Currently we have a 4 maybe 5 things in the potion tab , allot of them aren't very usseful or have an alternitive to them.
Maybe add a skill that will add another tab to this one.
Herbalism LP cost : around 5-10k
One's you have the skill you can make vials with glassmaking fill these with water and go to a boiling couldron to craft potions with the ingredients.
Some potions will come in several sizes. small/medium/large
Health potion : Heals your soft HP in combat / Fills hunger and cannot be used while at 100% does not gain any FEP
Ingredients : Vial of water, Animal Blood , and some other stuff
Stamina potion : Heals your Run like a waterflask, can only be used once every "x" minutes does not work when at 100% stamina
These one are the most usseful but more could be added for example a potion that increases base stats for a while.
Potions should be hard to make adding another item that higher leveled villages want.
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Potjeh
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Melgui
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Re: Herbalism
No health/stamina potions please. More potions would be great, also a good chance for using frogs. Vials would be great too, I see them like a glass alternative for jars. Anyway I think potions should be used only for crafting purposes and temporal buffs (like tusk snuff).
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vikingdragons
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Re: Herbalism
what we really need is salves, that allow some small HHP regen without using leeches or bandages (sidenote: more bandages!!!)
"A word to the wise ain't necessary. It's the stupid ones that need the advice." -Bill Cosby
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DatOneGuy
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Re: Herbalism
I'm for HP but not as potions, salves sure, potions? No thanks.
I don't want to see anything 'magic' like 'that'.
I don't want to see anything 'magic' like 'that'.
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ciroth
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Re: Herbalism
What about a potion for nightvision? Lol reminds me UO... you never ever stop using nightvision potion =PDatOneGuy wrote:I'm for HP but not as potions, salves sure, potions? No thanks.
I don't want to see anything 'magic' like 'that'.
How about a potion that can reset your current FEP bar? lets say you accidently ate something bad xD
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DatOneGuy
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Re: Herbalism
The word 'potion' sounds bad, alchemy was suggested and well received, but such terms seem worst if not needed and they aren't.
As vikingdragons pointed out, salves are what would be used in this case, and there is no reason they can't be had.
As vikingdragons pointed out, salves are what would be used in this case, and there is no reason they can't be had.
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Barhandar
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Re: Herbalism
Salves, extracts, essences? Yes. Potions? No. Health potions? Never!
Haven and Hearth is unique because there is almost none of stereotypical things common in games. Try thinking realistic. For example, you can slowly heal damage with a plant extract, but with a cost of permanently lowering max health.
P.S. By the way, can we have mint, salt or such flavor-enhancing things? Using just black pepper is ridiculous (imagine blueberry pie with pepper).
P.P.S. Salt can be found in "nodes" like feldspar AND dug from mines (mass production and/or higher quality) in next world, and mint can be found as wild plant or as crop and used in tea (different recipe or just right-click? adds travel weariness reduction or effect buff?) and wort.
P.P.P.S. And last idea. Flavor! Things all have different flavor, aren't they? Preferablity for it can be based on random or personal beliefs, affects happiness (useful when it will mean something) and modified by quality (awful/normal/good/exceptional flavor) and food type & additions (bitter/sour/sweet/etc flavor).
Haven and Hearth is unique because there is almost none of stereotypical things common in games. Try thinking realistic. For example, you can slowly heal damage with a plant extract, but with a cost of permanently lowering max health.
P.S. By the way, can we have mint, salt or such flavor-enhancing things? Using just black pepper is ridiculous (imagine blueberry pie with pepper).
P.P.S. Salt can be found in "nodes" like feldspar AND dug from mines (mass production and/or higher quality) in next world, and mint can be found as wild plant or as crop and used in tea (different recipe or just right-click? adds travel weariness reduction or effect buff?) and wort.
P.P.P.S. And last idea. Flavor! Things all have different flavor, aren't they? Preferablity for it can be based on random or personal beliefs, affects happiness (useful when it will mean something) and modified by quality (awful/normal/good/exceptional flavor) and food type & additions (bitter/sour/sweet/etc flavor).
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DatOneGuy
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Re: Herbalism
Most of those things you mentioned have already been suggested.
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niltrias
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Re: Herbalism
I would like to see more debuffs, from combat or from things as simple as poison ivy, coupled with salves that fix those debuffs. (i.e., the debuffs are permanent until the salve is applied.)
A salve that increased healing slightly, along the lines of a bandage, would be interesting. Or a potion (don't bite!) that increased stamina regained from water would not be so bad, in the way that adding some vinegar or lemon juice to water makes water much more thirst quenching.
A salve that increased healing slightly, along the lines of a bandage, would be interesting. Or a potion (don't bite!) that increased stamina regained from water would not be so bad, in the way that adding some vinegar or lemon juice to water makes water much more thirst quenching.
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.