Alchemy
Alchemy | |
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![]() "Anthing, deceit in heart, | |
LP Cost | 20000 |
Skill(s) Required |
Glass Blowing, Hearth Magic, Plant Lore. |
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 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, from Mortar & 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."
How to
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.
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.
Elixirs
Herbal Swill
Input: Clay Jar, Water, Alchemical Ingredient, Herb
Required tools: Mortar & Pestle
Result: Elixir
Mercurial Elixir
Input: Clay Jar, Quicksilver, Alchemical Ingredient, Alchemical Ingredient, Mineral
Required tools: Alchemist's Table, Fine Scales, Testtube Rack
Result: Elixir
Mushroom Decoction
Input: Clay Jar, Salt Water, Alchemical Ingredient, Alchemical Ingredient, Mushroom
Required tools: Alchemist's Table, Retort, Tripod Burner
Result: Elixir
Alchemical Processes
Lye Ablution
Effect: Removes first alchemical property of an ingredient, as a result you will receive ingredient with only 3 alchemical properties.
Input: Alchemical Ingredient, Lye
Required tools: Alchemist's Table, Retort
Result: Alchemical Ingredient
Fiery combustion
Effect: Removes second alchemical property of an ingredient, as a result you will receive ingredient with only 3 alchemical properties.
Input: Alchemical Ingredient, Brimstone
Required tools: Alchemist's Table, Tripod Burner
Result: Alchemical Ingredient
Herbal Grind
Effect: Create a new ingredient with 4 new random effects from two herbs. (will have the same output given the same input, but result will be effectively random)
Input: Herb, Herb
Required tools: Mortar & Pestle
Result: Alchemical Ingredient
Measured Distillate
Effect: Removes properties 2, 3, and 4 from both ingredients resulting in an ingredient with only two properties (the first property for each).
Input: Alchemical Ingredient, Alchemical Ingredient, Vegetable Oil
Required tools: Alchemist's Table, Retort, Burette, Testtube Rack
Result: Alchemical Ingredient
Mineral Calcination
Effect: Create a new ingredient with 3 random effects from two minerals. (will have the same output given the same input, result takes 2 properties from one ingredient and 1 from other in most cases). Result is not affected by Lye Ablution process, no properties removed that way.
Input: Mineral, Mineral
Required tools: Alchemist's Table, Tripod Burner
Result: Alchemical Ingredient
Finding The Order of Alchemical Properties
1 - Apply Measured Distillate on the ingredient, since it removes all effects except the first available one, initially it will give us effect 1.
2 - Apply Lye Ablution to the same ingredient (since it removes effect A), now the ingredient only has BCD effects, then apply Measured Distillate, since it leaves only the first one available effect, we get effect 2.
3 - Apply Lye Ablution (removes A) and Fiery Combustion (removes B) to the same ingredient, now we have only effects C and D, then apply Measured Distillate, we get effect 3.
4 - The only remaining 1.
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 = [Verify: elixir quality.] and is softcapped by [Verify: elixir softcap.]
- Herbal Swill Quality =
- Elixir Buff =
- n - is number of matching effects of ingredients
- Elixir Damage = [Verify: elixir damage formula.]
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 16 Ingredient Reactions
Name | Property1 | Property2 | Property3 | Property4 | |
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Swamp Fever | Smithing | Marksmanship | Asphyxiation | |
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Quill'd | Strength | Tuskalooza! | Pipe Wheeze | |
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Charisma | Agility | Decrease elixir duration | Black-Eyed | |
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Nidburns | Will | Blade Kiss | Marksmanship | |
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Stealth | Marksmanship | Dexterity | Agility | |
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Exploration | Crab Caressed | Marksmanship | Swamp Fever | |
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Psyche | Lore | Blunt Trauma | Wretched Gore | |
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Unarmed Combat | Tuskalooza! | Nasty Wart | Farming | |
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Increase elixir duration | Starvation | Intelligence | Beesting | |
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Blade Kiss | Midge Bite | Marksmanship | Punch Sore | |
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Swollen Bump | Constitution | Pipe Wheeze | Deep Cut | |
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Scrapes & Cuts | Starvation | Hearth Burn | Increase elixir duration | |
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Lore | Cooking | Decrease elixir duration | Strength | |
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Beesting | Decrease elixir duration | Unfaced | Scrapes & Cuts | |
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Perception | Bruises | Strength | Hearth Burn | |
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Perception | Lore | Agility | Aching Joints | |
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Cooking | Swamp Fever | Dexterity | Unfaced | |
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Charisma | Intelligence | Severe Mauling | Constitution | |
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Masonry | Constitution | Nicks & Knacks | Sand Flea Bites | |
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Increase elixir duration | Fell Slash | Psyche | Dexterity | |
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Beesting | Pipe Wheeze | Unfaced | Sore Snout | |
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Seal Finger | Pipe Wheeze | Leech Burns | Charisma | |
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Intelligence | Increase elixir duration | Crab Caressed | Hearth Burn | |
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Maddening Rash | Severe Mauling | Psyche | Allergic Reaction | |
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Carpentry | Masonry | Dexterity | Constitution | |
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Unarmed Combat | Nasty Laceration | Intelligence | Survival | |
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Rot Gut | Psyche | Constitution | Concussion | |
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Melee Combat | Unarmed Combat | Constitution | Nettle Burn | |
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Nettle Burn | Hearth Burn | Stealth | Maddening Rash | |
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Agility | Unarmed Combat | Sewing | Score Snout | |
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Decrease elixir duration | Psyche | Bruises | Nidburns | |
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Nettle Burn | Nasty Laceration | Farming | Adder Bite | |
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Intelligence | Beesting | Stealth | Masonry | |
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Psyche | Agility | Unarmed Combat | Seal Finger | |
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Rot Gut | Coaler's Cough | Perception | Farming | |
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Psyche | Will | Maddening Rash | Unfaced | |
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Unarmed Combat | Lore | Carpentry | ||
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Seal Finger | Antacid Burns | Cooking | Allergic Reaction | |
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Decrease elixir duration | Blade Kiss | Seal Finger | Lore | |
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Asphyxiation | Exploration | Carpentry | Sand Flea Bites | |
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Decrease elixir duration | Exploration | Marksmanship | Tuskalooza! | |
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Seal Finger | Carpentry | Lore | Cooking | |
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Starvation | Charisma | Carpentry | Swollen Bump | |
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Unarmed Combat | Blade Kiss | Psyche | Agility | |
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Masonry | Swamp Fever | Midge Bite | Asphyxiation | |
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Masonry | Pipe Wheeze | Hearth Burn | Nasty Laceration | |
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Masonry | Intelligence | Survival | Increase elixir duration | |
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Coaler's Cough | Farming | Nidburns | Dexterity | |
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Intelligence | Seal Finger | Psyche | Leech Burns | |
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Starvation | Chills & Nausea | Farming | Increase elixir duration | |
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Quicksilver Poisoning | Melee Combat | Will | Cruel Incision | |
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Marksmanship | Charisma | Will | Punch Sore | |
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Farming | Black-Eyed | Intelligence | Something Broken | |
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Unarmed Combat | Does not have the following effects: Allegric reaction, Nose bleed, Exploration, Dragon Bite, Pysche, Will, Maddening Rash, Unfaced, Increase elixir duration, Nettle Burn, Farming, Dexterity, Starvation, Agility, Constitution. | |||
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Fell Slash | Survival | Marksmanship | Blade Kiss | |
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Dragon Bite | Stealth | Perception | Punch Sore | |
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Lore | Blunt Trauma | Beesting | Tick'd Off | |
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Increase elixir duration | Stealth | Quicksilver Poisoning | Quill'd | |
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Masonry | Will | Decrease elixir duration | Coaler's Cough | |
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Coaler's Cough | Concussion | Sewing | Survival | |
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Survival | Chills & Nausea | Punch Sore | Adder Bite | |
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Lore | Stealth | Nicks & Knacks | Increase elixir duration | |
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Seal Finger | Severe Mauling | Nasty Wart | Chills & Nausea | |
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Crab Caressed | Strength | Marksmanship | Blade Kiss | |
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Agility | Will | Melee Combat | Masonry | |
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Increase elixir duration | Intelligence | Perception | Seal Finger | |
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Survival | Strength | Bird Lung | Scrapes & Cuts | |
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Coaler's Cough | Nasty Wart | Psyche | Stealth | |
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Bird Lung | Blistering Headache | Marksmanship | Nerve Damage | |
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Scrapes & Cuts | Increase elixir duration | Marksmanship | Masonry | |
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Stealth | Intelligence | Hearth Burn | Crab Caressed | |
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Constitution | Sand Flea Bites | Severe Mauling | Nasty Laceration | |
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Severe Mauling | Deep Cut | Will | Hearth Burn | |
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Constitution | Decrease elixir duration | Farming | Bum Burn | |
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Swollen Bump | Constitution | Bruises | Smithing | |
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Dexterity | Lore | Charisma | Bruises | |
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Blade Kiss | Marksmanship | Decrease elixir duration | Perception | |
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Sewing | Nerve Damage | Antcid Burns | Smithing | |
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Swollen Bump | Nasty Laceration | Leech Burns | Severe Mauling | |
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Punch Sore | Melee Combat | Scrapes & Cuts | Bird Lung | |
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Rot Gut | Nicks & Knacks | Nettle Burn | Decrease elixir duration | |
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Increase elixir duration | Constitution | Tuskalooza! | Scrapes & Cuts | |
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Bruises | Nerve Damage | Agility | Asphyxiation | |
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Marksmanship | Unarmed Combat | Exploration | Quicksilver Poisoning | |
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Swollen Bump | Unarmed Combat | Lore | Adder Bite | |
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Smithing | Starvation | Nasty Wart | Intelligence | |
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Will | Leech Burns | Asphyxiation | Decrease elixir duration | |
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Perception | Cooking | Black-Eyed | Leech Burns | |
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Charisma | Perception | Maddening Rash | Crab Caressed | |
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Swamp Fever | Bird Lung | Smithing | Severe Mauling | |
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Smithing | Swamp Fever | Nose Bleed | Starvation | |
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Intelligence | Charisma | Sewing | Nidburns | |
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Will | Bird Lung | Psyche | Increase elixir duration | |
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Midge Bite | Deep Cut | Crab Caressed | Unarmed Combat | |
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Tick'd Off | Intelligence | Charisma | Nose Bleed | |
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Masonry | Nasty Laceration | Chills & Nausea | Sand Flea Bites | |
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Increase elixir duration | Exploration | Lore | Swamp Fever | |
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Unarmed Combat | Cooking | Blunt Trauma | Wretched Gore | |
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Tuskalooza! | Score Snout | Black-Eyed | Survival | |
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Melee Combat | Coaler's Cough | Farming | Lore | |
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Jellyfish Sting | Farming | Perception | Unarmed Combat | |
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Increase elixir duration | Nettle Burn | Dexterity | Farming | |
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Nettle Burn | Rot Gut | Nasty Wart | Melee Combat | |
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Dexterity | Psyche | Bum Burn | Maddening Rash | |
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Masonry | Constitution | Hearth Burn | Survival | |
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Tick'd Off | Adder Bite | Concussion | Will | |
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Psyche | Scrapes & Cuts | Perception | Marksmanship | |
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Lore | Farming | Wretched Gore | Nidburns | |
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Nose Bleed | Blunt Trauma | Nasty Laceration | Exploration | |
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Hearth Burn | Swamp Fever | Allergic Reaction | Decrease elixir duration | |
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Lore | Masonry | Survival | Jellyfish Sting | |
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Will | Exploration | Sand Flea Bites | Adder Bite | |
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Dragon Bite | Adder Bite | Strength | Smithing | |
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Blistering Headache | Masonry | Allergic Reaction | Sewing | |
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Agility | Dragon Bite | Sewing | Farming | |
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Perception | Carpentry | Decrease elixir duration | ||
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Dexterity | Agility | Carpentry | Sore Snout | |
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Quicksilver Poisoning | ||||
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Quicksilver Poisoning | Smithing | Cooking | Charisma | |
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Marksmanship | Will | Jellyfish Sting | Psyche | |
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Agility | Bruises | Something Broken | Marksmanship | |
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Nettle Burn | Swollen Bump | Dragon's Bite | Smithing | |
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Carpentry | Exploration | Tuskalooza! | Beesting | |
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Bird Lung | Strength | Constitution | Decrease elixir duration | |
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Exploration | Intelligence | Carpentry | Cruel Incision | |
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Starvation | Constitution | Unarmed Combat | Agility | |
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Nerve Damage | Deep Cut | Smithing | Nasty Laceration | |
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Swamp Fever | Stealth | Constitution | Increase elixir duration | |
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Intelligence | Antacid Burns | Melee Combat | Nose Bleed | |
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Decrease elixir duration | Increase elixir duration | Agility | Beesting | |
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Smithing | Melee Combat | Nose Bleed | Charisma | |
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Perception | Decrease elixir duration | Carpentry | ||
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Carpentry | Constitution | Swamp Fever | Dragon Bite | |
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Blistering Headache | Psyche | Wretched Gore | Something Broken | |
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Bird Lung | Unfaced | Asphyxiation | Agility | |
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Smithing | Increase elixir duration | Melee Combat | Fell Slash | |
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Pipe Wheeze | Survival | Swollen Bump | Agility | |
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Carpentry | Constitution | Psyche | Tuskalooza! | |
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Constitution | ||||
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Chills & Nausea | Nasty Wart | Increase elixir duration | Quill'd | |
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Masonry | Bum Burn | Psyche | Scrapes & Cuts | |
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Aching Joints | Exploration | Nerve Damage | Tuskalooza! | |
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Melee Combat | Wretched Gore | Punch Sore | Beesting | |
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Nose Bleed | Allergic Reaction | Dragon Bite | Exploration | |
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Increase elixir duration | Charisma | Hearth Burn | Farming |
* Only accepted as a mushroom for Mushroom Decoction
Previous world alchemy reactions (reset with new worlds).
Archived: W15 ingredient list
Archived: W14 ingredient list
Archived: W13 ingredient list
Archived: W12 ingredient list
Game Development
- Swinish Alchemy (2024-11-24)◎ >"Implemented Alchemy Discoveries
:Whenever you craft an elixir with a benign effect, the ingredients which carried those effects will thereafter always display them in their tooltip. You will be awarded a normal discovery LP amount for the discovery.
:Elixirs and alchemical process-materials (E.g. "Lye Ablution"s) will now always present, in their tooltips, the recipe which made them. The recipe is only visible to the creator of the material/elixir."
- Strange Crown (2022-10-23)◎ >""Fairy Mushrooms" now have alchemical properties."
- Liberty Shrimp (2022-09-11)◎ >""Reeds" are now an alchemical ingredient."
- Possessed Purse (2021-06-13)◎ >"Cat Gold is now an alchemical ingredient."
- 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."
- Alchemical Adventures (2020-07-31)◎ >"You can now create Elixirs, consumable potions, using alchemy. Beneficial Elixirs can give stat buffs for a duration, or heal wounds."
- Alchemical Adventures (2020-07-31)◎ >"Alchemy is unlocked using the Alchemy Skill, unlocked with Hearth Magic and Plant Lore."
- Alchemical Adventures (2020-07-31)◎ >"EDIT: Elixirs cannot be consumed while in combat, or when you have another Elixir already active."
- Alchemical Adventures (2020-07-31)◎ >"Added Alchemy."