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:

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):

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.

=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.
=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.
=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.
=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.
=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.
=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.

=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
=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.

=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.
=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.
=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.

=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 in downtime to research the plants in an area from books. Each 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.
=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.

=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.

=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
=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.

=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.

=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.
=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.
=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.
=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.
=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.

=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.
=Consumable Fymota
=Market price
=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.
=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.
=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.
=Consumable Normta
=Market price
=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.
=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.
=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.
=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.
=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.
=Consumable Savita
=Market price
=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.
=Consumable Darkta
=Market price
=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.
=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.
=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.
=Consumable Smalta
=Market price
=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.
=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.
=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.
=Consumable Transita
=Market price
=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.
=Consumable Melota
=Market price
=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.
=Consumable Vibrota
=Market price
=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.
=Consumable Domyta
=Market price
=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.
=Consumable Perdolim
=Market price
=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.
=Consumable Fymolim
=Market price
=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.
=Consumable Nurstalim
=Market price
=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.
=Consumable Hitsalim
=Market price
=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.
=Consumable Normlim
=Market price
=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.
=Consumable Gigalim
=Market price
=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.
=Consumable Primolim
=Market price
=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.
=Consumable Clencilim
=Market price
=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.
=Consumable Berserlim
=Market price
=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.
=Consumable Savilim
=Market price
=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.
=Consumable Darklim
=Market price
=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.
=Consumable Mordlim
=Market price
=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.
=Consumable Zicklylim
=Market price
=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.
=Consumable Smallim
=Market price
=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.
=Consumable Trumblelim
=Market price
=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.
=Consumable Zazarlim
=Market price
=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.
=Consumable Transilim
=Market price
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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
=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 10 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