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Alchemy skills are most useful for accidentally blowing up buildings, although some alchemists have been known to produce potions that are of great use to adventurer types. A list of the recipes for potions can be found here: Potion List
Alchemy skills available are:
- Alchemical Theory (10xp)
- Grants the basic knowledge of alchemy
- Alchemical Skill (12xp) [Alchemical Theory]
- Grants the ability to use alchemical ingredients you have prepared.
- Alchemy: Red Cobalt (3xp) [Alchemical Theory]
- Grants the ability to use Red Cobalt
- Alchemy: Bilious Sap (3xp) [Alchemical Theory]
- Grants the ability to use Bilious Sap
- Alchemy: Actinic Fog (3xp) [Alchemical Theory]
- Grants the ability to use Actinic Fog
- Alchemy: Cerulean Sand (3xp) [Alchemical Theory]
- Grants the ability to use Cerulean Sand
- Alchemy: Ferrous Tar (3xp) [Alchemical Theory]
- Grants the ability to use Ferrous Tar
- Alchemical Practice (15xp) [Alchemical Skill n]
- Allows you to prepare 6 ingredients of potions
- Alchemical Persistence (10xp) [Alchemical Theory]
- Allows you to prepare 3 ingredients of potions
- Alchemical Preparation (5xp) [Alchemical Theory]
- Allows the character to prepare 1 "size" worth of elixirs (2 ingredients' worth).
- Alchemical Knowledge (3xp) [Alchemical Skill n]
- Allows an alchemist to identify unknown alchemical substances.
- Alchemical Synthesis (5xp) [Alchemical Theory]
- Allows an alchemist to prepare exotic ingredients.
- Alchemical Conditioning (5xp) [Alchemical Theory]
- Allows an alchemist to work with base.
The following lists the alchemy skills in detail.
- Alchemical Theory [10xp]
- You may call DETECT ALCHEMICAL by close examination of anything, and tell if it either is, contains, or is currently under the effect of, something alchemical. You have (access to) IC knowledge of all published alchemical rules and mixtures. You have some idea of what special ingredients are capable of, and are capable of reading up on them, or experimenting with them (you may ask the refs about special ingredients, and what they may do).
- Alchemical Skill [12xp] [Alchemical Theory]
- You may administer size 1 potions for which you understand the ingredients.
- You may create elixirs of any size 1 potions you can administer (if you have Alchemical Preparation).
- You may administer size 2 potions.
- You may create size 2 elixirs.
- You may administer size 3 potions.
- You may create size 3 elixirs.
- You may administer size 4 potions.
- You may create size 4 elixirs.
- Alchemy: Red Cobalt [3xp] [Alchemical Theory]
You have some understanding of Red Cobalt, and may administer potions containing up to (level, max 4) doses of it.
- Alchemy: Bilious Sap [3xp] [Alchemical Theory]
You have some understanding of Bilious Sap, and may administer potions containing up to (level, max 4) doses of it.
- Alchemy: Actinic Fog [3xp] [Alchemical Theory]
You have some understanding of Actinic Fog, and may administer potions containing up to (level, max 4) doses of it.
- Alchemy: Cerulean Sand [3xp] [Alchemical Theory]
You have some understanding of Cerulean Sand, and may administer potions containing up to (level, max 4) doses of it.
- Alchemy: Ferrous Tar [3xp] [Alchemical Theory]
You have some understanding of Ferrous Tar, and may administer potions containing up to (level, max 4) doses of it.
- Alchemical Practice [15xp] [Alchemical Skill of the same level]
Each level allows you to prepare up to 6 ingredients per week.
- Alchemical Persistence [10xp] [Requires Alchemical Theory]
Each level allows you to prepare up to 3 ingredients per week.
- Alchemical Preparation [5xp] [Alchemical Theory.]
Each level allows you to prepare 1 "size" worth (that is, two ingredients' worth) of elixirs per week. (you must still prepare the ingredients separately).
- Alchemical Knowledge [3xp] [Alchemical Skill of the same level]
- You may get a list of the reagents used on anything which pings to DETECT ALCHEMICAL.
- You will be given some idea as to any exotic ingredients used in something which pings to DETECT ALCHEMICAL. You are sometimes able to identify alchemical effects, and ingredients used, from the traces they leave behind, even if they are no longer present or active.
- You are able to identify the effect of any non-exotic alchemy, and most exotic alchemy. You may call RECOGNISE ALCHEMICAL instead of DETECT ALCHEMICAL, and are permitted to read the OOC label attached to an elixir physrep without consuming the elixir.
- You are able to further investigate exotic alchemy, and may be able to determine more than is written on the OOC label. You will almost always be able to identify the exotic ingredients involved. You are sometimes able to determine the precise effects of alchemy from the traces left behind.
- Alchemical Synthesis [5xp] [Alchemical Theory]
You are able to prepare exotic ingredients (except base), and may research and administer exotic potions containing up to (level, max 3) of them.
- Alchemical Conditioning [5xp] [Alchemical Theory]
- You are able to prepare base, and you are able to research and administer exotic potions containing up to (level, max 3) doses of conditioned base. Base counts as an exotic ingredient, including for the purposes of Alchemical Synthesis.
Remember that although Elixirs take twice the number of ingredients as their corresponding potion, for the purposes of making them they count as the same size as their corresponding potion.