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Wiki+ page: Alchemistry Goods

Alchemistry Goods can often be the one thing that turns the tide of battle. Alchemistry involves potions, both for medicinal purposes and offensive purposes. A good potion could be all that stands between you and death and a good poison could help you overcome a difficult foe. Here you can find cures to many of the conditions that could cause your death and even a way to revive a fallen ally. The alchemist shop isn’t only a place to buy already made potions and poisons though. Here you can also buy the tools needed to make your own potions and the ingredients to do so.

Do not be so quick to buy the most expensive potions. Some weaker and cheaper potions may be all that you need right now. Why buy a potion that restores 100 HP when you only have 30 HP? A potion that restores 25 HP that is cheaper than the 100 HP restoring potion would make a lot more sense and save you some money for other potions and items.

You should also note that you will not be equipping anything found in an alchemist shop. Instead these things will need to go in a storage device of some kind. Therefore it would be unwise to spend all of your money on potions and have nothing to carry them in. You shouldn’t forget about weapons or armor either. A good suggestion is to set aside 1/4th of your money for potions, storage devices, rations, and the like using the rest of your money on a good weapon and good armor.

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1. Selling Alchemistry Goods

You can sell any alchemical goods that you do not need. You will be offered half of what the selling cost is.

 

1.1. Selling Your Created Potions

 Selling your created potions is somewhat different as there may not be an equivalent potion to base it’s sell value at. Instead the value of the potion you have created is based on it’s effects.

  • Healing Effects: The worth of the potion with healing effects is § 0.10 for every 1 HP point it restores.

  • SA Restoring Effects: The worth of the potion with SA restoring effects is § 0.15 for every 1 SA point it restores.

  • EP Restoring Effects: The worth of the potion with EP restoring effects is § 0.20 for every 1 EP point it restores.

  • Reviving Potions: The worth of the potion that brings the dead back to life is § 10.00 plus the worth for any Healing Effects, SA Restoring Effects, and EP Restoring Effects.

  • Status Effect Removing Potions: The worth of the potion that removes negative status effects, such as poisons, sickness, etc, is § 5.00 for each status effect that is removed.

  • Poisons: The worth of a poisoning potion is § 0.15 for every HP that is removed plus § 0.15 for every round that the effect last for or plus § 5.00 if the effect is ‘Until Cured’.

  • Beneficial Status Effect Potions: The worth of the potion that provides a beneficial status effect is § 2.00 for each status effect plus § 0.10 for each round the effect last.

  • HP Restoration Status Effect Potion: The worth of the potion that provides a status effect which causes a slow restoration of HP is § 0.05 for every 1 HP point it restores plus § 0.10 for each round the effect last.

  • Damaging Potions: The worth of the potion that damages a target is § 0.15 for every 1 HP point removed, § 0.25 for every 1 SA point removed, § 0.35 for every 1 EP point removed, and § 0.50 for every 1 DP removed plus § 0.10 for every round of the effects duration.

  • Negative Status Effect Potions: The worth of the potion that causes negative status effects is § 2.00 for each status effect plus § 0.15 for each round the effect last.

  • Duration in Hours: If the duration is in hours, ignore the rounds rate and the worth of the potion per hour is § 1.00.

The values stack for each effect the potion does, so a poison that does 10 HP damage per round for 5 rounds would be worth § 1.50 for it’s HP reduction effect being a poison plus § 0.75 for being a poison that lasts 5 rounds plus § 2.00 for causing the negative status effect of poison plus § 0.75 for causing the negative status effect for 5 rounds for a grand total of § 5.00 which is what that potion would sell for.

 

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2. Storing Alchemistry Goods

Alchemistry goods can be stored in your character's storage device. Be sure to record how many of each item you have, its name, some description of what the item does, its weight and total weight if more than one, and how many storage spaces the item takes up. If you have more than one item, you will need to multiply the storage space taken by the quantity of the item.

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3. Categories

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Wiki+ page: Medicines


 

Medicines are alchemical creations which cure or heal certain conditions. Usually in the form of a liquid, medicines are known to treat HP, SA, and EP loss, as well as cure colds, poisons, and other sicknesses. All medicines are sold individually and must be stored in some sort of carrying device.

 

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1. Enhancements for Medicines

The following are enhancements that may be made to any medicine, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your medicine, be it the amount of uses, it’s effects, or whatever. Enhancements however must be applied to your medicines when you purchase them.

Medicine Enhancements

Enhancement

Description of Effect

Weight

Space Taken

Cost

Condensed Potion

Allows you to store 5 potions in a bottle meant for 1 potion. You can separate the potion into bottles and add water to restore them to their original state later. If you take the potion fully condensed, it has the same effect as taking 5 potions. If you separate it into 2 bottles, take the effect of 5 potions a divide it by 2. Divide the effect of 5 potions by the number of bottles the condensed potion is separated into.

N/A

N/A

x 1.5

Increase HP Restoration

Increases the amount of SA restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for HP restoring potions only.

N/A

N/A

§ 0.10

Increase SA Restoration

Increases the amount of EP restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for SA restoring potions only.

N/A

N/A

§ 0.15

Increase EP Restoration

Increases the amount of HP restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for EP restoring potions only.

N/A

N/A

§ 0.20

Increase Effect's Duration

Increases the potion's effect duration by 1 round. You can only apply this enhancement a total of 5 times to a single potion. This is for beneficial effect potions only.

N/A

N/A

§ 0.30

Increase HP Revival Rate

Increases the amount of HP restored during revival by 1%. You can only apply this enhancement a total of 5 times to a single life restoring potion. This is for life restoring potions only.

N/A

N/A

§ 0.25

Increase Revival Time

Increases the amount of time you have to use the revival potion on a dead target by 1 round. You can only apply this enhancement a total of 3 times to a single life restoring potion. This is for life restoring potions only.

N/A

N/A

§ 0.35

Increase Beneficial Effect

Increases the effects of a beneficial effect potion by x 1.2. This only increases any effect values that can be increased. You can only apply this enhancement a total of 3 times to a single potion. This is for beneficial effect potions only.

N/A

N/A

§ 0.50

 

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2. Healing Potions

Medicines which restore lost HP

Item

Description of Effects

Weight

Space Taken

Cost

Tonic

Restores 10 HP

0.04

1

§ 0.75

Health Potion

Restores 20 HP

0.04

1

§ 1.50

Medicine of Health

Restores 50 HP

0.04

1

§ 3.75

Weak Elixir

Restores 100 HP

0.04

1

§ 15.00

Common Elixir

Restores 150 HP

0.04

1

§ 60.00

Strong Elixir

Restores 200 HP

0.04

1

§ 240.00

 

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3. SA Restoring Potions

Medicines which restore lost SA

Item

Description of Effects

Weight

Space Taken

Cost

Tinticure

Restores 10 SA

0.04

1

§ 1.00

Manna Nectar

Restores 20 SA

0.04

1

§ 2.00

Ether Vapor

Restores 50 SA

0.04

1

§ 4.00

Weak Ether

Restores 100 SA

0.04

1

§ 16.00

Common Ether

Restores 150 SA

0.04

1

§ 64.00

Strong Ether

Restores 200 SA

0.04

1

§ 256.00

 

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4. EP Restoring Potions

Medicines which restore lost EP

Item

Description of Effects

Weight

Space Taken

Cost

Sugar Water

Restores 10 EP

0.04

1

§ 0.50

Energy Shot

Restores 20 EP

0.04

1

§ 1.00

Caffeine

Restores 50 EP

0.04

1

§ 2.50

Diluted Nervine

Restores 100 EP

0.04

1

§ 10.00

Common Nervine

Restores 150 EP

0.04

1

§ 40.00

Strong Nervine

Restores 200 EP

0.04

1

§ 160.00

 

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5. Status Curing Potions

Medicines which removes harmful status effects

Item

Description of Effects

Weight

Space Taken

Cost

Soft

Softens skin removing 10% of the effects of stone with each use

0.04

1

§ 0.80

Antidote

Removes almost any poison

0.02

1

§ 1.00

Antibiotic

Cures almost any disease

0.03

1

§ 1.50

Cold Salve

Treats and removes the effects of heat exhaustion

0.04

1

§ 0.85

Aloe Vera Oil

Treats sunburns

0.04

1

§ 0.75

Warming Ointment

Treats and removes the effects of frost bite

0.04

1

§ 0.85

Muscle Ointment

losens muscles restoring one lost action.

0.06

1

§ 5.00

Salt Tablet

Treats the effects of dehydration but doesn't cure it. Must drink water afterwards to finish treatment and cure dehydration.

0.01

1

§ 0.35

Seltzer

Calms an upset stomach curing nausea.

0.02

1

§ 0.25

Eye Drops

Cures and removes the effects of Visual Distortion. Removes 10% of the effects of blindness with each use.

0.03

1

§ 0.35

Liquor

Cure fright, anxiety, and berserk. Decreases speed and mental by 1 point per use for 1 hour. Each use requires a Resistance check, failed resistance check increases the user's intoxication by 25%. The user will be fully intoxicated upon reaching 100%.

0.1

2

§ 2.75

Orange Nectar

Cures sickness

0.02

1

§ 0.20

Smelling Salts

Restores 1 EP to a comatose target per use, requiring 10 EP restoration to cure comatose. EP restoration medications will not work on a comatose target until the comatose status effect has been cured.

0.01

1

§ 2.50

Remedy

Cures and removes the effects of sickness, poison, almost any disease, heat exhaustion, frost bite, dehydration, nausea, visual distortion, fright, anxiety, berserk, intoxication, and confusion.

0.04

1

§ 55.00

Popcorn Seed Oil

Cures the effects of depression, loss of self, and loss of purpose.

0.02

1

§ 0.25

 

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6. Beneficial Effect Potions

Medicines which provide beneficial effects

Item

Description of Effects

Weight

Space Taken

Cost

Flaming Nectar

Keeps your body warm in even the coldest of places, preventing frost bite, hypothermia, and freezing for 1 hour.

0.03

1

§ 1.00

Fiery Liquor

Keeps your body warm in even the coldest of places, preventing frost bite, hypothermia, and freezing for 2 hours, while bearing the negative effects of liquor.

0.1

2

§ 2.50

Icy Nectar

Keeps your body cool in even the hottest places, preventing heat exhaustion and heat stroke for 1 hour.

0.03

1

§ 1.00

Creme of Blizzard Liquor

Keeps your body cool in even the hottest places, preventing heat exhaustion and heat stroke for 2 hours, while bearing the negative effects of liquor.

0.1

2

§ 2.50

Swift Tonic

Increases speed by x 1.2 for 1 hour.

0.03

1

§ 25.00

Swift Potion

Increases speed by x 1.4 for 1 hour.

0.05

1

§ 50.00

Swift Elixir

Increases speed by x 1.8 for 1 hour.

0.07

1

§ 75.00

Lucky Ale

Increases luck by x 2 for 1 hour, but bears the negative effects of liquor.

0.1

2

§ 12.50

Lucky Tonic

Increases luck by x 1.2 for 1 hour.

0.03

1

§ 25.00

Lucky Potion

Increases luck by x 1.4 for 1 hour.

0.05

1

§ 50.00

Lucky Elixir

Increases luck by x 1.8 for 1 hour.

0.07

1

§ 75.00

Steel Tonic

Increases strength by x 1.2 for 1 hour.

0.03

1

§ 25.00

Steel Potion

Increases strength by x 1.4 for 1 hour.

0.05

1

§ 50.00

Steel Elixir

Increases strength by x 1.8 for 1 hour.

0.07

1

§ 75.00

Mercury Tonic

Doubles all action types for 1 round, 10% chance of poisoning.

0.03

1

§ 15.00

Mercury Potion

Doubles all action types for 2 rounds, 15% chance of poisoning.

0.05

1

§ 25.00

Mercury Elixir

Doubles all action types for 4 rounds, 25% chance of poisoning.

0.07

1

§ 50.00

Scholar's Tonic

Increases mental by x 1.2 for 1 hour.

0.03

1

§ 25.00

Scholar's Potion

Increases mental by x 1.4 for 1 hour.

0.05

1

§ 50.00

Scholar's Elixir

Increases mental by x 1.8 for 1 hour.

0.07

1

§ 75.00

Potion of the Chameleon

Blend in with surroundings by 10% for 3 rounds with each use. Blending percentage and duration are stack-able, increasing with each use as long as used before the duration runs out. Invisibility is achieved when blending has reached 100%. Enemy's Perception % for locating your character is dropped by 10% per every 10% of blending.

0.05

1

§ 50.00

Bat's Brew

Allows you to see in the dark as if it were daylight for 1 hour.

0.04

1

§ 20.00

 

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7. Multiple Effect Potions

Medicines which provide multiple effects

Item Description of Effects Weight Space Taken Cost
Weak Manna Elixir Restores 50 SA and 50 HP 0.08 1 § 100.00
Common Manna Elixir Restores 100 SA and 100 HP 0.08 1 § 200.00
Strong Manna Elixir Restores 200 SA and 200 HP 0.08 1 § 300.00
Weak Manna Nervine Restores 50 SA and 50 EP 0.08 1 § 100.00
Common Manna Nervine Restores 100 SA and 100 EP 0.08 1 § 200.00
Strong Manna Nervine Restores 200 SA and 200 EP 0.08 1 § 300.00
Weak Healing Nervine Restores 50 HP and 50 EP 0.08 1 § 100.00
Common Healing Nervine Restores 100 HP and 100 EP 0.08 1 § 200.00
Strong Healing Nervine Restores 200 HP and 200 EP 0.08 1 § 300.00
Complete Tonic Restores 50 HP, 50 SA, and 50 EP 0.08 1 § 400.00
Complete Medicine Restores 100 HP, 100 SA, and 100 EP 0.08 1 § 800.00
Complete Potion Restores 200 HP, 200 SA, and 200 EP 0.08 1 § 1600.00
Potion of Exploration Provides the ability to see in the dark as if it were day, detect life up to 20 area blocks (120 feet), and increases Perception % by x 1.5; all for 1 hour. 0.05 1 § 80.00
Complete Remedy Heals all status effects except for death and rare diseases. 0.08 1 § 250.00
Tonic of Perfection Increases Fortitude, Speed, Mental, Strength, Luck, and Personality by x 1.3 for 1 hour. 0.05 1 § 400.00
Potion of Perfection Increases Fortitude, Speed, Mental, Strength, Luck, and Personality by x 1.6 for 1 hour. 0.05 1 § 700.00
Elixir of Perfection Increases Fortitude, Speed, Mental, Strength, Luck, and Personality by x 2 for 1 hour. 0.05 1 § 1000.00
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Wiki+ page: Offensive Potions

Offensive Potions are alchemical creations which are meant to cause damage or negative conditions. Offensive Potions are known to cause poisons, damage armor, and cause explosions. All offensive potions are sold individually and must be stored in some sort of carrying device.

 

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1. Enhancements for Offensive Potions

The following are enhancements that may be made to any offensive potion, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your offensive potion, be it the amount of uses, it’s effects, or whatever. Enhancements however must be applied to your offensive potions when you purchase them.

Offensive Potions Enhancements

Enhancement

Description of Effect

Weight

Space Taken

Cost

Condensed Potion

Allows you to store 5 potions in a bottle meant for 1 potion. You can separate the potion into bottles and add water to restore them to their original state later. If you take the potion fully condensed, it has the same effect as taking 5 potions. If you separate it into 2 bottles, take the effect of 5 potions a divide it by 2. Divide the effect of 5 potions by the number of bottles the condensed potion is separated into.

N/A

N/A

x 1.5

Increase HP Reduction

Increases the amount of SA damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for HP reducing potions only.

N/A

N/A

§ 0.10

Increase SA Reduction

Increases the amount of EP damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for SA reducing potions only.

N/A

N/A

§ 0.15

Increase EP Reduction

Increases the amount of HP damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for EP Reducing potions only.

N/A

N/A

§ 0.20

Increase Effect's Duration

Increases the potion's effect duration by 1 round. You can only apply this enhancement a total of 5 times to a single potion. This is for potions that have a duration only.

N/A

N/A

§ 0.30

Increase Smoke Radius

Increases the radius of the smoke by 1×1 hex. You can only apply this enhancement a total of 3 times. This is for Smoking Vials, Smoking Potions, Smoke Bombs, Stinking Vials, Stinking Potions, and Stink Bombs only.

N/A

N/A

§ 0.25

Increase Explosion Radius

Increases the radius of the explosion by 1×1 hex. You can only apply this enhancement a total of 3 times. This is for explosives only.

N/A

N/A

§ 0.35

Increase Negative Effect

Increases the effects of a negative effect potion by x 1.2. This only increases any effect values that can be increased. You can only apply this enhancement a total of 3 times to a single potion. This is for negative effect potions only.

N/A

N/A

§ 0.50

 

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2. Poisons

Potions which cause a gradual decay of HP, SA, or EP

Item

Description of Effects

Weight

Space Taken

Cost

Spider Venom

Damages 1d4 HP per round for 10 rounds

0.03

1

§ 0.40

Snake Venom

Damages 1d6 HP per round for 10 rounds

0.03

1

§ 1.20

Liquid Mercury

Damages 1d8 HP per round for 20 rounds

0.03

1

§ 3.50

Liquid Death

Damages 1d10 HP per round until dead or cured

0.03

1

§ 10.50

Manna Leech Tonic

Damages 1d6 SA per round for 10 rounds

0.03

1

§ 3.00

Manna Poison

Damages 1d10 SA per round for 10 rounds

0.03

1

§ 5.00

Tonic of Fatigue

Damages 1d6 EP per round for 10 rounds

0.03

1

§ 4.00

Lethargic Potion

Damages 1d10 EP per round for 10 rounds

0.03

1

§ 7.00

 

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3. Acids

Potions which cause the slow decay of DP and HP

Item

Description of Effects

Weight

Space Taken

Cost

Lye

Damages 2 DP or 0.5 PR per round for 5 rounds or 1d4 HP per round for 5 rounds if applied to flesh

0.04

1

§ 1.00

Corrosive Acid

Damages 4 DP or 1 PR per round for 5 rounds or 1d6 HP per round for 5 rounds if applied to flesh

0.04

1

§ 3.00

Skin Eater

Damages 6 DP or 2 PR per round for 5 rounds or 1d8 HP per round for 5 rounds if applied to flesh

0.04

1

§ 10.00

Metal Eater

Damages 10 DP or 4 PR per round for 5 rounds or 1d10 HP per round for 5 rounds if applied to flesh

0.04

1

§ 20.00

 

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4. Magical Effect Potions

Potions which produce effects similar to offensive magic

Item

Description of Effects

Weight

Space Taken

Cost

Liquid Fire

A glowing red liquid that when exposed to air erupts into a ball of flame which does 1d12 damage to any target in its 2×2 hex radius.

0.03

1

§ 50.00

Liquid Ice

A shimmering blue liquid that when exposed to air freezes instantly which does 2d6 damage and causes frost bite to the target it hits. This affects only one target.

0.03

1

§ 50.00

Bottled Lightening

A bright yellow liquid that when exposed to air explodes in violent bursts of light, looking similar to lightning. It does 3d4 damage to any target in its 2×2 hex radius.

0.03

1

§ 50.00

 

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5. Combustibles & Explosives

Potions which are either extremely flammable or explosive when introduced to fire

Item

Description of Effects

Weight

Space Taken

Cost

Alcohol

Catches fire easily, burning hot and brightly but burns out in only one round. It causes 1d12 damage to the single target and gives the target burns.

0.04

1

§ 0.80

Kerosene

Catches fire easily but does not burn as hot as alcohol. It burns for 5 rounds per vial used and does 1d10 damage per round to any affected targets as well as giving the targets burns. Its area of effects is 1 hex per vial used. It can be used in lanterns and takes 12 vials per hour of lantern fuel.

0.02

1

§ 1.00

Oil

This is harder to catch fire but it burns brightly for 10 rounds per vial used. It does 2d6 damage to any effects target as well as giving the targets burns. Its area of effect is 1 hex per vial used. It can be used on torches, taking 6 vials to provide enough oil for 1 hour of a lit torch.

0.03

1

§ 1.50

Coal

Hard to catch on fire but burns brightly for 3 hours per coal and remains hot for an additional hour. It does 2d8 damage per round on the singe target as well as causing the target burns and can be used for cooking.

0.04

1

§ 0.85

1 Vial of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A vial of black powder causes 3d6 damage in a 1 hex area or contains enough powder for one use with a gun.

0.04

1

§ 1.00

1 Bottle of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A bottle of black powder causes 5d6 damage in a 2×2 hex area or contains enough powder for 3 uses with a gun.

0.08

1

§ 3.00

1 Flask of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A flask of black powder causes 7d6 damage in a 3×3 hex area or contains enough powder for 8 uses with a gun.

0.1

1

§ 5.00

1 Jug of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A jug of black powder causes 10d6 damage in a 5×5 hex area or contains enough powder for 20 uses with a gun.

1

3

§ 10.00

1 Keg of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A keg of black powder causes 12d6 damage in a 8×8 hex area or contains enough powder for 80 uses with a gun.

5

10

§ 30.00

1 Barrel of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A barrel of black powder causes 15d6 damage in a 12×12 hex area or contains enough powder for 200 uses with a gun.

10

20

§ 60.00

 

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6. Negative Effect Potions

Potions other than poisons which cause negative status effects

Item

Description of Effects

Weight

Space Taken

Cost

Mild Hallucinogen

Causes the target to have to make a resistance check. If the target fails the target will hallucinate needing to make perception checks to determine real targets from imaginary targets for 3 rounds.

0.04

1

§ 1.00

Strong Hallucinogen

Causes the target to have to make a resistance check with a 10 point penalty. If the target fails the target will have strong hallucinations and be unable to distinguish from reality and imaginary. This causes the target to be unable to act for 3 rounds.

0.04

1

§ 10.00

Tainted Water

Causes sickness which decreases the target's movement rates by half and damage by 25% for 3 rounds.

0.04

1

§ 5.00

Tranquilizer

Causes the target to fall asleep and stay asleep for 3 rounds or until awakened.

0.04

1

§ 5.00

Sand

Thrown at the target's face, this causes Visual Distortion for 2 rounds.

0.01

1

§ 0.05

Metal Shavings

Thrown at the target's face, this causes Visual Distortion for 4 rounds. There is a 20% chance it will instead cause blindness for 4 rounds. The target will also suffer 3d4 plus throw power damage.

0.01

1

§ 0.10

Blank Bomb

This causes an explosion of sound which does not do any physical damage. It does however cause deafness for all of those affected, decreasing their Perception % by 20 and breaking their concentration and thus any spells they may be casting. The area of effect is 3×3 hex around where the bomb is thrown.

0.03

1

§ 0.50

Liquid Sulfur

This causes a putrid odor to cover the 3×3 hex area around where the vial is thrown. Those within the area will experience nausea, decreasing their movement rates by half while in the area of effect for 3 rounds plus the duration of the odor. The odor lingers for 3 rounds.

0.02

1

§ 1.00

Poison of Weakness

Decreases the strength of a target by 2 points for 3 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

§ 10.00

Potion of Burden

Increases the weight carried by the target by x 2 for 5 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

§ 10.00

Slow Potion

Decreases the speed of a target by 2 points for 3 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

§ 10.00

Poison of Intoxication

Causes the target to become instantly intoxicated. This decreases the target's speed and mental by 20, makes concentration impossible, decreases movement rates by half, and causes the target to need to make perception checks to hit a target. The effects last for 5 rounds.

0.04

1

§ 10.00

Tainted Blood

Causes the target to be infected with a nasty disease which until cured decreases all of the target's main stats by 2 per round and the target's HP, SA, and EP by 4 per round.

0.04

1

§ 40.00

 

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7. Miscellaneous Potions

Offensive potions which do not fit in the other categories

Item Description of Effects Weight Space Taken Cost
Smoking Vial A vial that when broken produces enough smoke to fill a 4×4 area around the broken vial for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets 0.03 1 § 0.80
Smoking Potion A bottle that when broken produces enough smoke to fill a 6×6 area around the broken bottle for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. 0.04 1 § 1.60
Smoking Bomb A bomb that when thrown produces enough smoke to fill a 10×10 area around the thrown bomb for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets 0.05 1 § 2.40
Stinking Vial A vial that when broken produces enough stinking smoke to fill a 4×4 area around the broken vial for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half. 0.03 1 § 1.00
Stinking Potion A bottle that when broken produces enough stinking smoke to fill a 6×6 area around the broken bottle for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half. 0.04 1 § 2.00
Stinking Bomb A bomb that when thrown produces enough stinking smoke to fill a 10×10 area around the thrown bomb for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half. 0.05 1 § 4.00
Slippery Oil Oil that is neither flammable or poisonous but is extremely slippery. When poured on the ground it looks like regular water, however any target that walks on the oil instantly slips and is knocked down for 1 round. One bottle contains enough oil to cover 2 hexes, and the oil will lasts on the ground for 4 rounds. 0.08 1 § 0.50
Fool's Potion This potion is plain water that is colored to look deadly. The water does nothing but since it looks like a deadly potion the target is susceptible to you telling the target that it does do something. The target must make a will check, if the target fails it will believe that the potion does whatever you say it does. If you say the potion deals 30 damage per round the target will think they are dying and try to cure it, even taking health potions and using magic spells even though no real damage is being done. 0.03 1 § 0.20
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Wiki+ page: Alchemical Tools

Alchemical Tools are tools used by alchemist to aid with making potions. These tools are things such as measuring cups, stirring rods, mortals and pestles, flasks, and recipe books. These tools cannot be equipped but can be used when making a potion. They will need to be stored in an appropriate storage device.

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1. Enhancements for Alchemical Tools

The following are enhancements that may be made to any alchemical tool, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your alchemical tool, be it it’s effects or whatever. Enhancements however must be applied to your alchemical tools when you purchase them.

Alchemical Tools Enhancements

Enhancement

Description of Effect

Weight

Space Taken

Cost

Precision Measuring

Increases the effects of the ingredients by x 1.3. This enhancement can only be applied once per tool and is only for Measuring Tools.

N/A

N/A

§ 0.15

Gold Mixing Rods

Increases the effects of HP, SA, and EP restoring potions by x 1.3. This enhancement can only be applied once per tool and is only for Mixing Rods.

- 0.01

N/A

§ 0.17

Crystal Mixing Rods

Increases the effects of status effect causing potions by x 1.3. This enhancement can only be applied once per tool and is only for Mixing Rods.

- 0.01

N/A

§ 0.39

Increase Mixing Effects

Increases the effects of created potions by x 1.3. This enhancement can only be applied once per tool and is only for Mixing Tools.

N/A

N/A

§ 0.20

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2. Measuring Tools

Items used with the skill “Measure” to increase or decrease the effects of the ingredients being used

Item

Description of Effects

Weight

Space Taken

Cost

Dry Measuring Spoons

Set of measuring spoons used to measure dry powders so that you can increase or decrease the ingredient's effects by x 1.2.

0.05

1

§ 0.40

Dry Measuring Cup

A measuring cup used to measure dry powders so that you can increase or decrease the ingredient's effects by x 1.2.

0.1

1

§ 0.60

Liquid Measuring Spoons

Set of measuring spoons used to measure liquids so that you can increase or decrease the ingredient's effects by x 1.2.

0.05

1

§ 0.40

Liquid Measuring Cup

A measuring cup used to measure liquids so that you can increase or decrease the ingredient's effects by x 1.2.

0.1

1

§ 0.60

Dry Weights Scale

Scale that allows you to measure out dry ingredients to the nearest 1/100th of a pound, but no heavier than 10 pounds, allowing you to increase or decrease the ingredient's effects by x 1.2.

1.5

5

§ 3.00

Liquid Weights Scale

Scale that allows you to measure out liquid ingredients to the nearest 1/100th of a pound, but no heavier than 10 pounds, allowing you to increase or decrease the ingredient's effects by x 1.2.

1.5

5

§ 3.00

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3. Mixing Tools

Items used to mix ingredients to create potions with the mixing and creating skills, most of these are must have tools to create potions

Item

Description of Effects

Weight

Space Taken

Cost

Mortar & Pestle

A bowl with a pounding device used to crush up solids into fine powders. You must have one to make potions.

0.1

1

§ 1.00

Calumniator

A stand that sits over a candle, which is included, to heat up mixtures placed on the stand. The candle can be substituted with any other small source of heat. You must have one to make potions.

0.14

2

§ 1.00

Small Beaker

A beaker made of thick glass that is used to store small amounts of combined ingredients so that they can be mixed. You must have either a small, medium, or large beaker to make potions.

0.05

1

§ 0.20

Medium Beaker

A beaker made of thick glass that is used to store moderate amounts of combined ingredients so that they can be mixed. You must have either a small, medium, or large beaker to make potions.

0.08

1

§ 0.40

Large Beaker

A beaker made of thick glass that is used to store large amounts of combined ingredients so that they can be mixed. You must have either a small, medium, or large beaker to make potions.

0.1

2

§ 0.80

Steel Mixing Rod

A thin rod made of durable steel that is 13 inches long and is used to mix ingredients within a beaker to make a potion. You must have one to make potions.

0.05

0.1

§ 0.25

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4. Containers

Items used to store your created potions into

Item

Description of Effects

Weight

Space Taken

Cost

Vial

A very small glass bottle used to store 1 use of liquids or a very weak potion that heals or damages less than 20 points or has a very weak or short lasting effects.

0.01

0.5

§ 0.05

Small Bottle

A small glass bottle used to store 2 uses of liquids or a weak potion that heals or damages more than 20 but less than 80 points, or has a weak or short lasting effects.

0.02

1

§ 0.10

Medium Bottle

A moderate size glass bottle used to store 3 uses of liquids or a moderate potion that heals or damages more than 80 but less than 200 points, or has stronger but short lasting effects.

0.03

1

§ 0.15

Large Bottle

A large size glass bottle used to store 4 uses of liquids or a moderate potion that heals or damages more than 80 but less than 300 points, or has a strong, lasting effects.

0.04

2

§ 0.20

Small Flask

A small glass bottle with a large base used to store 5 uses of liquids or weak elixir, weak ether, diluted nervine, a magical effect potion, or any similar potion .

0.05

1

§ 0.25

Medium Flask

A moderate size glass bottle with a large base used to store 7 uses of liquids or common elixir, common ether, common nervine, or any similar potion.

0.06

2

§ 0.30

Large Flask

A large glass bottle with a large base used to store 10 uses of liquids or a powerful potion.

0.07

2

§ 0.35

Small Tin

A small, short, metal container with a lid that stores weak creams.

0.02

0.5

§ 0.10

Medium Tin

A wider, short, metal container with a lid that stores stronger creams.

0.04

1

§ 0.20

Large Tin

A very wide, short, metal container with a lid that stores very strong creams.

0.06

1

§ 0.30

Small Canister

A small ceramic jar that can store 3 uses of powder.

0.5

1

§ 0.90

Medium Canister

A moderate size ceramic jar that can store 6 uses of powder.

1

2

§ 1.80

Large Canister

A large ceramic jar that can store 12 uses of powder.

1.5

2

§ 2.70

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5. Recipe Recording Tools

Items used to write and record potion recipes

Item Description of Effects Weight Space Taken Cost
Quill Pen Long, hollow quill feather which fills up with ink and can be used to write with. 0.01 0.2 § 0.05
Ink A small bottle of black ink with enough ink for 200 pages of writing. 0.01 1 § 0.10
Recipe Book A book with leather covers and 200 pages of bound thick paper to write recipes in. 0.08 1 § 5.00
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Wiki+ page: Potion Crafting & Ingredients

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

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Abilities Needed

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

 

Support Ability

Effect

Create Basic Potions

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

Create Better Potions

This ability allows you to create better potions.

Create Advanced Potions

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

Create All Potions

This ability allows you to create any kind of potion.

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Tools Needed

To create potions, you will need the following items:

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

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

 

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

 

The basic rule is this:

  • Must use at least 2 ingredients

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

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

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

 

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

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

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

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

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

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

 

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

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Using Different Bases

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

 

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

 

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

 

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

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

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Runic Element Effects on Potion Crafting

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

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

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

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

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

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

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

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

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

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

 

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Ingredients & Bases

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

Selling Ingredients

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

Consuming Ingredients

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

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Bases

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

Item

Description

Effects

Weight

Space Taken

Cost

Alcohol

1 small bottle of alcohol

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

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

0.1

1

5.00

Wine

1 small bottle of wine

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

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

0.1

1

8.00

Ale

1 small bottle of ale

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

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

0.1

1

7.00

Nectar – Tiger Lilly

1 vial of nectar from the Tiger Lily

Main Effect: restores 1 HP;

Secondary Effects: restores 1 EP;

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

0.05

0.5

2.00

Nectar – Manna Rose

1 vial of nectar from the manna rose

Main Effect: restores 1 SA;

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

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

0.05

0.5

8.00

Honey

1 small bottle of honey made from bees

Main Effect: restores 2 HP;

Secondary Effects: restores 2 EP, restores 2 SA;

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

0.1

1

1.00

Ectoplasm

1 vial of residue left behind by poltergeists

Main Effect: immunity life magic damage 1d6 rounds;

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

Extra: must have Create Advanced Potions or better

0.05

0.5

20.00

Spider Venom

1 vial of the venom from a spider

Main Effect: poison damage 1d8 per round;

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

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

0.05

0.5

2.00

Black Maple Sap

1 vial of sap from the black maple tree

Main Effect: restores 2 SA;

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

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

0.05

0.5

1.00

Blood – Black Viper

1 vial of blood from the black viper snake

Main Effect: poison damage 1d12 per round;

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

Extra: must have Create Better Potions or better

0.05

0.5

3.00

Blood – Red Imp

1 vial of blood from a red imp

Main Effect: cause Berserk 1d6 rounds;

Secondary Effects: Fire damage 1d6;

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

0.05

0.5

5.00

Blood – Bog Imp

1 vial of blood from a bog imp

Main Effect: poison damage 1d8 per round;

Secondary Effects: restores 10 EP;

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

0.05

0.5

5.00

Blood – Red Dragon

1 vial of blood from a red dragon

Main Effect: 1d20 Fire Damage;

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

Extra: must have Create All Potions

0.05

0.5

15.00

Blood – Blue Dragon

1 vial of blood from a blue dragon

Main Effect: 1d20 Ice Damage;

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

Extra: must have Create All Potions

0.05

0.5

15.00

Blood – Mercury Dragon

1 vial of blood from a mercury dragon

Main Effect: poison damage 2d8 per round;

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

Extra: must have Create All Potions

0.05

0.5

15.00

Aqua Clarissima

1 vial of magically enhanced restorative water

Main Effect: restores 25 HP;

Secondary Effects: none;

Extra: must have Create All Potions

0.05

0.5

10.00

Aqua Fortis

1 vial of magically enhanced strength-giving water

Main Effect: +25 to Strength;

Secondary Effects: none;

Extra: must have Create All Potions

0.05

0.5

15.00

Aqua Metallorum

1 vial of magically enhanced fortitude-enriching water

Main Effect: +25 to Fortitude;

Secondary Effects: none;

Extra: must have Create All Potions

0.05

0.5

15.00

Aqua Permanens

1 vial of magically enhanced endurance enriching water

Main Effect: + 25 to EP;

Secondary Effects: none;

Extra: must have Create All Potions

0.05

0.5

10.00

Aqua Regia

1 vial of magically enhanced durability restorative water

Main Effect: restores 10 DP;

Secondary Effects: none;

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

0.05

0.5

20.00

Aqua Vitae

1 vial of magically enhanced life giving water

Main Effect: revives dead with 1 HP;

Secondary Effects: none;

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

0.05

0.5

20.00

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Fungus

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

Item

Description

Effects

Weight

Space Taken

Cost

Black Cap Mushroom

Mushroom with a white stalk and a round black cap

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

0.05

0.1

0.50

Bog Beacon Mushroom

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

Cure Restlessness;
Cure Blindness;
Restores 2 SA

0.05

0.1

0.50

Red Cap Mushroom

Mushroom with a white stalk and a round red cap

Restores 2 EP;

Cures Fear;

Cures Depression

0.05

0.1

0.50

Yellow Cap Mushroom

Mushroom with a white stalk and a round yellow cap

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

Inflicts Sleep

0.05

0.1

0.50

Elf Cup Mushroom

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

Increases Mental by 5 for 1 hour;

Cures Addiction;

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

0.05

0.1

1.00

Fairy's Stool Mushroom

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

Cures Lesser Wounds;

Restores 1 HP;

Relieves Pain

0.05

0.1

0.50

Skull Cap Mushroom

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

Poisons for 1d6 damage per round;

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

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

0.05

0.1

0.75

Faded Specter Mushroom

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

Cures Confusion;

SA Poison of 1d6 to SA per round;

Inflicts Dazed for 1 round

0.05

0.1

1.00

Spider Moss

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

Inflicts Pain for 1d6 rounds;

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

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

0.05

0.1

0.50

Swamp Moss

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

Decrease Speed by 10 for 1d6 rounds;

Decrease Will by 10 for 1d6 rounds;

Decrease Strength by 10 for 1d6 rounds

0.05

0.1

0.25

Red Lichen

Lichen of a deep red color

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

Cures Dazed;

Inflicts Visual Distortion for 1d6 rounds

0.05

0.1

0.75

Fire Lichen

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

Cures Frost Bite;

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

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

0.05

0.1

1.25

Black Lichen

Lichen of a black color

Inflicts Forgetfulness for 1d6 rounds;

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

Poisons for 1d6 damage per round

0.05

0.1

1.00

Spotted Mold

Light green mold with brown, white, or black spots

Poisons for 1d6 damage per round;

Inflicts Sickness for 1d6 rounds;

Cures Disease

0.05

0.1

0.25

Zodo’s Eye Mushroom

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

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

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

Inflicts Forgetfulness for 1d6 rounds

0.05

0.1

2.50

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Grass

Ingredients that are a type of grass

Item

Description

Effects

Weight

Space Taken

Cost

Blue Grass

Small, blue-green grass with slightly curled blades

Restores 2 SA;

Cures Heat Exhaustion;

Cures Sunburns

0.05

0.1

0.25

Snake Grass

Long, thin, light green grass with yellow stripes

SA Poison of 1 SA per round;

Cure Sickness;

Cause Anxiety

0.05

0.1

0.50

Viper Grass

Long, thin, dark green grass with black stripes

EP Poison of 1 EP per round;

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

Inflicts Fatigue for 1d6 rounds

0.05

0.1

0.75

Blood Grass

Long, thin, dark red grass with sharp points

Poisons for 1 HP per round;

Inflicts Berserk for 1d6 rounds;

Cures Bleeding Out

0.05

0.1

1.00

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Leaves

Ingredients that are a type of leaf

Item

Description

Effects

Weight

Space Taken

Cost

Aloe Vera Leaf

One blade of an Aloe Vera plant

Cures Sunburns;

Cures Fatigue;

Cures Dehydration

0.05

0.5

1.00

Black Maple Leaf

Broad, deep purple maple leaf from the Black Maple tree

Restores 5 SA;

Regenerates 1 SA per round for 1d6 rounds;

Inflicts Nausea for 1d4 rounds

0.05

0.5

2.00

Faded Hope Willow Leaf

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

EP Poison of 2 EP per round;

SA Poison of 2 SA per round;

Causes 1d6 Shock Damage

0.05

0.1

1.50

Red Lettuce Leaf

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

Cures Disease;

Cures Nausea;

Cures Sickness

0.05

0.5

0.25

Mustard Turnip Leaf

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

Cures Nausea;

Restores 4 HP;

Restores 4 EP

0.05

0.5

0.25

Yellow Turnip Leaf

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

Cures Burns;

Cures Sunburns;

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

0.05

0.5

0.25

Spotted Spinach Leaf

Thick dark green leaf with black spots from the Spotted Spinach

Causes Nausea for 1d4 rounds;

Decreases Strength by 10 for 1d6 rounds;

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

0.05

0.5

0.25

Green Spinach Leaf

Thick dark green leaf from the Green Spinach

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

Decreases Speed by 10 for 1d6 rounds;

Relieves Pain

0.05

0.5

0.25

Rhubarb Leaf

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

Inflicts Nausea for 1d4 rounds;

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

Regenerates 2 HP per round for 1d6 rounds

0.05

0.5

0.50

Wolfsbane Leaf

Dark green thorny leaf from the wolfsbane plant

Cures Nausea;

Cures HP Poison;

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

0.05

0.5

1.50

Corianel Leaf

Yellow leaf with red spots

Cures Restlessness (requires Create Better Potions or better);

Cures Addiction (requires Create Advanced Potions or better);

Cures Lesser Wounds (requires Create Better Potions or better)

0.05

0.5

1.25

Silverthorn Leaf

Silver, slender leaf

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

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

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

0.05

0.5

2.00

Byrage Leaf

Purple broad leaf from the byrage vine

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

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

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

0.05

0.5

1.75

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Flowers

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

Item

Description

Effects

Weight

Space Taken

Cost

Morning Glory

Flower with a large, bright yellow center and white petals

Regenerates 1 EP per round for 1d6 rounds;

Restores 2 SA;

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

0.05

0.1

0.25

Dawn's Star Daisy

Daisy with white petals and a bright red center

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

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

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

0.05

0.1

0.25

Sun Flower

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

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

Increase Perception by +5 for 1d10 hours;

Cures Dazed

0.05

1

0.50

Moon Flower

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

Regenerates 1 SA per round for 1d6 rounds;

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

Cures Hallucinations

0.05

1

0.75

Black Rose Petal

Deep dark purple petal from a black rose

Poisons for 1d8 damage per round;

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

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

Inflicts Hallucinations for 1d6 rounds

0.05

0.1

0.75

Pale Tulip

Pale, almost ash white tulip with a black center

EP Poison of 1d8 EP per round;

SA Poison of 1d8 SA per round;

Cures HP Poison

0.05

0.1

0.75

Specter Daisy

Daisy with faded gray petals and a dull gray center

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

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

Cures EP Poison

0.05

0.1

1.00

Ghost Orchid

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

Restores 10 SA;

Increases Mental by 5 for 1 hour;

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

0.05

0.1

2.00

Manna Rose Petal

Petal from the manna rose

Restores 10 SA;

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

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

0.05

0.1

4.00

Mogen's Tear Tulip

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

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

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

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

0.05

0.1

10.00

Purple Haze Lily

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

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

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

EP Damage of 1d8 EP per round

0.05

0.1

2.00

Zodo's Eye Orchid

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

Fire Damage 1d12;

Ice Damage 1d12;

Shock Damage 1d12

0.05

0.1

10.00

Pyre Cactus

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

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

Restores 10 HP;

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

1

2

10.00

Midnight Rose Petal

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

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

Inflicts Frost Bite for 1 hour;

Restores 10 SA

0.05

0.1

4.00

Black Maple Bark

Thick black bark from the Black Maple

Cures Fear;

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

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

0.05

0.1

0.75

Spector’s Rose Petals

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

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

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

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

0.05

0.1

4.50

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Roots & Seeds

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

Item

Description

Effects

Weight

Space Taken

Cost

Mandrake Root

Twisted, light brown root of the mandrake plant

Cures Sickness;

Cures Dazed;

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

0.05

0.1

5.00

Orange Seed

Seed from an orange

Cures Sickness;

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

Cures Nausea

0.01

0.1

0.50

Arrow Root

Red root of the arrow bush

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

Increase Speed by 5 for 1d10 hours;

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

0.05

0.1

8.00

Fennel Seed

Seed of the Fennel Grass, a yellow, thin grass

Cures Paralysis;

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

Cures Stone

0.01

0.1

0.20

Flax Seed

Seed of the flax plant

Increases Strength by 5 for 1d10 hours;

Increase Speed by 5 for 1d10 hours;

Increase Luck by 5 for 1d10 hours

0.01

0.1

0.30

Black Eye Pea

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

Restores 2 EP;

Increases Luck by 5 for 1d10 hours;

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

0.01

0.1

0.20

Dark Red Kidney Bean

Bean of a moderate size and a dark red color

Restores 2 HP;

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

Restores 1 EP

0.01

0.1

0.25

Turnip

Almost white root of the turnip plant

Restores 4 HP;

Restores 4 EP;

Cures Stone (requires Create Better Potions or better)

0.5

1

0.80

Radish

Small red root of the radish plant

Regenerates 1 EP per round for 1d6 rounds;

Restores 5 HP;

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

0.5

1

0.80

Blood Root

Dark red root of the viper thorn bush

Poisons for 1d8 damage per round;

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

Inflicts Depression for 1d6 rounds

0.05

0.1

4.50

Watermelon Seed

Seed from a watermelon

Cures Anxiety (requires Create Better Potions or better);

Cures Fatigue;

Cures Dehydration (requires Create Advanced Potions or better)

0.01

0.1

0.20

Sassafras Root

Root from the sassafras tree

Cures Dehydration;

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

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

0.05

0.1

0.75

Pecan

Meaty nut within a hard shell

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

Cure Hallucinations (requires Create Better Potions or better);

Cures Depression

0.05

0.1

0.50

Almond

Hard nut within an even harder shell

HP Poison 2 HP per round;

Restores 4 EP;

Cures Anxiety (requires Create Better Potions or better)

0.05

0.1

0.50

Cashew

Soft and meaty nut within a hard shell

Relieves Pain;

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

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

0.05

0.1

0.50

Peanut

Soft and meaty nut within a soft shell

Restores 2 HP;

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

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

0.05

0.1

0.25

Aechenbush Berries

Icy blue berries from the Aechenbush

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

Cures Sunburns;

Cures Heat Exhaustion (requires Create Better Potions or better)

0.1

0.1

2.00

Byrage Berries

Small purple berries from the Byrage vine

Cures Burns;

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

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

0.1

0.1

2.00

Betil Seed

Seed from the Betil weed

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

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

Inflicts Dehydration until cured

0.01

0.1

0.75

Barlen Seeds

Small, almost microscopic black seeds from the poisonous barlen berry

Cures Stone (requires Create Better Potions or better);

Inflicts Depression for 1d6 rounds;

Inflicts Fatigue for 1d6 rounds

0.01

0.1

0.75

Basony Root

Deep purple root from the basony bush

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

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

Increases Intoxication by 25%;

0.05

0.1

1.50

Caranot Root

Yellow root that resembles a carrot

Cures Intoxication (requires Create Better Potions or better);

Increases Perception by 10 for 1d10 hours;

Cures Visual Distortion

0.05

0.1

2.50

Chalcedonna Berries

Bright blue berries from the chalcedonna vine

Increases Intoxication by 50%;

Cures Berserk;

Cures Depression (requires Create Better Potions or better)

0.1

0.1

4.00

Amaramon Root

Dark red root that leaks blood-like water when cut

Cures Anxiety (requires Create Better Potions or better);

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

Cures Blindness (requires Create Better Potions or better)

0.05

0.1

5.00

Acateris Root

Thin, wispy root of the Acateris vine

Cures Forgetfulness;

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

Cures Slow (requires Create Advanced Potions or better)

0.05

0.1

3.00

Agrimota Seed

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

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

Inflicts Sleep;

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

0.01

0.1

1.25

Silverthorn Berries

Silver, small berries that grow over the silverthorn bramble vine

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

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

Cures Paralyzed

0.1

0.1

2.50

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Meats & Fats

Ingredients that are a type of meat or fat

Item

Description

Effects

Weight

Space Taken

Cost

Troll Fat

1 oz of fat from a troll

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

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

Inflicts Slow for 1d6 rounds

0.1

0.5

2.50

Chaos Hydra Fat

1 oz of fat from a chaos hydra

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

Inflicts Forgetfulness for 1 round;

Cures Disease (requires Create Better Potions or better)

0.1

0.5

20.00

Bear Meat

½ a pound of bear meat

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

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

Restores 10 HP

0.5

1

15.00

Alligator Meat

½ a pound of alligator meat

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

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

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

0.5

1

15.50

Chaos Hydra Tongue

The tongue of a chaos hydra

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

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

Cures Disease

1

1

75.00

Red Dragon Tongue

The tongue of a red dragon

Causes Berserk for 1d6 rounds;

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

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

1

1

70.00

Blue Dragon Tongue

The tongue of a blue dragon

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

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

Grants ability to Breath Underwater for 1d10 hours

1

1

70.00

Mercury Dragon Tongue

The tongue of a mercury dragon

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

Cures Berserk (requires Create Better Potions or better);

Inflicts Burns for 1d6 rounds

1

1

70.00

Rotten Flesh

½ a pound of flesh from a rotting zombie

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

Inflicts Disease;

HP Poison of 1d4 HP per round

0.5

1

0.25

Falgaa Bird Meat

½ a pound of meat from a falgaa bird

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

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

Inflicts 1d6 Fire Damage

0.5

1

5.00

Snake Meat

¼ a pound of meat from a snake

EP Poison of 1d8 EP per round;

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

Decrease Mental by 10 for 1d6 rounds

0.25

0.5

2.50

Turtle Meat

¼ a pound of meat from a snake

Decrease Move Rates by ½ for 1d6 rounds;

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

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

0.25

0.5

5.00

Whale Blubber

½ a pound of fat from a whale

Decreases Move Rates by ½ for 1d6 rounds;

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

Doubles Weight Carried for 1d6 rounds

0.5

1

15.00

Rat Meat

1 oz of rat meat

Inflicts Anxiety for 1d6 rounds;

Doubles Weight Carried for 1d6 rounds;

Inflicts Disease until cured

0.1

0.5

0.20

Venison

½ a pound of meat from a deer

Restores 5 EP;

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

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

0.5

1

7.00

Mutton

½ a pound of meat from a sheep

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

Restores 5 EP;

Restores 5 HP

0.5

1

7.00

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Skins

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

Item

Description

Effects

Weight

Space Taken

Cost

Chaos Hydra Scale

1 scale from a chaos hydra

Inflicts Confusion for 1d4 rounds;

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

Inflicts Anxiety (requires Create Better Potions or better)

1

1

100.00

Red Dragon Scale

1 scale from a red dragon

Inflicts Berserk for 1d6 rounds;

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

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

1

1

100.00

Blue Dragon Scale

1 scale from a blue dragon

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

Increases Mental by 10 for 1d10 hours;

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

1

1

100.00

Mercury Dragon Scale

1 scale from a mercury dragon

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

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

Increases Speed by 10 for 1d10 hours

1

1

100.00

Imp Skin

Skin from an imp

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

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

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

0.5

0.5

50.00

Pig Hide

Skin from a pig

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

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

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

0.4

0.5

15.00

Crab Shell

Shell from a crab

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

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

Restores 5 EP

0.05

0.1

1.00

Turtle Shell

Shell from a turtle

Increases Fortitude by 10 for 1 hour;

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

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

0.5

1

25.00

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Organs

Ingredients that consist of various organs

Item

Description

Effects

Weight

Space Taken

Cost

Chaos Hydra Heart

Heart from a chaos hydra

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

Inflicts Confusion for 1d4 rounds;

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

0.6

1

200.00

Dragon's Eye

Eye from a dragon

Inflicts Hallucinations for 1d6 rounds;

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

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

0.3

1

200.00

Chaos Hydra Claw Talon

1 talon for a chaos hydra's claw

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

Decrease Luck by 10 for 1d6 rounds;

Increase Will by 10 for 1d10 hours

2

2

75.00

Pig's Heart

Heart from a pig

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

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

Inflicts Pain for 1d6 rounds

0.4

1

8.00

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Bones

Ingredients that consists of various bones

Item

Description

Effects

Weight

Space Taken

Cost

Chaos Hydra Tail Bone

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

Inflicts Acid Damage of 10 DP per round;

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

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

4

3

50.00

Ham Bone

Bone found in a large ham from a pig

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

Cures Hallucinations (requires Create Better Potions or better);

Inflicts Pain for 1d6 rounds

0.8

1

2.00

Imp Skull

Skull from an imp

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

Decreases Aim by 5 for 1d6 rounds;

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

4

2

10.00

Pig Rib Bone

Rib bone from a pig

Decreases Luck by 5 for 1d6 rounds;

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

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

0.5

1

2.00

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Powders

Ingredients that are a type of powder

Item

Description

Effects

Weight

Space Taken

Cost

Bone Meal

1 oz of crushed up powder from typical bones

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

Inflicts Sickness for 1d6 rounds;

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

0.1

0.1

1.00

Dragon Bone Marrow

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

Cures Frost Bite;

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

Cures Confusion (requires Create Better Potions or better)

0.1

0.1

50.00

Ground Coffee Beans

1 oz of grounded up coffee beans

Cures Fatigue;

Cures Intoxication;

Restores 10 EP

0.1

0.1

15.00

Cocoa Powder

1 oz of ground up cocoa beans

Cures Slow (requires Create Better Potions or better);

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

Inflicts Restlessness for 1 day

0.1

0.1

10.00

Ground Oyster Shell

1 oz of ground up oyster shells

Increases Fortitude by 5 for 1d10 hours;

Cures Forgetfulness (requires Create Better Potions or better);

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

0.1

0.1

2.00

Hydra Bone Marrow

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

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

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

Inflicts Fatigue for 1d6 rounds

0.1

0.1

75.00

Hydra Bone Meal

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

Cures Coma (requires Create Advanced Potions or better);

Cures Sleep;

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

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

0.1

0.1

75.00

Mythril Shavings

1 oz of fine mythril shavings

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

Inflicts Visual Disruption for 1d6 rounds;

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

0.01

0.1

20.00

Fairy Wing Dust

1 oz of dust gathered from fairy wings

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

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

Cures Bleeding Out (requires Create Advanced Potions or better)

0.01

0.1

50.00

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