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|[[Parasol Mushroom]] || Dex (Slot #?) || Severe Mauling (Slot #?) || Leech Burns (Slot #?) ||
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|[[Oyster Mushroom]] || Smithing (Slot #?) ||  ||  ||
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Revision as of 12:03, 7 June 2021

Alchemy
Alchemy.png
LP Cost -999
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 have four randomized potential effects.


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.

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 meaningfull 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: Not investigated
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 Quality = ?? and is softcapped by ??
    • Herbal Swill Quality =


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

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).

As of world 13, alchemy reactions have been reset

Archived: W12 ingredient list

World 13 Ingredient Reactions

Name Property1 Property2 Property3 Property4
Slag Farming Concussion Unarmed Combat Nasty Laceration
Lady's Mantle Nasty Laceration Agility Lore Cooking
Dandelion Blistering Headache Agility Black-eyed Perception
Blueberry Sewing (Slot #?) Concussion Constitution Severe Mauling
Kvann Nasty Laceration Cooking
Bay Bolete Unarmed Combat
Candleberry Concussion Will
Lamp Stalk Nasty Laceration Antcid Burns Lore Starvation
Frog's Crown Charisma Adder bite Farming
Royal Toadstool Unarmed Combat
Dusk Fern Concussion Sewing Farming
Uncommon Snapdragon Nasty Wart Carpentry Perception Farming
Perfect Autumn Leaf Severe Mauling (Slot #?) Unarmed Combat
Clover Quicksilver Poisoning Smithing Unarmed Combat Shorter Duration
Yarrow Shorter Duration Concussion Fell Slash Intelligence
Ruby Bolete Concussion
Rustroot Masonry Antcid Burns Cooking
Thorny Thistle Lore
Heartsease Lore
Soapstone Charisma Chills & Nausea Starvation
Diorite Lore
Zincspar Masonry Aching Joints Lore Strength
Malachite Nasty Laceration Charisma Will Intelligence
Pegmatite Nasty Laceration Adder bite Starvation
Bloodstern Strength Shorter Duration (Slot #?) Intelligence
Waybroad Intelligence
Cavebulb Nettle Burn Charisma Severe Mauling Dragon Bite
Stalagoom Quill'd (Slot #?) Quicksilver Poisoning Carpentry
Gneiss Quicksilver Poisoning Nettle Burn Farming
Yellowfeet carpentry (Slot #?) Longer Duration (Slot #?) Unarmed Combat
Rhyolite Bruise Smithing Unarmed Combat Cooking
Giant Puffball Marksmanship
Feldspar Sand Flea Bites Agility Allergic Reaction Marksmanship
Chives Nerve Damage Agility Sewing Dexterity
Cattail Fibres Bum Burn Black-eyed Intelligence Constitution
Cattail Head Lore Swamp Fever Blunt Trauma Exploration
Cattail Roots Maddening Rash Punch Sore Aching Joints Severe Mauling
Chantrelles Bruise Will Masonry Crab Caressed
Lingonberries Maddening Rash(Slot #?) Dexterity Strength
Porphyry Maddening Rash Perception Masonry
Kyanite Exploration Agility
Sandstone Concussion Smithing Dexterity
Apatite Dexterity Will Cooking
Green Kelp Lore Chills & Nausea Punch Sore Cooking
Mistletoe Dexterity Quicksilver Poisoning
Spindly Taproot Sand Flea Bites Dexterity Strength Sewing
Stinging Nettle Strength Leech Burns Allergic Reaction Pipe Wheeze
Strawberry Masonry
Wild Windsown Weed Rot Gut Stealth Charisma Severe Mauling
Alabaster Exploration Stealth
Arkose Lore Will Allergic Reaction
Basalt Shorter Duration Bruises
Breccia Intelligence Stealth
Cassiterite Punch Sore Aching Joints Charisma
Chalcopyrite Carpentry
Diabase Exploration Agility Nettle Burn
Dolomite Dexterity Perception Strength Exploration
Flint Pipe Wheeze Dragon Bite will (Slot #?)
Fluorospar Dragon Bite Antcid Burns
Granite Aching Joints Dragon Bite
Hornblende Fell Slash Bruises
Iron Ochre Intelligence Concussion
Limestone Unarmed Combat Black-eyed
Mica Sand Flea Bites
Microlite Stealth
Olivine Stealth Intelligence Strength
Orthoclase Agility
Quartz Smithing Nasty Wart Intelligence
Schist Blistering Headache Bum Burn
Shard of Conch Sewing
Slate Smithing Lore Swamp Fever Charisma
Sodalite Exploration Carpentry Masonry
Greenschist Sewing Bum Burn Crab Caressed
Gabbro Blunt Trauma Concussion
Eclogite Constitution QuickSilver Poisoning
Pumice Quicksilver Poisoning Rot Gut Bum Burn Nerve Damage
Lead Glance QuickSilver Poisoning Unarmed Combat Leech Burns
Quarryartz Concussion Allergic Reaction
Jasper Farming Lore
Morels Int (Slot #?) Cooking Masonry
Parasol Mushroom Dex (Slot #?) Severe Mauling (Slot #?) Leech Burns (Slot #?)
Oyster Mushroom Smithing (Slot #?)