nindon
07-08-2014, 09:15 AM
I finally got around to testing necromantic regeneration potions.
There are three different potions:
Minor necromantic regeneration potion - a thin murky greenish-black concoction - heals all level 1 wounds.
Lesser necromantic regeneration potion - a thick murky greenish-black concoction - heals all level 1 and level 2 wounds.
Greater necromantic regeneration potion - a viscous murky greenish-black concoction - heals all wounds, regardless of level.
Unlike healing with herbs, you do not need a separate pour for each wound. For example, if a critter has two level 1 wounds, a single pour of the minor potion will heal both of them. Or if a critter has many wounds of varying severity, a single pour of a greater potion will heal all of them.
Pour on the critter to activate. There is no RT from pouring.
You pour your greenish-black concoction on an animated silver-eyed krolvin spiritualist. The liquid spills over the corpse, seeping into open gashes and bruises, and is slowly absorbed into its body.
As the spiritualist's wounds begin to close, it looks quite a bit better.
Based on the messaging, I assume it restores health in addition to healing visible wounds. The spiritualist in my example took enough damage during the tests that it would have died if the potions were not restoring health.
According to Krakiipedia (http://www.krakiipedia.org/wiki/Necromantic_regeneration_potion), there are level restrictions on the use of the potions.
As you can see from the recipes on Krakiipedia, these are not easy potions. Each potion has seven uses. Weighing the relative values of prevention and cure, the smart strategy is to put as many protective spells on your animate as possible, including spells from scrolls. Even so, these potions could come in handy on special occasions.
Unfortunately, all three potions have the same adjective ("get green concoction").
Do they work on animated people? That remains to be tested, unless one of you has already tried it. I would guess not.
There are three different potions:
Minor necromantic regeneration potion - a thin murky greenish-black concoction - heals all level 1 wounds.
Lesser necromantic regeneration potion - a thick murky greenish-black concoction - heals all level 1 and level 2 wounds.
Greater necromantic regeneration potion - a viscous murky greenish-black concoction - heals all wounds, regardless of level.
Unlike healing with herbs, you do not need a separate pour for each wound. For example, if a critter has two level 1 wounds, a single pour of the minor potion will heal both of them. Or if a critter has many wounds of varying severity, a single pour of a greater potion will heal all of them.
Pour on the critter to activate. There is no RT from pouring.
You pour your greenish-black concoction on an animated silver-eyed krolvin spiritualist. The liquid spills over the corpse, seeping into open gashes and bruises, and is slowly absorbed into its body.
As the spiritualist's wounds begin to close, it looks quite a bit better.
Based on the messaging, I assume it restores health in addition to healing visible wounds. The spiritualist in my example took enough damage during the tests that it would have died if the potions were not restoring health.
According to Krakiipedia (http://www.krakiipedia.org/wiki/Necromantic_regeneration_potion), there are level restrictions on the use of the potions.
As you can see from the recipes on Krakiipedia, these are not easy potions. Each potion has seven uses. Weighing the relative values of prevention and cure, the smart strategy is to put as many protective spells on your animate as possible, including spells from scrolls. Even so, these potions could come in handy on special occasions.
Unfortunately, all three potions have the same adjective ("get green concoction").
Do they work on animated people? That remains to be tested, unless one of you has already tried it. I would guess not.