Alchemists

Race: Humans, Dwarves or Halflings

Physreps: Armour and weapons if required, suitable clothing, bottles for alchemy, recipe book, sales ledger, record of materials used.

(Link to Potion sigils and colours)

Membership Rules

Alchemists swear to abide by the following rules:

Advancement

Rank Guild Fees PP Recipies (Total) Skills/Privileges Advance time
Apprentice 4/- 20 3x First Order alchemical Alchemical in Nature
1st Order Sigils
1 Month
Journeyman 6/- 30 5x First Order
1x Second Order
2nd Order Sigils 2 Months
Guildsman 8/- 45 6x First Order
2x Second Order
1x 3rd Order
poison Poisons Present
3rd Order Sigils
2 Months
High Guildsman 10/- 55 6x First Order
3x Second Order
2x 3rd Order
1x 4th Order
3 Months
Guild Senior 12 /- 65 6x First Order
3x Second Order
3x 3rd Order
2x 4th Order
Magical in Nature
4th Order Sigils
3 Months with permission
Master 15/- 90 6x First Order
3x Second Order
3x 3rd Order
3x 4th Order
Potion Research N/A

Potion Lists

First Order

Name Cost to learn PP used
Befriend Free 5
Mute Free 5
Firemakers Free 2
Firm Resolve Free 5
Immunity to Mute Free 5
Light Free 1
Mighty Strength Free 8
Mobility Free 8
Purification Free 4
Sleep (Oral) Free 5
Truthtell Free 6

Second Order

Name Cost to Learn PP Used
Blade Venom (Oil) Free 5
Cure Disease Free 5
Heal Body Free 2
Heal Limb Free 2
Purge Poison Free 5
Silver (Oil) Free 8
Resistance 15/- 5

Third Order

Name Cost to Learn PP Used
Protection from Heat (Oil) 25/- 10
Protection from Magic 25/- 11
Protection from Missiles 25/- 12
Protection from Poison 25/- 12
Protection from Wounding 25/- 10
Resistance to Disease 25/- 12
Revival 25/- 3
Swiftdeath (Oral) 25/- 8
Stone to Flesh (Oil/2 parts) 25/- 40
Tanglefree (Oil) 25/- 12

Alternatively, take Alchemical Resistance.

Fourth Order

Name Cost to Learn PP Used
All Heal 30/- 6
Foretell Future 30/- 17
Invisibility 30/- 20
Regrow Limb 30/- 30
Swiftdeath (Oil) 30/- 15

Ingredients

Item Cost Properties
Black Onyx 1/6 Protection from charms and spells
Bloodroot 0/2 White flowers from plant have healing properties
Blue Diamond 3/8 Insight into mysteries
Cleric's Cowl 0/1 Leaves draw out toxicity
Contrary Vine 0/3 Dried out leaves reverse the effects of other ingredients
Dragon Scale 2/6 Powdered scale causes great fear
Dwarf Ear Adventure Protection from disease
Elderkin Blood Adventure Allows free movement
Elf's Eyes Adventure Grants vision beyond normal sight
Ghast Dust Adventure Toxins cause paralysis.
Hobgoblin Tusks Adventure Defence against Magic.
Humours of Air 0/2 Connected to Knowledge and Magic.
Humours of Earth 0/1 Enhances the latent abilities of other ingredients.
Humours of Fire 0/2 Associated with strength, can enhance other ingredients.
Humours of Water 0/3 Healing Properties
Liquid Copper 2/11 Dexerity and pacifism
Luminous Moss 0/1 Enhances humours, glows at night
Mage Finger Adventure Stores residual soulfire
Mandrake Root 0/11 Deadly poisonous
Monkshood 1/7 Leaves are poisonous and enhance other toxins
Ogre Horn Adventure Adds strength to other ingredients
Porous Jade 0/10 Longevity and understanding
Powered Peridot 0/7 Strength and promotes agression
Sprite Bane 2/6 Keep sprites at bay and offer magical resistance
Troll Blood Adventure Regenerative abilites and resistance to poisons
Troll Heart Adventure Unsurpassed regeneration abilities, but toxic alone
White Lotus 0/10 Petals heal certain aliments

Description to aid in alchemical research.

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