Sevenless wrote:kirillius98 wrote:It would be better if wounds created using an alchemy potions could split into multiple instances of the same type (I mean, remove 110 rot gut and add 6-7 wounds with 10-20 points)
Why this would be better? Because rot gut can't be healed with anything except alchemy and anctient root - also it takes A DAY to remove ONE POINT from this wound.
What else can be done about it? Add cure to alchemical wounds - such as few fixed high cost recipes for removing rot got and blistering headache, medium cost recipes for maddening rash and aching joints and low cost cure for chills and nausea.
If this medicine would be added - damage from bad elixirs should be increased by 2-3 times. This will increase meaning of GOOD potions.
You're just not supposed to let people drink anything that has alch wounds other than chills/rash. It's part of the art of crafting elixirs. The game fully discloses what wounds you'll get if you swill something, and the wiki should have the healing rates for it as well.
I know about that but wound generation mechanics are working REALLY strange - I tried to create potion to heal Quicksilver poisoning - chills and rash are ok about that. When I tried to create potion to heal Rot Gut - I've got potion that deals 40 dmg Rot Gut and heals 24 dmg Rot Gut. I think that such an alchemical recations at least shouldn't exist.
I created lots of potions to use and found a lot of problems with the current system - such as getting damage that was not stated anywhere (nasty lacaration turns into blistering headache - not stated on any part of potion, quicksilver poisoning turning rash - not stated anywhere). And yeah, I am not saying that I've created a potion with no drawbacks - I create a potion that converts wounds to almost random alchemical wounds and that's unfair - I got damage from Rot Gut-healing elixir and as a result I've got Rot Gut, Blistering Headache and Maddening Rash at once
This is not OK to get more time for healing from pure healing elixir