Flora, Potions, and Health

Version 3
A File from Aayko's The Legends Corner

Below follows an overview of the use of flora. There might be Ancient Arcana Spells and Special Troop Training Types that also require flora, but these differ per module.
In the original Arcane Expansion, spells 441-444 are said to require 1 Silverleaf; however the New Legends II Rules Book does not mention this. I could not get this confirmed, but take it that this is an oversight of the Rules (p.113).
Of course the Plant Flora spells #483-489 require flora too, but these spells are not seperately indicated below.
Flora grows +1 each month; however there are certain seasons for each of the flora in which there is a chance for a substantial increase, and the more flora present the higher the special increase during this blooming season.


                amt of potions per 1 ingredient     ingredient for spell  

made via-->   character        guild 
(costs)       (1 action)       (1 strength) 
              via orders       via order G4 
              S16,S17,S18
              R=Ranger         R= Ranger guild   
              AS=Assassin      AS= Assassin guild 
                               AL= Alchemist Guild  



Mandrake   1 Poison I          1 Silversheen       106	Summon Fire Elemental  
#423       (Mandra) #400       Elixir ID# 406      107	Summon Earth Elemental
           (loss of healing    (+5 DEX)  AL        108	Summon Air Elemental 
	   and 10% wounds per                      109	Summon Water Elemental
	   production)(on a    1 Diplomat's        491	Werewolf Self 
	   weapon +25% AFB)    Elixer #445         492	Werewolf Other
	   AS (order S17)      (+1 INF)  AL        493	Cry of Wolf 
	                                           494	Werebear Self 
	                       1 Elixer of         495	Werebear Other
	                       Strenght #450        54  Illusion of Friendliness    
                               (+5 STR) AL          55  Party Crashers 

                               3 Poison I #400
                               AS 


Ginger   1 Healing Draught I   1 Healing Draught I  
Root       #402 (-10% wounds)  #402  AL+R
#424       R (order S16) 


Nightshade  1 Poison II        1 Invisibility       70	Skeletal Warrior
#425	    (Belladon) #401    Potion #407          71	Zombie Warrior
	    (loss of healing   (turns invisible,    72	Ghoul Warrior
	    and 30% wounds     via U3 only)  AL                   
	    per production)                         85	Rite of Morghoul
	    (on weapon +50%    1 Poison II #401     86	Rite of Wraith
	    AFB)               AS                   87	Rite of Spectre
	    AS (order S17)                          88	Rite of Vampyre
                                                   130	Summon Winternight
                                                   431	Call Skeletons x5 
	                                           432	Call Zombie x5 
	                                           433	Call Ghouls x5 
	                                           434	Call Skeleton x10 
	                                           435	Call Zombie x10 
	                                           436	Call Ghouls x10 
	                                          
	
Silverleaf  1 Antidote I       3 Antidote I        106	Summon Fire Elemental
#426        #404               (Aspen) #404        107	Summon Earth Elemental		
	    AS (order S18)     (cures Mandra)      108	Summon Air Elemental			
	                       AL+AS               109	Summon Water Elemental			
	                                           111	Summon Familiar
                               1 Redmist Potion    112	Summon Imp Imias			
	                       #446 (+1 PC) AL     113	Summon Imp Myomyr		
	                                           114	Summon Imp Lyopus		     
	                       1 Almonquava Wine   115	Summon Imp Tinrater	
	                       #448 (+10% Bless,   116	Summon Imp Qinkulc		
	                       +2 STR, -2 INF,     117	Summon Efreet Javnga		
	                       +5% chance cure     118	Summon Efreet Malacous	
	                       poison) AL          119	Summon Djinn Haraba		
	                                           120	Summon Djinn Borabar	
	                                           121	Create Netherworld Soldier
	                                           122	Character Netherworld Possession
	                                           123	Summon Daemon Relzablab	
	                                           124	Summon Daemon Zenobar		
                                                   125	Summon Daemon Garcontha	
	                                           184	Enchant Soldiers
	                                           186	Enchant Character
                                                   441	Summon Warrior x5 
	                                           442	Summon Warrior x8 
	                                           443	Summon Warrior x12
	                    

Asarum   1 Healing Draught II  1 Healing Draught II  82 Remove Undead Status
#427       #403 (-20% wounds)  #403   R          
           R (order S16)
                               1 Antidote II
         1 Antidote II #405    (Athelar) #405 
           AS (order S18)      (cures Belladon)
                               AS   
                      
                                         
Cinderoak                      1 Greydust Salve     129 Summon Earthforce
#428	                       #447 (+10 Stealth,   155 Create Seer's Crystal
	                       via U3 only)   AL    188	Create Power 1 Staff
	                                            189	Create Power 2 Staff
                                                    190	Create Power 3 Staff
	                                            191	Create Power 4 Staff
	                                            192	Create Power 5 Staff
	                                            193	Create  Power 6 Staff


Meldorian    [production       1 Fairydust          12	Create Staff of Spells
#429	     Elven Bows]       #449                 13	Create Staff of Recovery
	                       (+8 MAR) AL          14	Create Wizard's Staff
	                                           253	Create Druid's Staff Power 1
	                                           254	Create Druid's Staff Power 2
	                                           473	Enchanted Hearth 

                     
	
	
There are two ways of employing the standard potions listed above:

(I) By ACTIVATION (U3)
- Potions can only be activated once, and then disappear. So if it tried to heal something you didn't have (wounds, poison, etc.), then the potion will be in your tummy without having had any effect.
- If an activated potion affects Characteristics (Str, Dex, Con, Bty), Attributes (Tac, Inf, PC) or Skills (Stealth, etc.), or causes Invisibility, than that effect totally disappears at the following Production. If an activated potion caused a Bless/Curse or a Shell (+MAR), then that effect gradually deteriorates over the next couple of productions, like normal blesses and shells fade away in time. Healing of poison or healing of wounds of course is not undone by production.
- A character can activate items when he is Insane, but not when he is Dead. You can activate an item that you have in your possession slots, and also items that you have equipped.
- You can get only 2 identical potions per month to work for you on activation, no more! The only exceptions are the Healing Draughts. So no endless pumping up of statistics by boozing... So a maximum of +20 Stealth, +2 PC, etc. via Activation.
- An Invisibility potion may also give +3 to +5 Stealth, but this varies between modules.

(II) By IN USE (Q1)
You can Equip the standard elixers and they will give the character the associated bonuses WITHOUT consumption of the item (contrary to when you would Activate it)! However, this is ONLY valid for potions that enhance Characteristics or Attributes. So the Invisibility potion will NOT turn you invisible when equipped, nor will the Greydust boost your Stealth (a Skill!) when in slot! (With thanks to Jeff Benefiel for confirming the Stealth). Likely the same goes for Fairydust (MAR), but this needs confirmation.

Ergo: you can drink (activate) two Silversheens, and have two Silversheens in slot (In Use), to get a total of +4*5= +20 Dex! Which after production drops to +2*5= +10 Dex (the In Use potions remain in use).

Effects on characteristics
Remember that Size Checks on dex/str in regard to weapon, armour, shield and mount, are not only done at the time of Q1, but also before each turn processing, and any items that are physically unable to be equipped will be stripped out and placed in the character's possessions. For these Checks the following value will count: Base plus status adds, plus items adds, plus spells adds, plus effects of activated potions (like silversheen elixer). Size checks for player characters occure *before* the turn is run. At production, only the NPC's are checked.
So: adds of potions that you had IN USE before your turn is run, will count for the Equipment Checks on STR/DEX at the beginning of the turn. But if you rely on adds from ACTIVATED potions alone, do not forget to re-equip the weapon after swallowing the potions - at the start of the turn the weapon might have been unequipped, and you could feel a bit naked facing that Black Dragon without A Hero's Best Friend.

Effects on physique
Remember that there are two seperate indicators for your physique:
1) Physical Conditions, in the following hierarchy in regard to overwriting:
Alive - Insane - Stoned - Dead - Very Dead - Long Dead - Dead and Laid to Rest.
So if you are Dead you can not be Stoned or made Insane, if you are Stoned you can not be made Insane but can be killed (made Dead), and if you are Insane you can be Stoned and killed (made Dead). Note that Death therefore is an extreme measure to cure the conditions of Stoned and Insane... So Physical Conditions are all mutually exclusive.
2) Afflictions, which are *seperate* from your Physical Condition, and from each other (not mutually exclusive!): Mandra poisoned, Belladon poisoned, Poxed, Black Deathed, Mindblanked and Charmed/Geased. You can have ALL these afflictions at the same time....
ERGO: being Dead does NOT heal Plague or Poison! Diseased corpses e.g. will still spread the smelly spots around...when not burried. Nor does Healing your wounds cures Poison (and after curing poision you still have to cure the accumulated wounds).

Other important health matters:
-- If a character is Poisoned then he cannot heal with Rest in an Inn, and the Mark of Power check is also skipped for healing! Plagues will benefit from the Mark of Power though. The plague effect is done then poisons then normal healing (if it applies) then the Mark effect. So if you were 70+% wounded and belladon-poisonned just before production, you will surely die - the Mark of Power will not bail you out.
-- In regards to getting turned to stone during fights, the official stand is that the chance to get Stoned is the % of wounds you get from the Turn to Stone Special Attack. However, players are very sceptical about this, and Harald Gehringer has done a study on 45 cases of getting Stoned, which definitely speaks against the official formula; he proposes that the chance is rather the Special Attack Value devided by the SAR of the target.
-- Dead and Stoned characters cannot do much, except for T11; they cannot use U3 to do something about their affliction; Stoned characters cannot use Q1, but dead characters can (apparantly).
-- If you need to convert a Dead character to get him ressurected, then you cannot do that by the Convert spell, nor by item activation. You can do it by an adventure (and he can also be ressurected via an adventure), as the dead can use the A3 order.
-- If a character is insane there is a 30% chance that his character actions will succeed.
-- Healing at production is done at the full constitution level in a place force and 1/2 of that in a field force.

Invisibility has little or no consequences for character orders (like e.g. diplomacy); it does help protect against capture from ALL possible events, and gives +10 DF and some other benefits in combat [some players reported +50-100% AFB in a fight; not certain though]. It sets Sighting Values to zero, but you can still duel an Invisible opponent (just fling that sword wildly!), and invisible characters will still be Encountered by lair monsters (they eat lots of carrots!). Invisibility makes you duck Entry Conditions of a location (but only if all members of your party are invisible, as the check is on the party as a whole - if one member is NOT invisible and does not meet requirements then no one enters).