Alchemy Skills

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Alchemy Skills

Character Skill

Production Skill

These skills are used with production points to create alchemical items each month at check-in.

Description

These skills are used to produce different alchemical items each month using the pre-production system. Items made can be picked up at check-in.

Alchemy is useful for characters who want to deal with poisons and have access to unusual restoratives. Being quick to use in a pinch, they are also a popular item for characters who want to make some extra coin to sell.

Effect

Each level of the alchemy skill allows a character to produce progressively higher-level alchemical items.

A character must have the herbalism skill before they can begin dabbling in the alchemical arts.

Alchemy Mastery is required to gain the Savant title.

List of Alchemy Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Alchemy Basics

Production Herbalism 1 Produce level 1 alchemical items.

Alchemy Training

Production Alchemy Basics 2 Produce level 2 alchemical items.

Alchemy Proficiency

Production Alchemy Training 3 Produce level 3 alchemical items.

Alchemy Expertise

Production Alchemy Proficiency 4 Produce level 4 alchemical items.

Alchemy Mastery

Production Alchemy Expertise 5 Produce level 5 alchemical items.

References

Alchemical Items Listing

Alchemical Name

Alchemy Level Type Duration Scarce Production Quantity Description

Bug Repellent

1 Thrown Alchemical Short (1 Minute) No 4 A thrown alchemical that calls for 'Disengage Insect!'.

Compost Moss

1 Special Alchemical Instant No 1 Help bodies naturally decompose faster.

Corruption

1 Blade Alchemical Medium (10 Minutes) No 1 A blade alchemical that allows a weapon to strike for 'Poison'

Gershan Roots

1 Thrown Alchemical Medium (10 Minutes) No 2 A thrown alchemical that calls for "Acid Grounding!", this gives the grounded condition to prevent escaping.

Holy Water

1 Thrown Alchemical Short (1 Minute) No 4 Throws for 'Disengage Undead!'.

Lanthir Oil

1 Blade Alchemical Medium (10 Minutes) No 1 Transform a weapon into a mundane one temporarily.

Minor Power Elixir

1 Ingested Alchemical Instant No 1 Gain 2 power points.

Ritual Ink

1 Special Alchemical Instant No 5 Used for the creation of loot rituals and level 5 scrolls.

Spirit Tar

1 Ingested Alchemical Medium (10 Minutes) No 1 The drinker gains the Grounded condition, preventing them from dissipating among other things.

Stabilizing Concoction

1 Ointment Permanent No 1 Used to treat the severely wounded, this removes the Bleeding Out condition.

Anesthesia

2 Ingested Alchemical Medium (10 Minutes) No 1 Knock someone unconscious without hurting them.

Base Paste

2 Ointment Long (Game Day) No 1 Protects a shield from being broken by acid damage.

Elixir of Wisdom

2 Ingested Alchemical Extra Long (Event) No 1 Gain 1 Power for the event.

Mother's Intuition

2 Ingested Alchemical Instant No 1 Diagnose yourself to understand any conditions you are experiencing.

Rejuvenation Elixir

2 Ingested Alchemical Permanent No 1 This very useful item, replenishes 2 power points, heals body points, and removes the Diseased condition.

Scorpion's Kiss

2 Blade Alchemical Medium (10 Minutes) No 2 Replaces a weapons strikes with 'Poison Weaken!'

Sterling Sheen

2 Blade Alchemical Medium (10 Minutes) No 1 Temporarily makes a mundane weapon silver or a silver weapon elven steel.

Vermin Bane

2 Ingested Alchemical Medium (10 Minutes) No 2 After 10 minutes gives the Torso Wound condition.

Warding Amalgam

2 Ointment Long (Game Day) No 1 Gain a prevention shield that stops the next 'Magic!' call to hit you.

Wolfsbane

2 Ingested Alchemical Instant No 1 Removes the Lycanthropy condition.

Affection Confection

3 Ingested Alchemical Medium (10 Minutes) No 1 Inflicts poison charm on the imbiber so they fall in love with the first person they see.

Dilution Solution

3 Thrown Alchemical or Ointment Instant No 2 Causes 'Dispel Alchemy!'

Elixir of Toughness

3 Ingested Alchemical Long (Game Day) No 1 The imbiber gains +1 Body for the Game Day

Explosive Charge

3 Special Alchemical Instant No 1 Blow up locks to get to the treasures they protect.

Hand of Death

3 Thrown Alchemical Instant No 2 Throws for '4 Poison!'.

Lycanthropy Safeguard

3 Ingested Alchemical Extra Long (Event) No 1 The imbiber is immune to the Lycanthropy condition.

Madweed Extract

3 Ingested Alchemical Medium (10 Minutes) No 1 Gain +1 Might.

Magic Power Elixir

3 Ingested Alchemical Instant No 1 Restores 4 power points.

Medicinal Poultice

3 Ointment Instant no 1 Removes any Limb Wound conditions on a character.

Smelling Salts

3 Special Alchemical Instant No 1 This reusable item cures compulsion based conditions and other mental effects as well.

Spyderbyte

3 Blade Alchemical Medium (10 Minutes) No 1 Replace your next hit with "Poison Curse!".

Stasis Compound

3 Blade Alchemical Medium (10 Minutes) No 1 Affected weapon's next hit calls for 'Grounding!'

Tanglefoot Bag

3 Thrown Alchemical Medium (10 Minutes) No 2 Throws for 'Poison Pin!'.

Terran Roots

3 Thrown Alchemical Medium (10 Minutes) No 2 Gives enemies the Grounded condition preventing them from dissipating.

Vial of Acid

3 Thrown Alchemical Instant No 1 Throws for '4 Acid!'

Bile of Nox

4 Blade Alchemical Medium (10 Minutes) No 1 May only be used on a goblin iron weapon. Replaces your next attack with '<Might or Accuracy> Poison Slay!'.

Blackout Juice

4 Ingested Alchemical Medium (10 Minutes) No 1 Inflicts 'Poison Terror!' on the imbiber.

Bloodwort Extract

4 Ingested Alchemical Instant No 1 Removes the Torso Wound condition from another character.

Claw of the Beast

4 Blade Alchemical Medium (10 Minutes) No 2 Gives +1 Might or Accuracy and replaces a weapons damage type with 'Poison!'.

Frenzy Brew

4 Ingested Alchemical Medium
(10 Minutes)
No 1 Gives the imbiber 2 monstrous body points that break cap.

Knight's Bane

4 Blade Alchemical Medium (10 Minutes) No 1 Makes a silver weapon strike for "1 Silver Pierce!".

Mind Expanding Elixir

4 Ingested Alchemical Extra Long (Event) No 1 Gain 2 Power for the event.

Theriac

4 Ingested Alchemical Instant No 1 Cures the Acid Residue, Diseased, Exhausted, Lycanthropy, and Poisoned conditions.

Touch of Panic

4 Blade Alchemical Medium (10 Minutes) No 1 Replaces your weapon's next attack with 'Poison Enfeeble!'.

Truth Serum

4 Ingested Alchemical Short (1 Minute) No 1 Gives the Truthful condition

Weapon Stone

5 Ointment Long (Game Day) No 1 Augments a weapon so that anyone who uses it gets +1 Might while doing so.

Balm of Vigor

5 Ingested Alchemical Medium (10 Minutes) No 1 The imbiber gains 2 might.

Catholicon

5 Ingested Alchemical Instant No 1 Restores 4 magic power points, heals all body damage, removes the <Limb> Wound, Torso Wound, Acid Residue, Exhausted, Poisoned, and Diseased conditions

Craftsman's Purity

5 Blade Alchemical Medium (10 Minutes) No 1 A pure silver weapon replaces its next hit with "Dispel Magic!".

Elixir of Cosmic Power

5 Ingested Alchemical Extra Long (Event) No 1 Increase your Power by 3.

Ethereal Sealant

5 Ointment Long (Game Day) No 1 Makes the subject immune to all magic, both harmful and beneficial.

Gershan Thunder

5 Ingested Alchemical Instant No 1 Inflicts a 'Poison Torso Wound!' on the imbiber.

Grip of Darkness

5 Blade Alchemical Medium (10 Minutes) No 1 Replace a weapon's next hit with 'Poison Terror!'.

Neutralizing Solution

5 Blade Alchemical Medium (10 Minutes) No 1 Replaces a pure silver weapons next hit with Dispel Alchemy.

Ogre Extract

5 Ingested Alchemical Long (Game Day) No 1 Gain 2 body for the game day.

Transmutation

5 Ointment Long (Game Day) No 1 Completely transforms a weapon into a new material type temporarily.

Two-Step Venom

5 Thrown Alchemical Instant No 2 Throws for '4 Poison Pierce!'

Preproduction

Are you lost and looking for the page with information relevant to your preproduction form? Click here for production, and here for crafting.

Every month dozens of players attend events, and sometimes as many as half of them will want to create new magic items, produce potions, and make other in-game items. It can take logistics staff sometimes hours a month putting all of these orders together, so we use the pre-production system to help make that job a lot easier on them.

Each month logistics staff members will post reminders to turn in preproduction. You don't need to wait for those reminders, simply send the form in at any time:

  • Use this form to submit preproduction; this includes crafting new items, altering props with tinkering, producing new consumables, creating valuable items, turning in runes, exchanging items with merchant, or to let us know that you'll need items for being a high-ranking druid or merchant.
  • To submit requests to update obsolete consumables and printed items (such as rituals or very old scrolls) use this form.

By doing this logistics staff has everything they need to make and gather in one single place, making the job much easier.

Production Points

Production points represent a character's access to materials or ability to refine a usable material from their environment.

Consumables are cheap, easy to make and good to have on hand for when you need that extra push. As a result, production points are very popular for a wide variety of characters. Merchants use production points to make their most popular inventory, but other adventurers will frequently pick up this skill as well because why not cut out the middleman?

Savant Title

A character earns the Savant title after obtaining all 20 production points and learning the following skills:

Savants gain 5 production points that break cap. When producing potions or scrolls Savants, instead of being limited to only spells they know, may also copy potions and scrolls they have on hand to determine which they can make. This cannot be used to copy scarce items.

Only Savants can use an Alchemist's Laboratory.

Categories: Skills | Production Skills | Production Points


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Page last modified on October 11, 2024, at 07:30 PM
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