![]() ![]() That plant is pretty rare in the world compared to the other kinds of plants, and since plants don't grow back once they're used, it's even more difficult to find. Rank 5 of Alchemy lets you increase the size of a potion if you combine it with a special purple plant called an Augmentor. Ranks 3 and 4 of Alchemy let you make Normal and Super potions with normal and Large flasks. It's much faster to simply buy the potions direct, although obviously more expensive then looking for empty flasks. It can be a bit tiring running all looking for plants. You can also make poison, with a flask and grey mushrooms, rotten food, or barrels of poison (duh). Red/pink plants and mushrooms are health, blue/cyan plants/mushrooms are magic, yellow are stamina. ![]() The plants are colour-coded for convenience. Rank 2 of Alchemy lets you make potions from certain plants and a small flask. But I will make use of them at some point. I pretty much only use Restoration and Stamina potions, there's little need for the others in most cases. This can let you carry more if you're at a weight limit, or make you more formidable in melee combat (well, only if you're a warrior, really, because of the penalty to weapon damage per strength point for non-warriors). Mixing a Stamina and Health potion gives a Strength (orange} potion which augments your Strength attribute by 10/15/20 per potion. They're only handy for avoiding combat when you don't feel like it. You also become visible when passing through an event trigger, which makes invisibility potions worthless in precisely the kind of situation you would normally use them. Interacting with anything while invisible dispels the effect. Mixing a Stamina and Magic potion gives a black-coloured Shadow (invisibility) potion. If you know you're going to be entering an area with lots of magical traps, drinking some elixirs before will dull the pain - which is a good thing because magical traps HURT. This can take you above 100% (making you immune). Mixing a Restoration and Stamina potion (yellow) produces an Elixir (purple) that gives 10%/15%/20% resistance to fire, electricity and poison. (Don't waste money buying Super Restoration potions). This is why the Restoration potions are excellent, they restore 50%/100%/100% Health and Magic. Mixing a Health (red) and Magic (blue) potion makes a Restoration potion (white) that restores a percentage of both health and magic. With several pieces of good gear, I've got over 1200 Magic already and I only have one +100 Magic Charm. ![]() Since Gold Charms can boost health by 100 each, and your late-game gear can hold a lot of those, that 200 Health per super potion won't do all that much for you. So basically, a super magic potion gives you 2 to 4 or less castings of a powerful spell. Most magic skills at Rank 5 cost at LEAST 20 magic to cast, and you're going to need more then one cast most of the time. Healing potions restore 40/100/200 Health. I didn't bother timing how long the duration on the buff potions lasts, but larger potions probably last longer then smaller ones. All potions are instant-effect, unlike Diablo 2, and the effects stack. I'm skipping over the unique, one-off potions for now. There are several types of potions in the game. They come in three sizes: Small, Normal, and Super. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |