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Found 5 results

  1. Alchemy is an easy skill to use, but with powerful effects. Unlike cooking, tailoring and others where you need to buy some ingredients, alchemy's only requirement is Herbalism. Mushrooms collected from farms, plants and flowers from gardens. Both can be found near or inside Nharr-Tejj (the town north of the starting village). Alternately, you can build the farm when you get a settlement; gardens after reaching 200 points in Herbalism. What's it good for? - The potions can have a variety of effects. From instant mana and HP recovery, to increasing resistances and stats or simply as alchemical bombs. - Requires no gold from the player, only a little time to harvest the ingredients. - A lot of potion effects scale really well late game, much better than cooking which only offer flat bonuses. First off, a little potion calculator. This has the list of ingredients. On the line with the red square input the ingredients and your alchemical power and see the results. (I'm not 100% sure about the formula, but seems right.) Making potions. Let's say you gathered some ingredients. Next step is to make a campfire, the quality of the wood doesn't matter, or in a settlement, you can build and use an Alchemy Shack. Here, we'll need three ingredients. Plants, mushrooms and flowers. Each of these have a quality ranging from Junk to Legendary. Using higher quality ingredients makes more powerful potions, with a catch. Common and junk quality potions require one of each ingredient per potion. Uncommon potions, require 4 of each. Rare potions, require 16 of each and legendary potions ... 32 of each. Another catch is that you shouldn't mix offensive and defensive effects. You'll notice in the list that some potions have negative effects, but target the user. For instance, we'll make a potion that uses Parasol, a mushroom that damages armor, but increases the power by 30%. If you're wearing armor, it will damage a piece until it's durability reaches 0 (can be repaired). However, if you wear no armor, then there's no problem! Toadstool, similar effect increases power by 50%. So, it might be worth it. Some potions cause poison damage to the user. MASSIVE damage. It can instantly kill a full HP vindicator (tried it 3 times). The way to use this, is to first use another potion that increase the resistance to poison. For instance, reducing the damage from 40.000 to something like 4.000 or less. So far, we have some catches, problems, issues a lot of hassles, so, what is this worth it? Because some of the simplest potions to make can greatly increase your stats. A lvl 40 vindicator with a 400 alchemy points can make a potion using Common Dandelion (Flower), Rose (Plant) and Morel (Mushroom) giving the effects 680 Strength for 2 turns and an instant 2720 mana points. At that point in the game, this basically doubles your strength, increasing your damage output, HP and mana pool, and regeneration. (does not seem to stack with Warcry, however, if you use an intellect potion before casting Warcry, it may be even better) Other useful potions to make are those using Anemone flowers, they give resistances to various attacks. You'll still need some good stats on your own, but it will let you survive a lot longer. In the chapter of alchemical bombs, we have a few effects. Acid from mushrooms, can be thrown at a range and cause some damage. Frozen Cloud, Acid Burst and Explosive which cause damage to all enemies near the player. Lastly, the most important potion for the vindicator is the one with ... Webcap, junk quality mushroom, when used, executes an attack dealing 80% of your weapon damage as poison. If you have a two-handed axe dealing massive damage, electrical, and encounter an enemy that's almost immune to it, this potion will help you kill it fast. Additionally, potion attacks are not counted as skills or regular melee attacks, so, different cooldowns ... although they may still cause critical strikes. I'm not sure how the quality of potion is calculated based on the ingredients, however, take a good look before harvesting, because sometimes the power increase is too small to justify a 4 or 16 times increase in harvest time.
  2. First problem: Potions with identical attributes and identical creation parameters don't stack. Cause: Why does this happen? When you make potions, the required number of ingredients rises as you use higher grade ones. For instance, a green potion will require 4 times more. 200 each ingredients will result in ~50 potions. I use 200 because the other three rows hold semi-permanent and permanent equipment. (skilling, things I don't have yet level for, etc) This wouldn't be much of a problem... however, with the new combat mode that means I'll expend a lot of potions very fast, meaning my requirements for an hour of play time increase sharply. And instead of reserving a row just for potions, I'll have to add more. Second problem: Potion making speed is the same (I know i thought herbalism was slowing down, still can't believe it wasn't different but I have some real memory issues). Cause: As above, the ratio of fighting to crafting time changed sharply. Unlike other crafts, even cooking, potions are single use, ammunition if you will, and a part of active combat. The ones with over-time effects, last just 3 turns and many only 2. Third problem: Purple ingredients and blue potions. The differences are too small to justify the expenses. Switching in a potion, blue plant for a purple one, gives a 5% power increase for 4 times as many ingredients. Cause: The example first. Always using potion power 319 (for lvl 31 potions fit for my character). Snowberry [plant, blue, last one] + Common Dandelion [flower, white, 4th] + Milk Cap [mushroom, blue, 2nd] will give me this: [7820 Heal and 782 STR] a green potion that requires 4 of each ingredient. Changing the Snowberry for Suicide tree [plant, purple, last], will make the potion [7980 Heal and 798 STR] requiring 16 ingredients, for what it looks like a 2% increase in power. tl;dr 400% increase in effort for 2% increase in power.
  3. Alchemy potion names

    Hi, It would be nice if in alchemy, after creating a potion, while trying to name it, you can see it's effects so you can pick an appropriate name.
  4. Alchemy, one strange brew

    Some alchemy related issues. I'm working my way through the brews one horrendous mistake after another. And I made one potion with Conecaps (temporary paralysis and an 180% effect increase) and Orange Coneflowers (Acid Burst III). The end result, a level 26 potion that paralyzes for one turn and deals 23240 damage to nearby enemies. I like the idea of making more powerful potions but with negative side effects, however in this case ... the paralysis applies first and because of that, the damage doesn't. So, that means it can only be used for other types of potions, which I'm not sure was the intended effect. Second issue. I'm also making some potions that increase strength. +350 to +420 (single effect). If I use War Cry III (movement bonus) and THEN a potion, the movement bonus is erased. This is important to me, because I start my battles like this: one potion that reduces damage, then War Cry ~300 STR and end turn. Another potion that increases STR, for a total of 700 extra, then rush in with an overpowered Charge combo. As things stand now, I can only reach fast moving monsters, while with the slower ones I'll need to start drinking and recast everything in order again, and most likely won't be able to charge as I'll be surrounded. I do not have a substance abuse problem.
  5. In alchemy, I often try to make potions with complementary attributes, but some descriptions are kind of vague. For instance, I want to make a potion that deals damage. I get one with 200 acid and 7000 fire. I go in combat, toss it but only the acid gets applied. Haven't experimented much, but I seem to remember from my earlier trials that some potions need melee range. And ... sometimes I try something different, resulting in a mana potion with an acid that applies to my character. Nasty surprise in combat when you regain some of the blue stuff but lose most of the red. My suggestion is to add some very specific descriptions. Like: Target: self/enemy (maybe even allies?) Range: 1 or 6 Splash: 1 Another idea ... could we have potions working as ingredients as well? I'd love to have potions with multiple abilities, even if their potency goes down. Related to the auction house. When selling potions or large stacks, it should calculate the price per item. Or at least notify the player that he's selling his whole stock for 500 gold, not 500 per piece. Also .. There's a perk that reduces potion effects. Does that by any chance reduce the length of the effect, not just the potency?