Guide: Alchemy
Posted: Wed Aug 20, 2008 10:57 pm
According to Stratics from Oct. 12, 1999 (http://web.archive.org/web/199910140203 ... m/alchemy/) below is the regs and skills required for alchemy. I sorted by order of skill required, as it was in more of a grouped ordering by potion type.
Name...........Color...Reagent..........Effect...........Min.Skill
Cure (L).......Orange..1 Garlic.........Cures LP..........0
Heal (L).......Yellow..1 Ginsing........3-10 Healing......0
Nightsight.....Black...1 Spider's Silk..light until dawn..0
Poison (L).....Green...1 Nightshade.....(1-2%)hp/5 sec....0
Explosion (L)..Purple..3 Ash............1-5 Damage........5.1
Agility........Blue....1 Blood Moss.....Max STAM +10......15.1
Heal...........Yellow..3 Ginsing........6-20 Healing......15.1
Poison.........Green...2 Nightshade.....(5-10%)hp/4 sec...15.1
Refresh........Red.....1 Black Pearl....+25% Stamina......15.1
Cure...........Orange..3 Garlic.........Cures LP & P......25.1
Refresh (T)....Red.....5 Black Pearl....FULL Stamina......25.1
Strength.......White...2 Mandrake Root..MAX Health +10....25.1
Agility (G)....Blue....3 Blood Moss.....Max STAM +20......35.1
Explosion......Purple..5 Ash............6-10 Damage.......35.1
Strength (G)...White...5 Mandrake Root..MAX Health +20....45.1
Heal (G).......Yellow..7 Ginsing........9-30 Healing......55.1
Poison (G).....Green...4 Nightshade.....(15-25%)hp/3 sec..55.1
Cure (G).......Orange..6 Garlic.........Cures all poison..65.1
Explosion (G)..Purple..10 Ash...........11-20 Damage......65.1
Poison (D).....Green...8 Nightshade.....(10-40%)hp/3 sec..90.1
What to make and when to make it.
I first started with an ample supply of potion kegs (having a carpenter/tinker certainly helps unless you plan to just buy a significant number of kegs and mortars). bottles, about 75 Kegs, about 200 Mortars, and regs, regs, and more regs.
I went off the assumption that the server is accurate to the skills required to make pots for the era, which I am confident are correct. I weighed in a couple of thoughts as I made them. I first bought the skill to 30'ish. I think it may have been closer to 32, but I am not sure and it is not the point. I had Two things in mind. Fastest and Cheapest. For example, Heal and Greater Poison take the same amount of skill, but significantly different reg usage. Go with the Greater Poison because it is cheaper as well as it will come in handy if you plan on creating a poisoner. Because it uses half the regs as Greater Cure, Push it until the gains start to noticably slow down. Then go Greater Cure. The amount of various strength Poison pots needed to GM Poisoning is high as well. Later G-Heals and cures can be made as needed. But since you will be burning serious amounts of regs to GM Alchemy, get your base for another skill while you are at it.
I didn't start documenting anything until I was at about 50 skill, so from 30-50, I am working off of memory but beleive I am accurate as far as the reg usage. And the cost at this stage is pretty inconsequential in the overall process.
From 0-32 Bought the skill about 1 gp per .1%
From 32-40.0 I made Poison. Reg use was about 900 Nightshade. (2,700 gp) 34 gp per .1%
From 40-52.0 Strength Potions. Regs Used was 3500 Mandrake Root. (10,500 gp) 131 gp per .1%
52.0 to 64.0 Explosion Potions. Regs Used was 8500 Sulphur Ashe. (25,500 gp) 212 gp per .1%
64.0 to 75.0 Greater Strength Potions. Regs Used was 8,000 Mandrake Root. (24,000 gp) 221 gp per .1%
75.0 to 87.0 Greater Poison Potions. Regs used was 12,000 Nightshade. (36,000 gp) 300gp per .1%
87.0 to 94.0 Greater Cure Potions Regs Used were 12,000 Garlic. (36,000 gp) 514gp per .1%
94.0 to 97.0 Deadly Poison. Regs used was 15,500 Nightshade, (46,500 gp) 1550gp per .1%
*** Was a test*** 97.0 to 98.2 Greater Heal. Regs used 6,500 Gensing (19,500) 1625 gp per .1%
***Was a test*** 98.2 to GM Greater Poison. Regs Used 5,000 Nightshade (15,000 gp) 833 gp per .1%
Total Gold spent was approximately 220,000. My gains came to a very slow point from 93 to 94. I made the choice to go to DP here (for a short run). I was able to get 190 DP out of 15,500 Nightshade, so rougly 81 Nightshade per potion and 3.2 skill point gains (at 94 skill, I had 93.7 real skill and at 97.0 I have 96.9 real skill) so roughly 500 Nightshade per percentage point of skill gain. I ran a couple of small tests at the end as indicated above.
After a couple of tests, I conclude that the way I did it above was timewise faster, but it would have been considerably cheaper to go:
32-60 Poison
60-GM Greater Poison In the mid90's on up, the gains were very slow, but a significant less reg usage made this less expensive.
I again am confident the way indicated above is faster, but more expensive. Either way, my castle is swimming with kegs of potions, so a lot of room is needed as well. In the mid90's on up, the gains were very slow, but a significant less reg usage made this less expensive. Either way, figure on spending a minimum of 150K (cheap way) to 225k (fast way) to acheive GM alchemist.
I had 6 mortars in my bag, and 100 bottles. When I ran out of bottles, I knew I had a full keg. I made a little macro to drag and drop to the keg when 100 pots were made. Simple macro that I won't explain here.
My Alchemy Razor macro was as follows (not saying it's the best, just the one I used):
Double Click (target mortar)
Wait for Target
Absolute Target (Reg)
Wait for menu
Menu response
Pause 1.5 sec.
***Repeat this for each mortar in this macro***
With the 8 second delay per mortar, collectively I had 9 seconds of pauses, So when the macro started back at the top, the first mortar had been emptied of the regs it was grinding and so on. The timing was just right. For the reg, target by type did not seem to work, maybe someone could figure that out. Also I used the specific mortar (again not by type) and as they wore out I replaced it and retargeted the mortar I replaced with the new one and kept going. With this macro, I have got here in 3 evenings.
Name...........Color...Reagent..........Effect...........Min.Skill
Cure (L).......Orange..1 Garlic.........Cures LP..........0
Heal (L).......Yellow..1 Ginsing........3-10 Healing......0
Nightsight.....Black...1 Spider's Silk..light until dawn..0
Poison (L).....Green...1 Nightshade.....(1-2%)hp/5 sec....0
Explosion (L)..Purple..3 Ash............1-5 Damage........5.1
Agility........Blue....1 Blood Moss.....Max STAM +10......15.1
Heal...........Yellow..3 Ginsing........6-20 Healing......15.1
Poison.........Green...2 Nightshade.....(5-10%)hp/4 sec...15.1
Refresh........Red.....1 Black Pearl....+25% Stamina......15.1
Cure...........Orange..3 Garlic.........Cures LP & P......25.1
Refresh (T)....Red.....5 Black Pearl....FULL Stamina......25.1
Strength.......White...2 Mandrake Root..MAX Health +10....25.1
Agility (G)....Blue....3 Blood Moss.....Max STAM +20......35.1
Explosion......Purple..5 Ash............6-10 Damage.......35.1
Strength (G)...White...5 Mandrake Root..MAX Health +20....45.1
Heal (G).......Yellow..7 Ginsing........9-30 Healing......55.1
Poison (G).....Green...4 Nightshade.....(15-25%)hp/3 sec..55.1
Cure (G).......Orange..6 Garlic.........Cures all poison..65.1
Explosion (G)..Purple..10 Ash...........11-20 Damage......65.1
Poison (D).....Green...8 Nightshade.....(10-40%)hp/3 sec..90.1
What to make and when to make it.
I first started with an ample supply of potion kegs (having a carpenter/tinker certainly helps unless you plan to just buy a significant number of kegs and mortars). bottles, about 75 Kegs, about 200 Mortars, and regs, regs, and more regs.
I went off the assumption that the server is accurate to the skills required to make pots for the era, which I am confident are correct. I weighed in a couple of thoughts as I made them. I first bought the skill to 30'ish. I think it may have been closer to 32, but I am not sure and it is not the point. I had Two things in mind. Fastest and Cheapest. For example, Heal and Greater Poison take the same amount of skill, but significantly different reg usage. Go with the Greater Poison because it is cheaper as well as it will come in handy if you plan on creating a poisoner. Because it uses half the regs as Greater Cure, Push it until the gains start to noticably slow down. Then go Greater Cure. The amount of various strength Poison pots needed to GM Poisoning is high as well. Later G-Heals and cures can be made as needed. But since you will be burning serious amounts of regs to GM Alchemy, get your base for another skill while you are at it.
I didn't start documenting anything until I was at about 50 skill, so from 30-50, I am working off of memory but beleive I am accurate as far as the reg usage. And the cost at this stage is pretty inconsequential in the overall process.
From 0-32 Bought the skill about 1 gp per .1%
From 32-40.0 I made Poison. Reg use was about 900 Nightshade. (2,700 gp) 34 gp per .1%
From 40-52.0 Strength Potions. Regs Used was 3500 Mandrake Root. (10,500 gp) 131 gp per .1%
52.0 to 64.0 Explosion Potions. Regs Used was 8500 Sulphur Ashe. (25,500 gp) 212 gp per .1%
64.0 to 75.0 Greater Strength Potions. Regs Used was 8,000 Mandrake Root. (24,000 gp) 221 gp per .1%
75.0 to 87.0 Greater Poison Potions. Regs used was 12,000 Nightshade. (36,000 gp) 300gp per .1%
87.0 to 94.0 Greater Cure Potions Regs Used were 12,000 Garlic. (36,000 gp) 514gp per .1%
94.0 to 97.0 Deadly Poison. Regs used was 15,500 Nightshade, (46,500 gp) 1550gp per .1%
*** Was a test*** 97.0 to 98.2 Greater Heal. Regs used 6,500 Gensing (19,500) 1625 gp per .1%
***Was a test*** 98.2 to GM Greater Poison. Regs Used 5,000 Nightshade (15,000 gp) 833 gp per .1%
Total Gold spent was approximately 220,000. My gains came to a very slow point from 93 to 94. I made the choice to go to DP here (for a short run). I was able to get 190 DP out of 15,500 Nightshade, so rougly 81 Nightshade per potion and 3.2 skill point gains (at 94 skill, I had 93.7 real skill and at 97.0 I have 96.9 real skill) so roughly 500 Nightshade per percentage point of skill gain. I ran a couple of small tests at the end as indicated above.
After a couple of tests, I conclude that the way I did it above was timewise faster, but it would have been considerably cheaper to go:
32-60 Poison
60-GM Greater Poison In the mid90's on up, the gains were very slow, but a significant less reg usage made this less expensive.
I again am confident the way indicated above is faster, but more expensive. Either way, my castle is swimming with kegs of potions, so a lot of room is needed as well. In the mid90's on up, the gains were very slow, but a significant less reg usage made this less expensive. Either way, figure on spending a minimum of 150K (cheap way) to 225k (fast way) to acheive GM alchemist.
I had 6 mortars in my bag, and 100 bottles. When I ran out of bottles, I knew I had a full keg. I made a little macro to drag and drop to the keg when 100 pots were made. Simple macro that I won't explain here.
My Alchemy Razor macro was as follows (not saying it's the best, just the one I used):
Double Click (target mortar)
Wait for Target
Absolute Target (Reg)
Wait for menu
Menu response
Pause 1.5 sec.
***Repeat this for each mortar in this macro***
With the 8 second delay per mortar, collectively I had 9 seconds of pauses, So when the macro started back at the top, the first mortar had been emptied of the regs it was grinding and so on. The timing was just right. For the reg, target by type did not seem to work, maybe someone could figure that out. Also I used the specific mortar (again not by type) and as they wore out I replaced it and retargeted the mortar I replaced with the new one and kept going. With this macro, I have got here in 3 evenings.