Here you can find the rules and ingredients for the art of potion crafting known as alchemistry.
Back to top1) Abilities Needed
Before you can make potions, you will need the following skills:
Skill | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
---|---|---|---|---|---|---|
Create Advanced Potions | N/A | self | instant | Hard Insight | Allows you to create advanced potions. |
Create Better Potions |
Create Basic Potions | N/A | self | instant | Easy Insight | Allows you to create basic potions. |
N/A |
Create Better Potions | N/A | self | instant | Normal Insight -2 | Allows you to create better potions |
Create Novice Potions |
Create Novice Potions | N/A | self | instant | Normal Insight | Allows you to create novice potions. |
Create Basic Potions |
2) 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
3) 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.
You can combine two of the same ingredients to make a potion, however only 1 effect appear in the potion and the point values of the effects will not stack. The effects that carry over depend upon your Create Potion skill. You can only combine the effects of your skill level. If you have more effects than you can carry over into a potion you always lose the last effects. For example if you can carry over 2 effects but you can combine to create 3 effects, the third effect will not carry over.
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 Skill 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 1d4 Vitality. Mustard Turnip Leaf restores 1d6 Vitality. Turnips can restore 1d8 Vitality and provide a 1d4 Vitality per round regeneration for 5 rounds. The combined basic potion will then restore 1d8 + 1d6 + 1d4 Vitality. 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 skill you have. If say the Mustard Turnip Leaf also provided pain relief, then the combined potion could restore Vitality and relieve pain if you use Create Novice 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 Novice Potions: can use up to 4 ingredients; potions can have 2 effects
- Create Better Potions: can use up to 5 ingredients; potions can have 2 effects
- Create Advanced Potions: can use up to 5 ingredients; potions can have 3 effects
The greater your create potion skill, the more powerful your potions can be. Some ingredients and bases can only be used if you have the create potion skill required or greater. Furthermore all ingredient effects are categorized by the required create potion skill. So if the ingredient has an effect you want but requires a higher create potion skill than you have, you can not use that effect.
3.1) 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 1d8 + 1d6 + 1d4 Vitality. If we used honey as a base instead of water, honey adds another restores 1d4 Vitality effect to the potion. This changes our created potion so that it restores 1d8 + 1d6 + 2d4 Vitality.
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 Soul restoring potion but the base has a restore Power 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 Power instead of Soul. If you have Create Advanced 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.
3.2) 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, fortitude boosts, or poisons have their values increased by 20%
- Air: potions that provide a boost to speed or speed based traits have their values increased by 20%
- Water: potions that restore Power or Soul have their values increased by 20%
- Fire: potions that provide a boost to strength or strength based traits and potions that cause straight (not poisoning) damage have their values increased by 20%
- Life: potions that heal Vitality or loss of life have their values increased by 20%
- Death: poisons have their values and duration increased by 20%
- Time: potions that effect reaction times have their values and duration increased by 20%
- Space: potions that deal with mental status have their values and duration increased by 20%
4) 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.
4.1) 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.
4.2) 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 Vitality, it will only restore 1 Vitality.
4.3) Bases
These are the bases that you may use in place of water to make your potions.
Potion Base | Description | Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|
Alcohol | 1 small bottle of alcohol |
|
0.1 | 1 | 5.00 |
Ale | 1 small bottle of ale |
|
0.1 | 1 | 7.00 |
Aqua Anima | 1 vial of magically enhanced soul restoring water |
|
0.05 | 0.5 | 15.00 |
Aqua Clarissima | 1 vial of magically enhanced restorative water |
|
0.05 | 0.5 | 10.00 |
Aqua Fortis | 1 vial of magically enhanced strength-giving water |
|
0.05 | 0.5 | 15.00 |
Aqua Metallorum | 1 vial of magically enhanced fortitude-enriching water |
|
0.05 | 0.5 | 15.00 |
Aqua Permanens | 1 vial of magically enhanced power restoring water |
|
0.05 | 0.5 | 15.00 |
Aqua Vitae | 1 vial of magically enhanced life giving water |
|
0.05 | 0.5 | 20.00 |
Black Lizupa Blood | 1 vial of blood from a black lizupa |
|
0.05 | 0.5 | 12.00 |
Black Maple Sap | 1 vial of sap from the black maple tree |
|
0.05 | 0.5 | 1.00 |
Black Viper Blood | 1 vial of blood from the black viper snake |
|
0.05 | 0.5 | 3.00 |
Bog Dragon Blood | 1 vial of blood from a bog dragon |
|
0.05 | 0.5 | 15.00 |
Bog Imp Blood | 1 vial of blood from a bog imp |
|
0.05 | 0.5 | 5.00 |
Echo Shiff Blood | 1 vial of blood from an echo shiff |
|
0.05 | 0.5 | 35.00 |
Ectoplasm | 1 vial of residue left behind by poltergeists |
|
0.05 | 0.5 | 20.00 |
Honey | 1 small bottle of honey made from bees |
|
0.1 | 1 | 1.00 |
Manna Rose Nectar | 1 vial of nectar from the manna rose |
|
0.05 | 0.5 | 8.00 |
Molten Dragon Blood | 1 vial of blood from a molten dragon |
|
0.05 | 0.5 | 15.00 |
Red Imp Blood | 1 vial of blood from a red imp |
|
0.05 | 0.5 | 5.00 |
Scion Blood | 1 small bottle of scion blood |
|
0.25 | 1 | 2.50 |
Spider Venom | 1 vial of the venom from a spider |
|
0.05 | 0.5 | 2.00 |
Sprite Blood | 1/2 vial of sprite blood |
|
0.1 | 0.1 | 10.00 |
Steam Serpent Venom | 1 vial of venom from a steam serpent |
|
0.05 | 0.5 | 4.50 |
Stone Dragon Blood | 1 vial of blood from a stone dragon |
|
0.05 | 0.5 | 15.00 |
Tiger Lilly Nectar | 1 vial of nectar from the Tiger Lily |
|
0.05 | 0.5 | 2.00 |
Wine | 1 small bottle of wine |
|
0.1 | 1 | 8.00 |
4.4) Fungus
Ingredients that are mushrooms, molds, moss, and the like
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Black Cap Mushroom | Mushroom with a white stalk and a round black cap |
1d3 Vitality per round poison |
Inflict Fear 1d6 rounds |
Cure Visual Distortion |
N/A |
0.05 | 0.1 | 0.50 |
Black Lichen | Lichen of a black color |
Inflicts Forgetfulness for 1d6 rounds |
Poisons for 1d6 damage per round |
Grants Death Magic Immunity for 1d6 rounds |
Poison Immunity 100% for 1 hour |
0.05 | 0.1 | 1.00 |
Bog Beacon Mushroom | Mushroom with a gray stalk and a bright yellow, bell-shaped cap |
Cure Restlessness |
Cure Blindness |
Restores 1d4 Soul |
Glow effect light 5 x 5 spaces |
0.05 | 0.1 | 0.50 |
Elf Cup Mushroom | Mushroom with a tan stalk and a deep green, cup-shaped cap |
Increases Arcana by 1 for 1 hour |
Causes Stone for 1d10 hours |
Cures Addiction |
Restores 1d4 Soul |
0.05 | 0.1 | 1.00 |
Faded Spectre Mushroom | Mushroom with a light gray stalk and a flat, thin, light gray cap that looks torn |
Cures Confusion |
Soul Poison of 1d6 to Soul per round |
Inflicts Dazed for 1 round |
Poison Immunity 100% for 1 hour |
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 1d3 Vitality |
Relieves Pain |
N/A |
0.05 | 0.1 | 0.50 |
Fire Lichen | Lichen that has shades of bright yellow, orange, and red |
Cures Frost Bite |
Causes 1d10 Fire Damage |
+ 1d4 to Offensive Power for 1d6 rounds |
Grants Fire Immunity for 1d10 rounds |
0.05 | 0.1 | 1.25 |
Red Cap Mushroom | Mushroom with a white stalk and a round red cap |
Restores 1d4 Power |
Cures Fear |
Cures Depression |
Cures Loss of Self |
0.05 | 0.1 | 0.50 |
Red Lichen | Lichen of a deep red color |
Cures Dazed |
Increase Offensive Power by 5 for 1d6 rounds |
Inflicts Visual Distortion for 1d6 rounds |
N/A |
0.05 | 0.1 | 0.75 |
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 Paralyzed for 1d6 rounds |
Inflicts Stun for 1d3 rounds |
Inflicts Coma Sleep until cured |
0.05 | 0.1 | 0.75 |
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 |
Increase Acrobatics by +2 for 1d10 hours |
Increase Move by +1d6 for 1d10 hours |
0.05 | 0.1 | 0.50 |
Spotted Mold | Light green mold with brown, white, or black spots |
Poisons for 1d6 damage per round |
Inflicts Sickness for 1d6 rounds |
Inflicts Nausea for 1d8 rounds |
Cures Disease |
0.05 | 0.1 | 0.25 |
Swamp Moss | Moss of a gray-green color that hangs from tree limbs |
Decrease Acrobatics by 2 for 1d6 rounds |
Decrease Mental Balance by 1 for 1d6 rounds |
Decrease Athletics by 2 for 1d6 rounds |
Decrease Move by 1d6 for 1d6 rounds |
0.05 | 0.1 | 0.25 |
Yellow Cap Mushroom | Mushroom with a white stalk and a round yellow cap |
Restores 1d6 Power |
Inflicts Sleep |
Detect Magic Enchantment 12 spaces for 1d10 hours |
N/A |
0.05 | 0.1 | 0.50 |
4.5) Grass
Ingredients that are a type of grass
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Blood Grass | Long, thin, dark red grass with sharp points |
Poisons for 1d4 Vitality per round |
Inflicts Berserk for 1d6 rounds |
Cures Bleeding Out |
Cures Wounds |
0.05 | 0.1 | 1.00 |
Blue Grass | Small, blue-green grass with slightly curled blades |
Restores 1d4 Soul |
Cures Heat Exhaustion |
Cures Sunburns |
+1d6 Soul for 1 hour |
0.05 | 0.1 | 1.25 |
Snake Grass | Long, thin, light green grass with yellow stripes |
Soul Poison of 1d4 Soul per round |
Cure Sickness |
Cause Anxiety |
Cures Soul Poison |
0.05 | 0.1 | 0.50 |
Viper Grass | Long, thin, dark green grass with black stripes |
Power Poison of 1d4 Power per round |
Grants Immunity to Shock Damage for 1d6 rounds |
Inflicts Fatigue for 1d6 rounds |
Cures Power Poison |
0.05 | 0.1 | 0.75 |
4.6) Leaves
Ingredients that are a type of leaf
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Aloe Vera Leaf | One blade of an Aloe Vera plant |
Cures Sunburns |
Cures Fatigue |
Cures Dehydration |
Cures Burns |
0.05 | 0.5 | 1.00 |
Black Maple Leaf | Broad, deep purple maple leaf from the Black Maple tree |
Restores 1d6 Soul |
Regenerates 1d3 Soul per round for 1d6 rounds; |
Inflicts Nausea for 1d4 rounds |
Inflicts 1d4 Poison |
0.05 | 0.5 | 2.00 |
Bleeding Willow Leaf | Leaf from a Bleeding Willow tree |
Causes 1d4 Bleeding Out for 1d6 rounds. |
Causes Nausea for 1d6 rounds |
Causes Loss of Self for 1d6 rounds |
Increases Offensive Power by 1d6 for 1d6 rounds |
0.05 | 0.1 | 3.50 |
Byrage Leaf | Purple broad leaf from the byrage vine |
Inflicts Rage for 1d6 rounds |
Increases React by 5 for 1d6 rounds |
Grants Immunity to Sickness and Nausea for 1d6 rounds |
Causes inflicted to receive 1.5 x more damage from air magic for 1d6 rounds |
0.05 | 0.5 | 2.75 |
Corianel Leaf | Yellow leaf with red spots |
Cures Restlessness |
Cures Lesser Wounds |
Cures Addiction |
Cures Anxiety |
0.05 | 0.5 | 1.25 |
Faded Hope Willow Leaf | Thin, long, ash gray leaf from the Faded Hope Willow tree |
Causes Loss of Self for 1d6 rounds |
Power Poison of 1d6 Power per round |
Soul Poison of 1d6 Soul per round |
Causes 1d6 Shock Damage |
0.05 | 0.1 | 1.50 |
Green Spinach Leaf | Thick dark green leaf from the Green Spinach |
Increase Athletics by 1 for 1d10 hours |
Decreases Acrobatics by 2 for 1d6 rounds |
Relieves Pain |
Increase Immunity by 1 for 1d10 hours |
0.05 | 0.5 | 0.25 |
Mustard Turnip Leaf | Long, faded yellow, thick, and crumpled leaf from the Mustard Turnip |
Cures Nausea |
Restores 1d4 Vitality |
Restores 1d4 Power |
Increase Immunity by 1 for 1d10 hours |
0.05 | 0.5 | 0.25 |
Red Lettuce Leaf | Thick and crisp red leaf from the head of a Red Lettuce |
Cures Disease |
Cures Nausea |
Cures Sickness |
N/A |
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 |
Regenerates 1d4 Vitality per round for 1d6 rounds |
Regenerates 1d4 Soul per round for 1d6 rounds |
0.05 | 0.5 | 0.50 |
Silverthorn Leaf | Silver, slender leaf |
Regenerates 1d4 Soul per round for 1d6 rounds |
Inflicts Blindness for 1d10 rounds |
Grants a +1d8 to Bow Power for 1d6 rounds |
Increases Hit Chance by +2 for 1d6 rounds |
0.05 | 0.5 | 2.00 |
Spotted Spinach Leaf | Thick dark green leaf with black spots from the Spotted Spinach |
Causes Nausea for 1d4 rounds |
Decreases Athletics by 2 for 1d6 rounds |
Increases Luck by 2 for 1d10 hours |
Increases Immunity by 1 for 1d10 hours |
0.05 | 0.5 | 0.25 |
Wolfsbane Leaf | Dark green thorny leaf from the wolfsbane plant |
Cures Nausea |
Cures Vitality Poison |
Cures Loss of Self |
Cures Soul Poison |
0.05 | 0.5 | 1.50 |
Yellow Turnip Leaf | Long, dull yellow, thick, and crumpled leaf from the Yellow Turnip |
Cures Burns |
Cures Sunburns |
Cures Power Poison |
Grants Immunity to Ice Damage for 1d6 rounds |
0.05 | 0.5 | 0.25 |
4.7) Flowers
Ingredients that are a type of flower or part of a flower
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Black Rose Petal | Deep dark purple petal from a black rose |
Poisons for 1d6 damage per round; |
Inflicts Hallucinations for 1d6 rounds |
Grants All Poison immunity for 1d6 rounds |
Blend In 5% for 1d6 rounds |
0.05 | 0.1 | 0.75 |
Dawn's Star Daisy | Daisy with white petals and a bright red center |
Glow effect 5x5 space area |
Grant Night Vision for 1d10 hours |
Detect Life in 10 area blocks for 1d10 hours |
Increase Vitality by 1d8 for 1 hour |
0.05 | 0.1 | 0.25 |
Ghost Orchid | Orchid with the edges of its petals ash gray turning white towards its black center |
Restores 1d Soul |
Increases Arcana by 1 for 1 hour |
Increase Soul by 1d8 for 1 hour |
Cures Coma |
0.05 | 0.1 | 3.00 |
Kymara's Tear Tulip | Closed, deep blue tulip that is light blue on its tips and is shaped like a tear |
Cures 1d12 Vitality |
Regenerates 1d4 Power per round for 1d6 rounds |
Regenerates 1d4 Soul per round for 1d6 rounds |
Regenerates 1d4 Vitality per round for 1d6 rounds |
0.05 | 0.1 | 10.00 |
Manna Rose Petal | Petal from the manna rose |
Restores 1d20 Soul |
Increases Soul by 1d10 for 1d10 hours |
Regenerates 1d4 Soul per round for 1d6 rounds |
Increase Arcana by 1 for 1d10 hours |
0.05 | 0.1 | 4.00 |
Midnight Rose Petal | Petals that start navy blue and fade to deep black from the Midnight Rose |
Increases Soul by 1d8 for 1d10 hours |
Restores 1d10 Soul |
Inflicts Frost Bite for 1 hour |
Causes Blindness for 1d6 rounds |
0.05 | 0.1 | 4.00 |
Moon Flower | Tall flower with a huge center normally full of seeds and pale gray petals |
Regenerates 1d3 Soul per round for 1d6 rounds |
Cures Hallucinations |
Detect Magic Enchantments in 6 area blocks for 1d10 hours |
Grants Night Vision for 1d10 hours |
0.05 | 1.00 | 0.75 |
Morning Glory | Flower with a large, bright yellow center and white petals |
Restores 1d6 Soul |
Regenerates 1d3 Power per round for 1d6 rounds |
Regenerates 1d3 Vitality per round for 1d6 rounds |
Grants Night Vision for 1d10 hours |
0.05 | 0.1 | 0.25 |
Purple Haze Lily | Lily that is light purple with faint swirls of gray which darken to a deep dark purple near its black center |
Power Poison of 1d8 Power per round |
Increases Power by 1d8 for 1 hour |
Grants Immunity to Shock Damage for 1d6 rounds |
Causes Hallucinations for 1d6 rounds |
0.05 | 0.1 | 2.00 |
Pyre Cactus | The cactus found in the Pyre Desert, small red bloom and cactus |
Restores 1d8 Vitality |
Inflicts Dehydration until cured |
Causes inflicted to receive 1.5 x more damage from slashing attacks for 1d6 rounds |
Causes 1d12 fire damage |
1 | 2 | 10.00 |
Specter Daisy | Daisy with faded gray petals and a dull gray center |
Cures Power Poison |
Regenerates 1d4 Vitality per round for 1d6 rounds |
Soul Poison 1d10 Soul per round |
Inflicts Sleep |
0.05 | 0.1 | 1.00 |
Spector's Rose Petals | Transparent rose petals of a sickly white color from the Spector's Rose |
Increase Arcana by 1 for 1d10 hours |
Grants Night Vision for 1d10 hours |
Grants Immunity to Death Magic for 1d6 rounds |
Increase Runic Speed by 1 for 1d6 rounds |
0.05 | 0.1 | 4.50 |
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 |
Regenerate 1d4 Soul per round for 1d6 rounds |
0.05 | 0.1 | 10.00 |
4.8) Roots & Seeds
Ingredients that are a type of root, bulb, see, pea, nut, or bean
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Acateris Root | Thin, wispy root of the Acateris vine |
Cures Forgetfulness |
Increases Mental Balance by 2 for 1d10 hours |
Cures Slow |
Cures Confusion |
0.05 | 0.1 | 3.00 |
Agrimota Seed | A thick and thorny seed found at the center of the Agrimota flower |
Inflicts Sleep |
Inflicts Slow for 1d6 rounds |
Inflicts Paralyzed for 1d6 rounds |
Inflicts Stun 1d3 rounds |
0.01 | 0.1 | 1.25 |
Amaramon Root | Dark red root that leaks blood-like water when cut |
Cures Loss of Self |
Cures Anxiety |
Cures Blindness |
Cures Bleeding Out |
0.05 | 0.1 | 5.00 |
Arrow Root | Red root of the arrow bush |
Increase React by 2 for 1d10 hours |
Increases Movement Rates by x 2 for 1 hour |
Increases Acrobatics by 2 for 1d10 hours |
Increase Initiative by 2 for 1d10 hours |
0.05 | 0.1 | 8.00 |
Barlen Seeds | Small, almost microscopic black seeds from the poisonous barlen berry |
Inflicts Loss of Self for 1d6 rounds |
Inflicts Depression for 1d6 rounds |
Inflicts Fatigue for 1d6 rounds |
Cures Stone |
0.01 | 0.1 | 0.75 |
Basony Root | Deep purple root from the basony bush |
Increases Intoxication by 25%; |
Inflicts Heat Exhaustion until cured |
Inflicts Stone for 1d10 rounds |
Cures all status effects except stone, death, and coma. |
0.05 | 0.1 | 1.50 |
Betil Seed | Seed from the Betil weed |
Inflicts Dehydration until cured |
Inflicts Heat Exhaustion until cured |
Decreases Hit Chance by 2 for 1d6 rounds |
Causes Hallucinations for 1d6 rounds |
0.01 | 0.1 | 0.75 |
Black Eye Pea | Pea with a light gray hull with a black spot in its arch |
Restores 1d6 Power |
Increases Luck by 2 for 1d10 hours |
Increases Hit Chance by 2 for 1d6 rounds |
N/A |
0.01 | 0.1 | 0.20 |
Blood Root | Dark red root of the viper thorn bush |
Poisons for 1d8 damage per round |
Inflicts Depression for 1d6 rounds |
Inflicts Berserk for 1d6 rounds |
Inflicts 1d8 bleeding out for 1d8 rounds |
0.1 | 1 | 1.95 |
Caranot Root | Yellow root that resembles a carrot |
Cures Visual Distortion |
Increases Perceive by 2 for 1d10 hours |
Cures Intoxication |
Cures Blindness |
0.05 | 0.1 | 2.50 |
Dark Red Kidney Bean | Bean of a moderate size and a dark red color |
Restores 1d6 Vitality |
Restores 1d6 Power |
Regenerates 1d3 Vitality per round for 1d6 rounds |
N/A |
0.01 | 0.1 | 0.25 |
Fennel Seed | Seed of the Fennel Grass, a yellow, thin grass |
Cures Paralysis |
Cures Stone |
Increases Movement Rates by x 2 for 1 hour |
Cures Stun |
0.01 | 0.1 | 0.25 |
Flax Seed | Seed of the flax plant |
Increases Athletics by 2 for 1d10 hours; |
Increase React by 2 for 1d10 hours |
Increase Luck by 2 for 1d10 hours |
Increase Grip by 2 for 1d10 hours |
0.01 | 0.1 | 0.30 |
Mandrake Root | Twisted, light brown root of the mandrake plant |
Cures Sickness |
Cures Dazed |
Cures Paralyzed |
Cures Stone |
0.05 | 0.1 | 5.00 |
Orange Seed | Seed from an orange |
Cures Sickness |
Cures Nausea |
Grants Immunity to Sickness and Nausea for 1d6 rounds |
Increases Immunity by 1 for 1d10 hours |
0.01 | 0.1 | 0.50 |
Radish | Small red root of the radish plant |
Restores 1d6 Vitality |
Regenerates 1d3 Power per round for 1d6 rounds |
Increases Brace by 2 for 1d10 hours |
N/A |
0.5 | 1 | 0.80 |
Sassafras Root | Root from the sassafras tree |
Cures Dehydration |
Cures Heat Exhaustion |
Grants Immunity to Heat Exhaustion for 1d10 hours |
N/A |
0.05 | 0.1 | 0.75 |
Turnip | Almost white root of the turnip plant |
Restores 1d8 Vitality |
Restores 1d8 Power |
Cures Stone |
Cures Stun |
0.5 | 1 | 0.80 |
Watermelon Seed | Seed from a watermelon |
Cures Fatigue |
Cures Dazed |
Cures Dehydration |
Cures Anxiety |
0.01 | 0.1 | 0.20 |
4.9) Nuts & Berries
Ingredients that are a type of nut or berry
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Aechenbush Berries | Icy blue berries from the Aechenbush |
Cures Sunburns |
Cures Heat Exhaustion |
Grants Immunity to Ice damage for 1d6 rounds |
Inflicts 1d12 Ice Damage |
0.1 | 0.1 | 2.00 |
Almond | Hard nut within an even harder shell |
Vitality Poison 1d4 Vitality per round |
Restores 1d6 Power |
Cures Anxiety |
N/A |
0.05 | 0.1 | 0.50 |
Byrage Berries | Small purple berries from the Byrage vine |
Cures Burns |
Decreases Immunity by 2 for 1d6 rounds |
Decreases Perceive by 2 for 1d6 rounds |
Inflicts Rage for 1d6 rounds |
0.1 | 0.1 | 2.00 |
Cashew | Soft and meaty nut within a hard shell |
Relieves Pain |
Detect Life in 20 space area for 1d10 hours |
Causes inflicted to receive 1.5 x damage from air magic for 1d6 rounds |
N/A |
0.05 | 0.1 | 0.50 |
Chalcedonna Berries | Bright blue berries from the chalcedonna vine |
Increases Intoxication by 50%; |
Cures Berserk |
Cures Depression |
Cures Stun |
0.1 | 0.1 | 4.00 |
Peanut | Soft and meaty nut within a soft shell |
Restores 1d6 Vitality |
Decreases Perceive by 2 for 1d6 rounds |
Inflicts Visual Distortion for 1d6 rounds |
Increases Grip by 2 for 1d10 hours |
0.05 | 0.1 | 0.25 |
Pecan | Meaty nut within a hard shell |
Cures Depression |
Cures Hallucinations |
Detect Life in 20 space area for 1d10 hours |
N/A |
0.05 | 0.1 | 0.50 |
Silverthorn Berries | Silver, small berries that grow over the silverthorn bramble vine |
Cures Dazed |
Cures Paralyzed |
Causes inflicted to take 1.5 x more damage from life magic for 1d6 rounds |
Grants +2 to defense for 1d6 rounds |
0.1 | 0.1 | 2.50 |
4.10) Meats & Fats
Ingredients that are a type of meat or fat
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Alligator Meat | A ½ a pound of alligator meat |
Causes inflicted to receive 1.5 x more damage from fire magic for 1d6 rounds |
Grants +2 to defense for 1d6 rounds |
Increases Offensive Power by 1d8 for 1d6 rounds |
Grants Immunity to Life Magic for 1d6 rounds |
0.5 | 1 | 15.50 |
Bear Meat | A ½ a pound of bear meat |
Restores 1d10 Vitality |
Increases Grip by 2 for 1d10 hours |
Increases Brace by 2 for 1d10 hours |
Increases Power by 1d8 for 1d10 hours |
0.5 | 1 | 15.00 |
Black Lizupa Meat | 1 oz of black lizupa meat |
Inflicts Anxiety for 1d6 rounds |
Detect Life in 20 space area for 1d10 hours |
Inflict Stun for 1d3 rounds |
Cures all status effects except stone, death, and coma |
0.1 | 0.5 | 10.50 |
Bog Dragon Tongue | The tongue of a bog dragon |
Grants ability to Breath Underwater for 1d10 hours |
Inflicts 1d20 Ice Damage |
Grants Immunity to Water Magic for 1d6 rounds |
Restores 1d8 Vitality, Power, and Soul |
1 | 1 | 70.00 |
Chaos Hydra Fat | 1 oz of fat from a chaos hydra |
Inflicts Forgetfulness for 1d6 rounds |
Inflicts Confusion for 1d6 rounds |
Inflicts Dazed for 1d4 rounds |
Cures Disease |
0.1 | 0.5 | 20.00 |
Chaos Hydra Tongue | The tongue of a chaos hydra |
Cures Disease |
Causes Loss of Self for 1d6 rounds |
Grants Immunity to All Poisons for 1d6 rounds |
10% chance of curing Bitterwood |
1 | 1 | 100.00 |
Falgaa Bird Meat | A ½ a pound of meat from a falgaa bird |
Causes Berserk for 1d6 rounds |
Inflicts 1d6 Fire Damage |
Grants +1d6 to Bow Power for 1d6 rounds |
Revives dead (within 1 hour) |
0.5 | 1 | 5.00 |
Molten Dragon Tongue | The tongue of a molten dragon |
Causes Berserk for 1d6 rounds |
Grants Immunity to Fire Magic for 1d6 rounds |
Inflicts 1d20 Fire Damage |
Wild Card Effect - Match with any other effect to carry that effect over into your potion but doesn't increase the effect |
1 | 1 | 70.00 |
Mutton | A ½ a pound of meat from a sheep |
Restores 1d8 Vitality |
Restores 1d6 Power; |
Increases Luck by 2 for 1d10 hours |
N/A |
0.5 | 1 | 7.00 |
Quake Meat | Meat from a river quake |
Restores 1d6 Vitality |
1d6 shock damage |
Melee Power +1d6 for 1d6 rounds |
Immunity to shock damage for 1d6 rounds |
1 | 1 | 1.00 |
Rat Meat | 1 oz of rat meat |
Inflicts Anxiety for 1d6 rounds |
Doubles Weight Carried for 1d6 rounds |
Inflicts Disease until cured |
N/A |
0.1 | 0.5 | 0.20 |
Rotten Flesh | A ½ a pound of flesh from a rotting zombie |
Inflicts Disease |
Vitality Poison of 1d4 Vitality per round |
Doubles Weight Carried for 1d10 hours |
N/A |
0.5 | 1 | 0.25 |
Snake Meat | A ¼ a pound of meat from a snake |
Power Poison of 1d8 Power per round; |
Decrease Arcana by 2 for 1d6 rounds |
Vitality Poison of 1d6 Vitality per round |
Blend In 5% for 1d6 rounds |
0.25 | 0.5 | 2.50 |
Stone Dragon Tongue | The tongue of a stone dragon |
Inflicts Daze for 1d6 rounds |
Inflicts Stone for 1d12 rounds |
Cures Berserk |
Cures All Poisons |
1 | 1 | 70.00 |
Troll Fat | 1 oz of fat from a troll |
Inflicts Slow for 1d6 rounds |
Inflicts Loss of Self for 1d6 rounds |
Inflicts Depression for 1d6 rounds |
Inflicts Stun for 1d3 rounds |
0.1 | 0.5 | 2.50 |
Turtle Meat | A ¼ a pound of meat from a turtle |
Decrease Move Rates by ½ for 1d6 rounds |
Decreases React by 2 for 1d6 rounds |
Increases Defense by 2 for 1d6 rounds |
Grants the ability to Breath Underwater for 1d10 hours |
0.25 | 0.5 | 5.00 |
Venison | A ½ a pound of meat from a deer |
Restores 1d8 Power |
Restores 1d8 Vitality |
Cures Power Poison |
Grants Double Weight Limits for 1d10 hours |
0.5 | 1 | 7.00 |
Whale Blubber | A ½ a pound of fat from a whale |
Decreases Move Rates by ½ for 1d6 rounds |
Doubles Weight Carried for 1d6 rounds |
Grants Immunity to Water Magic for 1d6 rounds |
N/A |
0.5 | 1 | 15.00 |
4.11) Skins
Ingredients that consists of skins, hides, scales, and the like
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Black Maple Bark | Thick black bark from the Black Maple |
Cures Fear |
Cures Sleep |
Cures Serious Wounds |
Cures Coma |
0.05 | 0.1 | 0.75 |
Bog Dragon Scale | 1 scale from a bog dragon |
Increases Arcana by 2 for 1d10 hours; |
Grants +10 to Aquamancy Magic Power for 1d6 rounds |
Grants Immunity to Ice Damage for 1d6 rounds |
Wild Card Effect - Match with any other effect to carry that effect over into your potion but doesn't increase the effect |
1 | 1 | 100.00 |
Chaos Hydra Scale | 1 scale from a chaos hydra |
Inflicts Confusion for 1d4 rounds |
Inflicts Anxiety |
Cures Power Poison |
Cures Disease |
1 | 1 | 100.00 |
Crab Shell | Shell from a crab |
Restores 1d6 Power |
Grants Immunity to Shock Damage for 1d6 rounds |
Grants Immunity to Air Magic for 1d6 rounds |
N/A |
0.05 | 0.1 | 1.00 |
Fairy Wing | Wing from a fairy, sprite, or pixie |
Restores 1d12 Vitality |
Regenerates 1d6 Soul per round for 1d6 rounds |
Grants 1d10 Vitality for 1d10 hours |
Revives dead (within 1 hour) |
0.5 | 1 | 80.00 |
Imp Skin | Skin from an imp |
Causes inflicted to take 1.5 x more damage from slashing attacks for 1d6 rounds |
Dazes for 1d6 rounds |
Blend In 5% for 1d6 rounds |
Grants Immunity to Piercing Damage for 1d6 rounds |
0.5 | 0.5 | 50.00 |
Molten Dragon Scale | 1 scale from a molten dragon |
Inflicts Berserk for 1d6 rounds |
Inflicts 1d20 Fire Damage |
Increases Athletics by 2 for 1d10 hours |
Grants +1d10 to Offensive Power for 1d6 rounds |
1 | 1 | 100.00 |
Pig Hide | Skin from a pig |
Inflicts overburdened status effect for 1d6 rounds |
Causes inflicted to receive 1.5 x more damage from fire magic for 1d6 rounds |
Doubles Weight Limits for 1d10 hours |
Grants Immunity to Piercing Damage for 1d6 rounds |
0.4 | 0.5 | 15.00 |
Stone Dragon Scale | 1 scale from a stone dragon |
Increases Defense by +2 for 1d10 hours |
Grants +10 to Geomancy Runic Power for 1d6 rounds |
Grants Immunity to Poison and Heat Exhaustion for 1d6 rounds |
Cures Stone |
1 | 1 | 100.00 |
Turtle Shell | Shell from a turtle |
Increases Defense by +2 for 1 hour |
Grants +2 to Brace for 1d6 rounds |
Grants +5 to Aquamancy Runic Power for 1d6 rounds |
N/A |
0.5 | 1 | 25.00 |
4.12) Organs
Ingredients that consist of various organs
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Chaos Hydra Claw Talon | 1 talon for a chaos hydra's claw |
Increase Spiritual Balance by +2 for 1d10 hours |
Increase Mental Balance by +2 for 1d10 hours |
Decrease Luck by 2 for 1d6 rounds |
Grants +10 to Necromancy Runic Power for 1d6 rounds |
2 | 2 | 75.00 |
Chaos Hydra Heart | Heart from a chaos hydra |
Inflicts Confusion for 1d4 rounds |
Inflicts Restlessness for 1 day |
Grants +10 to Necromancy Runic Energy for 1d6 rounds |
Wild Card Effect - Match with any other effect to carry that effect over into your potion but doesn't increase the effect |
0.6 | 1 | 200.00 |
Dragon's Eye | Eye from a dragon |
Inflicts Hallucinations for 1d6 rounds |
Increase Spiritual Balance by +2 for 1d10 hours |
Increases Hit Chance by 2 for 1d6 rounds |
Grants +10 to Geomancy Runic Power for 1d6 rounds |
0.3 | 1 | 200.00 |
Fairy Dragon Heart | Heart from a fairy dragon |
Restores 1d20 Vitality |
Revives dead (within 1 hour) |
Regenerates 1d6 Soul per round for 1d6 rounds |
Grants 1d10 Vitality for 1d10 hours |
0.6 | 1 | 300.00 |
Phade's Eye | 1 translucent, almost invisible eye from a phade |
+2 to Hit Chance for 1 hour |
+1d12 to Bow Power for 1 hour |
+2 to Critical Hit with a bow for 1 hour |
Detect Life in 20 space area for 1d10 hours |
0.1 | 0.5 | 20.00 |
Pig's Heart | Heart from a pig |
Inflicts overburdened status effect 1d6 rounds |
Inflicts Pain for 1d6 rounds |
Decrease Athletics by 2 for 1d6 rounds |
Decrease Mental Balance by 2 for 1d6 rounds |
0.4 | 1 | 8.00 |
4.13) Bones
Ingredients that consists of various bones
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Chaos Hydra Tail Bone | Small bone found in the end tip of the tail of a chaos hydra |
Inflicts Vitality Poison of 1d8 per round |
Inflicts Hallucinations for 1d6 rounds |
Grants +1 Runic Casting Speed for 1d6 rounds |
10% chance of healing Bitterwood |
4 | 3 | 80.00 |
Fairy Dragon Tail Bone | Small bone found in the end tip of the tail of a fairy dragon |
Restores 1d20 Vitality |
Revives dead (within 1 hour) |
Grants 1d10 Vitality for 1d10 hours |
Regenerates 1d6 Vitality per round for 1d6 rounds |
0.6 | 1 | 300.00 |
Ham Bone | Bone found in a large ham from a pig |
Inflicts Pain for 1d6 rounds |
Causes overburden status effect for 1d6 rounds |
Cures Hallucinations |
N/A |
0.8 | 1 | 2.00 |
Imp Skull | Skull from an imp |
Decreases Hit Chance by 2 for 1d6 rounds |
Causes overburden status effect for 1d6 rounds |
Grants Immunity to Slashing Damage for 1d6 rounds |
N/A |
4 | 2 | 10.00 |
Pig Rib Bone | Rib bone from a pig |
Decreases Luck by 2 for 1d6 rounds; |
Increases Power by 1d6 for 1 hour |
Grants Immunity to Slashing Damage for 1d6 rounds |
N/A |
0.5 | 1 | 2.00 |
4.14) Powders
Ingredients that are a type of powder
Ingredient | Description | Basic Potion Effects | Novice Potion Effects | Better Potion Effects | Advanced Potion Effects | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|
Bone Meal | 1 oz of crushed up powder from typical bones |
Inflicts Sickness for 1d6 rounds |
Power Poison of 1d4 Power per round |
Cures Soul Poison |
Cures Power Poison |
0.1 | 0.1 | 1.00 |
Cocoa Powder | 1 oz of ground up cocoa beans |
Inflicts Restlessness for 1 day |
Restores 1d6 Power |
Increases Power by 1d6 for 1d10 hours |
Cures Slow |
0.1 | 0.1 | 10.00 |
Dragon Bone Marrow | 1 oz of flaky, dark red material from inside a dragon's bone |
Cures Frost Bite |
Increase Immunity by 2 for 1d6 hours |
Cures Confusion |
Grants Immunity to Fire Damage for 1d6 rounds |
0.1 | 0.1 | 50.00 |
Fairy Wing Dust | 1 oz of dust gathered from fairy wings |
Restores 1d12 Soul |
Increases Arcana by 2 for 1d10 hours |
Cures Serious Wounds |
Cures Bleeding Out |
0.01 | 0.1 | 50.00 |
Ground Coffee Beans | 1 oz of grounded up coffee beans |
Restores 1d10 Power |
Cures Intoxication |
Cures Fatigue |
Cures Sleep |
0.1 | 0.1 | 15.00 |
Ground Oyster Shell | 1 oz of ground up oyster shells |
Increases Stamina by 2 for 1d10 hours |
Cures Forgetfulness |
Cures Loss of Self |
Cures Slow |
0.1 | 0.1 | 2.00 |
Hydra Bone Marrow | 1 oz of flaky, dark red material from inside a hydra's bones |
Inflicts Vitality Poison of 1d12 per round |
Inflicts Fear for 1d6 rounds |
Inflicts Fatigue for 1d6 rounds |
Wild Card Effect - Match with any other effect to carry that effect over into your potion but doesn't increase the effect |
0.1 | 0.1 | 75.00 |
Hydra Bone Meal | 1 oz of crushed up powder from a hydra's bones |
Cures Sleep |
Decreases Perceive by 2 for 1d10 rounds |
Decreases Stamina by 2 for 1d10 rounds |
Cures Coma |
0.1 | 0.1 | 75.00 |
Mythril Shavings | 1 oz of fine mythril shavings |
Inflicts Visual Disruption for 1d6 rounds |
Inflicts Blindness for 1d10 rounds |
Doubles Weight Limit for 1d10 hours |
N/A |
0.01 | 0.1 | 20.00 |
Phoenix Ash | The ash of a defeated phoenix |
Cures Burns |
Inflicts 1d20 Fire Damage |
Restores 1d20 Vitality |
Revives dead (within 1 hour) |
0.2 | 0.01 | 300.00 |
Rage Spirit Ash | A defeated rage spirit will become ash |
1d10 Fire Damage |
Berserk for 1d4 rounds |
+1d8 to Offensive Power |
Grants +10 to Pyromancy Runic Power for 1d6 rounds |
0.2 | 0.1 | 15.00 |
Sky Mote Ash | 0.1 pounds of Sky Mote Ash (1/4th vial) |
Restores 1d4 Vitality |
Restores 1d6 Soul |
Restores 1d4 Power |
1d6 shock damage |
0.2 | 0.1 | 10.00 |