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Sounds a lot more fun than rerolling them to something potentially useful or feeding them to the Deranged.
My idea would be:
Splashy Time!: Negative Stat potions can be equipped as ranged weapon. Each giving 3 charges of splash damage, which effectively damages health & weakens stats.
It would be a sort of short ranged attack that could splash groups of enemies in front of them. I like the splash idea as it implies that the wizard is sort of using some of the liquid in the bottle, as opposed to using an entire potion at once. This would allow devs to scale the # of charges for each potion used.
Might require some new animations, but....This could be a cool way to approach attacking with alchemists. It'd also fit in with the support theme, as you'd expose yourself temporarily to weaken down creatures for the other players.
Perhaps the Stat debuff could be generic or vary based on luck? Losts of cool stuff could happen. Everything from any of the stats could be changed with a small Text indicator in the place were damage stats are shown with each attack.
Fire/Ice potions: Basically, these potions would be usable for splash damage, They would be fire and ice attacks that had the same Area of Effect as the eleclance spell. Which would freeze/set fire to respective enemies.
Before being identified, these potions could pose a risk to the drinker (Fire/Ice damage) After being identified, perhaps they could be used to augment potions like poison. This would be the options for non-alchemist players.
Alchemist players (upgrade 3): would be able to equip them like other neg stat potions and splash them on enemies with the attack described in paragraph 1 (as well as combine them with weapons using the combine button)
Fire potion could work as a generally more damage based attack, while the ice could act as a tougher version of frozen nova (unless the player's magic was significantly upgraded that is)
Though perhaps Fire/Ice potions could be usable by all classes, while alchemists could have the special ability to use more charges per potion, as well as the ability to use neg stat potions as an attack. The 'drink' option for these negative potions could just be void after identifying them, though there is opportunities for clever little hidden mechanics with the option of drinking them.