Flora, Potions, and HealthVersion 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 HearthThere 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).