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New Plants and Herbs

Posted: Thu Jun 29, 2023 7:00 am
by Lockonnow
I have been thinking Kinin sould Neutralize Poison or Venom and Garlic sould proection from lvl drain so far.

Re: New Plants and Herbs

Posted: Thu Jun 29, 2023 2:46 pm
by Green Monster
What about if garlic casts protection from evil CL 10 in its natural state but can be brewed into a death ward?

Re: New Plants and Herbs

Posted: Fri Jun 30, 2023 1:01 am
by Kitunenotsume
By default NWN2, the effects of Belladonna and Garlic are defined by nw_s3_herb

According to this script, these two herbs have the following effects:

Belladonna
Duration: 1 minute
Effect: +5 AC vs Race-Type(Shapechangers)

Garlic - "protection against Vampires; Lowers charisma"
Duration: 1 minute
Effect: +2 AB vs Undead, -1 Charisma

This could be altered, but I figured it important to contribute what the current effects of these herbs were. The Dev team here may well have changed them already from these effects. However, in my general experience, these effects are little known, as the herbs themselves only list "Spell: Garlic" or "Spell: Belladonna", without further clarification.

Re: New Plants and Herbs

Posted: Fri Jun 30, 2023 2:43 am
by Green Monster
Speaking of herbs and their effects, I notice that 1 mandrake root makes an item that has 3 uses of protection from petrification and 10 makes an item that has a single use of stone to flesh. I'd suggest making the 10 root recipe have a single use of your choice of Prot from Pet and Stone to Flesh; maybe with CL 20 on the Prot from the 10 recipe one so that it lasts 20 minutes instead of 9.

Re: New Plants and Herbs

Posted: Fri Jun 30, 2023 3:07 am
by DaloLorn
You mean 40 rounds instead of 18? PfP is a 2-round/CL spell.

Re: New Plants and Herbs

Posted: Fri Jun 30, 2023 1:17 pm
by Green Monster
DaloLorn wrote: Fri Jun 30, 2023 3:07 am You mean 40 rounds instead of 18? PfP is a 2-round/CL spell.
Yeah, whatever it is. My point is that the harder to make product should do everything that the easier to make product can do and more. Especially since so far I've only found 2 spawn points for mandrake root that aren't super dangerous (I admit I haven't looked on server 2 yet, though).


Also, speaking of the products, I also suggest that everything that has charges and is therefore not stackable have either 10 charges to mimic a stack of ten, or have the ability to give its charges to another of the same type up to 10. There's just WAY too many herbs and products thereof for a server without bags.