MRPG Potions

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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.

Basic Restoratives

This is a list of the potions that restore basic hit points and spell points:

Curative Draught

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 gain 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 hit-points. These potions stack with unlike 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: required to use the blind ability. There are many types of Blinding Powder with various added effects and bonuses.
  • Poison: a poisonous potion. Drinking it will cause you to have the poisoned effect.
  • Deadly Poison: drinking this kills you instantly.
  • Elixirs of Power: Increases one (or up to three) of a PC's class abilities, for the duration of a single use. It cannot be 'found', but must be crafted from found ingredients, or bought from NPCs.

Potion Weapons

Requires the Potion Weapon ability to use.

  • Fire Oil: a sticky, highly flamable liquid in a thin glass bottle. Deals 1d4 fire damage per round for 1d8 rounds. This damage will interrupt slow-cast spells.
  • Strong Fire Oil: a sticky, highly flamable liquid in a thin glass bottle. When it breaks, it splashes and hits everything within a 10-foot radius. Deals 1d4 fire damage per round for 1d8 rounds. This damage will interrupt slow-cast spells.
  • Dragon's Tail: White: a small glass vial containing a viscous fluid and a small white object. Deals 1d6 untyped damage to a single target.
    • Dragon's Tail: Blue: a small glass vial containing a viscous fluid and a small blue object. Deals 2d6 untyped damage to a single target.
    • Dragon's Tail: Red: a small glass vial containing a viscous fluid and a small red object. Deals 6d6 fire damage to a single target.
      • Dragon's Tail: Black: a small glass vial containing a viscous fluid and a small black object. Deals 10d6 damage to every target within a ten foot radius of where it shatters.
  • Sticky: a thin glass bottle containing something thick and viscous. When thrown it shatters at forms a buddle of highly sticky residue. The target will be unable to move or attack for 1d4 rounds.

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
  • Negative Infusion I
    • Negative Infusion II
      • Negative Infusion III
        • Negative Infusion IV
  • Earth Infusion I
    • Earth Infusion II
      • Earth Infusion III
        • Earth Infusion IV
  • Fire Infusion I
    • Fire Infusion III
      • Fire Infusion III
        • Fire Infusion IV
  • Wind Infusion I
    • Wind Infusion III
      • Wind Infusion III
        • Wind Infusion IV
  • Water Infusion I
    • Water Infusion III
      • Water Infusion III
        • Water Infusion IV

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

See Also: