Ok, so after a few hours of thinking, I've come up with a list of exciting new potions that could add some spice to the game, while improving and rounding off the potion variety and reintroducing all the functionalities from the MM6 potion system. The sole exception is the potion that adds flat armor class, because it's redundant with the Stoneskin potion, which ironically is also available in MM6. This is one thing they didn't think over. Otherwise though, reading the list myself makes me really excited! It's going to make even Master alchemists much more handy to have, while GMs (Druids) are going to become really wanted for potion brewing skills, and thus more valuable.
- 18 new potions, most of which with multiple brewing formulae - much like the Swift/Flaming/Shocking/Noxious potion or Rejuvenation from vanilla, but with even more variations. For veteran alchemists only!
- 53 new brewing formulae, 24 of which make use of the newly introduced potions
- No existing potion recipes affected - these new ones would only replace "dead end" mixes which now always result in explosions
- 8 new White potions giving unprecedented usefulness to Master-restricted alchemists
- Some formulae are "symmetric" (based on calculated reagent quotas, and therefore easy to deduce), while others quite haphazard. Again, for veteran alchemists only!
- Suggested potion recipe text for recipes for these new potions, to help you with the above point. These will include useful hints for all those multi-formula potions.
The potions themselves:
Divine Boost (black) - Temporarily increases all seven stats based on potion strength
Divine Protection (black) - Temporarily increases Fire, Air, Water, Earth, Mind and Body resistances based on potion strength
Divine Elevation (black) - Raises the character's level by 20 for a duration dependent on potion strength
Essence of Might (white) - Permanently raises Might by 15 while reducing Intellect by 5, single-use
Essence of Intellect (white) - Permanently raises Intellect by 15 while reducing Might by 5, single-use
Essence of Personality (white) - Permanently raises Personality by 15 while reducing Speed by 5, single-use
Essence of Endurance (white) - Permanently raises Endurance by 15 while reducing all other stats by 1, single-use
Essence of Accuracy (white) - Permanently raises Accuracy by 15 while reducing Luck by 5, single-use
Essence of Speed (white) - Permanently raises Speed by 15 while reducing Personality by 5, single-use
Essence of Luck (white) - Permanently raises Luck by 15 while reducing Accuracy by 5, single-use
Potion of the Gods (black) - Permanently raises all seven stats by 20 at the cost of 10 years of magical aging, single-use
Potion of Doom (white) - Permanently adds 1 to all seven stats, HP, SP, AC and resistances at the cost of 5 years of magical aging
Pure Fire Resistance (black) - Permanently adds 40 to Fire Resistance, single-use
Pure Air Resistance (black) - Permanently adds 40 to Air Resistance, single-use
Pure Water Resistance (black) - Permanently adds 40 to Water Resistance, single-use
Pure Earth Resistance (black) - Permanently adds 40 to Earth Resistance, single-use
Pure Mind Resistance (black) - Permanently adds 40 to Mind Resistance, single-use
Pure Body Resistance (black) - Permanently adds 40 to Body Resistance, single-use
The only thing I haven't taken into account are "reduction" recipes, such as for example when you mix a Haste (Orange + Red) with a plain Red potion, there are 3 red parts to one yellow, and thus the result is a completely Red potion again. I saw that mixing some layereds with each other also reduces them to a plain yellow potion, mixing some other potions reduces them to catalysts etc. I don't know if these formulae are hardcoded like the ones for the higher-tier potions, or just calculated based on the relationships between the number of any given color of reagents. It seems that black potions rarely "reduce" to simpler ones and almost always blow you up when you try mixing them, but some white ones potentially have this effect. I cannot tell whether this will need to be coded for when the new potions are introduced, or the game has its own mechanics to deal with it.
But other than that it looks rather OK in my opinion. I hope Rodril likes it, and all of you as well
https://www.dropbox.com/s/yijcwwjztwwyk ... .docx?dl=0