers).

Elixir Rituals: Each elixir has unique administration scene:

  • Blue: Straddled in chair (intimate restraint)
  • Green: Thrown against wall (rough)
  • Red: Bound to couch with straps (bondage)
  • Yellow: Tied to whipping post (punishment position)
  • Orange: Nails drawn down body (blood play)
  • Purple: Back room with door closed (mysterious, sexual implication, "smug grin")
  • Pink: Flogged with steel-tipped flogger (pain = energy)
  • Black: Face slapped, dragged by head to back room (violent, "satisfied look")

Consent Issues: Module doesn't establish consent. You choose elixir, Angul physically restrains and forces you to drink. Questionable roleplay dynamics. "For some odd reason you feel energized" (confused arousal after being whipped).

Back Room Scenes: Purple and Black involve being taken to another room. Purple = smug grin + charm (sexual implication). Black = bloodied + XP (violent "education").

Color Symbolism:

  • Blue = ocean/water (strength)
  • Green = forest/nature (defense)
  • Red = fire (aggression)
  • Yellow = sun (radiance/protection)
  • Orange = Angul herself (her fury/power)
  • Purple = luxury/intimacy (charm)
  • Pink = innocence/energy (paradox with violence)
  • Black = darkness/knowledge (XP via suffering)

Common Questions

Q: Can I buy more than 2 elixirs per day?
A: No. allow setting (default 2) is hard limit. Orange/Black count as 2 each, so buying one = daily limit reached.

Q: Do buffs stack with other buffs?
A: Yes. Elixir buffs stack with potions, spells, equipment bonuses. Plan accordingly.

Q: What happens if I drink same elixir twice?
A: Rounds extend (20 + 20 = 40 rounds total). Useful for long fighting sessions.

Q: Should I buy Orange elixir?
A: Only if you can afford -50% HP and don't need to buy another elixir. +40% atk/def for 30 rounds is powerful but risky.

Q: Is Purple elixir worth it for charm?
A: Depends on charm needs. 10 gems + 5000 gold for +10 charm is expensive. Compare to other charm sources (Abigail, events, etc.).

Q: What happens in the back room with Purple/Black?
A: Game doesn't specify. Purple = charm gain + "smug grin" (sexual implication). Black = XP gain + "bloodied" + "satisfied look" (violent education). Use your imagination.

Angul's Alchemy: where a dominatrix witch runs a shop in a creepy alley with argumentative door knockers, and when you buy potions she physically restrains you in increasingly creative ways (chair straddling, wall throwing, couch binding, whipping post tying) before forcing elixirs down your throat, two of which involve her dragging you into a back room where the game tactfully fades to black, and when you emerge you've either gained charm points with a smug grin or XP while bloodied, and somehow this is all presented as a normal shopping experience.