MRPG Potions
NOTE: the concept of mana having been removed, the mana potions are awaiting re-branding as cooldown removers.
This page includes a basic list as well as an explanation of how all the different potions work. These potions can be made through Alchemy.
Contents
Basic Restoratives
This is a list of the potions that restore basic hit points and spell points:
Curative Drought
Healing potions come in a variety of flavors, but they always heal based on percentage of max HP. If you're max HP is 100 and you drink a 33% potion, you can back 33 hit points regardless of how much HP you currently have.
- Tier I: Restores 10%
- Tier II: Restores 25%
- Tier III: Restores 33%
- Tier IV: Restores 50%
- Tier V: Restores 100%
Tonic
Tonics remove active cool downs on spells and abilities.
- Tier I: Removes 1 cool down.
- Tier II: Removes 2 cool downs.
- Tier III: Removes 3 cool downs.
- Tier IV: Removes 5 cool downs.
- Tier V: Removes all cool downs.
Fortifying Mixture
Fortifying potions add temporarily to your maximum HP. So a Fortifying +10% potion would give you an extra 10% to your hitpoints. These potions stack with un-like potions(two 10%s do not stack but a 10% and a 25% do). The increase is always based on the stat-determined maximum. If a character has 100HP and they drink a 10% potion they get 110. If they drink a 25% on top of that, they get 135. Once damage is taken it cannot be restored, except up to the stat-determined maximum, or by drinking another potion. If the sample-character with 135HP takes 20 points of damage, they will receive no healing from any healing effect because their stat-calculated HP is still 100. Fortifying potions stack with spells that have a similar effect.
- Tier I: Fortifies 10%
- Tier II: Fortifies 25%
- Tier III: Fortifies 33%
- Tier IV: Fortifies 50%
- Tier V: Fortifies 100%
Effect Potions
- Blinding Powder: used when attempting to use the blind ability. Adds a bonus to the effect formula.
- Poison: a poisonous potion. Drinking it will cause you to have the poisoned effect.
- Deadly Poison: drinking this kills you instantly.
Potion Weapons
Requires the Potion Weapon to use.
Fire Oil: a sticky, highly flamable liquid in a thin glass bottle.
Crafting Potions
These are potions used in the various crafting schools.
Imbuing Agents
Imbuing Agents are called Infusions, and there is one for each Quality Level.
- Positive Infusion I
- Positive Infusion II
- Positive Infusion III
- Positive Infusion IV
- Positive Infusion III
- Positive Infusion II
- Negative Infusion I
- Negative Infusion II
- Negative Infusion III
- Negative Infusion IV
- Negative Infusion III
- Negative Infusion II
- Earth Infusion I
- Earth Infusion II
- Earth Infusion III
- Earth Infusion IV
- Earth Infusion III
- Earth Infusion II
- Fire Infusion I
- Fire Infusion III
- Fire Infusion III
- Fire Infusion IV
- Fire Infusion III
- Fire Infusion III
- Wind Infusion I
- Wind Infusion III
- Wind Infusion III
- Wind Infusion IV
- Wind Infusion III
- Wind Infusion III
- Water Infusion I
- Water Infusion III
- Water Infusion III
- Water Infusion IV
- Water Infusion III
- Water Infusion III
Resins
Resins are used mainly in crafting as a finishing-agent in various recipes.
Quality Resins:
- Resin of Quality: Simple
- Resin of Quality: Fine
- Resin of Quality: Very Fine
Only poor-quality items do not require a resin to complete. These resins are used along with the appropriate item when making a more advanced recipe. They are also used in ritual enchanting in order to improve the quality of a refined material.
Alchemical Enchanting
Potions used in alchemical enchanting that are made with primary alchemy.
Catalysts
- Alchemical Catalyst: Gold
- Alchemical Catalyst: Quicksilver
- Alchemical Catalyst: Hearth
- Alchemical Catalyst: Foundation
- Alchemical Catalyst: Quick
- Alchemical Catalyst: Wet
- Alchemical Catalyst: Dark
- Alchemical Catalyst: Light
Essence Potions
Essence of Cold Essence of Fire Essence of Water Essence of Self Essence of Mind Essence of Salt Essence of Essence of