Potions come with various effects that will aid you through your adventure. Use resources to brew them.
To start brewing a potion, you will need the following:
A consistent and strong heat source (strong enough to get the water to boiling point).
A container in which you will brew and store the potion.
A solvent which will be the base for your potion.
A list of various ingredients, depending on the potion that you are brewing.
The process of potion brewing can go either good or bad, depending on your knowledge and skill. There are two types of variables that you need to know:
Success: determined by a 1d20 INT check. If the result is under 10, your potion will fail (you will not gain any potion). In the case of natural 1, your potion will explode, release toxic chemicals or create other unpleasant difficulties. In the case of natural 20, the potion strength/level will be increased by 1, so if you were brewing a medium healing potion, you will gain a strong healing potion in the result. Potion components can affect the success rate.
Gain: there is a chance of getting more than 1 potion from brewing. Gain is determined by a 1d20 luck throw. If the result is greater than 15, you will gain 1 additional potion. If the result is a natural 20, you will gain 1d4 potions. If the result is lower than 5, your potion will be downgraded, so if you were brewing a medium healing potion, you will gain a low healing potion in the result. If the result is a natural 1, your potion will fail (you will not gain any potion).
The brewing location, equipment and zodiac sign can affect your potion brewing.
If the potion is being brewed in unpleasant conditions or with poor equipment, you will have a disadvantage.
If the potion is brewed with professional equipment, you will have an advantage.
Various areas with magical powers or magical events can cause different effects.
Your zodiac sign will have different effects while brewing the potions. Note that you need to have a 100% pure zodiac sign to gain access to these bonuses. Your religion bonus will have a great impact on these effects. These bonuses stack as you unlock new ones.
Nocturna
(Religion +1) If brewing the potion during the night: you can use charisma/wisdom checks instead of intelligence check while determining the success. Gaining a natural 20 or a natural 1 will give you an advantage on your next roll.
(Religion +3) Brewing the potion during the night will allow you to re-roll one die once per potion.
(Religion +5) Brewing the potion during the night will give you advantages. All bonuses may also be active if brewing the potion in complete darkness or in a place that is distant from reality.
Duskfang
(Religion +1) Gaining a natural 1 will not imply any negative effects.
(Religion +3) Brewing the potion in unpleasant conditions or with poor equipment will not imply any disadvantages.
(Religion +5) You can choose not to roll any dice while brewing the potion. By doing so, you have a guaranteed chance of getting the desired potion for the ingredients that you use. If brewing with dice rolls, you have a 20% chance to not consume the ingredient (check once for each ingredient)
Springhoof
(Religion +1) You must use your charisma instead of intelligence for success checks. Gaining a natural 1 will not consume your ingredients for this potion. Gaining a natural 20 will consume 1 additional ingredient of each kind in the end.
(Religion +3) Brewing the potion in places with rich nature (flower fields, dense forests etc) will give you one advantage per potion. Brewing the potion in unpleasant conditions will not imply any disadvantages.
(Religion +5) 33% chance to not consume the ingredient if brewing the potion in unpleasant conditions or with poor equipment (check once for each ingredient).
Basics of Reagents
There are following types of reagents:
Solvent
Healing
Poisonous
Strenghtening
Energiser
Magic
The reagents can have various levels of each property