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{{Infobox_skill
{{Infobox_skill
|skillcost = 20000
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| [[Mica]] ||  Jellyfish Sting|| ||  ||  
| [[Mica]] ||  Jellyfish Sting|| ||  ||  
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| [[Microlite]] ||  || ||  ||  
| [[Microlite]] ||  Quicksilver Poisoning|| ||  ||  
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| [[Mistletoe]] ||  Intelligence|| ||  ||  
| [[Mistletoe]] ||  Intelligence|| ||  ||  

Revision as of 06:32, 8 October 2022

Alchemy
Alchemy.png
LP Cost 20000
Skill(s)
Required
Hearth Magic, Plant Lore, Glass Blowing.
Skill(s)
Enabled
None
Hearth Magic(s) Unlocked None
Required By (7) Alchemist's Table, Burette, Fine Scales, Mortar & Pestle, Retort, Testtube Rack, Tripod Burner
Go to Skills Page

Alchemy allows you to create Elixirs, consumable potions, that can heal wounds and buff stats and potentially add new wounds too. Elixirs are created by combining ingredients with alchemical properties. Presently, herbs (specifically, only Forageables) and minerals (both Stones and Ores) generally have alchemical properties. Each alchemy ingredient has four randomized potential effects.

Elixirs can currently only be stored in Clay Jars and you need to discover one to unlock elixir recipes.

In-Game Text

"Anthing, Deceit in heart,
mixed, by pale moonlight,
powder, blood, and secret herbs,
to right a wrong percieved."

Alchemy allows you to mix potions and elixirs with various effects, and can for example give temporary increases to Skills or Attributes, or heal wounds. Alchemical potions and processes often use a plethora of tools, form Mortal & Pestle to Burettes, as well as the Alchemist's Table workbench. If elixirs aren't showing up in your crafting menu, try discovering a Clay Jar first.

Base Alchemical ingredients, chiefly herbs and minerals, all have various base effects, and the key to a successful elixir is to combine several ingredients with the same effects. If two or more effects are matched in the ingredients, that effect will also be present in the final elixir.

Some alchemical processes can also create, rather than elixirs, new ingredients, by selectively combining effects from the ingredients used to make them.

Rules

  • All potential effects present in at least two of the ingredients will be present in the final Elixir.
  • If a potential effect is present in more than two of the ingredients, the effect will become increasingly more powerful.
  • All unmatched potential effects, present in only one of the ingredients, will serve to increase the harmfulness of the elixir. Elixirs generally cause some type of wound in addition to their positive effect, unless all potential effects in the ingredients are perfectly matched.
  • There are also Alchemical Processes, which consume alchemical ingredients to produce new, processed ingredients, combining, and often removing, the potential effects present in the materials used to produce them, to create cleaner ingredients, with fewer potential effects, and thus with less risk of harm.
  • A raw material -- base ingredient acquired from nature -- can only be used once in an alchemical elixir or process, meaning that you can't, for example, use both Blueberries and an Herbal Grind made from two blueberries, to create a perfectly matched elixir.
  • Most processes require the use of some combination of Alchemical tools, such as the Alchemist's Table, Retort, Burette, Testtube Rack, Fine Scales, Mortar & Pestle, or Tripod Burner.

Another discovery made by playerbase, is that each alchemical ingredient has it's own order of alchemical properties, which is meaningful during alchemical processes.

Alchemical Processes

Lye Ablution
Effect: Removes first alchemical property of an ingredient, as a result you will receive ingredient with only 3 alchemical properties.
Required tools: Retort

Fiery combustion
Effect: Removes second alchemical property of an ingredient, as a result you will receive ingredient with only 3 alchemical properties.
Required tools: Tripod Burner

Herbal Grind
Effect: Creates new unique alchemical ingredient from two herbs, which opens a large variety of new unique alchemical ingredients.
Required tools: Mortar & Pestle

Measured Distillate
Effect: Creates one ingredient from two, taking only two first properties from them, as a result you will receive ingredient with 2 alchemical properties
Required tools: Retort, Burette, Testtube Rack

Mineral Calcination
Effect: Not investigated
Required tools: Tripod Burner

Processes example:
Say, you are making a Mushroom Decoction elixir.
You have a Mushroom, and 4 different alchemical ingredients. You know all effects of the ingredients, and their order.
Let's assume, you have next ingredients with next alchemical properties:
Mushroom: (Intelligence, Agility, Nasty Wart, Concussion)
Rock1:(Unarmed Combat, Agility, Adder Bite, Starvation)
Herb1:(Intelligence, Cooking, Starvation, Nettle Burn)
Rock2:(Adder Bite, Will, Nasty Wart, Farming)
Herb2:(Concussion, Lore, Cooking, Nasty Laceration)

Required processes will be:
Herb2 + Herb1 = Measured distillate1(Concussion, Intelligence) // You took two first effects from both ingredients, to receive ingredient with 2 effects.
Rock1 = Lye Ablution1(Agility, Adder Bite, Starvation) // You have removed first effect, to receive ingredient with 3 effects. Note that second effect became first.
Rock2 = Fiery combustion(Adder Bite, Nasty Wart, Farming) = Lye Ablution2(Nasty Wart, Farming) // You have removed first and second effects with two processes and received ingredient with 2 effects.
Lye Ablution1 + Lye Ablution2 = Measured distillate2(Nasty Wart, Agility) // You have combined two Lye Ablution to take first effects from each, to receive ingredient with 2 effects.
Measured distillate2 + Measured distillate1 + Mushroom = Mushroom Decoction // All ingredient properties have matched, so you received an elixir that will have 4 positive effects(Intelligence, Agility, Nasty Wart, Concussion), with no negative effects.

Quality


  • Elixir Buff =
    • n - is number of matching effects of ingredients

Alchemy ingredients

Each listed base attribute or ability gives stat bonus, as well as every name of wound gives healing effect for such wound. Properties are not ordered (order is important for processing) (Bold = Ordered).

World 14 Ingredient Reactions

Name Property1 Property2 Property3 Property4
Alabaster
Apatite Quicksilver Poisoning
Arkose Unarmed Combat
Basalt Quicksilver Poisoning Survival Unarmed Combat
Bat Rock
Bay Bolete Strength Lore Jellyfish Sting
Black Coal
Black Ore
Black Truffles
Black Trumpets
Bloated Bolete
Bloodstern Perception Constitution
Bloodstone
Blueberry Exploration Seal Finger Severe Mauling Jellyfish Sting
Breccia Strength
Camomile
Candleberry
Cassiterite
Cat Gold Shorter Duration
Cattail Fibres Shorter Duration Perception
Cattail Head Intelligence Cooking Dexterity
Cattail Roots Psyche Severe Mauling Will Smithing
Cavebulb Psyche Adder Bite Asphyxiation Hearth Burn
Cave Lantern Dexterity Cruel Incision
Chalcopyrite
Chantrelles Psyche Blade Kiss Dragon Bite Fell Slash
Chert Deep Cut Melee Combat
Chiming Bluebell
Chives Sewing Marksmanship Aching Joints Unarmed Combat
Cinnabar Carpentry
Clover Intelligence Psyche
Coltsfoot
Dandelion Allergic Reaction Cruel Incision Beesting Severe Mauling
Dewy Lady's Mantle
Diabase Exploration
Dill
Diorite
Direvein
Dolomite Smithing
Dove Droppings
Dried Morels
Dross
Dusk Fern
Eclogite
Edelweiß
Fairy Mushroom
Feldspar Shorter Duration
Field Blewits
Flint Perception Sand Flea Bites Agility Melee Combat
Fluorospar Cruel Incision Smithing Lore
Frog's Crown
Gabbro Agility Melee Combat
Galena
Giant Puffball
Glimmermoss Strength
Gneiss Strength
Granite
Graywacke Wretched Gore
Green Kelp
Greenschist
Heartsease
Heavy Earth
Hornblende Deep Cut
Horn Silver
Indigo Cap
Iron Ochre Starvation
Jasper Smithing
Korund
Kvann
Kyanite Exploration Aching Joints Melee Combat
Lady's Mantle Asphyxiation
Lamp Stalk Dexterity
Lead Glance Constitution Carpentry
Leaf Ore
Limestone
Lingonberries Seal Finger
Malachite Dexterity Constitution
Mandrake Root
Marble
Marsh-Mallow
Mica Jellyfish Sting
Microlite Quicksilver Poisoning
Mistletoe Intelligence
Morels
Olivine
Orthoclase Marksmanship
Oyster Mushroom Smithing Strength Seal Finger
Parasol Mushroom
Parboiled Morels
Peacock Ore
Pegmatite Unarmed Combat Quicksilver Poisoning
Perfect Autumn Leaf Perception Stealth Fell Slash Sand Flea Bites
Porphyry Severe Mauling Exploration Stealth
Pumice
Quarryartz Smithing Jellyfish Sting
Quartz Sewing Aching Joints
Reed Survival Quicksilver Poisoning
Rhyolite
Rock Crystal
Royal Toadstool Unarmed Combat Fell Slash
Ruby Bolete
Rustroot
Sage
Sandstone
Schist
Schrifterz
Shard of Conch
Silvershine
Slag Will Dragon Bite Blade Kiss
Slate
Sleighbell
Snowtop Agility Melee Combat
Soapstone Melee Combat
Sunstone Melee Combat Starvation
Sodalite Cooking Hearth Burn Dragon Bite
Spindly Taproot Adder Bite
Stalagoom Perception Dexterity Cooking Shorter Duration
Stinging Nettle
Strawberry Constitution
Tangled Bramble
Thorny Thistle
Thyme
Troll Mushrooms
Trombone Chantrelle
Uncommon Snapdragon
Washed-up Bladderwrack
Waybroad Psyche
White Truffles
Wild Windsown Weed
Wine Glance Seal Finger Bruises Beesting Exploration
Wintergreen
Yarrow
Yellowfeet Crab Caressed Unarmed Combat Nicks & Knacks
Zincspar Wretched Gore

As of world 14, alchemy reactions ware reset
Archived: W12 ingredient list
Archived: W13 ingredient list

Game Development

  • Through a Glass Darkly (2020-08-16) >"If you manage to impart the same potential effect more than once on an alchemical ingredient, it will only count once for the purposes of positive Elixir effects, but still count as a matched effect, and reduce the potion's negative side effect."