薬の色による調合ルール [3.5.2以降]

This text is based on Nephi's documentation of his color alchemy patch, including the changes done for UnNetHack.

The current system of alchemy based on potion type (e.g. healing + gain energy = extra healing) is changed to one based on color (e.g. sky blue + yellow = emerald). The advantage of this is that what potions you can get from alchemy change with each game, which contributes to each game's uniqueness.

Details The potions are categorized by color and dark/light level:

Blueindigosky blue
Greendark greenemerald

Non colors bubbly, cloudy, effervescent, fizzy, gooey, greasy, icy, luminescent, muddy, murky, milky, dark, slimy, smoky, sparkling, squishy, swirly, viscous

Combination rules:
Primary + Primary
Red + Yellow = Orange
Red + Blue = Purple
Yellow + Blue = Green

Secondary + Secondary
Always yields Brown

In the above combinations, the light/dark level of the resulting potion will be the same as that of the input potions if they are the same, or randomly chosen if they are different. An exception to this rule is that if one input potion is diluted and the other isn't, the non-diluted potion passes its light/dark level to the resulting potion.

Black + White = Gray
Black + light color = dark color
White + dark color = light color

Other combinations:
1/2 evaporates, 1/4 sickness, 1/8 random potion, 1/8 water (Unchanged from Vanilla)




yellow + sky blue = emerald
ruby + golden = amber
amber + dark green = brown
indigo + pink = equal chance of magenta or puce
diluted golden + sky blue = always emerald
pink + black = ruby amber + white = orange
