acronon: There have also been a few critical 'quickfixes' scattered about the thread, e.g. for the 'my dragon's dong is so big girls keel over dead just from the sight of it', the Antelopes crashing the game, bulk treasure crafting etc.
Elemental resistance potions
This runs face first into the same issue I have with adding more spells: making the game easier with no drawbacks. Stacking various stats can already get pretty bad.
These potions would also undermine the existing mechanics for handling resistances: mutating heads and rotating minions.
I was going to suggest depletable stat replenishers too but we already have ways of doing that without going to sleep(milk for health, alcohol for lust, lust for mana via witch(and darkwood fire for mana)).
Mana should primarily come from sparks and dragon healing from the Witch (for gold).
I don't really want to give out easily accessible replenishers for lust or stamina, since these are the main stats that govern what you can and cannot do.
To sum it up, potions sound nice from an immersion/simulation POV, but not so much from a gameplay one.