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Revision as of 19:28, 16 March 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: 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 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).

As of world 13, alchemy reactions have been reset

Archived: W12 ingredient list

World 13 Ingredient Reactions

Name Property1 Property2 Property3 Property4
Bay Bolete Unarmed Combat Shorter Duration
Black Truffles Blade Kiss Shorter Duration [Verify] Crab Caressed [Verify] Swamp Fever [Verify]
Black Trumpets
Bloated Bolete Deep Cut [Verify] Unarmed Combat Sewing Concussion
Bloodstern Intelligence Shorter Duration Lore Strength
Blueberry Severe Mauling Concussion Constitution Sewing
Camomile
Candleberry Carpentry Will Concussion
Cattail Fibres Black-eyed Bum Burn Intelligence Constitution
Cattail Head Lore Swamp Fever Blunt Trauma Exploration
Cattail Roots Maddening Rash Punch Sore Aching Joints Severe Mauling
Cavebulb Charisma Nettle Burn Severe Mauling Dragon Bite
Cave Lantern Dragon Bite Blade Kiss Chills & Nausea Will
Chantrelles Crab Caressed Will Masonry Bruises
Chiming Bluebell Starvation [Verify] Swamp Fever [Verify]
Chives Sewing Agility Nerve Damage Dexterity
Clover Shorter Duration Smithing Unarmed Combat Quicksilver Poisoning
Coltsfoot Cruel Incision Intelligence Constitution [Verify]
Dandelion Perception Agility Black-Eyed Blistering Headache
Dewy Lady's Mantle
Dill Crab Caressed Rot Gut Masonry Intelligence
Dusk Fern Concussion Sewing Farming
Edelweiß
Field Blewits
Frog's Crown Blade Kiss Charisma Adder Bite Farming
Giant Puffball Lore Marksmanship Intelligence
Glimmermoss Charisma Adder Bite Fell Slash Lore
Green Kelp Punch Sore Chills & Nausea Lore
Heartsease Psyche Crab Caressed Leech Burns Lore
Indigo Cap
Kvann Cooking Nasty Laceration Deep Cut Stealth [Verify]
Lady's Mantle Cooking Agility Lore Nasty Laceration
Lamp Stalk Lore Antcid Burns Nasty Laceration Starvation
Lingonberries Strength Dexterity Maddening Rash
Mandrake Root Psyche [Verify] Deep Cut [Verify] Smithing [Verify] Fell Slash [Verify]
Mistletoe Dexterity Quicksilver Poisoning Exploration Psyche
Morels Masonry Cooking Intelligence
Oyster Mushroom Survival Smithing Wretched Gore Blunt Trauma
Parasol Mushroom Dexterity Severe Mauling Leech Burns Nettle Burn
Perfect Autumn Leaf Severe Mauling Unarmed Combat
Royal Toadstool Cooking Deep Cut [Verify] Unarmed Combat
Ruby Bolete Concussion
Rustroot Masonry Antcid Burns Scrapes & Cuts Cooking
Sage Longer Duration [Verify]
Sleighbell
Snowtop Cruel Incision Will [Verify]
Spindly Taproot Sand Flea Bites Dexterity Strength Sewing
Stalagoom Quicksilver Poisoning Quill'd Carpentry Lore [Verify]
Stinging Nettle Strength Leech Burns Allergic Reaction Pipe Wheeze
Strawberry Masonry
Tangled Bramble Survival Wretched Gore
Thorny Thistle Lore
Thyme Constitution
Trombone Chantrelle Lore [Verify] Longer Duration [Verify] Adder Bite [Verify]
Uncommon Snapdragon Nasty Wart Carpentry Perception Farming
Washed-up Bladderwrack Longer Duration [Verify]
Waybroad Severe Mauling Pipe Wheeze Intelligence
White Truffles
Wild Windsown Weed Severe Mauling Stealth Charisma Rot Gut
Wintergreen
Yarrow Fell Slash Concussion Shorter Duration Intelligence
Yellowfeet Longer Duration Carpentry Unarmed Combat Psyche
Alabaster Midge Bite Exploration Quill'd Stealth
Apatite Dexterity Cooking Will Fell Slash
Arkose Lore Will Allergic Reaction
Basalt Shorter Duration Bruises Midge Bite
Bat Rock
Black Ore Will [Verify]
Bloodstone
Breccia Stealth Cooking Intelligence
Cassiterite Charisma Aching Joints Punch Sore Shorter Duration
Cat Gold Exploration Longer Duration Rot Gut [Verify] Something Broken [Verify]
Chalcopyrite Carpentry Stealth [Verify] Cooking [Verify]
Cinnabar Will Fell Slash
Diabase Carpentry Nettle Burn Exploration Agility
Diorite Lore Cooking [Verify]
Direvein
Dolomite Dexterity Perception Strength Exploration
Dove Droppings Longer Duration Shorter Duration [Verify]
Dross Blistering Headache Antcid Burns Cruel Incision Unfaced
Eclogite Midge Bite Psyche Constitution Quicksilver Poisoning
Feldspar Allergic Reaction Agility Sand Flea Bites Marksmanship
Flint Survival Dexterity Will Pipe Wheeze
Fluorospar Dragon Bite Antcid Burns Stealth [Verify]
Gabbro Blunt Trauma Melee Combat [Verify] Concussion
Galena
Gneiss Quicksilver Poisoning Dexterity Farming Nettle Burn
Granite Aching Joints Dragon Bite Stealth [Verify]
Greenschist Crab Caressed Bum Burn Sewing Strength
Heavy Earth Cooking [Verify]
Hornblende Longer Duration Bruises Fell Slash Midge Bite
Horn Silver
Iron Ochre  ?? Concussion Intelligence
Jasper Lore Farming Marksmanship
Korund Unfaced
Kyanite Agility Exploration
Lead Glance Unarmed Combat Quicksilver Poisoning Leech Burns
Leaf Ore
Limestone Black-eyed Unarmed Combat
Malachite Intelligence Charisma Will Nasty Laceration
Marble Strength Dexterity [Verify] Nasty Laceration [Verify]
Mica Sand Flea Bites Nasty Laceration [Verify]
Microlite Stealth Nasty Laceration [Verify]
Olivine Stealth Intelligence Strength Longer Duration
Orthoclase  ?? Adder Bite Agility Masonry
Peacock Ore Masonry Cruel Incision Nettle Burn Something Broken
Pegmatite  ?? Nasty Laceration Adder Bite Starvation
Porphyry Perception Maddening Rash Masonry
Pumice Quicksilver Poisoning Rot Gut Nerve Damage Bum Burn
Quarryartz Concussion Allergic Reaction
Quartz Intelligence Smithing Nasty Wart
Rhyolite Smithing Bruises Unarmed Combat Cooking
Rock Crystal
Sandstone Something Broken Concussion Smithing Dexterity
Schist Blistering Headache Survival [Verify] Bum Burn
Schrifterz
Shard of Conch Sewing
Silvershine
Slag Farming Concussion Unarmed Combat Nasty Laceration
Slate Smithing Lore Swamp Fever Charisma
Soapstone Charisma Chills & Nausea Starvation
Sodalite Longer Duration Exploration Carpentry Masonry
Zincspar Masonry Aching Joints Lore Strength
Black Coal Something Broken Black-Eyed Melee Combat Beesting
Dried Morels Scrapes & Cuts
Fairy Mushroom Charisma [Verify] Leech Burns [Verify] Constitution [Verify] Blade Kiss [Verify]
Parboiled Morels
Troll Mushrooms Agility [Verify] Carpentry [Verify] Sewing [Verify] Masonry [Verify]

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."