Alchemy: Difference between revisions

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(→‎Alchemy ingredients: from Austin p1)
(→‎Alchemy ingredients: from austin p2)
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| ||Psyche
| ||Psyche
|-
|-
| [[Diabase]] ||Exploration
| [[Diabase]] ||'''Pipewheeze'''
| || ||  
| Exploration||Charisma
|
|-
|-
| [[Dill]] || || ||  ||  
| [[Dill]] ||Shorter Duration
|Strength
| ||  
|-
|-
| [[Diorite]] || |||  ||  
| [[Diorite]] ||Longer Duration
| ||  ||  
|-
|-
| [[Direvein]] ||  ||  ||  ||  
| [[Direvein]] ||  ||  ||  ||  
|-
|-
| [[Dolomite]] ||  '''Smithing'''|| ||  ||  
| [[Dolomite]] ||  '''Smithing'''||'''Dexterity'''
|'''Jellyfish Sting'''
|
|-
|-
| [[Dove Droppings]] || Psyche || Shorter Duration ?? ||Leech Burns ??
| [[Dove Droppings]] || Psyche || Shorter Duration ?? ||Leech Burns ??
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| [[Fairy Mushroom]] ||  ||  ||  ||  
| [[Fairy Mushroom]] ||  ||  ||  ||  
|-
|-
| [[Feldspar]] ||Shorter Duration
| [[Feldspar]] ||'''Survival'''
| ||  ||
|Shorter Duration
|Lore
|Unfaced
|-
|-
| [[Field Blewits]] ||  ||  ||  ||  
| [[Field Blewits]] ||  ||  ||  ||  
|-
|-
| [[Flint]] ||Perception
| [[Flint]] ||'''Agility'''
|Sand Flea Bites
|Sand Flea Bites
|Agility
|Perception
|Melee Combat
|Melee Combat
|-
|-
| [[Fluorospar]] ||Cruel Incision
| [[Fluorospar]] ||'''Lore'''
| Smithing|| Lore||
| Smithing||Psyche
|Cruel Incision
|-
|-
| [[Frog's Crown]] ||'''Nasty Wart'''
| [[Frog's Crown]] ||'''Nasty Wart'''
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| [[Korund]] ||  ||  ||  ||  
| [[Korund]] ||  ||  ||  ||  
|-
|-
| [[Kvann]] || || ||  ||  
| [[Kvann]] ||Psyche
|Marksmanship
| ||  
|-
|-
| [[Kyanite]] ||  Exploration||  Aching Joints||Melee Combat
| [[Kyanite]] ||  Exploration||  Aching Joints||Melee Combat
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|-
|-
| [[Lady's Mantle]] ||Asphyxiation
| [[Lady's Mantle]] ||Asphyxiation
| || ||
|'''Lore'''
|Leech Burns
|Longer Duration
|-
|-
| [[Lamp Stalk]] ||Dexterity
| [[Lamp Stalk]] ||'''Nasty Laceration'''
| ||  ||  
|Cooking
Dexterity||
|-
|-
| [[Lead Glance]] ||Constitution
| [[Lead Glance]] ||Constitution
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| [[Leaf Ore]] ||  ||  ||  ||  
| [[Leaf Ore]] ||  ||  ||  ||  
|-
|-
| [[Limestone]] || ||  ||  ||  
|[[Liberty Caps]]
|'''Cruel Incision'''
|Unfaced
|Will
|Perception
|-
|-
| [[Lingonberries]] || Seal Finger|| || ||  
| [[Limestone]]||Charisma
|'''Swamp Fever'''
|Chills & Nausea
|Beesting
|-
| [[Lingonberries]] ||'''Starvation'''
|Seal Finger
|Sewing
|
|-
|-
| [[Malachite]] ||Dexterity
| [[Malachite]] ||Dexterity
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| ||  
| ||  
|-
|-
| [[Mandrake Root]] || || ||  ||  
| [[Mandrake Root]] ||Carpentry
|Farming
| ||  
|-
|-
| [[Marble]] ||  ||  ||  ||  
| [[Marble]] ||  ||  ||  ||  
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| [[Mistletoe]] ||  Intelligence|| ||  ||  
| [[Mistletoe]] ||  Intelligence|| ||  ||  
|-
|-
| [[Morels]] || || ||  ||  
| [[Morels]] ||'''Adder Bite'''
|Unarmed Combat
|Carpentry
|Survival
|-
|-
| [[Olivine]] ||  ||  ||  ||  
| [[Olivine]] ||  ||  ||  ||  
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| [[Orthoclase]] ||  Marksmanship|| ||  ||  
| [[Orthoclase]] ||  Marksmanship|| ||  ||  
|-
|-
| [[Oyster Mushroom]] || Smithing ||  Strength|| Seal Finger||
| [[Oyster Mushroom]] || '''Smithing'''||  Strength|| Seal Finger||Nasty Laceration
|-
|-
| [[Parasol Mushroom]] ||  ||  ||  ||  
| [[Parasol Mushroom]] ||  ||  ||  ||  

Revision as of 22:07, 11 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 Punch Sore Melee Combat Crab Caressed Sewing
Apatite Quicksilver Poisoning Beesting Shorter Duration Melee Combat
Arkose Unarmed Combat Psyche Intelligence Adder Bite
Basalt Quicksilver Poisoning Survival UA \ Stealth ??? Carpentry
Bat Rock
Bay Bolete Strength Lore Jellyfish Sting Punch Sore
Black Coal Quill'd Shorter Duration Quicksilver Poisoning
Black Ore
Black Truffles
Black Trumpets
Bloated Bolete Lore Fell Slash Perception
Bloodstern Perception Constitution Fell Slash Longer Duration
Bloodstone
Blueberry Exploration Seal Finger Severe Mauling Jellyfish Sting
Breccia Strength Stealth Rot Gut
Camomile
Candleberry
Cassiterite Survival Marksmanship Shorter Duration
Cat Gold Shorter Duration Quill'd Wretched Gore Bird Lung
Cattail Fibres Shorter Duration Perception Adder Bite
Cattail Head Intelligence Carpentry Dexterity Cooking
Cattail Roots Psyche Severe Mauling Will Smithing
Cavebulb Adder Bite Psyche Asphyxiation Hearth Burn
Cave Lantern Dexterity Cruel Incision
Chalcopyrite Constitution Blunt Trauma
Chantrelles Dragon Bite Blade Kiss Psyche Fell Slash
Chert Deep Cut Melee Combat Jellyfish Swamp Fever
Chiming Bluebell
Chives Sewing Marksmanship Aching Joints Unarmed Combat
Cinnabar Carpentry Sewing
Clover Intelligence Psyche Perception Punch Sore
Coltsfoot Unarmed Combat Perception Bruise
Dandelion Beesting Cruel Incision Allergic Reaction Severe Mauling
Dewy Lady's Mantle Agility Perception Psyche
Diabase Pipewheeze Exploration Charisma
Dill Shorter Duration Strength
Diorite Longer Duration
Direvein
Dolomite Smithing Dexterity Jellyfish Sting
Dove Droppings Psyche Shorter Duration ?? Leech Burns ??
Dried Morels
Dross
Dusk Fern Beesting Farming Marksmanship Charisma
Eclogite
Edelweiß
Fairy Mushroom
Feldspar Survival Shorter Duration Lore Unfaced
Field Blewits
Flint Agility Sand Flea Bites Perception Melee Combat
Fluorospar Lore Smithing Psyche Cruel Incision
Frog's Crown Nasty Wart Rot Gut Jellyfish Sting
Gabbro Agility Melee Combat
Galena
Ghost Apple Shorter Duration Strength Longer Duration
Giant Puffball
Glimmermoss Strength
Gneiss Strength
Granite
Graywacke Wretched Gore
Green Kelp
Greenschist
Heartsease Beesting Charisma Aching Joints
Heavy Earth
Hornblende Deep Cut
Horn Silver
Indigo Cap
Iron Ochre Starvation
Jasper Smithing
Korund
Kvann Psyche Marksmanship
Kyanite Exploration Aching Joints Melee Combat
Lady's Mantle Asphyxiation Lore Leech Burns Longer Duration
Lamp Stalk Nasty Laceration Cooking Dexterity
Lead Glance Constitution Carpentry
Leaf Ore
Liberty Caps Cruel Incision Unfaced Will Perception
Limestone Charisma Swamp Fever Chills & Nausea Beesting
Lingonberries Starvation Seal Finger Sewing
Malachite Dexterity Constitution
Mandrake Root Carpentry Farming
Marble
Marsh-Mallow
Mica Jellyfish Sting
Microlite Quicksilver Poisoning Farming
Mistletoe Intelligence
Morels Adder Bite Unarmed Combat Carpentry Survival
Olivine
Orthoclase Marksmanship
Oyster Mushroom Smithing Strength Seal Finger Nasty Laceration
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 Farming
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 Crab Caressed
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."