Alchemy
Alchemy
His hands where blue from all the spores. His tongue felt numb from all the taste tests. He felt strangely light headed from the fumes. But it was done. He closed his notes and put the flask to his lips. For a few seconds nothing happened, but after a while the world began to turn a strange hue of purple and the spirits stepped forward. "You can see us now. Or is it your head playing with you? Or is it us playing with your head?" The alchemist answered slowly "I don't know" and the spirit replied with a grin "Would it matter if you did?"
Alchemy is the art of purifying, mixing and testing ingredients to reach a certain wanted effect on the body. It is a strange mixture of magic and science and a highly local affair. A travelling alchemist almost always needs to come up with new recipes based on the local ingredients.
This is a complex domain. It is not as complex as primordial magic but comes close. The various steps one might(!) undertake in making a potion are the following:
- Gather information about the local ingredients by reading in character documents.
- Find where the local ingredients grow.
- Gather (or direct others to gather) a few of the ingredients to test with.
- Wear plant parts on your skin or (when you are feeling daring) consume some small portions to see if you can gather hints about their effects.
- Test the ingredients with testing substances that are more accurate than wearing them on your skin but are more expensive as well.
- Test the ingredients on animals, which might give you additional clues... but animals work slightly different than the fifteen races.
- Test the ingredients directly on a person... the only way to be sure.
- Cut, cook, mortar, filter, press or distil the ingredients to make sure you have a concentrated ingredients, with as limited side effects as possible.
- Mix the ingredients with known catalysts to increase the speed at which the effect will take hold. - Mix the ingredients with known anti-catalysts to suppress the speed at which the side effects arrive, or to eliminate them all together.
- Test your newly mixture in any way you want before consuming it yourself or letting one of your friends consume it.
- Try the new recipe. (After this test you will receive full information from the DM's on your newly created potion)
- Write down the recipe, name the new potion, and formalize this process by gathering a lot of ingredients and creating a lot of the potions.
- Use preservation substances to keep the potions from spoiling so you can sell them after the event or use them on later events.
Of course you could disregard this careful method and simply gather various dangerous plants in a cauldron and hope the mixture doesn't kill your client or yourself.
If you play an alchemist you will need a stock booklet in which you write down how many of each ingredient or mixtures you have. If you mix two ingredients together you do not need to consult a GM. Simply write down the new mixture in you stock booklet and note how many you mixed.
This is an example of how you could write a short entry into a stock booklet (and some personal notes):
- Polistrum plant: 0 (I cut them all up and don't have any raw plants anymore... should gather some)
- Polistrum roots: 10 (gained by cutting up Polistrum plants... I threw away the rest of the plants because only the roots have an effect I want)
- Cooked Polistrum roots: 3 (Gained by cooking the roots. The fumes that came from it contained some of the side effects that I wanted to get rid of).
- Filtrate of distilled polistrum roots oil: 6 (After pressing oil from the roots I filtered and finally distilled the oil. Now it should have the most concentrated form of the effect I want).
- Filtrate of distilled polistrum roots oil + filtrate of Hypotrem leaves oil mixture: 6 (I added the filtered Hypotrem leaves oil to counter some of the nasty side effects. The side effects are not gone completely... but at least they will only kick in after the positive effects of the potion are long gone anyway.)
- etc.
You can mix ingredients freely as long as you note the mixture in your stock booklet in such a way that you can reproduce your steps (as seen in the above example).
Anonymous (not verified)
Wed, 21-12-2011 11:32
Alchemy equipment
Alchemy equipment
Purifying equipment
The following items are used to change ingredients into more pure
ingredients.
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=Item |
Mortar and pestle equipment |
=Market price |
20¢ |
=Unique Rule |
With this item you can change some ingredients into a powder ingredient. |
=Shared Rule |
Each change takes 5 minutes. |
=Shared Rule |
Note a "powdered" version of the old ingredient into your stock booklet. |
=Details |
A set of wooden and stone mortars and pestles used to powder ingredients into little bits. |
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=Item |
Pressing equipment |
=Market price |
20¢ |
=Unique Rule |
With this item you can change some ingredients into a fluid ingredient. |
=Shared Rule |
Each change takes 5 minutes. |
=Shared Rule |
Note an "oil" version of the old ingredient into your stock booklet. |
=Details |
There are a lot of ingredients that hold some juice or oils that can be extracted by force. |
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=Item |
Filter equipment |
=Market price |
20¢ |
=Unique Rule |
With this item you can change some powder or fluid ingredients into two different ingredients. |
=Shared Rule |
Each change takes 5 minutes. |
=Shared Rule |
Note both a "filter residue" and a "filtered" version of the old ingredient into your stock booklet. |
=Details |
Separating larger grained pieces from powders or fluids can be done with this set of sifters. |
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=Item |
Plant knife set |
=Market price |
20¢ |
=Unique Rule |
Can be used with the plant anatomy skill. |
=Details |
A set of small knifes that can be used to cut specific parts of plants. Needs extensive training on plant parts to properly use. |
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=Item |
Desk Cauldron |
=Market price |
30¢ |
=Unique Rule |
Can be used with the alchemic cooking skill. |
=Details |
A small cauldron that fits on a desk. Needs proper training to use in alchemic processes. |
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=Item |
Desk Distillery |
=Market price |
150¢ |
=Unique Rule |
Can be used with the distilling skill. |
=Details |
A standard distillery that fits on a desk. Needs extensive training to be used. |
Books
These books contain information about various ingredients.
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=Item |
"Plant families of the north" |
=Market price |
300¢ |
=Unique Rule |
OC updated book with all plant families in Asgard. Get the physrep from the GM's. |
=Details |
Contains information on all plant families found in the unified kingdom of Asgard. A new and updated version is released by the scribe caste about every 20 years. Author: Parison Ollradim of the scribe caste |
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=Item |
"Southern Heimr plant groups" |
=Market price |
300¢ |
=Unique Rule |
OC updated book with all plant families in Southern Heimr (Utgard). Get the physrep from the GM's. |
=Details |
Contains information on all plant families found in the territory of the Utgard alliance. A new and updated version is periodically released by several Tellurian clans. Author: the Tellurians of Fireforge |
Anonymous (not verified)
Thu, 14-05-2015 16:14
Alchemy skills
Alchemy skills
Alchemy skills
The following few skills are needed to properly use certain alchemy
equipment.
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=Skill |
Plant anatomy |
=Points |
4 |
=Unique Rule |
You need a Plant knife set for this skill to work. |
=Unique Rule |
You can change a plant ingredient into a roots, stem and flower ingredient. |
=Unique Rule |
You can change a stem ingredient into a leaves and internodes ingredient. |
=Unique Rule |
You can change a flower ingredient into a petals, ovary and stamen ingredient. |
=Shared Rule |
Note the new ingredients in your stock booklet. |
=Shared Rule |
Each change takes 1 minute. |
=Details |
You know what parts of the plant are what. |
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=Skill |
Alchemic cooking |
=Points |
4 |
=Unique Rule |
You need a cauldron for this skill to work. |
=Unique Rule |
With a cauldron you can change some ingredients into cooked versions. |
=Shared Rule |
Note a "cooked" version of the old ingredient into your stock booklet. |
=Shared Rule |
Each change takes 5 minutes. |
=Details |
You know how to keep temperate even and how to boil gasses away from certain ingredient. |
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=Skill |
Distilling |
=Requires |
Alchemic cooking skill. |
=Points |
4 |
=Unique Rule |
You need a distillery for this skill to work. |
=Unique Rule |
With a distillery you can change some ingredients into two different ingredients. |
=Shared Rule |
Note both a "still residue" and a "distilled" version of the old ingredient into your stock booklet. |
=Shared Rule |
Each change takes 5 minutes. |
=Details |
When you boil gasses away from certain ingredient you know how to catch them and turn them back into fluids by cooling. |
The following skills are knowledge skills that will help you determine
what certain ingredients are good for.
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=Skill |
Herbology |
=Requires |
Plant anatomy |
=Points |
4 |
=Unique Rule |
If you study a plant for 10 minutes you can say what family it is. |
=Unique Rule |
You start the event with some random knowledge about plants that could(!) be in this area. |
=Downtime Rule |
You can spend ℜ in downtime to research the plants in an area from books. Each ℜ gives you a chance to learn some random fact about a plant from that area. |
=Details |
You know a lot about different plants or you have access to places where you can find out things about plants. |
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=Skill |
Bushcraft |
=Points |
2 |
=Unique Rule |
You can ingest a plant part in small portions in a relative safe way, after half an hour contact a GM and tell them what plant part you ingested with this skill. |
=Unique Rule |
You can wear 4 plant parts on various parts on your skin in a relative safe way, after half an hour contact a GM and tell them what plant part you are wearing. |
=Details |
You know how to carefully dose the ingestion to try and gets hints of the possible effects the plant part might have on you. |
Improvised alchemy is a skill with which you can spend WP to adjust an
ingredient to your liking.
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=Skill |
Improvised alchemy |
=Points |
4 |
=WP |
1 |
=Unique Rule |
During any alchemic change you can spend 1 WP. If you do this, you can choose to remove 1 effect from the resulting ingredient. |
=Shared Rule |
If you do this note the resulting ingredient in your stock booklet separately and also note which effect is missing. |
=Details |
You use some rare undocumented ingredients or hard to reproduce methods during the alchemic techniques. With enough concentration, it seems to work. |
Systematic testing heightens the amount of testing substances that you
can use at one time.
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=Skill |
Systematic testing 1 |
=Points |
3 |
=Unique Rule |
You can use up to 15 testing substances parallel, but it will take 15 minutes instead of 10. |
=Details |
You probably have been travelling and testing the local plants for some time. You have devices a system of fluid efficiency. |
=Level |
Upgrade to Level 2 by training 3 points |
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=Skill |
Systematic testing 2 |
=Points |
6 |
=Unique Rule |
You can use up to 15 testing substances parallel, but it will take 15 minutes instead of 10. |
=Unique Rule |
You can use up to 40 testing substances parallel, but it will take 20 minutes instead of 10. |
=Details |
Your skill in testing substances in highly professional. You probably tested substances for a living at an alchemy lab at some point in your live. |
The Toxin-resistance condition can be taken during character creation or
trained later in life. They denote a high resistance against toxic
effects which gives you the ability to drink more potions without averse
effects.
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=Condition |
Toxin-resistance |
=Points |
3 |
=Unique Rule |
Your toxin levels are allowed to be 1 higher before you have to contact a GM. |
=Unique Rule |
At first light of each day you lose one additional random toxin level. |
=Unique Rule |
You have a 10% chance of surviving consuming otherwise deadly substances. |
=Downtime Rule |
This condition can be trained as if it was a skill. |
=Downtime Rule |
You can have this condition more than once. |
=Details |
Either you are born with a natural resistance against toxic substances or you have build up an immunity over the years. |
Anonymous (not verified)
Thu, 14-05-2015 16:19
Preservation substances
Preservation substances
Preservation substances
These substances can be used to preserve ingredient, potions, powders
and porridges for longer periods of time. This can be used to sell your
creations in downtime or use your alchemy substances on the next LARP
event.
You do not get an item card for every Preservation substance you buy.
Instead you can add them to your stock booklet.
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=Consumable |
Hermlock |
=Market price |
10¢ |
=Unique Rule |
If you mix this substance with an ingredient it will not spoil for 2 years. |
=Unique Rule |
If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect. |
=Details |
Hermlock is a well known preservation agent. However it also has a quick acting primordial calming and dazing effect. |
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=Consumable |
Forntusk |
=Market price |
10¢ |
=Unique Rule |
If you mix this substance with an ingredient it will not spoil for 2 years. |
=Unique Rule |
If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect. |
=Details |
Forntusk is a well known preservation agent. However it also has a slow acting adrenaline inducing and addicting effect. |
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=Consumable |
Goodmir |
=Market price |
10¢ |
=Unique Rule |
If you mix this substance with an ingredient it will not spoil for 2 years. |
=Unique Rule |
If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect. |
=Details |
Goodmir is a well known preservation agent. However it also has an analgesic and sleep inducing effect. |
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=Consumable |
West-leaf powder |
=Market price |
10¢ |
=Unique Rule |
If you mix this substance with an ingredient it will not spoil for 2 years. |
=Unique Rule |
If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect. |
=Details |
West-leaf powder is a well known preservation agent. However it also has a snail like strength enhancing and fear inducing effect. |
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=Consumable |
Godstem |
=Market price |
10¢ |
=Unique Rule |
If you mix this substance with an ingredient it will not spoil for 2 years. |
=Unique Rule |
If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect. |
=Details |
Godstem is a well known preservation agent. However it is also well known for it's snail like potential healing effect while at the same time being a deadly substance. |
Anonymous (not verified)
Wed, 02-12-2015 22:37
Testing substances
Testing substances
Effect testing substances
These substances can be used to test an ingredient to see if it produces
a certain effect. Note that even if you use all the variants that there
is still a small chance that the effect is produced even though you
detected nothing. When combined with animal testing and bushcraft the
chance is even lower, but there will still be a minuscule chance the
effect will surprise you when you eventually test it on one of the
fifteen races.
You do not get an item card for every testing substance you buy. Instead
you can add them to your stock booklet.
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=Consumable |
Perdota |
=Market price |
10¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Perdota reacts with about 90% of all known analgesic substances. |
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=Consumable |
Fymota |
=Market price |
9¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Fymota reacts with about 95% of all known hallucinogenic substances. |
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=Consumable |
Nurstata |
=Market price |
12¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Nurstata reacts with about 95% of all known healing substances. |
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=Consumable |
Hitsata |
=Market price |
10¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Hitsata reacts with about 92% of all known uppers. |
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=Consumable |
Normta |
=Market price |
8¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Normta reacts with about 91% of all known beta-blocking substances. |
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=Consumable |
Gigata |
=Market price |
12¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Gigata reacts with about 94% of all known strength enhancing substances. |
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=Consumable |
Primota |
=Market price |
12¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Primota reacts with about 89% of all known substances that ripple the primordial flow. |
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=Consumable |
Clencita |
=Market price |
11¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Clencita reacts with about 85% of all known substances that calm the primordial flow. |
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=Consumable |
Berserta |
=Market price |
12¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Berserta reacts with about 89% of all known adrenaline heightening substances. |
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=Consumable |
Savita |
=Market price |
9¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Savita reacts with about 92% of all known anti-toxins. |
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=Consumable |
Darkta |
=Market price |
8¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Darkta reacts with about 94% of all known blinding substances. |
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=Consumable |
Mordta |
=Market price |
13¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Mordta reacts with about 94% of all known deadly substances. |
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=Consumable |
Zicklyta |
=Market price |
14¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Zicklyta reacts with about 91% of all known infectiousness substances. |
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=Consumable |
Smalta |
=Market price |
7¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Smalta reacts with about 87% of all known weakening substances. |
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=Consumable |
Trumbleta |
=Market price |
10¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Trumbleta reacts with about 92% of all known fear inducing substances. |
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=Consumable |
Zazarta |
=Market price |
13¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Zazarta reacts with about 85% of all known soporific substances. |
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=Consumable |
Transita |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Transita reacts with about 91% of all known addictive substances. |
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=Consumable |
Melota |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Melota reacts with about 92% of all known dazing substances. |
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=Consumable |
Vibrota |
=Market price |
8¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Vibrota reacts with about 92% of all known substances that induce tremors. |
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=Consumable |
Domyta |
=Market price |
8¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Domyta reacts with about 87% of all known substances that suppress intelligence. |
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=Consumable |
Perdolim |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Perdolim reacts with about 73% of all known analgesic substances. |
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=Consumable |
Fymolim |
=Market price |
5¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Fymolim reacts with about 73% of all known hallucinogenic substances. |
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=Consumable |
Nurstalim |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Nurstalim reacts with about 70% of all known healing substances. |
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=Consumable |
Hitsalim |
=Market price |
5¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Hitsalim reacts with about 78% of all known uppers. |
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=Consumable |
Normlim |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Normlim reacts with about 79% of all known beta-blocking substances. |
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=Consumable |
Gigalim |
=Market price |
5¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Gigalim reacts with about 78% of all known strength enhancing substances. |
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=Consumable |
Primolim |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Primolim reacts with about 74% of all known substances that ripple the primordial flow. |
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=Consumable |
Clencilim |
=Market price |
7¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Clencilim reacts with about 71% of all known substances that calm the primordial flow. |
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=Consumable |
Berserlim |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Berserlim reacts with about 77% of all known adrenaline heightening substances. |
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=Consumable |
Savilim |
=Market price |
4¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Savilim reacts with about 78% of all known anti-toxins. |
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=Consumable |
Darklim |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Darklim reacts with about 72% of all known blinding substances. |
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=Consumable |
Mordlim |
=Market price |
5¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Mordlim reacts with about 79% of all known deadly substances. |
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=Consumable |
Zicklylim |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Zicklylim reacts with about 70% of all known infectiousness substances. |
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=Consumable |
Smallim |
=Market price |
5¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Smallim reacts with about 73% of all known weakening substances. |
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=Consumable |
Trumblelim |
=Market price |
5¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Trumblelim reacts with about 71% of all known fear inducing substances. |
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=Consumable |
Zazarlim |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Zazarlim reacts with about 79% of all known soporific substances. |
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=Consumable |
Transilim |
=Market price |
7¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Transilim reacts with about 72% of all known addictive substances. |
|
|
---|
=Consumable |
Melolim |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Melolim reacts with about 75% of all known dazing substances. |
|
|
---|
=Consumable |
Vibrolim |
=Market price |
5¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Vibrolim reacts with about 71% of all known substances that induce tremors. |
|
|
---|
=Consumable |
Domylim |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Domylim reacts with about 71% of all known substances that suppress intelligence. |
|
|
---|
=Consumable |
Perdorum |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Perdorum reacts with about 54% of all known analgesic substances. |
|
|
---|
=Consumable |
Fymorum |
=Market price |
1¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Fymorum reacts with about 52% of all known hallucinogenic substances. |
|
|
---|
=Consumable |
Nurstarum |
=Market price |
1¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Nurstarum reacts with about 49% of all known healing substances. |
|
|
---|
=Consumable |
Hitsarum |
=Market price |
2¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Hitsarum reacts with about 49% of all known uppers. |
|
|
---|
=Consumable |
Normrum |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Normrum reacts with about 55% of all known beta-blocking substances. |
|
|
---|
=Consumable |
Gigarum |
=Market price |
1¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Gigarum reacts with about 45% of all known strength enhancing substances. |
|
|
---|
=Consumable |
Primorum |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Primorum reacts with about 46% of all known substances that ripple the primordial flow. |
|
|
---|
=Consumable |
Clencirum |
=Market price |
1¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Clencirum reacts with about 53% of all known substances that calm the primordial flow. |
|
|
---|
=Consumable |
Berserrum |
=Market price |
1¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Berserrum reacts with about 50% of all known adrenaline heightening substances. |
|
|
---|
=Consumable |
Savirum |
=Market price |
2¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Savirum reacts with about 54% of all known anti-toxins. |
|
|
---|
=Consumable |
Darkrum |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Darkrum reacts with about 54% of all known blinding substances. |
|
|
---|
=Consumable |
Mordrum |
=Market price |
2¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Mordrum reacts with about 55% of all known deadly substances. |
|
|
---|
=Consumable |
Zicklyrum |
=Market price |
1¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Zicklyrum reacts with about 48% of all known infectiousness substances. |
|
|
---|
=Consumable |
Smalrum |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Smalrum reacts with about 54% of all known weakening substances. |
|
|
---|
=Consumable |
Trumblerum |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Trumblerum reacts with about 53% of all known fear inducing substances. |
|
|
---|
=Consumable |
Zazarrum |
=Market price |
1¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Zazarrum reacts with about 55% of all known soporific substances. |
|
|
---|
=Consumable |
Transirum |
=Market price |
1¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Transirum reacts with about 51% of all known addictive substances. |
|
|
---|
=Consumable |
Melorum |
=Market price |
1¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Melorum reacts with about 52% of all known dazing substances. |
|
|
---|
=Consumable |
Vibrorum |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Vibrorum reacts with about 55% of all known substances that induce tremors. |
|
|
---|
=Consumable |
Domyrum |
=Market price |
2¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Domyrum reacts with about 54% of all known substances that suppress intelligence. |
Catalyst testing substances
These substances can be used to test an ingredient to see if it quickens
or slows down a certain effect when mixed with an ingredient that
produces that effect. If an effect is quickened by a catalyst the onset
will be earlier but the effect will last shorter. If an effect is slowed
down by an anti-catalyst the onset will be later but the effect will
also last longer. If an effect is slowed down enough it disperses
completely.
|
|
---|
=Consumable |
Perdosil |
=Market price |
4¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Perdosil is used to detect analgesic catalysts with a 91% accuracy. |
|
|
---|
=Consumable |
Fymosil |
=Market price |
4¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Fymosil is used to detect hallucinogenic catalysts with a 95% accuracy. |
|
|
---|
=Consumable |
Nurstasil |
=Market price |
7¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Nurstasil is used to detect catalysts for substances that promote healing with a 98% accuracy. |
|
|
---|
=Consumable |
Hitsasil |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Hitsasil is used to detect catalysts for uppers with a 97% accuracy. |
|
|
---|
=Consumable |
Normsil |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Normsil is used to detect catalysts for beta-blocking substances with a 98% accuracy. |
|
|
---|
=Consumable |
Gigasil |
=Market price |
4¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Gigasil is used to detect catalysts for strength enhancing substances with a 90% accuracy. |
|
|
---|
=Consumable |
Primosil |
=Market price |
6¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Primosil is used to detect catalysts for substances that ripple the primordial flow with a 95% accuracy. |
|
|
---|
=Consumable |
Clencisil |
=Market price |
7¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Clencisil is used to detect catalysts for substances that calm the primordial flow with a 95% accuracy. |
|
|
---|
=Consumable |
Bersersil |
=Market price |
5¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Bersersil is used to detect catalysts for adrenaline with a 95% accuracy. |
|
|
---|
=Consumable |
Savisil |
=Market price |
7¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Savisil is used to detect catalysts for anti-toxins with a 91% accuracy. |
|
|
---|
=Consumable |
Darksil |
=Market price |
7¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Darksil is used to detect catalysts for blinding substances with a 91% accuracy. |
|
|
---|
=Consumable |
Mordsil |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Mordsil is used to detect catalysts for deadly substances with a 98% accuracy. |
|
|
---|
=Consumable |
Zicklysil |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Zicklysil is used to detect catalysts for infectiousness substances with a 90% accuracy. |
|
|
---|
=Consumable |
Smalsil |
=Market price |
4¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Smalsil is used to detect catalysts for weakening substances with a 91% accuracy. |
|
|
---|
=Consumable |
Trumblesil |
=Market price |
7¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Trumblesil is used to detect catalysts for fear inducing substances with a 99% accuracy. |
|
|
---|
=Consumable |
Zazarsil |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Zazarsil is used to detect catalysts for soporific substances with a 92% accuracy. |
|
|
---|
=Consumable |
Transisil |
=Market price |
5¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Transisil is used to detect catalysts for addictive substances with a 94% accuracy. |
|
|
---|
=Consumable |
Melosil |
=Market price |
7¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Melosil is used to detect catalysts for dazing substances with a 91% accuracy. |
|
|
---|
=Consumable |
Virbrosil |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Virbrosil is used to detect catalysts for substances that induce tremors with a 97% accuracy. |
|
|
---|
=Consumable |
Domysil |
=Market price |
3¢ |
=Unique Rule |
If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process. |
=Details |
Domysil is used to detect catalysts for substances that suppress intelligence with a 95% accuracy. |
Anonymous (not verified)
Thu, 14-05-2015 16:17
Pre-made potions
Pre-made potions
The following potions can be bought on the open market. Where time is a
factor they have been presented with the most used time window for the
potion in question but they can be bought for the following time
windows:
- Works after 10 seconds up to 10 minutes.
- Works after 10 minutes up to 1 hour.
- Works after 1 hour up to 12 hours.
- Works after 12 hours up to 24 hours.
|
|
---|
=Consumable |
Analgesic potion |
=Market price |
40¢ |
=Unique Rule |
10 seconds after consuming this you are immune to WP loss due to stitching and bandaging for 10 minutes. |
=Shared Rule |
Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM. |
=Shared Rule |
At first light of each day you lose one toxin level. |
=Details |
This toxic mixture will stop you from feeling pain while you are being stitched up. |
|
|
---|
=Consumable |
Hallucination potion |
=Market price |
40¢ |
=Unique Rule |
1 hour after consuming this you will start to hallucinate for 12 hours. You can snap yourself out of this. |
=Shared Rule |
Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM. |
=Shared Rule |
At first light of each day you lose one toxin level. |
=Details |
This toxic mixture is used by shamans to visit the world of the spirits for long periods of time. |
|
|
---|
=Consumable |
Healing potion |
=Market price |
40¢ |
=Unique Rule |
Your wounds will cost 10ℜ less to heal if consumed at the latests 4 hours after receiving the wound or infection. |
=Shared Rule |
Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM. |
=Shared Rule |
At first light of each day you lose one toxin level. |
=Details |
This toxic mixture is used by to heal wounded people faster. Usually only used by the rich. |
|
|
---|
=Consumable |
Upper potion |
=Market price |
40¢ |
=Unique Rule |
1 hour after consuming this you will regain 3 willpower. You will lose 3 willpower after 12 hours. |
=Shared Rule |
Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM. |
=Shared Rule |
At first light of each day you lose one toxin level. |
=Details |
This toxic mixture is used to make you feel good about the world. Usually consumed after stressful events. |
|
|
---|
=Consumable |
Beta-Blocking potion |
=Market price |
40¢ |
=Unique Rule |
10 seconds after consuming this you won't lose the next 2 willpower during the use of surgery or ranged skills. (within 10 minutes). |
=Shared Rule |
Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM. |
=Shared Rule |
At first light of each day you lose one toxin level. |
=Details |
This toxic mixture is used to increase the focus of your fine motor skills. |
|
|
---|
=Consumable |
Strength potion |
=Market price |
40¢ |
=Unique Rule |
10 seconds after consuming this you won't lose the next 2 willpower during the use of melee weapon skills. (within 10 minutes). |
=Shared Rule |
Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM. |
=Shared Rule |
At first light of each day you lose one toxin level. |
=Details |
This toxic mixture is used by warriors to increase their raw strength. |
|
|
---|
=Consumable |
Magic resistance potion |
=Market price |
40¢ |
=Unique Rule |
10 seconds after consuming this you can call Resist against the next primordial automata effect cast on you. (within 10 minutes). |
=Shared Rule |
Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM. |
=Shared Rule |
At first light of each day you lose one toxin level. |
=Details |
This toxic mixture is used by warriors to protect against enemy mages. |
|
|
---|
=Consumable |
Primordial flow calming potion |
=Market price |
40¢ |
=Unique Rule |
10 seconds after consuming this you won't lose the next 2 willpower during the use of primordial magic or divine magic. (within 10 minutes). |
=Shared Rule |
Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM. |
=Shared Rule |
At first light of each day you lose one toxin level. |
=Details |
This toxic mixture is used by mages and priests to calm the primordial flow around them. |
|
|
---|
=Consumable |
Adrenaline potion |
=Market price |
40¢ |
=Unique Rule |
10 seconds after consuming this you ignore fear and effects from getting wounded (until you reach -2 HP) for 10 minutes. |
=Shared Rule |
Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM. |
=Shared Rule |
At first light of each day you lose one toxin level. |
=Details |
This toxic mixture is used to keep warriors on their feet longer and make them unafraid in battle. |
|
|
---|
=Consumable |
Anti-toxin potion |
=Market price |
40¢ |
=Unique Rule |
10 seconds after consuming this you lose 1 toxin level and all other effects from potions are removed. |
=Unique Rule |
You are immune to poisons for up to 10 minutes. |
=Details |
This mixture is used to save people from poisons. It is also used by frequent consumers of potions to reset their pallets so to speak in between consumption. |
Anonymous (not verified)
Wed, 11-05-2016 18:29