"All About Alchemy"
by Master Alchemist Asenora Sevenclover
-- Volume 1 --
~1~
Foreword to the reader:
If you are reading this book, you have a curious mind. That quality will be crucial throughout the pursuit of alchemic knowledge, should you decide that you want to venture down that path. It is an incredibly long and arduous journey, but I feel that the knowledge gained is indeed well worth the effort. To step back at the end of a set of repetitions and examine your handiwork and know that you yourself created something from practically nothing...that is a magical feeling in and of itself. So let us delve into the magical world of alchemy.
~2~
The beginning of your journey in the pursuit of alchemic knowledge begins simply with knowing what the definition of the word "alchemy" is. For teaching purposes, it is defined as "a magical process through which potions, tinctures and trinkets of varying size and strength are made by use of a cauldron". There may yet be other definitions you will hear throughout your studies, as there are an infinite number of personal meanings held in the word "alchemy". It could be a way to bring a sorcerer who prefers to remain indoors poring over tomes out into the fresh air to look for local flora and fauna for a formula. It could also be the catalyst that enables a debilitating epidemic to be broken down, analyzed and finally cured. Even more simply, it could be a poor empath's way to gain recognition in his own field. Whatever meaning you glean from alchemy, always remember that the sharing of knowledge is key.
~3~
At least, that is my own personal philosophy and I also believe it to be the consensus of the majority of the alchemic community. You will rarely find an alchemist who is unwilling to help a newcomer gain insight on a particular aspect of alchemy.
There are a basic set of tools required for the beginning alchemist to start the learning process: a cauldron, a mortar, a pestle, a leather tome, a vial and a crystal flask.
The cauldron is where all the ingredients are combined to create the intended item. It is possible to experiment, but I have not found this to be a lucrative procedure. The Masters located in each guild are the ones who will teach you a formula at varying points during your study. It is possible to discover a new formula while researching in your guild's library.
~4~
The mortar and pestle go together as a set: one would be relatively useless without the other. The mortar is a cup-shaped item in which the pestle is used to grind or mash ingredients. Grinding things into powder is required in many formulae and it is also one of the potential tasks assigned to you by the Training Administrator of your local guild.
Leather tomes will house your formula collections so that you have them handy for reference during task repetitions. Each local professional guild will have an alchemy shop where it is possible to purchase the proper tome. Recording in your tome is possible once you have either successfully created an item or discovered the formula from library research.
A vial is mainly used for extracting items from ingredients while in the alchemy labs.
~5~
Vials only hold one dose of any ingredient.
Crystal flasks are capable of holding twenty pours of seawater, but I have been made familiar with the capacity of crystal flasks because of my studies in necromancy. They are the perfect blood receptacles. It is not necessary to have any crystal flasks in your personal alchemy supplies, but it is recommended so that you are not overrun with vials full of seawater.
The study of alchemy is divided into three disciplines: General Alchemy, Alchemic Potions and Alchemic Trinkets. Your general alchemic knowledge is considered to be more important than the other two and as such, you will be required to attain five ranks in that discipline before branching off into the other two.
~6~
You must also keep your General knowledge ahead of Potions or Trinkets, otherwise the guild Masters will stop your studies until you are more well-rounded.
Any formula learned through General Alchemy may be created by all of the four alchemic professions. These formulae include healing tinctures, mana potions, sneezing powders, luck talismans, health potions, dyes, dye additives and dye bases. Potions formulae are just that: formulae that create a potion. Crystalline flasks containing a liquid of varying color and luminosity are the most common product of a successful potion formula. These must be consumed to take effect. Formulae that are taught through the trinket discipline most often refer to wands, crystals and other magical items that are manipulated through hand use.
~7~
It is important to note that no formula may be successfully created until you have reached the required rank in that particular discipline. For example, an alchemist who is studying General Alchemy in order to create a minor mana potion but only has 7 ranks of general alchemic knowledge will fail if the formula is followed correctly, as it is a rank 10 Master-taught formula. Also, the guilds from either side of the Dragonspine may have Masters that teach formulae for the same item but with varying ingredients. This is to make it easier for the alchemist to find ingredients locally to create the item.
The alchemy lab is universally set up with a workbench that on which the alchemist gingerly sets his or her tools, depending on the processes required in the formula. Crucibles are used for EXTRACTion, which requires high amounts of heat that when controlled correctly will turn an ingredient into a new ingredient.
~8~
Alembics are used for DISTILLation. The flame is lit by pulsing mana, which heats the ingredient in the cucurbit. As the heat rises, it pushes the purer part into the head, which then flows into the receiver. The final tool, the lens assembly, is used when the alchemist is required to REFRACT either sunlight or moonlight through special lenses purchased at the guild supply shop.
That covers the basics of alchemy. Now we will go into further detail about the various assignments you are likely to encounter throughout your alchemic studies. You may be asked to distill items on your own, which is vastly different from distilling for the guild. When distilling items, you can use your cauldron anywhere. When distilling for the guild, however, you are required to stand at the alembic inside one of the alchemy workshops and follow the process with a keen eye for the duration.
~9~
One misstep and you will have to begin all over, but you need only worry about mistakes when distilling for the guild. The Training Administrator may ask you to take your mortar and pestle and grind a variety of items. You must be certain that it is a wide enough variety, else you will learn nothing. When you are asked to grind ingredients for the guild, all you need do is visit the supply clerk, GET the MORTAR and pestle laid out for you, GET an ingredient from the selection of jars on the shelf and GRIND away. When the item is ground as much as it can be, GIVE the mortar to the CLERK for inspection. Sometimes you may be asked to visit the cauldron workshop to create items. The guild cauldrons are more magically resistant than the personal cauldrons so this requires the constant focus of the alchemist while following a formula.
~10~
There are worse things to do than simply fail a potion such as channeling too much of one's life force into the cauldron. It is wise to have decent knowledge in the use of magical items to lessen the resistance of the guild cauldrons. When you are told to go out on your own and create items that you have learned, that means any formula for that particular discipline. It must be a difficult enough formula so that you are learning something when you create it. The same goes for following formulae that require any one of the various alchemic processes. The formula must contain that process as one of the steps and must be of a certain degree of difficulty for that discipline. All formulae must always be followed in entirety. The task that has been viewed by some to be the most arduous and time consuming is the ingredients list task. As for myself, I would much prefer this task to creating items, especially at the higher ranks of progression.
~11~
When the Training Administrator tells you to gather ingredients for the guild, your first stop is the supply clerk. ASK the CLERK FOR your LIST and you will receive a small piece of parchment inside a rucksack which will be used to hold things gathered from the list. There can be any number of things from gems to skins on these lists. It is to the discretion of the alchemist which things will be gathered. If you do not like the list you are given, it is possible to be given a new list, but you must wait awhile before this is possible. You also can be given a new list by gathering one item on your current list and turning it in to the supply clerk. This is done by holding the piece of parchment in your right hand, with the rucksack containing the item in your left, and handing the parchment to the clerk. Lastly, after making messes in and around the alchemy workshops, you will occasionally be tasked to clean the labs.
~12~
Cleaning supplies are found inside the storage closet of each guild. The different tasks are as follow: CLEANing CRUCIBLEs with a rag, POLISHing the ASSEMBLY with a polishing cloth, or SWEEPing DUST in each of the labs with a broom and dustpan. It is possible to have the same task assigned for multiple disciplines at once, but completed repetitions will always count toward your General Alchemy task first. Any time you are to create items by following formulae with a specific process, the formula must be for that particular discipline. For example, the Training Administrator assigns you to create items using the BOIL ability for your next Alchemic Potions assignment. Making a lesser health potion would be incorrect, as it is a General Alchemy formula, even though it contains the BOIL process as a step.
~13~
Let us explore the finer details of the alchemical processes. The BOIL process requires that the alchemist manipulate the magical flame beneath the cauldron so that it remains at higher temperatures. SIMMERing, however, only requires the alchemist to keep the mix at a slow bubble. You first learn these two processes when you begin your study of General Alchemy. SEALing is possibly the most important step in the alchemic process. Without sealing the potion or what have you, your cauldron will remain full and the mixture may over bubble. Every alchemist is taught how to seal formulae at the same time as boiling and simmering. But before you can begin any of these previously mentioned processes, you would have to light your cauldron. Using an unlit cauldron when attempting to brew a potion is about as useful as a fishing net being used as a sail: nothing will happen.
~14~
Certain processes require the other tools that are at the alchemist's disposal. One of those processes is distillation. DISTILLation is the process by which the alchemist removes the purer part of an ingredient for use in formulae. This is learned when the alchemist reaches the 15th rank of General Alchemy. One example of how distillation works is the making of pure water. A flask of clear water is poured into an alembic and the impurities are removed until you are left with a flask of pure water.
There is another process that every alchemist learns from the guild Masters upon reaching the 15th rank of General Alchemy. This process is EXTRACTion, which requires the use of a crucible. Essence of regeneration and sea salt are two examples of ingredients made using the extraction process. When you place the skin from any troll inside a crucible and EXTRACT it, the extreme heat will burn the skin away until you are left with the troll's regenerative essence.
~15~
The same goes for sea salt, which is left when the heat within the crucible burns the seawater away. Certain formulae will require the alchemist to INFUSE a bit of mana into the mixture. Every alchemist is taught how to infuse upon reaching the 30th rank of General Alchemy. REFRACTion enables the alchemist to refract light through specific lenses which have been attached to the lens assembly. It is heavily time dependent as some formulae may require refracted sunlight yet others call for refracted moonlight. All alchemists are taught how to REFRACT at the 45th General Alchemy rank. As was told to me by the Arcane Masters of the Sorcerer guild, certain formulae will require you to channel some of your life force into the cauldron. This is incredibly powerful magic and as such, incredibly draining for the alchemist.
~16~
A word of caution: do not stand too long at the cauldron else you overextend yourself. This will result in an unfortunate spirit death. I attempted to avoid this by always carrying a scroll with the Well of Life spell on it. If some hapless individual was willing to let me borrow a piece of his soul so that I could further my studies, who am I to object? More often than not, the souls of folks in town were just being used in lethargic manners and I felt they would benefit from an exercise in soul searching (so to speak). The CHANNEL process is taught to every alchemist upon reaching the 50th rank of General Alchemy. The final process that each alchemist will learn is how to CHANT. This is taught by the guild Masters whenever the alchemist begins studying Alchemic Potions or Alchemic Trinkets. No formula in General Alchemy requires CHANT as a step as far as I know.
~17~
When chanting, all you are doing is changing the tone and inflection of your magic spell so that it seeps into the mixture within the cauldron.
Every alchemist will come across a wide array of ingredients and reagents through his or her travels. I will attempt to shed some light on which to keep an eye out for and where to find them. Firstly, I will mention ayana leaves. These are used in many formulae for all three disciplines of alchemic study. These typically grow in an area where magical essence flows strongly. When foraging for ayana leaf, you may come across ayana lichen, berries or weeds. These are all interchangeable with the ayana leaf. One way to be absolutely certain is to EXAMINE the item in your hand. Ayana'al leaves are typically found in areas that have natural magical resistance. The word "ayana" means "magic" and so "ayana'al" means "anti-magic".
~18~
These are similar to the ayana leaves in that you will come across ayana'al lichen, berries and weeds while foraging for ayana'al leaves. Again, these are all interchangeable with one another. There are four types of ayanad crystal and they are as follow: n'ayanad, t'ayanad, s'ayanad and ayanad. They are listed in order from most powerful to least powerful. They can all be found while hunting in the wilds from either searching a creature or found within locked treasure boxes. They can also be created by the practicing alchemist upon reaching the proper rank of General Alchemy. Ayanad crystals are typically carried by creatures from the difficulty of a kobold to approximately similar difficulty of a tree spirit. S'ayanad crystals can be carried by creatures close to the difficulty of an arctic manticore or easier. T'ayanad crystals tend to be carried by creatures as challenging as an ice wraith or similar difficulty.
~19~
The strongest magical crystals will typically be carried by the strongest foes you can fight.
Cores are also called for in certain alchemic formulae. There are three different types of cores: elemental core, crystal core and inky necrotic core. Elemental cores tend to be carried by creatures that are very elemental in nature. Crystal cores are found usually after searching the corpse of a golem-like creature. Inky necrotic cores are carried by undead creatures.
Certain creatures will occasionally leave behind the essence of their element. The four essences are, of course, earth, air, fire and water. Essence of earth will be carried by many creatures that dwell in the caverns of Zul Logoth as well as some creatures inside the bowels of the Stronghold.
~20~
Essence of air tends to be left behind by creatures such as wind witches or storm giants. The fiery island of Teras would be an excellent place to find essence of fire for obvious reasons. Essence of water will be found by creatures typically composed of that element. Since Icemule is ice and snow, many of the creatures in those environs would be prime examples.
A few items require the hair from magical creatures as ingredients. Pristine nymph's hairs will be left behind by sea nymphs which roam the beaches of Solhaven or the coastal cliffs near Wehnimer's Landing. Any sprite-like creature will drop a pristine sprite's hair. The only place that you will find creatures that leave a pristine siren's hair behind is in the Temple Nelemar on Teras Isle.
~21~
Finally, there are three different magical reagents that will be left behind by creatures that are able to harness magical essence. These reagents are shards, dusts and motes of essence. There are three degrees of strength for each of these and will be identified by the color of the reagent. The order of strength from least powerful to most powerful is as follows: glimmering blue, glowing violet and radiant crimson.
Now that you know where to find most of the important ingredients to advance you through your alchemic studies, it's time to learn what can be made from them.
Clerics who go out on rescue missions will find the healing tinctures handy to have in the event a healer isn't readily available.
~22~
They can also make their own lifekeep flasks to hand out to other adventurers. In the fight against the undead, the runed bone talisman and spiraled willow wand can be used in tandem. The talisman will cause the creature to stop all movements when waved successfully and the willow wand will throw a bolt of holy energy when waved.
Being masters of the body and its anatomy, empaths are able to make potions that will restore as well as increase the capacity for blood and stamina. Anyone who swings a weapon and strains their muscles would also find the turbid aquamarine potions incredibly useful in easing that strain. The slender ivory wands made by empath alchemists are likely to be favored by anyone with any skill waving a wand. Who doesn't like to see their foe's internal skeletal structure turned to dust and watch the skin crumple in a fleshy pile?
~23~
Something I find to be incredibly useful that can be made by both clerics and empaths is the warm golden crystal that makes mana bread. I keep a pile of them nearby while I stand at the cauldrons channeling my life force into them. Any other alchemist is likely to share my opinion on this particular usefulness. Another great boon to the defense of other adventurers is the dimly glowing golden potion. Drinking one sip from a flask of this potion on a hunt is just like having the defensive magic from a cleric or empath cast upon you.
We sorcerous sort, we masters of arcane knowledge and harbingers of destruction, have the capability to create wands that hold magical spells to burst open blood vessels, disrupt the magical essence immediately surrounding enemies, or disintegrate an opponent's flesh.
~24~
Our knowledge of necromancy enables us to create potions that can heal animates. Our study of demons and their ability to disrupt sanctuaries have led to our being the only profession capable of creating shards that hold power similar to that of the demons. I am also looking forward to making my own intrarealm and interrealm chalks. Those sorcerers who have learned how to traverse the planes know of what I speak. Making them myself will be far cheaper than if I were to purchase them at a town alchemist.
Wizards, being masters of the elements, are able to create wands that throw giant rocks, balls of fire, jolts of electricity and waves of water. Two trinkets that they can make are considered to be highly desirable. These are the white crystals that make you stronger and the black crystals that create a floating disk.
~25~
Many potions made by wizardly alchemists have the ability to aid the defense of the drinker, but one potion of particular interest is the thick silver potion. Everyone wants to be able to do things a little faster. A wizard who does many enchanting projects may find that being able to create his or her own enchanting potions will prove to be a wise investment. Two potions of particular note are the ayveneh potion which allows for the enchanting of enhancive items and the eoveneh potion which allows for enchanting of sanctified weapons and armor.
Certain formulae that all four alchemic professions can follow would benefit any and all other professions. Various mana potions can be consumed by any wielder of magic. Healing tinctures and minor and lesser health potions are good things to have with oneself on a hunt.
~26~
Luck talismans will help a locksmith when unlocking boxes, help any adventurer dodge certain maneuver attacks, help wizards during the enchanting process, and a little extra luck wouldn't hurt to have during library research. Now here are some tips which have helped me to personally advance through my alchemic studies:
Invest in jars, beakers and bottles that hold many of one single ingredient. There are some sold at town alchemists which hold either 20 or 30 ingredients maximum, but there are jars that can hold 50 maximum. These may be sold in some of the trade shops owned by citizens. These jars, bottles and beakers will only hold one kind of any ingredient, so if you start filling a jar with small white pearls, any other white pearls will become small white pearls when added. Also, the jars will weigh as much as however many ingredients are inside. For instance, a jar full of 50 tkaro roots weighs close to 30 pounds.
~27~
Keep that in mind before you go traveling somewhere that requires you to have a light load.
Check, double check and triple check a room before you leave it to be certain you haven't left anything on the ground. Empty your disk before going to sleep. I can't count how many times I've lost jars full of ingredients, tomes, cauldrons and entire kits full of alchemic items both of these ways. Another good trick to not losing your cauldron is preparing to DRAG it with you when you leave a room. Familiarize yourself with the location of every alchemist shop in every town. Check the consignment tables often. Check any benches, tables, or anywhere that folks may leave things lying about for others to pick up.
When making herb tinctures, separate bundles so that you are only using single bites. This will make the most of the herb.
~28~
Know how to speed your actions, or if you are not a wizard, know one who can make items with the haste spell inside. Know a sorcerer who is able to unlock and infuse a scroll with the haste spell on it. When you later must channel your lifeforce as part of the process, know a nearby cleric or have a scroll with the well of life spell.
Befriend many rangers if you are as keen on foraging as I am...which is to say not at all. Or simply know folks skilled in herblore. Travel has put much wear and tear on the soles of my shoes, so I recommend knowing a skilled cobbler. Comfortable travel gear is definitely a must. Take a breather every so often to stretch your legs and converse with others. The fumes can get to you and you may begin having entire conversations with either yourself or any nearby inanimate object.
~29~
One final note on the ingredients called for in some formulae: the guild Masters have a shorthand way of referring to these ingredients but the alchemy supply clerk will have a more detailed description. I will break down the comparisons like so:
crystalline solution==a vial of viscous liquid
trinket oil==pearlescent oil
wand oil==amber-hued oil
powder solution==sand-like liquid
On the left-hand side are the Masters' shorthand referrals; on the right are the ingredients as listed in the guilds' supply shop.
~30~
It seems a bit redundant for me to tell you how to do research in the guild's library when you're clearly capable of conducting research. If you weren't, you wouldn't be holding this book in your hand! So with that, I will let you take this knowledge and use it to go out on your own and learn something about alchemy.
Happy brewing!
~31~
by Master Alchemist Asenora Sevenclover
-- Volume 1 --
~1~
Foreword to the reader:
If you are reading this book, you have a curious mind. That quality will be crucial throughout the pursuit of alchemic knowledge, should you decide that you want to venture down that path. It is an incredibly long and arduous journey, but I feel that the knowledge gained is indeed well worth the effort. To step back at the end of a set of repetitions and examine your handiwork and know that you yourself created something from practically nothing...that is a magical feeling in and of itself. So let us delve into the magical world of alchemy.
~2~
The beginning of your journey in the pursuit of alchemic knowledge begins simply with knowing what the definition of the word "alchemy" is. For teaching purposes, it is defined as "a magical process through which potions, tinctures and trinkets of varying size and strength are made by use of a cauldron". There may yet be other definitions you will hear throughout your studies, as there are an infinite number of personal meanings held in the word "alchemy". It could be a way to bring a sorcerer who prefers to remain indoors poring over tomes out into the fresh air to look for local flora and fauna for a formula. It could also be the catalyst that enables a debilitating epidemic to be broken down, analyzed and finally cured. Even more simply, it could be a poor empath's way to gain recognition in his own field. Whatever meaning you glean from alchemy, always remember that the sharing of knowledge is key.
~3~
At least, that is my own personal philosophy and I also believe it to be the consensus of the majority of the alchemic community. You will rarely find an alchemist who is unwilling to help a newcomer gain insight on a particular aspect of alchemy.
There are a basic set of tools required for the beginning alchemist to start the learning process: a cauldron, a mortar, a pestle, a leather tome, a vial and a crystal flask.
The cauldron is where all the ingredients are combined to create the intended item. It is possible to experiment, but I have not found this to be a lucrative procedure. The Masters located in each guild are the ones who will teach you a formula at varying points during your study. It is possible to discover a new formula while researching in your guild's library.
~4~
The mortar and pestle go together as a set: one would be relatively useless without the other. The mortar is a cup-shaped item in which the pestle is used to grind or mash ingredients. Grinding things into powder is required in many formulae and it is also one of the potential tasks assigned to you by the Training Administrator of your local guild.
Leather tomes will house your formula collections so that you have them handy for reference during task repetitions. Each local professional guild will have an alchemy shop where it is possible to purchase the proper tome. Recording in your tome is possible once you have either successfully created an item or discovered the formula from library research.
A vial is mainly used for extracting items from ingredients while in the alchemy labs.
~5~
Vials only hold one dose of any ingredient.
Crystal flasks are capable of holding twenty pours of seawater, but I have been made familiar with the capacity of crystal flasks because of my studies in necromancy. They are the perfect blood receptacles. It is not necessary to have any crystal flasks in your personal alchemy supplies, but it is recommended so that you are not overrun with vials full of seawater.
The study of alchemy is divided into three disciplines: General Alchemy, Alchemic Potions and Alchemic Trinkets. Your general alchemic knowledge is considered to be more important than the other two and as such, you will be required to attain five ranks in that discipline before branching off into the other two.
~6~
You must also keep your General knowledge ahead of Potions or Trinkets, otherwise the guild Masters will stop your studies until you are more well-rounded.
Any formula learned through General Alchemy may be created by all of the four alchemic professions. These formulae include healing tinctures, mana potions, sneezing powders, luck talismans, health potions, dyes, dye additives and dye bases. Potions formulae are just that: formulae that create a potion. Crystalline flasks containing a liquid of varying color and luminosity are the most common product of a successful potion formula. These must be consumed to take effect. Formulae that are taught through the trinket discipline most often refer to wands, crystals and other magical items that are manipulated through hand use.
~7~
It is important to note that no formula may be successfully created until you have reached the required rank in that particular discipline. For example, an alchemist who is studying General Alchemy in order to create a minor mana potion but only has 7 ranks of general alchemic knowledge will fail if the formula is followed correctly, as it is a rank 10 Master-taught formula. Also, the guilds from either side of the Dragonspine may have Masters that teach formulae for the same item but with varying ingredients. This is to make it easier for the alchemist to find ingredients locally to create the item.
The alchemy lab is universally set up with a workbench that on which the alchemist gingerly sets his or her tools, depending on the processes required in the formula. Crucibles are used for EXTRACTion, which requires high amounts of heat that when controlled correctly will turn an ingredient into a new ingredient.
~8~
Alembics are used for DISTILLation. The flame is lit by pulsing mana, which heats the ingredient in the cucurbit. As the heat rises, it pushes the purer part into the head, which then flows into the receiver. The final tool, the lens assembly, is used when the alchemist is required to REFRACT either sunlight or moonlight through special lenses purchased at the guild supply shop.
That covers the basics of alchemy. Now we will go into further detail about the various assignments you are likely to encounter throughout your alchemic studies. You may be asked to distill items on your own, which is vastly different from distilling for the guild. When distilling items, you can use your cauldron anywhere. When distilling for the guild, however, you are required to stand at the alembic inside one of the alchemy workshops and follow the process with a keen eye for the duration.
~9~
One misstep and you will have to begin all over, but you need only worry about mistakes when distilling for the guild. The Training Administrator may ask you to take your mortar and pestle and grind a variety of items. You must be certain that it is a wide enough variety, else you will learn nothing. When you are asked to grind ingredients for the guild, all you need do is visit the supply clerk, GET the MORTAR and pestle laid out for you, GET an ingredient from the selection of jars on the shelf and GRIND away. When the item is ground as much as it can be, GIVE the mortar to the CLERK for inspection. Sometimes you may be asked to visit the cauldron workshop to create items. The guild cauldrons are more magically resistant than the personal cauldrons so this requires the constant focus of the alchemist while following a formula.
~10~
There are worse things to do than simply fail a potion such as channeling too much of one's life force into the cauldron. It is wise to have decent knowledge in the use of magical items to lessen the resistance of the guild cauldrons. When you are told to go out on your own and create items that you have learned, that means any formula for that particular discipline. It must be a difficult enough formula so that you are learning something when you create it. The same goes for following formulae that require any one of the various alchemic processes. The formula must contain that process as one of the steps and must be of a certain degree of difficulty for that discipline. All formulae must always be followed in entirety. The task that has been viewed by some to be the most arduous and time consuming is the ingredients list task. As for myself, I would much prefer this task to creating items, especially at the higher ranks of progression.
~11~
When the Training Administrator tells you to gather ingredients for the guild, your first stop is the supply clerk. ASK the CLERK FOR your LIST and you will receive a small piece of parchment inside a rucksack which will be used to hold things gathered from the list. There can be any number of things from gems to skins on these lists. It is to the discretion of the alchemist which things will be gathered. If you do not like the list you are given, it is possible to be given a new list, but you must wait awhile before this is possible. You also can be given a new list by gathering one item on your current list and turning it in to the supply clerk. This is done by holding the piece of parchment in your right hand, with the rucksack containing the item in your left, and handing the parchment to the clerk. Lastly, after making messes in and around the alchemy workshops, you will occasionally be tasked to clean the labs.
~12~
Cleaning supplies are found inside the storage closet of each guild. The different tasks are as follow: CLEANing CRUCIBLEs with a rag, POLISHing the ASSEMBLY with a polishing cloth, or SWEEPing DUST in each of the labs with a broom and dustpan. It is possible to have the same task assigned for multiple disciplines at once, but completed repetitions will always count toward your General Alchemy task first. Any time you are to create items by following formulae with a specific process, the formula must be for that particular discipline. For example, the Training Administrator assigns you to create items using the BOIL ability for your next Alchemic Potions assignment. Making a lesser health potion would be incorrect, as it is a General Alchemy formula, even though it contains the BOIL process as a step.
~13~
Let us explore the finer details of the alchemical processes. The BOIL process requires that the alchemist manipulate the magical flame beneath the cauldron so that it remains at higher temperatures. SIMMERing, however, only requires the alchemist to keep the mix at a slow bubble. You first learn these two processes when you begin your study of General Alchemy. SEALing is possibly the most important step in the alchemic process. Without sealing the potion or what have you, your cauldron will remain full and the mixture may over bubble. Every alchemist is taught how to seal formulae at the same time as boiling and simmering. But before you can begin any of these previously mentioned processes, you would have to light your cauldron. Using an unlit cauldron when attempting to brew a potion is about as useful as a fishing net being used as a sail: nothing will happen.
~14~
Certain processes require the other tools that are at the alchemist's disposal. One of those processes is distillation. DISTILLation is the process by which the alchemist removes the purer part of an ingredient for use in formulae. This is learned when the alchemist reaches the 15th rank of General Alchemy. One example of how distillation works is the making of pure water. A flask of clear water is poured into an alembic and the impurities are removed until you are left with a flask of pure water.
There is another process that every alchemist learns from the guild Masters upon reaching the 15th rank of General Alchemy. This process is EXTRACTion, which requires the use of a crucible. Essence of regeneration and sea salt are two examples of ingredients made using the extraction process. When you place the skin from any troll inside a crucible and EXTRACT it, the extreme heat will burn the skin away until you are left with the troll's regenerative essence.
~15~
The same goes for sea salt, which is left when the heat within the crucible burns the seawater away. Certain formulae will require the alchemist to INFUSE a bit of mana into the mixture. Every alchemist is taught how to infuse upon reaching the 30th rank of General Alchemy. REFRACTion enables the alchemist to refract light through specific lenses which have been attached to the lens assembly. It is heavily time dependent as some formulae may require refracted sunlight yet others call for refracted moonlight. All alchemists are taught how to REFRACT at the 45th General Alchemy rank. As was told to me by the Arcane Masters of the Sorcerer guild, certain formulae will require you to channel some of your life force into the cauldron. This is incredibly powerful magic and as such, incredibly draining for the alchemist.
~16~
A word of caution: do not stand too long at the cauldron else you overextend yourself. This will result in an unfortunate spirit death. I attempted to avoid this by always carrying a scroll with the Well of Life spell on it. If some hapless individual was willing to let me borrow a piece of his soul so that I could further my studies, who am I to object? More often than not, the souls of folks in town were just being used in lethargic manners and I felt they would benefit from an exercise in soul searching (so to speak). The CHANNEL process is taught to every alchemist upon reaching the 50th rank of General Alchemy. The final process that each alchemist will learn is how to CHANT. This is taught by the guild Masters whenever the alchemist begins studying Alchemic Potions or Alchemic Trinkets. No formula in General Alchemy requires CHANT as a step as far as I know.
~17~
When chanting, all you are doing is changing the tone and inflection of your magic spell so that it seeps into the mixture within the cauldron.
Every alchemist will come across a wide array of ingredients and reagents through his or her travels. I will attempt to shed some light on which to keep an eye out for and where to find them. Firstly, I will mention ayana leaves. These are used in many formulae for all three disciplines of alchemic study. These typically grow in an area where magical essence flows strongly. When foraging for ayana leaf, you may come across ayana lichen, berries or weeds. These are all interchangeable with the ayana leaf. One way to be absolutely certain is to EXAMINE the item in your hand. Ayana'al leaves are typically found in areas that have natural magical resistance. The word "ayana" means "magic" and so "ayana'al" means "anti-magic".
~18~
These are similar to the ayana leaves in that you will come across ayana'al lichen, berries and weeds while foraging for ayana'al leaves. Again, these are all interchangeable with one another. There are four types of ayanad crystal and they are as follow: n'ayanad, t'ayanad, s'ayanad and ayanad. They are listed in order from most powerful to least powerful. They can all be found while hunting in the wilds from either searching a creature or found within locked treasure boxes. They can also be created by the practicing alchemist upon reaching the proper rank of General Alchemy. Ayanad crystals are typically carried by creatures from the difficulty of a kobold to approximately similar difficulty of a tree spirit. S'ayanad crystals can be carried by creatures close to the difficulty of an arctic manticore or easier. T'ayanad crystals tend to be carried by creatures as challenging as an ice wraith or similar difficulty.
~19~
The strongest magical crystals will typically be carried by the strongest foes you can fight.
Cores are also called for in certain alchemic formulae. There are three different types of cores: elemental core, crystal core and inky necrotic core. Elemental cores tend to be carried by creatures that are very elemental in nature. Crystal cores are found usually after searching the corpse of a golem-like creature. Inky necrotic cores are carried by undead creatures.
Certain creatures will occasionally leave behind the essence of their element. The four essences are, of course, earth, air, fire and water. Essence of earth will be carried by many creatures that dwell in the caverns of Zul Logoth as well as some creatures inside the bowels of the Stronghold.
~20~
Essence of air tends to be left behind by creatures such as wind witches or storm giants. The fiery island of Teras would be an excellent place to find essence of fire for obvious reasons. Essence of water will be found by creatures typically composed of that element. Since Icemule is ice and snow, many of the creatures in those environs would be prime examples.
A few items require the hair from magical creatures as ingredients. Pristine nymph's hairs will be left behind by sea nymphs which roam the beaches of Solhaven or the coastal cliffs near Wehnimer's Landing. Any sprite-like creature will drop a pristine sprite's hair. The only place that you will find creatures that leave a pristine siren's hair behind is in the Temple Nelemar on Teras Isle.
~21~
Finally, there are three different magical reagents that will be left behind by creatures that are able to harness magical essence. These reagents are shards, dusts and motes of essence. There are three degrees of strength for each of these and will be identified by the color of the reagent. The order of strength from least powerful to most powerful is as follows: glimmering blue, glowing violet and radiant crimson.
Now that you know where to find most of the important ingredients to advance you through your alchemic studies, it's time to learn what can be made from them.
Clerics who go out on rescue missions will find the healing tinctures handy to have in the event a healer isn't readily available.
~22~
They can also make their own lifekeep flasks to hand out to other adventurers. In the fight against the undead, the runed bone talisman and spiraled willow wand can be used in tandem. The talisman will cause the creature to stop all movements when waved successfully and the willow wand will throw a bolt of holy energy when waved.
Being masters of the body and its anatomy, empaths are able to make potions that will restore as well as increase the capacity for blood and stamina. Anyone who swings a weapon and strains their muscles would also find the turbid aquamarine potions incredibly useful in easing that strain. The slender ivory wands made by empath alchemists are likely to be favored by anyone with any skill waving a wand. Who doesn't like to see their foe's internal skeletal structure turned to dust and watch the skin crumple in a fleshy pile?
~23~
Something I find to be incredibly useful that can be made by both clerics and empaths is the warm golden crystal that makes mana bread. I keep a pile of them nearby while I stand at the cauldrons channeling my life force into them. Any other alchemist is likely to share my opinion on this particular usefulness. Another great boon to the defense of other adventurers is the dimly glowing golden potion. Drinking one sip from a flask of this potion on a hunt is just like having the defensive magic from a cleric or empath cast upon you.
We sorcerous sort, we masters of arcane knowledge and harbingers of destruction, have the capability to create wands that hold magical spells to burst open blood vessels, disrupt the magical essence immediately surrounding enemies, or disintegrate an opponent's flesh.
~24~
Our knowledge of necromancy enables us to create potions that can heal animates. Our study of demons and their ability to disrupt sanctuaries have led to our being the only profession capable of creating shards that hold power similar to that of the demons. I am also looking forward to making my own intrarealm and interrealm chalks. Those sorcerers who have learned how to traverse the planes know of what I speak. Making them myself will be far cheaper than if I were to purchase them at a town alchemist.
Wizards, being masters of the elements, are able to create wands that throw giant rocks, balls of fire, jolts of electricity and waves of water. Two trinkets that they can make are considered to be highly desirable. These are the white crystals that make you stronger and the black crystals that create a floating disk.
~25~
Many potions made by wizardly alchemists have the ability to aid the defense of the drinker, but one potion of particular interest is the thick silver potion. Everyone wants to be able to do things a little faster. A wizard who does many enchanting projects may find that being able to create his or her own enchanting potions will prove to be a wise investment. Two potions of particular note are the ayveneh potion which allows for the enchanting of enhancive items and the eoveneh potion which allows for enchanting of sanctified weapons and armor.
Certain formulae that all four alchemic professions can follow would benefit any and all other professions. Various mana potions can be consumed by any wielder of magic. Healing tinctures and minor and lesser health potions are good things to have with oneself on a hunt.
~26~
Luck talismans will help a locksmith when unlocking boxes, help any adventurer dodge certain maneuver attacks, help wizards during the enchanting process, and a little extra luck wouldn't hurt to have during library research. Now here are some tips which have helped me to personally advance through my alchemic studies:
Invest in jars, beakers and bottles that hold many of one single ingredient. There are some sold at town alchemists which hold either 20 or 30 ingredients maximum, but there are jars that can hold 50 maximum. These may be sold in some of the trade shops owned by citizens. These jars, bottles and beakers will only hold one kind of any ingredient, so if you start filling a jar with small white pearls, any other white pearls will become small white pearls when added. Also, the jars will weigh as much as however many ingredients are inside. For instance, a jar full of 50 tkaro roots weighs close to 30 pounds.
~27~
Keep that in mind before you go traveling somewhere that requires you to have a light load.
Check, double check and triple check a room before you leave it to be certain you haven't left anything on the ground. Empty your disk before going to sleep. I can't count how many times I've lost jars full of ingredients, tomes, cauldrons and entire kits full of alchemic items both of these ways. Another good trick to not losing your cauldron is preparing to DRAG it with you when you leave a room. Familiarize yourself with the location of every alchemist shop in every town. Check the consignment tables often. Check any benches, tables, or anywhere that folks may leave things lying about for others to pick up.
When making herb tinctures, separate bundles so that you are only using single bites. This will make the most of the herb.
~28~
Know how to speed your actions, or if you are not a wizard, know one who can make items with the haste spell inside. Know a sorcerer who is able to unlock and infuse a scroll with the haste spell on it. When you later must channel your lifeforce as part of the process, know a nearby cleric or have a scroll with the well of life spell.
Befriend many rangers if you are as keen on foraging as I am...which is to say not at all. Or simply know folks skilled in herblore. Travel has put much wear and tear on the soles of my shoes, so I recommend knowing a skilled cobbler. Comfortable travel gear is definitely a must. Take a breather every so often to stretch your legs and converse with others. The fumes can get to you and you may begin having entire conversations with either yourself or any nearby inanimate object.
~29~
One final note on the ingredients called for in some formulae: the guild Masters have a shorthand way of referring to these ingredients but the alchemy supply clerk will have a more detailed description. I will break down the comparisons like so:
crystalline solution==a vial of viscous liquid
trinket oil==pearlescent oil
wand oil==amber-hued oil
powder solution==sand-like liquid
On the left-hand side are the Masters' shorthand referrals; on the right are the ingredients as listed in the guilds' supply shop.
~30~
It seems a bit redundant for me to tell you how to do research in the guild's library when you're clearly capable of conducting research. If you weren't, you wouldn't be holding this book in your hand! So with that, I will let you take this knowledge and use it to go out on your own and learn something about alchemy.
Happy brewing!
~31~