Potion Crafting & Ingredients

Here you can find the rules and ingredients for the art of potion crafting known as alchemistry.

Abilities Needed

Before you can make potions, you will need the following abilities¦

 

Support Ability

Effect

Create Basic Potions

This ability allows you to create basic and low level potions.

Create Better Potions

This ability allows you to create better potions.

Create Advanced Potions

This ability allows you to create advanced and high level potions.

Create All Potions

This ability allows you to create any kind of potion.

 

Tools Needed

To create potions, you will need the following items:

  • A Small Bottle: to hold the potion in; take 1 space and filled weighs 0.1; costs 1.00
  • A Stirring Rod: to stir the ingredients; takes 0.5 space, weighs 0.1, costs 0.50
  • Basic Apparatus: contains what you need to mix ingredients and potions; takes 5 space, weights 4, costs 20.00 
 

How to Create Potions

To be able to create potions, you need a create potion ability, as shown above. Once you have the needed ability, you simply need to combine 2 or more ingredients with 1 use of water. The water can be substituted with another base liquid, which will be explained later.

 

For a potion to be successful, it must contain at least two ingredients with matching effect types. The point values of the effects do not have to match, but the effect types do. As long as at least two ingredients share the same effect type, that effect will appear in your potion. If the effect type is not shared by at least two ingredients, then the potion will not have that effect.

 

The basic rule is this:

  • Must use at least 2 ingredients

  • Only the effects that match 2 or more ingredients can make it into the created potion

  • Create Potion Ability determines number of ingredients that can be used, which ingredients can be used, and number of effects that can make it into a created potion

For example, lets say you wish to combine a Fairy’s Toadstool Mushroom, Mustard Turnip Leaf, and Turnips while using water as the needed base. The water adds nothing to the potion, it just makes the potion possible. Fairy’s Toadstool Mushroom provides pain relief and restores 1 HP. Mustard Turnip Leaf restores 2 HP. Turnips can restore 2 HP and provide a 2 HP per round regeneration for 5 rounds. The combined basic potion will then restore 5 HP (1 + 2 + 2). It will not provide pain relief because only one ingredient provides that effect and it will not provide the per round regeneration effect because only 1 ingredient provides that effect.

 

Furthermore, the number of effects you can have carried over into your potion and the number of ingredients you can use is determined by the create potion ability you have. If say the Mustard Turnip Leaf also provided pain relief, then the combined potion could restore HP and relieve pain if you use Create Better Potions (or a create potion ability higher than Create Basic Potions). Create Basic Potions only allows you to create potions with one (1) effect using up to three (3) ingredients.

The number of ingredients and effects that can be used/applied based on the create potion ability are as follows:

  • Create Basic Potions: can use up to 3 ingredients; potions can have 1 effect

  • Create Better Potions: can use up to 4 ingredients; potions can have 2 effects

  • Create Advanced Potions: can use up to 5 ingredients; potions can have 2 effects

  • Create All Potions: can use up to 5 ingredients; potions can have 3 effects

 

The greater your create potion ability, the more powerful your potions can be. Some ingredients and bases can only be used if you have the create potion ability required or greater. Other ingredients can have their basic effects enhanced by using a higher create potion ability. Such information will be provided by the ingredient or base if it applies. 


Using Different Bases

As stated above, you must use a base when creating a potion. The base does not count as an ingredient as it is required, but you can only use one base. The basic base is simply water. Water provides no effect for the created potion. It simply provides the needed medium to create the potion in.

 

You can substitute the water base for any base listed in the Bases table, provided that the base can be used for the potion you are making and that you have the create potion ability needed to make use of that base.

 

For example, with the potion that we made earlier we used Fairy’s Toadstool Mushroom, Mustard Turnip Leaf, Turnip, and water as its base. The potion made restores 5 HP. If we used honey as a base instead of water, honey adds another restores 2 HP effect to the potion. This changes our created potion so that it restores 7 HP instead of 5 HP.

 

The way to determine if the base can be used in your potion is to see if its provided effect can carry over into your created potion. The bases provided effect needs to match at least 2 of your ingredients provided effects to be able to be used as a base. You should also be careful because it is the bases provided effect that will determine what the potion does. So if you wanted to make an SA restoring potion but the base has a restore EP effect and 2 of your ingredients also have that and you can only have one effect due to your create potion ability; your created potion will restore EP instead of SA. If you have Create All Potions, you can choose to focus on the bases Secondary Effects instead of the Main Effects.

 You can use use the bases as an ingredient. For example you could use Wine as a base and apply Wine again as an ingredient. If used as an ingredient, it does count against the number of ingredients you can use, however you can treat the secondary effects as regular effects.


Runic Element Effects on Potion Crafting

Your characters Runic Element can also have an effect on the potion you are creating. Depending upon your characters runic element, certain potions you create could be more potent than normal. The values increased are actual number values, not percentage values.

 
  • Earth: potions that provide defense or fortitude boosts have their values increased by 20%

  • Air: potions that provide a boost to speed or speed based stats have their values increased by 20%

  • Water: potions that restore HP or SA have their values increased by 20%

  • Fire: potions that provide a boost to strength or strength based stats and potions that cause straight (not poisoning) damage have their values increased by 20%

  • Life: potions that restore HP or EP have their values increased by 20%

  • Death: poisons and potions that cause per-round damage have their values increased by 20%

  • Time: potions that provide a boost to speed or speed based stats have their values increased by 20%

  • Space: potions that restore EP or SA have their values increased by 20%

  • Runeless: Those who are runeless have no added benefits applied to their potion crafting

 

Ingredients & Bases

Ingredients and Bases are items used to create potions with. You can find ingredients out in the wild or you may purchase them from an alchemist shop.

Selling Ingredients

You may sell ingredients that you find in the wild. You will be offered 1/2 of the cost for the ingredients. If a mushroom sells for 2 shillings in the store then that would mean the store would buy the mushroom from you for 1 shilling.

Consuming Ingredients

If you choose to consume any ingredient or base, you will receive its main provided effect (the first effect that doesn't have any requirements) at half value. So if the ingredient you eat has a main effect to restore 2 HP, it will only restore 1 HP.


Bases

These are the bases that you may use in place of water to make your potions.

Item

Description

Effects

Weight

Space Taken

Cost

Alcohol

1 small bottle of alcohol

Main Effect: restores anxiety while increasing intoxication by 10%;

Secondary Effects: frost bite prevention 1 hour, mental status effect prevention 1 hour

0.1

1

5.00

Wine

1 small bottle of wine

Main Effect: restores anxiety while increasing intoxication by 5%;

Secondary Effects: frost bite prevention 1 hour, mental status effect prevention 1 hour, restores 1 HP

0.1

1

8.00

Ale

1 small bottle of ale

Main Effect: restores anxiety while increasing intoxication by 5%;

Secondary Effects: frost bite prevention 1 hour, mental status effect prevention 1 hour

0.1

1

7.00

Nectar – Tiger Lilly

1 vial of nectar from the Tiger Lily

Main Effect: restores 1 HP;

Secondary Effects: restores 1 EP;

Extra: effect +1 per create potion ability level greater than basic

0.05

0.5

2.00

Nectar – Manna Rose

1 vial of nectar from the manna rose

Main Effect: restores 1 SA;

Secondary Effects: restores 1 SA per round for 1d6 rounds;

Extra: effect +1 per create potion ability level greater than basic

0.05

0.5

8.00

Honey

1 small bottle of honey made from bees

Main Effect: restores 2 HP;

Secondary Effects: restores 2 EP, restores 2 SA;

Extra: effect +1 per create potion ability level greater than basic

0.1

1

1.00

Ectoplasm

1 vial of residue left behind by poltergeists

Main Effect: immunity life magic damage 1d6 rounds;

Secondary Effects: restores 25 SA, 1d10 shock damage;

Extra: must have Create Advanced Potions or better

0.05

0.5

20.00

Spider Venom

1 vial of the venom from a spider

Main Effect: poison damage 1d8 per round;

Secondary Effects: EP poison damage 1d8 per round, cure poison, cure EP poison;

Extra: effect +1 per create potion ability level greater than basic

0.05

0.5

2.00

Black Maple Sap

1 vial of sap from the black maple tree

Main Effect: restores 2 SA;

Secondary Effects: restores 1 SA per round for 1d6 rounds, poison damage 1d4 per round;

Extra: effect +1 per create potion ability level greater than basic

0.05

0.5

1.00

Blood – Black Viper

1 vial of blood from the black viper snake

Main Effect: poison damage 1d12 per round;

Secondary Effects: EP poison damage 1d12 per round, SA poison damage 1d12 per round;

Extra: must have Create Better Potions or better

0.05

0.5

3.00

Blood – Red Imp

1 vial of blood from a red imp

Main Effect: cause Berserk 1d6 rounds;

Secondary Effects: Fire damage 1d6;

Extra: effect +1 per create potion ability level greater than basic

0.05

0.5

5.00

Blood – Bog Imp

1 vial of blood from a bog imp

Main Effect: poison damage 1d8 per round;

Secondary Effects: restores 10 EP;

Extra: effect +1 per create potion ability level greater than basic

0.05

0.5

5.00

Blood – Red Dragon

1 vial of blood from a red dragon

Main Effect: 1d20 Fire Damage;

Secondary Effects: cause Berserk 1d8 rounds, restore 25 EP;

Extra: must have Create All Potions

0.05

0.5

15.00

Blood – Blue Dragon

1 vial of blood from a blue dragon

Main Effect: 1d20 Ice Damage;

Secondary Effects: regenerates 10 SA per round 1d8 rounds, restore 25 SA;

Extra: must have Create All Potions

0.05

0.5

15.00

Blood – Mercury Dragon

1 vial of blood from a mercury dragon

Main Effect: poison damage 2d8 per round;

Secondary Effects: cause Berserk 1d8 rounds, poison immunity 1 hour;

Extra: must have Create All Potions

0.05

0.5

15.00

Aqua Clarissima

1 vial of magically enhanced restorative water

Main Effect: restores 25 HP;

Secondary Effects: none;

Extra: must have Create All Potions

0.05

0.5

10.00

Aqua Fortis

1 vial of magically enhanced strength-giving water

Main Effect: +25 to Strength;

Secondary Effects: none;

Extra: must have Create All Potions

0.05

0.5

15.00

Aqua Metallorum

1 vial of magically enhanced fortitude-enriching water

Main Effect: +25 to Fortitude;

Secondary Effects: none;

Extra: must have Create All Potions

0.05

0.5

15.00

Aqua Permanens

1 vial of magically enhanced endurance enriching water

Main Effect: + 25 to EP;

Secondary Effects: none;

Extra: must have Create All Potions

0.05

0.5

10.00

Aqua Regia

1 vial of magically enhanced durability restorative water

Main Effect: restores 10 DP;

Secondary Effects: none;

Extra: must have Create All Potions, combines with HP restoring effect to increase DP restore rate

0.05

0.5

20.00

Aqua Vitae

1 vial of magically enhanced life giving water

Main Effect: revives dead with 1 HP;

Secondary Effects: none;

Extra: must have Create All Potions, combines with HP restoring effect to increase HP restored upon revival, must be used within 1 round on dead target to revive target

0.05

0.5

20.00


Fungus

Ingredients that are mushrooms, molds, moss, and the like

Item

Description

Effects

Weight

Space Taken

Cost

Black Cap Mushroom

Mushroom with a white stalk and a round black cap

2 HP per round poison;
Inflict Fear 1d6 rounds;
Cure Visual Distortion

0.05

0.1

0.50

Bog Beacon Mushroom

Mushroom with a gray stalk and a bright yellow, bell-shaped cap

Cure Restlessness;
Cure Blindness;
Restores 2 SA

0.05

0.1

0.50

Red Cap Mushroom

Mushroom with a white stalk and a round red cap

Restores 2 EP;

Cures Fear;

Cures Depression

0.05

0.1

0.50

Yellow Cap Mushroom

Mushroom with a white stalk and a round yellow cap

Restores 2 EP;
Detect Magic Enchantment 6 area blocks for 1d10 hours;

Inflicts Sleep

0.05

0.1

0.50

Elf Cup Mushroom

Mushroom with a tan stalk and a deep green, cup-shaped cap

Increases Mental by 5 for 1 hour;

Cures Addiction;

Causes Stone for 1d10 hours (requires Create Better Potions or better)

0.05

0.1

1.00

Fairy's Stool Mushroom

Short mushroom with a small, white stalk and a red dome-shaped cap with white spots

Cures Lesser Wounds;

Restores 1 HP;

Relieves Pain

0.05

0.1

0.50

Skull Cap Mushroom

Mushroom with a white stalk and a round gray cap with three black spots resembling a skull

Poisons for 1d6 damage per round;

Inflicts Coma Sleep until cured (requires Create Advanced Potions or better);

Inflicts Paralyzed for 1d6 rounds (requires Create Better Potions or better)

0.05

0.1

0.75

Faded Specter Mushroom

Mushroom with a light gray stalk and a flat, thin, light gray cap that looks torn

Cures Confusion;

SA Poison of 1d6 to SA per round;

Inflicts Dazed for 1 round

0.05

0.1

1.00

Spider Moss

Moss found on a tree's bark that is light gray and looks similar to a spider's web

Inflicts Pain for 1d6 rounds;

Grants Night Vision for 1d10 hours (requires Create Better Potions or better);

Increase Speed by +5 for 1d10 hours (requires Create Better Potions or better)

0.05

0.1

0.50

Swamp Moss

Moss of a gray-green color that hangs from tree limbs

Decrease Speed by 10 for 1d6 rounds;

Decrease Will by 10 for 1d6 rounds;

Decrease Strength by 10 for 1d6 rounds

0.05

0.1

0.25

Red Lichen

Lichen of a deep red color

Increase Melee by 5 for 1d6 rounds (requires Create Better Potions or better);

Cures Dazed;

Inflicts Visual Distortion for 1d6 rounds

0.05

0.1

0.75

Fire Lichen

Lichen that has shades of bright yellow, orange, and red

Cures Frost Bite;

Causes 1d10 + Magic Power Fire Damage (requires Create Better Potions or better);

Grants Fire Immunity for 1d10 rounds (requires Create Advanced Potions or better)

0.05

0.1

1.25

Black Lichen

Lichen of a black color

Inflicts Forgetfulness for 1d6 rounds;

Grants Death Magic Immunity for 1d6 rounds (requires Create Advanced Potions or better);

Poisons for 1d6 damage per round

0.05

0.1

1.00

Spotted Mold

Light green mold with brown, white, or black spots

Poisons for 1d6 damage per round;

Inflicts Sickness for 1d6 rounds;

Cures Disease

0.05

0.1

0.25

Zodo’s Eye Mushroom

An all white mushroom with a red center on the top of an oval cap

Inflicts Coma Sleep until cured (requires Create Advanced Potions or better);

Inflicts Paralyzed for 1d6 rounds (requires Create Better Potions or better);

Inflicts Forgetfulness for 1d6 rounds

0.05

0.1

2.50

 

Grass

Ingredients that are a type of grass

Item

Description

Effects

Weight

Space Taken

Cost

Blue Grass

Small, blue-green grass with slightly curled blades

Restores 2 SA;

Cures Heat Exhaustion;

Cures Sunburns

0.05

0.1

0.25

Snake Grass

Long, thin, light green grass with yellow stripes

SA Poison of 1 SA per round;

Cure Sickness;

Cause Anxiety

0.05

0.1

0.50

Viper Grass

Long, thin, dark green grass with black stripes

EP Poison of 1 EP per round;

Grants Immunity to Shock Damage for 1d6 rounds (requires Create Better Potions or better);

Inflicts Fatigue for 1d6 rounds

0.05

0.1

0.75

Blood Grass

Long, thin, dark red grass with sharp points

Poisons for 1 HP per round;

Inflicts Berserk for 1d6 rounds;

Cures Bleeding Out

0.05

0.1

1.00

 

Leaves

Ingredients that are a type of leaf

Item

Description

Effects

Weight

Space Taken

Cost

Aloe Vera Leaf

One blade of an Aloe Vera plant

Cures Sunburns;

Cures Fatigue;

Cures Dehydration

0.05

0.5

1.00

Black Maple Leaf

Broad, deep purple maple leaf from the Black Maple tree

Restores 5 SA;

Regenerates 1 SA per round for 1d6 rounds;

Inflicts Nausea for 1d4 rounds

0.05

0.5

2.00

Faded Hope Willow Leaf

Thin, long, ash gray leaf from the Faded Hope Willow tree

EP Poison of 2 EP per round;

SA Poison of 2 SA per round;

Causes 1d6 Shock Damage

0.05

0.1

1.50

Red Lettuce Leaf

Thick and crisp red leaf from the head of a Red Lettuce

Cures Disease;

Cures Nausea;

Cures Sickness

0.05

0.5

0.25

Mustard Turnip Leaf

Long, faded yellow, thick, and crumpled leaf from the Mustard Turnip

Cures Nausea;

Restores 4 HP;

Restores 4 EP

0.05

0.5

0.25

Yellow Turnip Leaf

Long, dull yellow, thick, and crumpled leaf from the Yellow Turnip

Cures Burns;

Cures Sunburns;

Grants Immunity to Ice Damage for 1d6 rounds (requires Create Better Potions or better)

0.05

0.5

0.25

Spotted Spinach Leaf

Thick dark green leaf with black spots from the Spotted Spinach

Causes Nausea for 1d4 rounds;

Decreases Strength by 10 for 1d6 rounds;

Increases Luck by 5 for 1d10 hours (requires Create Better Potions or better)

0.05

0.5

0.25

Green Spinach Leaf

Thick dark green leaf from the Green Spinach

Increases Strength by 5 for 1d10 hours (requires Create Better Potions or better);

Decreases Speed by 10 for 1d6 rounds;

Relieves Pain

0.05

0.5

0.25

Rhubarb Leaf

Long, thick, crumpled, green leaf with a red center from the Rhubarb plant

Inflicts Nausea for 1d4 rounds;

Inflicts Confusion for 1d6 rounds (requires Create Better Potions or better);

Regenerates 2 HP per round for 1d6 rounds

0.05

0.5

0.50

Wolfsbane Leaf

Dark green thorny leaf from the wolfsbane plant

Cures Nausea;

Cures HP Poison;

Cures Loss of Self (requires Create Better Potions or better)

0.05

0.5

1.50

Corianel Leaf

Yellow leaf with red spots

Cures Restlessness (requires Create Better Potions or better);

Cures Addiction (requires Create Advanced Potions or better);

Cures Lesser Wounds (requires Create Better Potions or better)

0.05

0.5

1.25

Silverthorn Leaf

Silver, slender leaf

Inflicts Blindness for 1d10 rounds (requires Create Better Potions or better);

Grants a +10 to Bow Power for 1d6 rounds (requires Create Better Potions or better);

Increases Aim by +10 for 1d6 rounds (requires Create Advanced Potions or better)

0.05

0.5

2.00

Byrage Leaf

Purple broad leaf from the byrage vine

Causes inflicted to receive 1.5 x more damage from life magic for 1d6 rounds (requires Create AdvancedPotions or better);

Grants +1 Support Actions for 1d6 rounds (requires Create All Potions or better);

Grants Immunity to Sickness and Nausea for 1d6 rounds (requires Create Advanced Potions or better)

0.05

0.5

1.75

 

Flowers

Ingredients that are a type of flower or part of a flower

Item

Description

Effects

Weight

Space Taken

Cost

Morning Glory

Flower with a large, bright yellow center and white petals

Regenerates 1 EP per round for 1d6 rounds;

Restores 2 SA;

Grants Night Vision for 1d10 hours (requires Create Better Potions or better)

0.05

0.1

0.25

Dawn's Star Daisy

Daisy with white petals and a bright red center

Grant Night Vision for 1d10 hours (requires Create Better Potions or better);

Increase HP by 10 for 1 hour (requires Create Advanced Potions or better);

Detect Life in 10 area blocks for 1d10 hours (requires Create Better Potions or better)

0.05

0.1

0.25

Sun Flower

Tall flower with a huge center normally full of seeds and bright yellow petals

Increase Aim by +5 for 1d6 rounds (requires Create Better Potions or better);

Increase Perception by +5 for 1d10 hours;

Cures Dazed

0.05

1

0.50

Moon Flower

Tall flower with a huge center normally full of seeds and pale gray petals

Regenerates 1 SA per round for 1d6 rounds;

Detect Magic Enchantments in 6 area blocks for 1d10 hours (requires Create Better Potions or better);

Cures Hallucinations

0.05

1

0.75

Black Rose Petal

Deep dark purple petal from a black rose

Poisons for 1d8 damage per round;

Grants All Poison immunity for 1d6 rounds (requires Create Advanced Potions or better);

Blend In 5% for 1d6 rounds (requires Create Better Potions or better);

Inflicts Hallucinations for 1d6 rounds

0.05

0.1

0.75

Pale Tulip

Pale, almost ash white tulip with a black center

EP Poison of 1d8 EP per round;

SA Poison of 1d8 SA per round;

Cures HP Poison

0.05

0.1

0.75

Specter Daisy

Daisy with faded gray petals and a dull gray center

Regenerates 1d4 HP per round for 1d6 rounds (requires Create Better Potions or better);

SA Poison 1d10 SA per round (requires Create Better Potions or better);

Cures EP Poison

0.05

0.1

1.00

Ghost Orchid

Orchid with the edges of its petals ash gray turning white towards its black center

Restores 10 SA;

Increases Mental by 5 for 1 hour;

Increases SA by 10 for 1 hour (requires Create Better Potions or better)

0.05

0.1

2.00

Manna Rose Petal

Petal from the manna rose

Restores 10 SA;

Increases SA by 10 for 1 hour (requires Create Better Potions or better);

Regenerates 1d6 SA per round for 1d6 rounds (requires Create Advanced Potions or better)

0.05

0.1

4.00

Mogen's Tear Tulip

Closed, deep blue tulip that is light blue on its tips and is shaped like a tear

Regenerates 1d10 EP per round for 1d6 rounds (requires Create Advanced Potions or better);

Regenerates 1d10 SA per round for 1d6 rounds (requires Create Advanced Potions or better);

Regenerates 1d10 HP per round for 1d6 rounds (requires Create Advanced Potions or better)

0.05

0.1

10.00

Purple Haze Lily

Lily that is light purple with faint swirls of gray which darken to a deep dark purple near its black center

Grants Immunity to Shock Damage for 1d6 rounds (requires Create Advanced Potions or better);

Increases EP by 5 for 1 hour (requires Create Better Potions or better);

EP Damage of 1d8 EP per round

0.05

0.1

2.00

Zodo's Eye Orchid

Orchid with pale white petals bearing fiery red and orange colors flaming out near its deep red center

Fire Damage 1d12;

Ice Damage 1d12;

Shock Damage 1d12

0.05

0.1

10.00

Pyre Cactus

The cactus found in the Pyre Desert, small red bloom and cactus

Inflicts Dehydration until cured (requires Create Better Potions or better);

Restores 10 HP;

Causes inflicted to receive 1.5 x more damage from slashing attacks for 1d6 rounds (requires Create Advanced Potions or better)

1

2

10.00

Midnight Rose Petal

Petals that start navy blue and fade to deep black from the Midnight Rose

Increases SA by 10 for 1 hour (requires Create Better Potions or better);

Inflicts Frost Bite for 1 hour;

Restores 10 SA

0.05

0.1

4.00

Black Maple Bark

Thick black bark from the Black Maple

Cures Fear;

Cures Serious Wounds (requires Create Advanced Potions or better);

Cures Coma (requires Create Better Potions or better) and Sleep (no requirement)

0.05

0.1

0.75

Spector's Rose Petals

Transparent rose petals of a sickly white color from the Spector’s Rose

Grants Night Vision for 1d10 hours (requires Create Better Potions or better);

Grants Immunity to Death Magic for 1d6 rounds (requires Create Advanced Potions or better);

Grants +1 Magic Action for 1d6 rounds (requires Create Advanced Potions or better)

0.05

0.1

4.50

 

Roots & Seeds

Ingredients that are a type of root, bulb, see, pea, nut, or bean

Item

Description

Effects

Weight

Space Taken

Cost

Mandrake Root

Twisted, light brown root of the mandrake plant

Cures Sickness;

Cures Dazed;

Cures Paralyzed and Stone (requires Create Better Potions or better)

0.05

0.1

5.00

Orange Seed

Seed from an orange

Cures Sickness;

Grants Immunity to Sickness and Nausea for 1d6 rounds (requires Create Better Potions or better);

Cures Nausea

0.01

0.1

0.50

Arrow Root

Red root of the arrow bush

Increases Movement Rates by x 2 for 1 hour (requires Create Better Potions or better);

Increase Speed by 5 for 1d10 hours;

Grants +1 Support Actions for 1d6 rounds (requires Create Advanced Potions or better)

0.05

0.1

8.00

Fennel Seed

Seed of the Fennel Grass, a yellow, thin grass

Cures Paralysis;

Doubles Movement Rates for 1 hour (requires Create Better Potions or better);

Cures Stone

0.01

0.1

0.20

Flax Seed

Seed of the flax plant

Increases Strength by 5 for 1d10 hours;

Increase Speed by 5 for 1d10 hours;

Increase Luck by 5 for 1d10 hours

0.01

0.1

0.30

Black Eye Pea

Pea with a light gray hull with a black spot in its arch

Restores 2 EP;

Increases Luck by 5 for 1d10 hours;

Increases Aim by 5 for 1d6 rounds (requires Create Better Potions or better)

0.01

0.1

0.20

Dark Red Kidney Bean

Bean of a moderate size and a dark red color

Restores 2 HP;

Regenerates 1 HP per round for 1d6 rounds (requires Create Better Potions or better);

Restores 1 EP

0.01

0.1

0.25

Turnip

Almost white root of the turnip plant

Restores 4 HP;

Restores 4 EP;

Cures Stone (requires Create Better Potions or better)

0.5

1

0.80

Radish

Small red root of the radish plant

Regenerates 1 EP per round for 1d6 rounds;

Restores 5 HP;

Increases Fortitude by 5 for 1d10 hours (requires Create Better Potions or better)

0.5

1

0.80

Blood Root

Dark red root of the viper thorn bush

Poisons for 1d8 damage per round;

Inflicts Berserk for 1d6 rounds (requires Create Better Potions or better);

Inflicts Depression for 1d6 rounds

0.05

0.1

4.50

Watermelon Seed

Seed from a watermelon

Cures Anxiety (requires Create Better Potions or better);

Cures Fatigue;

Cures Dehydration (requires Create Advanced Potions or better)

0.01

0.1

0.20

Sassafras Root

Root from the sassafras tree

Cures Dehydration;

Cures Heat Exhaustion (requires Create Better Potions or better);

Grants Immunity to Heat Exhaustion for 1d10 hours (requires Create All Potions or better)

0.05

0.1

0.75

Pecan

Meaty nut within a hard shell

Detect Life in 10 area blocks for 1d10 hours (requires Create Advanced Potions or better);

Cure Hallucinations (requires Create Better Potions or better);

Cures Depression

0.05

0.1

0.50

Almond

Hard nut within an even harder shell

HP Poison 2 HP per round;

Restores 4 EP;

Cures Anxiety (requires Create Better Potions or better)

0.05

0.1

0.50

Cashew

Soft and meaty nut within a hard shell

Relieves Pain;

Detect Life in 10 area blocks for 1d10 hours (requires Create Better Potions or better);

Causes inflicted to receive 1.5 x damage from life magic for 1d6 rounds (requires Create All Potions or better)

0.05

0.1

0.50

Peanut

Soft and meaty nut within a soft shell

Restores 2 HP;

Decreases Perception by 5 for 1d6 rounds (requires Create Better Potions or better);

Inflicts Visual Distortion for 1d6 rounds Decreases Perception by 5 for 1d6 rounds (requires Create Better Potions or better)

0.05

0.1

0.25

Aechenbush Berries

Icy blue berries from the Aechenbush

Grants Immunity to Ice damage for 1d6 rounds (requires Create Advanced Potions or better);

Cures Sunburns;

Cures Heat Exhaustion (requires Create Better Potions or better)

0.1

0.1

2.00

Byrage Berries

Small purple berries from the Byrage vine

Cures Burns;

Decreases Fortitude by 10 for 1d6 rounds (requires Create Better Potions or better);

Decreases Perception by 5 for 1d6 rounds (requires Create Better Potions or better)

0.1

0.1

2.00

Betil Seed

Seed from the Betil weed

Inflicts Heat Exhaustion until cured (requires Create Better Potions or better);

Decreases Aim by 10 for 1d6 rounds (requires Create Better Potions or better);

Inflicts Dehydration until cured

0.01

0.1

0.75

Barlen Seeds

Small, almost microscopic black seeds from the poisonous barlen berry

Cures Stone (requires Create Better Potions or better);

Inflicts Depression for 1d6 rounds;

Inflicts Fatigue for 1d6 rounds

0.01

0.1

0.75

Basony Root

Deep purple root from the basony bush

Inflicts Stone for 1d10 rounds (requires Create Advanced Potions or better);

Inflicts Heat Exhaustion until cured (requires Create Better Potions or better);

Increases Intoxication by 25%;

0.05

0.1

1.50

Caranot Root

Yellow root that resembles a carrot

Cures Intoxication (requires Create Better Potions or better);

Increases Perception by 10 for 1d10 hours;

Cures Visual Distortion

0.05

0.1

2.50

Chalcedonna Berries

Bright blue berries from the chalcedonna vine

Increases Intoxication by 50%;

Cures Berserk;

Cures Depression (requires Create Better Potions or better)

0.1

0.1

4.00

Amaramon Root

Dark red root that leaks blood-like water when cut

Cures Anxiety (requires Create Better Potions or better);

Cures Bleeding Out (requires Create Advanced Potions or better);

Cures Blindness (requires Create Better Potions or better)

0.05

0.1

5.00

Acateris Root

Thin, wispy root of the Acateris vine

Cures Forgetfulness;

Increases Will by 10 for 1d10 hours (requires Create Better Potions or better);

Cures Slow (requires Create Advanced Potions or better)

0.05

0.1

3.00

Agrimota Seed

A thick and thorny seed found at the center of the Agrimota flower

Inflicts Slow for 1d6 rounds (requires Create Better Potions or better);

Inflicts Sleep;

Inflicts Paralyzed for 1d6 rounds (requires Create Advanced Potions or better)

0.01

0.1

1.25

Silverthorn Berries

Silver, small berries that grow over the silverthorn bramble vine

Grants +1 Defense Action for 1d6 rounds (requires Create All Potions or better);

Causes inflicted to take 1.5 x more damage from life magic for 1d6 rounds (requires Create Better Potions or better);

Cures Paralyzed

0.1

0.1

2.50


Meats & Fats

Ingredients that are a type of meat or fat

Item

Description

Effects

Weight

Space Taken

Cost

Troll Fat

1 oz of fat from a troll

Inflicts Loss of Self for 1d6 rounds (requires Create Better Potions or better);

Inflicts Depression for 1d6 rounds (requires Create Better Potions or better);

Inflicts Slow for 1d6 rounds

0.1

0.5

2.50

Chaos Hydra Fat

1 oz of fat from a chaos hydra

Inflicts Dazed for 1 round (requires Create Better Potions or better);

Inflicts Forgetfulness for 1 round;

Cures Disease (requires Create Better Potions or better)

0.1

0.5

20.00

Bear Meat

½ a pound of bear meat

Increases Strength by 5 for 1d10 hours (requires Create Better Potions or better);

Increases Fortitude by 5 for 1d10 hours (requires Create Better Potions or better);

Restores 10 HP

0.5

1

15.00

Alligator Meat

½ a pound of alligator meat

Grants Immunity to Life Magic for 1d6 rounds (requires Create All Potions or better);

Increases Melee Power by 5 for 1d6 rounds (requires Create Advanced Potions or better);

Causes inflicted to receive 1.5 x more damage from fire magic for 1d6 rounds (requires Create Better Potions or better)

0.5

1

15.50

Chaos Hydra Tongue

The tongue of a chaos hydra

Causes Loss of Self for 1d6 rounds (requires Create Better Potions or better);

Grants Immunity to All Poisons for 1d6 rounds (requires Create Advanced Potions or better);

Cures Disease

1

1

75.00

Red Dragon Tongue

The tongue of a red dragon

Causes Berserk for 1d6 rounds;

Inflicts 1d20 Fire Damage (requires Create Better Potions or better);

Grants Immunity to Fire Magic for 1d6 rounds (requires Create Advanced Potions or better)

1

1

70.00

Blue Dragon Tongue

The tongue of a blue dragon

Grants Immunity to Water Magic for 1d6 rounds (requires Create Advanced Potions or better);

Inflicts 1d20 Ice Damage (requires Create Better Potions or better);

Grants ability to Breath Underwater for 1d10 hours

1

1

70.00

Mercury Dragon Tongue

The tongue of a mercury dragon

Cures All Poisons (requires Create Advanced Potions or better);

Cures Berserk (requires Create Better Potions or better);

Inflicts Burns for 1d6 rounds

1

1

70.00

Rotten Flesh

½ a pound of flesh from a rotting zombie

Doubles Weight Carried for 1d10 hours (requires Create Better Potions or better);

Inflicts Disease;

HP Poison of 1d4 HP per round

0.5

1

0.25

Falgaa Bird Meat

½ a pound of meat from a falgaa bird

Grants +5 to Bow Power for 1d6 rounds (requires Create Advanced Potions or better);

Grants Immunity to Fire Magic for 1d6 rounds (requires Create All Potions or better);

Inflicts 1d6 Fire Damage

0.5

1

5.00

Snake Meat

¼ a pound of meat from a snake

EP Poison of 1d8 EP per round;

Blend In 5% for 1d6 rounds (requires Create Better Potions or better);

Decrease Mental by 10 for 1d6 rounds

0.25

0.5

2.50

Turtle Meat

¼ a pound of meat from a snake

Decrease Move Rates by ½ for 1d6 rounds;

Grants the ability to Breath Underwater for 1d10 hours (requires Create Advanced Potions or better);

Decreases Speed by 10 for 1d6 rounds (requires Create Better Potions or better)

0.25

0.5

5.00

Whale Blubber

½ a pound of fat from a whale

Decreases Move Rates by ½ for 1d6 rounds;

Grants Immunity to Water Magic for 1d6 rounds (requires Create All Potions or better);

Doubles Weight Carried for 1d6 rounds

0.5

1

15.00

Rat Meat

1 oz of rat meat

Inflicts Anxiety for 1d6 rounds;

Doubles Weight Carried for 1d6 rounds;

Inflicts Disease until cured

0.1

0.5

0.20

Venison

½ a pound of meat from a deer

Restores 5 EP;

Cures EP Poison (requires Create Better Potions or better);

Grants Double Weight Limits for 1d10 hours (requires Create Advanced Potions or better)

0.5

1

7.00

Mutton

½ a pound of meat from a sheep

Increases Luck by 5 for 1d10 hours (requires Create Better Potions or better);

Restores 5 EP;

Restores 5 HP

0.5

1

7.00

 

Skins

Ingredients that consists of skins, hides, scales, and the like

Item

Description

Effects

Weight

Space Taken

Cost

Chaos Hydra Scale

1 scale from a chaos hydra

Inflicts Confusion for 1d4 rounds;

Cures EP Poison (requires Create Advanced Potions or better);

Inflicts Anxiety (requires Create Better Potions or better)

1

1

100.00

Red Dragon Scale

1 scale from a red dragon

Inflicts Berserk for 1d6 rounds;

Increases Strength by 10 for 1d10 hours (requires Create Better Potions or better);

Grants +10 to Melee Power for 1d6 rounds (requires Create Advanced Potions or better)

1

1

100.00

Blue Dragon Scale

1 scale from a blue dragon

Grants Immunity to Ice Damage for 1d6 rounds (requires Create Advanced Potions or better);

Increases Mental by 10 for 1d10 hours;

Grants +10 to Aquamancy Magic Power for 1d6 rounds (requires Create Better Potions or better)

1

1

100.00

Mercury Dragon Scale

1 scale from a mercury dragon

Grants +10 to Geomancy Magic Power for 1d6 rounds (requires Create Better Potions or better);

Grants Immunity to Poison and Heat Exhaustion for 1d6 rounds (requires Create Advanced Potions or better);

Increases Speed by 10 for 1d10 hours

1

1

100.00

Imp Skin

Skin from an imp

Grants Immunity to Piercing Damage for 1d6 rounds (requires Create All Potions or better);

Blend In 5% for 1d6 rounds (requires Create Advanced Potions or better);

Causes inflicted to take 1.5 x more damage from slashing attacks for 1d6 rounds

0.5

0.5

50.00

Pig Hide

Skin from a pig

Doubles Weight Limits for 1d10 hours (requires Create Better Potions or better);

Causes inflicted to receive 1.5 x more damage from fire magic for 1d6 rounds;

Grants Immunity to Piercing Damage for 1d6 rounds (requires Create All Potions or better)

0.4

0.5

15.00

Crab Shell

Shell from a crab

Grants Immunity to Life Magic for 1d6 rounds (requires Create Advanced Potions or better);

Grants Immunity to Shock Damage for 1d6 rounds (requires Create Better Potions or better);

Restores 5 EP

0.05

0.1

1.00

Turtle Shell

Shell from a turtle

Increases Fortitude by 10 for 1 hour;

Grants +1 Defense Action for 1d6 rounds (requires Create AllPotions or better);

Grants +5 to Aquamancy Magic Power for 1d6 rounds (requires Create Better Potions or better)

0.5

1

25.00

 

Organs

Ingredients that consist of various organs

Item

Description

Effects

Weight

Space Taken

Cost

Chaos Hydra Heart

Heart from a chaos hydra

Grants +10 to Necromancy Magic Power for 1d6 rounds (requires Create Advanced Potions or better);

Inflicts Confusion for 1d4 rounds;

Inflicts Restlessness for 1 day (requires Create Better Potions or better)

0.6

1

200.00

Dragon's Eye

Eye from a dragon

Inflicts Hallucinations for 1d6 rounds;

Grants +10 to Geomancy Magic Power for 1d6 rounds (requires Create Advanced Potions or better);

Increases Aim by 10 for 1d6 rounds (requires Create Better Potions or better)

0.3

1

200.00

Chaos Hydra Claw Talon

1 talon for a chaos hydra's claw

Grants +10 to Necromancy Magic Power for 1d6 rounds (requires Create Better Potions or better);

Decrease Luck by 10 for 1d6 rounds;

Increase Will by 10 for 1d10 hours

2

2

75.00

Pig's Heart

Heart from a pig

Decrease Will by 20 for 1d6 rounds (requires Create Better Potions or better);

Decrease Strength by 20 for 1d6 rounds (requires Create Better Potions or better);

Inflicts Pain for 1d6 rounds

0.4

1

8.00

 

Bones

Ingredients that consists of various bones

Item

Description

Effects

Weight

Space Taken

Cost

Chaos Hydra Tail Bone

Small bone found in the end tip of the tail of a chaos hydra

Inflicts Acid Damage of 10 DP per round;

Grants +1 Magic Action for 1d6 rounds (requires Create Advanced Potions or better);

Inflicts Hallucinations for 1d6 rounds (requires Create Better Potions or better)

4

3

50.00

Ham Bone

Bone found in a large ham from a pig

Removes any and all extra action bonuses for 1d6 rounds (requires Create All Potions or better);

Cures Hallucinations (requires Create Better Potions or better);

Inflicts Pain for 1d6 rounds

0.8

1

2.00

Imp Skull

Skull from an imp

Removes any and all extra action bonuses for 1d6 rounds (requires Create All Potions or better);

Decreases Aim by 5 for 1d6 rounds;

Grants Immunity to Slashing Damage for 1d6 rounds (requires Create Advanced Potions or better)

4

2

10.00

Pig Rib Bone

Rib bone from a pig

Decreases Luck by 5 for 1d6 rounds;

Grants Immunity to Slashing Damage for 1d6 rounds (requires Create Advanced Potions or better);

Increases EP by 5 for 1 hour (requires Create Better Potions or better)

0.5

1

2.00

Powders

Ingredients that are a type of powder

Item

Description

Effects

Weight

Space Taken

Cost

Bone Meal

1 oz of crushed up powder from typical bones

Cures SA Poison (requires Create Better Potions or better);

Inflicts Sickness for 1d6 rounds;

EP Poison of 2 EP per round (requires Create Better Potions or better)

0.1

0.1

1.00

Dragon Bone Marrow

1 oz of flaky, dark red material from inside a dragon's bone

Cures Frost Bite;

Grants Immunity to Fire Damage for 1d6 rounds (requires Create Advanced Potions or better);

Cures Confusion (requires Create Better Potions or better)

0.1

0.1

50.00

Ground Coffee Beans

1 oz of grounded up coffee beans

Cures Fatigue;

Cures Intoxication;

Restores 10 EP

0.1

0.1

15.00

Cocoa Powder

1 oz of ground up cocoa beans

Cures Slow (requires Create Better Potions or better);

Increases EP by 5 for 1 hour (requires Create Better Potions or better);

Inflicts Restlessness for 1 day

0.1

0.1

10.00

Ground Oyster Shell

1 oz of ground up oyster shells

Increases Fortitude by 5 for 1d10 hours;

Cures Forgetfulness (requires Create Better Potions or better);

Cures Loss of Self (requires Create Advanced Potions or better)

0.1

0.1

2.00

Hydra Bone Marrow

1 oz of flaky, dark red material from inside a hydra's bones

Inflicts Acid Damage of 10 DP per round (requires Create Advanced Potions or better);

Inflicts Fear for 1d6 rounds (requires Create Better Potions or better);

Inflicts Fatigue for 1d6 rounds

0.1

0.1

75.00

Hydra Bone Meal

1 oz of crushed up powder from a hydra's bones

Cures Coma (requires Create Advanced Potions or better);

Cures Sleep;

Decreases Perception by 10 for 1d10 rounds (requires Create Better Potions or better);

Decreases Fortitude by 10 for 1d10 rounds (requires Create Better Potions or better)

0.1

0.1

75.00

Mythril Shavings

1 oz of fine mythril shavings

Doubles Weight Limit for 1d10 hours (requires Create Advanced Potions or better);

Inflicts Visual Disruption for 1d6 rounds;

Inflicts Blindness for 1d10 rounds (requires Create Better Potions or better)

0.01

0.1

20.00

Fairy Wing Dust

1 oz of dust gathered from fairy wings

Cures Serious Wounds (requires Create AdvancedPotions or better);

Increases Mental by 10 for 1d10 hours (requires Create Better Potions or better);

Cures Bleeding Out (requires Create AdvancedPotions or better)

0.01

0.1

50.00


0/5 : Not rated

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  • Gryphon
    Gryphon  15 hours ago

    Ouch. Stupid bugs. Knowing you Mythus you’ll squash them. Where’s a can of raid when you need it?

  • mythus
    mythus  18 hours ago

    Hey I got your pm @Gryphon .

    The faulty broken PM system and not being able to link character profiles to signatures is aggravating to say the least. I wish I tested out the forum stuff better before starting it. I guess it's too late to worry about it now though.

  • Gryphon
    Gryphon  22 hours ago

    Mythus I sent a test pm to you to see if it works. If not let me know.

  • Gryphon
    Gryphon  1 day ago

    Cool, thanks Anna! I’ll definitely keep that in mind. I make the flowers out of FIMO which is a polymer clay but I suppose they could also be made of other materials. That would be awesome actually.. I’ll let you know how that goes.

  • AnnaNaDir
    AnnaNaDir  1 day ago

    Congrats... that's no small feat. I applaud what you're doing. Lemme know if you wanna do mass production. My family owns a business that can help.... 757-303-4409 (and yes, everyone can text me anytime)

  • Gryphon
    Gryphon  1 day ago

    I just got interviewed by a local newspaper publisher for info on a special fundraising effort I created for the American Red Cross. It’s called “Flowers of Hope and I’ve created a line of magnets and ornaments that are shaped like Plumeria flowers after the eruption of the massive volcano in Hawaii. I started this over the summer and now it may just go viral . If I don’t respond too quickly a lot of the times I may be making more flowers or talking to the writer about an article about me. I’ll keep you guys posted as things develop. But so far it’s good news. :)

  • Gryphon
    Gryphon  1 day ago

    Just letting everyone know I’m going back to work and any messages I get I will definitely get back to you when my shift is done. Bye for now

  • Gryphon
    Gryphon  1 day ago

    Sorry Mythus it didn’t go through. I was at a craft fair the other day as a vendor and perhaps the internet connection wasn’t too good.

  • mythus
    mythus  2 days ago

    Sent you a PM @Gryphon please let me know if you get it.

  • Gryphon
    Gryphon  2 days ago

    Hi, I know Gryphons only showed up in the fourth era but would it be possible that a sparse population may stil reside unbeknown to Nor Ovan Society, to elude hunters? I wanted to play a regular gryphon who is a descendant of Copperwing. I wanted to create Gracie Copperwing, great great great granddaughter of Copperwing, who is very good natured but a bit of a klutz on her takeoff and landings. She’s very sensible though, and thinks much like Gossford does. And she’s not a wreck less heroic figure. She’s like a normal human with fur and feathers and she can speak well. But if not I won’t add her.


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