Bag bug fixed, but...
And I think flavors and fouls should last until the vessel is either empty or refilled, with a set duration for well-type items that is still a bit more reasonable.
One more thing -- is it possible to add a 'stun' result to the warcry skill that would stun a mob for at least one combat round? I don't really get a paralyzing warcry that often, even with a 100 con, but if I could get a stun from time to time, that would be more useful. At the very least, could it be added to the skill until the trees go in?
As for warcry, heck, i already dislike the whole paralyzing thing. Personally, i think that it should be like backstab... make it work at a certain rate depending on your stats and the other mob/char's stats, and then allow it to only paralyze once per round. If you could stun AND paralyze with it, then it becomes a fail-safe skill (i.e. you either stun, paralyze, or take off damage). no skill should be THAT powerful that it ALWAYS works for something.
As far as warcry is concerned, it is NO way a fail-safe skill, as the mobs rage QUITE often, and as of now, i can't see the difference in a minimum con minimum str warcry and a maximum con double str warcry. Besides, those paralyzes sometimes dont even stay for half a round, when the mob has more priority, it seems that a paralyzing warcry does squat and paralyzes happen sooo infrequently anyway, that using a warcry/flee tactic is just a waste of xp for eq, let's say.
As for poultices, I realized last night that I can no longer trade poultices for trueforming any more, because the poultices decay too quickly. And Bulk made a very good point about having your medic prepared before combat. I'm not suggesting that they never decay, or that they last 100 hours, or that they be rentable. But I think that a poultice should last longer than half an hour or so. How about a 10 hour time limit? That's 20 ticks.