It's main purpose would be to try to be helpful in higher difficulties (most likely blue stars).
An additional piece for the whole thing is an Achievement named "I can't stop winning!", earned by completing 10 loops in a row while using a very unpredictable brew, The Gambler's Potion.
The first piece shows respective rune brews
Second piece shows mixed rune brews
Third piece shows runes mixed with pickup resources (most may not make the best of sense)
Fourth piece is the result of using Ki, which creates very random use of it
#Brewing Update: Runestones & Ki
115 messages · Page 1 of 1 (latest)
You're not giving us time to read the individual descs😭
Literally like 36 brews, I don't wanna be cluttering the post
I don't care, at least we can actually read it😭
Can you at least turn them into videos? GIFs can't really be paused
Actually hol on...
I feel too tired to do that lol
Uuhhh
So these potions are either extremely over powered, mid or just useless
Actually hol on...
Some of these are kinda decent
36? I counted 34
Crap, did i miss one or two 
5 with respective runes, 10 with mixed runes, 20 with runes & resources, and ofc the ki brew
I was honestly running out of ideas at the final 5
I'm an idiot. I should have just used the MP4 converter earlier
Just didn't wanna clutter it, sorry for the difficulty
Nah dw about it, tbh, it's kinda my fault
Okay, why don't actually start discussing about these potions effects..
Weakener?
That's kinda just a worse version of the invisibility potion
Tbh, some of these are just lesser versions of pre-existing potions
I tried lol
Yeah, I can see that
I really like the cloning potion
What about this in mind?
Hmm, the main issue with that is speedrunners kill most enemies in a few frames at least to a few seconds at most
Also empower is easily overpowered by berserk and lucky pot
I was mainly aiming for the targetted difficulty being Blue stars so I tried to give it some thought
I thought about multiple stacks of it would give crit weapons a lil more power to it
What about this one?
Hmm
If we had to assume that the necromanced enemies, behave the same way as regular enemies, I'd say that's it's not very good
The problem is that most enemies have Medium to large hp, Low damage (less than triple digits), and "Decent" attack speed, since they're supposed to fight the player in numbers instead of bosses
I would assume the mosquitos would be questionable due to their high crit damage
Nice idea but the way you put makes it kinda bad like the necromancy potion instead it should revive the player upon death it you activate it and it lasts for the whole level(this is mainly for early game since new players have a hard time fighting the bosses) and change the name to the revive potion
That idea was put to use in another potion
Nice I think this isn't that useful for mid or endgame since you get a lot of good gear and might not use it as often but for players who are struggling this Is very helpful
There is a reason why I labeled some brews to have penalties if you get the Cultist Mask
I'm aiming to make brews have a good boost, but not to be very dependent on them
How about instead of cultist mask you aren't able to use buffs like empower healing or life steal
Empower is just that middle child no one pays attention to, and I don't know about penalizing healing
What about this stupid one?
The explode part is unnecessary
It ain't gambling if there's a couple of bad slots
Ofc the exploding chance is incredibly low
The explosion just sets your HP to 1 
Chances of getting it is incredibly low cuz it's meant to be a punch in the gut to the player
being it instakills
Eh insta-kill would make it where people probably won't use it outside of quests
It is just a randomizer so ye
The buff could simply disappear if the health restore is triggered, then there is no need to worry about mask.
also, becoming immortal with the cult mask isnt that op, because if you have a good script with good item, you shouldnt die anyway. Using rebirth would make you slower, and if youre at the point where you have a +21 cultist mask, you probably are past dying
Also, if you wanted ti be immortal, you can just permapot invis. People just dont so that for the reason i just cited
maybe have the potion be consumed when you die automatically, which would be a way for midgame player to survive high dmg attacks they dont know how to dodge
And they are supposed to learn to dodge when?
When they want to use the good potions
I thought Dysan 5* was already where you're supposed to learn to dodge
Or whatever the first Dysan fight is
the first is 3* but he only uses his orbital strike on phase 3, which is on 5*
instead of rebirth, it could be something that insta unmakes spawned enemies, like wasps
would get rid of that annoyance
gimme a decoy potion
i want it right now in my game 😂
Just repeater
That's even less useful than lightning potion, I think?
They can attack the same enemy if given the moment, 2 would be 26 per second and 3 would be 39 per second, for 15 seconds (I am aware it'll cut a few seconds off for them to run to said foe)
I'm too lazy to do the math but I'm pretty sure they do a lil more damage, difference is that the lightning potion deals a total amount immediately while for Mad Copy, depends on your distance to the enemies when you use it
Lightning deals damage to all enemies
I'm aiming with the Burn debuff to be given if the Dupe is killed instead of having its lifetime finish
I suppose with the copies, they hand out damage from foe to foe with rushing them down when they are closest to the enemy
It would probably be more useful against bosses
This is just a worst version of defensive potion, 20/2.5=8, 8*5=40, so 40 health once the effects wear out, most players are already either on level 60 in exp stone (80 max health) which defensive already gives 40 hp instantly plus armor equal to max health.
So it kinda just faces the same problem as lightning potion, being useless for endgame players.
But thats slow
Its just a worse version of any potion using tar
It will always be worse then a pure tar potion
Was running short on the remaining ones
I think its weak enough to allow it to be extended by the mask
I suppose so
How about potion's power level? Like adding 10 of ingredients will make a white potion, 20 for a yellow one, and 30 for a cyan, ... Then all of the potions can have adjusted versions to match progression. Brewing pot can be locked for progression too.
Doesnt work cus resource cost isnt a real factor
And if u need ≈ 12 000 +1s to make a +21...
What's with the potions
I tried lol
Debuffs aren't apart of Extend
Just scale it linearly and lock behind progress
Oke
They should make it like Minecraft where certain items do certain thing to the pot
And make KI extend potions and KI powder make them stronger (only som potions will have a second level though since nobody wants a Invisibility 2 Potion)
No they shouldnt
You may should name the "Armor Caffeine" into "Armor Haste" based of "Mining Fatigue" and "Mining Haste"
We need protection potion PLEASE
That sounds just weird
That’s already a thing you goober
Ye refering to the Cleansing Potion?
Probably the armor potion
Protection being immunity to debuffs, the other giving armor being Defensive Potion
It got its name cuz of Dysan's Vigor buff
Thats not called protection
Wasn't that the string's name?
The effect is called purity though idk what the dysan buff id is
Call it de-debuff potion 
I realized there would be an issue with the Necromancy potion if the revived allies constantly deal damage in Temple, so there's a fix
The Cultists and Snakes will surrender themself if they reach the boss room, in which Nagaraja will one by one eat each one without getting stopped by the player, healing 500 hp per ally while still spitting poison debuffs at the player