Since the new changes potion making has become quite useful, particularly the cure wound line, however I've experienced a few issues that I'll go into more detail about below. Over all I believe herbalism is in a good place with it offering a good variety of useful items and would like to extend my thanks to the team for their excellent work.
Potions of Black Warding and Freedom
These two potions are the prickly thorns I have come across in the herbalism profession as they are expensive to make and make very few, even with the removal of kings crown. Costing over 2000 gold in time and materials to create, I would suggest doubling the output from 2 to 4 potions which would bring the potions down to a more reasonable 600gp each mark.
Black Potion of Warding
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24 craft points (50gp per point) 1200gp
1 obsidian - 100gp
2 glass bottles - 200gp
6 greenstone dust - 300gp
2 mojo - 523gp (10 glass vials 1,000 - 5 aventurine dust 325gp - 10 fruit 40gp - 2 sassone leaves 50gp - 24 craft points 1200gp)
= 2,323 /2
= 1,162
Potion of Freedom
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22 craft points (50gp per point) 1100gp
1 strideleaf - 50gp
2 glass bottles - 200gp
6 malachite dust - 300gp
2 mojo - 523gp
= 2,128 /2
= 1,064
These are two of the most expensive potions herbalism can create, and while they last till a server reset they are incredibly niche, each needing 30 crafting points for a single potion raising them to 1,500 before ingredients. A skyhigh cost compared to the brewed potion of Waterbreathing which takes a mere 135gp to brew and lasts 24 hours.
Feather Fall however is a unique effect shared only by winged races and classes currently which does qualify it for a high cost though perhaps not quite as eyewateringly high as it is presently.
For both I would suggest a heavy cut in crafting point usage, down to 5-8 and increasing the amount created to 4.
Ultrasight Tinct, Oread's Elixir and Elemental Aegis
These potions I could not honestly give feedback on due being unable to find lumpfish fluid in any reliable form, granted I have not yet explored every single fishin spot, nor the entire ocean but to make something as tooth-achingly simple as ultrasight the hurdles feel unduly excessive.
As much as I enjoy sailing I would highly recommend the ingredients for these potions be attainable from land based fishing spots otherwise they will remain ignored, perhaps allowing greater amounts to be collected via sailing to give value to the skill.
Healing Kits
The backbone of any herbalist and worthy of a point invested by any character. The +1 kits are lifesavers which I cannot understate their incredible usefulness and cheapness to produce, however the higher level kits pale in comparison even with the addition of DR. The rest however do not match up increasing in DC by 5, 10 to 15 times the +1 kits and crafting points by 4, 12 and 19 yet granting +2, +5 (DR /3) and +9 (DR /5) healing, in terms of production power you could make 20, 30 and 50 +1 kits for the same crafting point investment.
I would suggest axing the +3 kit entirely and adjusting the +6 and +10 kits to take their respective spots (+6 would take on the +3's DC and craft point requirement, the +10 would take on former +6's) to narrow the gap and give the more powerful kits a reason to be created.