Guide to Alchemy

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Guide to Alchemy

So you want to become an alchemist eh? Well the following is a guide to get you started on your path.
 

 

Now that you have become an Alchemist you need to create your tradeskill hotbar that you will use when you want to practice Alchemy.

 
First you need to open up your Skill page as show to the right. Left click on the Alchemy icon and it will stick to your cursor. Then select a clean hotbar and left click the Alchemy icon into an empty slot on the hotbar.

Next left click or press the number associated with your new Alchemy hotbutton. This will open up a list of Alchemy Recipes.

 
Picture of Alchemy Recipe list
Picture of Skill window

Left clicking on the Poisons section to open it out and you will see a number of recipes as shown above. The recipes are colored according to their difficulty at your current Alchemy skill. The range of colors are detailed below from the hardest to the easiest:

 
Red -> Orange -> Yellow -> Blue -> Green -> Gray

Most of the time you will want to skill up on Orange, Yellow or Blue recipes. Orange recipes would probably be the cheapest way to skill up but it would take longer due to higher number of failures. Yellows and Blues will skill you up faster but will generally cost more since you have more successes without skill ups and you lose money everytime you sell a success back to the vendor.

To get started we will be working on the Minor Lethal Poison recipes so left click the icon in the recipe window to pick up a copy of the icon and move it over to your hotbar and then left click it into an open slot as you did with the Alchemy icon.

Next we need to see what materials the Minor Lethal Poison requires. To do this right click on the recipe icon and it should bring up a list of ingredients required to make the recipe as so:

 
Minor Lethal Poison Recipe

So now we know what we need to make the Minor Lethal Poison we need to go buy our materials. Alchemy merchants in Jordheim are called Holsvi Hallgrim, Om and Ereck Hemingr and can be found in the long hut SW of the top forge. A complete listing of Alchemy merchants for all of the realms can be found in the
Merchants section of this website. Holsvi Hallgrim is the merchant that has low level Alchemy recipe supplies so we need to go see her.

Right clicking on Holsvi opens up her merchant window where you can buy your materials. With the introduction of Alchemy and Spellcrafting the merchant windows have been improved so that they can now have multiple pages on a single merchant. To swap between the pages you use the Arrow buttons to the left of the Page number at the bottom right of the window. Each Page can still be scrolled up and down as they used to be able to, so if you can't find an ingredient by clicking through the Pages remember to scroll each up and down also to make sure you are checking all the merchants wares.

 
Picture of Holsvi Hallgrim (Merchant) Picture of Merchant Window

To buy the materials we need find them on the merchant (they are on Page 4 of Holsvi Hallgrim) and left click on the name of the material to highlight them in yellow (start with the Distilled Honey Bee Venom). Then click the Buy button once. This will buy 20 Distilled Honey Bee Venom (not all materials come in 20's some come in 5s, some in 1s). If you need more than one lot of materials you can click the Buy button multiple times to buy more of a material. The material will automatically stack in your inventory. Repeat the process above for the Thin Glass Vial and Rotted Flaxweed Extract so you will have 20 of each in your inventory as so:

 
Picture of Inventory with 20 of each of the three ingredients needed for minor lethal poison

To do Alchemy you also need a number of tools. First you need an Alchemy Kit and a Mortar and Pestle, these can be bought from Holvsi Hallgrim on Page 3 and need to be place in your inventory somewhere while doing Alchemy. You also need to be near an Alchemy Table, there are two in Jordheim, one southwest of the Alchemist Master outside the guildhall, and the second is between the Temple of Juton and the longhouse containing the tradeskill merchants to the left of the entrance from Vasudheim. The Alchemy table is pictured below:

 
Picture of Alchemy Table

Once you have all the materials and tools needed to make your recipe, move to either Alchemy table and then left click the recipe icon on your hotbar. This will attempt to make the recipe. A window will pop up as shown below to show your progress as you make the recipe.

 
Picture of recipe progress bar

You will get a message in your chatbox saying if you were successful or if you failed. Sometimes you critically fail (on Red and Orange recipes) and will lose materials, this is why it's safest to skill up on Yellow and Blue recipes. If you are lucky and you succeed you will sometimes get skill up messages, these will be for either Alchemy or Herbcraft. Occasionally if your Herbcraft is falling too far behind your Alchemy you will get multiple Herbcraft skill ups for a single success. If you ever try your hand at Spellcrafting too you will find you get multiple Gemcutting skill ups as Gemcutting tries to catch up with your Alchemy skill.

 
Picture showing skill up text in chat window

Congratulations on making your first Alchemy poison. As your Alchemy skill increases you will need to change to higher recipes and more will become available as you skill up. When you get to 99 Skill (and every 100 after that) you will get a message to visit the Alchemy Master before you can gain any more skill. When you talk to the Alchemy Master he will increase your Tradeskill Title and open up new recipes to you. If you want to see what you will be able to make feel free to browse the Recipe and Effects sections of this website. An Excel Spreadsheet is also available for download in the Downloads section which has the recipe names and skill levels as well as costs and sellback prices.

Since Alchemy nor Spellcrafting have consignments like the other mundane tradeskills, skilling up is mainly done by powerskilling (eg making the same item again and again until the a higher recipe is available, then repeat with the higher recipe). I believe Mythic want Alchemy crafters either self funded or funded by their guild or friends. Alchemy gets very expensive at the high skill levels and it is unlikely a crafter will ever break even selling to players so an Alchemist needs some form of cash income to be able to skill up.

 

 

Once you reach 534 skill you will be able to make your first tinctures. Tinctures are based on a metal type, the metal type determines what level the effect, charge or reactive effect will start to work from.

 
Metal Level Required
Alloy 20+
Fine Alloy 25+
Mithril 30+
Adamantium 35+
Asterite 40+
Netherium 43+
Arcanium 47+

So a stable fire asterite tincture when imbued into an item would only work when used by a level 40 or above character.

The item doesn't have to be made of the same material level as the tincture, but it can be used as a rough guide as to what level tincture should be put into what item.

 
    E.g. You could imbue a Volatile Fire Fine Alloy Tincture into an Alloy Dagger. However by the time the character was of sufficient level to get the weapon to 'proc' the dagger would be below his optimal choice for a weapon in regard to it's DPS rating and weapon con and probably should have been replaced.
For a tincture to be of any use it has to be imbued into an item. You can only imbue tinctures into player-crafted armor, shields or weapons, you cannot imbue tinctures into dropped or quested items. Each player-crafted item has a slot for one tincture, imbuing a tincture into an item does not affect the item's imbue points with regard to Spellcrafting, they are completely separate. Armor should take either Charge or Reactive Effect tinctures, Weapons should take either Charge or Effect tinctures and Shields should take either Charge, Effect or Reactive Effect tinctures (Note: Currently Reactive Effects only work in RvR when imbued into shields, they will never 'proc' in PvE combat).

 
    Note: Be very careful when imbuing tinctures into items. It is possible to imbue the wrong type of tincture into an item. E.g. an Effect (instead of a Reactive Effect) into a piece of armor. The tincture will imbue fine, but since the piece of armor can never hit another player or monster the effect will never ever 'proc'. You cannot remove a tincture once imbued so making a mistake will waste the tincture and make the item unable to take a tincture that would work.
There are two ways to imbue a tincture into an item, the first way is used when you are doing an imbue for someone else, the second way is for when you just want to imbue something for yourself.

To initiate the first method have your customer trade with you by left clicking on the item they wish to have imbued in their inventory to pick it up on their cursor. Then they need to left click on you to open up a trade window with you. You then place the tincture that they wish imbued into the item, into your side of the trade window by left clicking on the item in your inventory to pick it up and then left clicking in your side of the trade window. At this point your skill is checked to make sure that it is sufficient to imbue the tincture, if you do not have sufficient skill you will be told in your chat box and will be unable to click Accept. Assuming you have sufficient skill you then you need to check the Combine checkbox to turn the trade from a normal trade into an imbue and your customer needs to place the agreed amount of money into their side of the trade window. Finally you both need to click accept and when that is done the imbued item will be placed in your customer's inventory and the money into your inventory.

 
Picture showing imbuing item for customer

The second way of imbuing an item is to Self Craft it. To do this you need to right click the item you wish to imbue the tincture into in your inventory. This will switch your character hit point, endurance and power window to show the items stats. Then press your Self Craft key, to find out what this is mapped to use the /keyboard command to bring up your current keyboard settings, it is on the second page as 'Craft'. You may need to log out and go to the options menu to configure your key if it is not configured.

 
Picture showing Self Craft option window

Once you press the Self Craft key it will bring up window with three options, Repair, Craft and Salvage as shown above. You need to click on the Craft button, which will bring up the Self Craft window. It looks identical to a trade window but has the item already placed ready to receive the tincture and the combine checkbox is already checked.

 
Picture showing imbuing item with the self craft system

Simply place the required tincture into your side of the window (as shown above) and click the Accept button and the tincture will be combined and the finished item placed in your inventory.

When imbuing Charge tinctures into an item the maximum number of charges the item contains is determined by the quality of the item the tincture is being imbued into.

 
Item Quality Max Charges
94% 2 Charges
95% 3 Charges
96% 4 Charges
97% 5 Charges
98% 6 Charges
99% 7 Charges
100% 10 Charges

 


For most of your Alchemy career you will not need to leave your realm's capital city to get ingredients for your recipes. However once you start working on mithril tinctures or above you will have to start making supply trips to fetch your metal. Since these trips can take a substantial amount of time it is often wise to stock up on as much metal as you can afford (or carry) and store it in your vault until it's needed. If you are a low level crafter you may need to ask a higher level friend to make the supply trips for you, especially when you get to use the highest level metals which are only available in the frontier areas.

Note: The Shrouded Isles expansion has brought with it five new towns in each realm where you can practice Alchemy. There is at least one new town per realm that has all the trade supplies you could ever need, so for those of you with the expansion there is no need to risk life and limb on those dangerous supply trips to get the top level metals. Some towns have the alchemy merchants right next to or very close to the Alchemy table, so it may be worth exploring to see which town is best for the items you are currently making. However remember that you'll still need to return to the Alchemy Master every 100 skill points, so trips to your realms capital city or expansion starting town will still be necessary.

When you reach 1000 skill, a number of recipes will become available to you that require ingredients not found on the Alchemy merchants. These are rare ingredients that can only be obtained by killing monsters out in your realm and looting the ingredients off them. These recipes make the strongest poisons and potions available and due to their rarity should only be used in times of dire need. The recipes that require dropped ingredients can be found on the
Recipes page of this website and a list of mobs that drop the ingredients can be found on the Drop List page.

 

 

Well hopefully this guide will get you started on your career as an Alchemist. If you have any questions on alchemy or need more help I highly recommend the Alchemy forum at
www.daoctradeskills.com. They can be found here.
Send mail to GND@amzeus.co.uk with questions or comments about this web site.
Last modified: 02/16/07
 

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