the book of alchemy

Introduction to Alchemy.

In order to acquire Alchemy skills of Category I (Potions) the character must acquire the skill “Access to Simple Alchemy”.
If an Alchemist wants to acquire skills of Category II (Weapon Ointments) or III (Powders) they will need the “Access to Advanced Alchemy” skill. These access skills provide the user with knowledge about the basic alchemical laws and knowledge of preparing in-time ingredients.
Each Alchemist skill gives the character the knowledge of one specific in-time mixture.
Each alchemy skill can only be learned once.
When a mixture's seal is broken the mixture loses its effects after 5 minutes. While the seal of a mixture remains unbroken the mixture remains effective.
There is no limit on the production of mixtures (only the natural time limit and ingredients).

Note: All potion creation requires an Alchemy Setup approved by the Organizers.
Each Alchemist’s setup is unique but here is a list of examples of tools traditionally found in a standard Alchemist Setup:

  • Mortar and pestle.

  • Bottles/tubes.

  • Something to boil water.

  • Various powders.

  • Weight measurers.

  • Time measurers.

  • Measuring spoons.

  • Parchment and writing utensils to document your experiments.


Important: Only potions that are sealed and approved by the Organizers may have  effects. Because of possible allergic reactions, drinks must be made using only water and food coloring.
The drinking of a mixture may also be simulated.

Interruptions: If a character is interrupted while preparing a mixture or he breaks from the production for any reason he still has the opportunity to resume the production for a period of less than 10 minutes. If this period is exceeded then the mixture has failed and the whole set of ingredients are lost.

Poison and potion detection: Any alchemist can identify poisons and potions by analyzing it. The alchemist must spend 1 minute performing analysis to identify a potion/poison.

Antidotes: There is no universal antidote therefore specific antidotes are needed for each poison. In order to create an antidote, it is necessary to know about the poison and its effects. An antidote can be produced using the skill “Antidotes” as long as the alchemist knows how to craft the poison it is meant to counteract.
There are some poisons that cause physical damage to the target character. In these cases the use of a “Potion of Healing” must be used instead of an antidote.

Weapon Ointments: The lubrication of a weapon with a Weapon Ointment MUST always be simulated. (Do Not lubricate weapons with IT weapon ointments!)
Only one-handed, two-handed and pole weapons can be lubricated using weapon ointments. Throwing weapons and projectiles can not be lubricated.
The bearer of the lubricated weapon must carry the Weapon Ointment’s approval seal with them for the ointment to have an effect.
Weapon Ointments ignore armor.
The name of the ointment should be stated after a successful strike with the lubricated weapon.
A lubricated weapon only works once, after the first strike on a target (whether resisted or not) the lubrication loses its effects.
In order to produce a Weapon Ointment the alchemist must know the corresponding Category I Potion.

Alchemical ingredients .

Instructions:

  • The name of the herb comes first, in Bold, followed by what animals can produce equivalent material.

  • Secondly comes the OT representation of the herb that can be found during events, in Underline.

  • Next is written what is required to grow the material in a garden.

  • After that, any special properties and/or additional information, if needed.

  • Lastly comes the cultivation time. Slow: 1 per day, Average: 2 per day, Fast: 4 per day.

Web Root / Arachnid Orchid = Arachnids (Spiders, Scorpions)

Yellow with White cap 

- Grows in dry grassy gardens

- Cultivation time: Average

Copperbud = Reptiles (Lizards, Turtles, Tortoises, Snakes)

Orange with Black cap 

- No special growth requirements

- Cultivation time: Fast

Maiden's Hair / Pixie String = Fish / Crustaceans

Orange with Green cap 

- Grows in grassy gardens, needs a moist and slightly shady environment.

- Cultivation time: Average

Fae-tear Leaf / Street Chew = Mollusks (Snails, Slugs)

Red with Purple cap 

- Grows near Water and very wet places in gardens.
- Addictive! Withdrawal symptoms range from shivering to erratic behavior.

- Cultivation time: Fast

Orc Thorn / Blue Fang = Amphibians (Frogs, Toads, Newts)

Blue with White cap

- Grows in any garden but has to be separated from all other herbs with a barrier of some kind.

- Poisonous! Causes light to severe hallucinations upon inhalation or skin contact.

- Protective gear required to work with this herb safely, tools need to be cleaned after contact.

- Cultivation time: Fast

Death String / Rot Rope

Green strip of fabric or crepe paper (usually at least 20 cm in length)

- Grows on dead trees, garden cultivation is not possible.

- Corrosive! Causes acidic burns when it comes in contact with skin. 

- Poisonous! Causes an inability to breath and weakness until death if inhaled.

- Protective gear required to work with this herb safely, tools need to be cleaned after contact.

- Cultivation time: N/A

Glowshroom / Fighters Boon = Insects (Beetles, Bees, Butterflies, etc.)

Blue with Blue cap

- Grows in any garden, needs a moist and very shady environment.

- Cultivation time: Average

Cave Beard Grass = Insects (Beetles, Bees, Butterflies, etc.)

Green with White cap

- Grows in grassy gardens, needs a moist and slightly shady environment.

- Cultivation time: Average

Forsaken’s Leaves 

Green with Green cap

- Grows only on “Fallow earth”

- Thorny! Requires protective equipment.

- Garden cultivation can only be done by a “Master of Herbs”

- Cultivation time: Slow

Desert Rose 

Red with Red cap

- Rare! This herb is rare.

- Grows in dry sandy gardens

- Garden cultivation can only be done by a “Master of Herbs”

- Highly Corrosive! Acid-proof protective gear and tools required (no wood or metal)

- Will burn herbs growing nearby.

- Cultivation time: Slow

Moonlight Cap

Red with Green cap and spiral

- Magically attuned, parasitic fungus. 

- Garden cultivation is not possible.

- Usage unknown.

- Cultivation time: N/A

Primordial Herb

Purple with purple cap

- Unknown 

Special materials - Possible OT representations

  • Tannith - A rare metal, OT props can vary depending on how processed it is

  • Lard - Fat, butter, other safe substance with similar qualities, a cloth wrap or bag eluding to lard like contents.

  • Sulfur - Yellow powder

  • Washed Coal - Coal, black rocks or rough black powder



Potions (Category I)

Potion of Blindness (1 SP)

  • Description

    • If the Application is successful the target becomes blind for 1 hour. Target must lower his face and look at the ground (target’s feet).

  • Recipe

    • 1x Web Root / Arachnid Orchid

    • 1x Copperbud

Potion of Silence (1 SP)

  • Description:

    • If the Application is successful the target becomes mute for 1 hour. 

  • Recipe:

    • 2x Web Root / Arachnid Orchid

Potion of Deafness (1 SP)

  • Description:

    • If the Application is successful the target becomes deaf for 1 hour.

  • Recipe:

    • 1x Web Root / Arachnid Orchid

    • 1x Maiden's Hair / Illumivine / Pixie String

Potion of Sleep (1 SP)

  • Description:

    • If the Application is successful the target falls asleep for 15 minutes. The target can be awakened, however, the character (still under the effects of the potion) MUST act sleepily and CANNOT perform any offensive action until the potion wears off or is neutralized.

  • Recipe:

    • 1x Copperbud

      1x Fae-tear Leaf / Street Chew

Potion of Friendship (1 SP)

  • Description:

    • If the Application is successful the target becomes “the Best Friend” of the user for 15 minutes.

  • Recipe:

    • 1x Maiden's Hair / Illumivine / Pixie String

Potion of Confusion (1 SP)

  • Description:

    • If the Application is successful the target becomes confused for the duration of 15 minutes and is plagued by hallucinations: Noises are all mixed up, shadows seem to move and take strange forms and people are unrecognizable.

  • Recipe:

    • 2x Orc Thorn / Blue Fang

Potion of Truth (1 SP)

  • Description:

    • If the Application is successful the target must answer any questions truthfully for 15 minutes.
      Note: Target may refuse to speak.

  • Recipe:

    • 1x Copperbud

    • 1x Orc Thorn / Blue Fang

Potion of Amnesia (1 SP)

  • Description:

    • If the Application is successful the target forgets the last 15 minutes of their life. If the effects are not neutralised within 20 minutes the memories can never be recovered properly.

  • Recipe:

    • 1x Orc Thorn / Blue Fang

    • 1x Fae-tear Leaf / Street Chew

Poison (1 SP)

  • Description:

    • If the Application is successful the target suffers 2 points of damage. The effects of this potion can Not be neutralised by the “Antidote” alchemist skill.  
      By adding additional materials to this potion and extending the time it takes to brew it, the damage rating can be increased to a maximum of 6.

  • Recipe:

    • 2x Death String / Rot Rope

Antidote (1 SP)

  • Description:

    • If the Application is successful this potion will neutralise the corresponding effect. An alchemist must know how to make the potion before they can make an antidote for it.

  • Recipe:

    • 1x Ingredient from the poison

    • 1x Cave Beard Grass OR Glowshroom / Fighters Boon,

      OR 1x Maiden's Hair / Illumivine / Pixie String

      (1x of these materials can be replaced with Washed Coal)

Potion of Healing (1 SP)

  • Description:

    • The target heals 1 health point after drinking this potion.
      By adding additional materials to this potion and extending the time it takes to brew it, the healing rating can be increased to a maximum of 3.

    • Alchemist's Gratis: an alchemist can eschew the use of materials up to 3 times a day when brewing this potion.

  • Recipe:

    • 1x Glowshroom / Fighters Boon

      OR 1X Cave Beard Grass

Potion of Meditation (3 SP)

  • Description:

    • This potion allows the target to immediately resume casting spells ignoring the exhaustion time for 1 minute. As soon as the potion wears off the spell caster will be exhausted for a number of minutes equal to the number of spells they cast while the potion was in effect. (Given that a spell should take 10 seconds to cast, the exhaust time should not exceed 6 minutes)

  • Recipe:

    • 2x Fae-tear Leaf / Street Chew

    • 1x Web Root

Potion of Fortitude (3 SP)

  • Description:

    • This mixture grants 3 temporary health points to the target for 15 minutes. At the end of the duration the target automatically loses 3 health points. If the target loses more health points than they have available at that time then they are now knocked out and bleeding to death.
      By adding additional materials to this potion and extending the time it takes to brew it, the extra health rating can be increased to a maximum of 9.

    • Note: The amount of health points lost at the end of this potions duration is always equal to the amount gained from the potion.

  • Recipe:

    • 1x Cave Beard Grass OR Glowshroom / Fighters Boon

      1x Maiden's Hair / Illumivine / Pixie String















Weapon ointments (Category II)

Weapon Ointment of Sleep (3 SP)

  • Description:

    • This Ointment gives the effects of the “Potion of Sleep” skill.

  • Recipe:

    • 1x Lard 

    • 1x Forsaken’s Leaves

    • 1x Copperbud

    • 1x Fae-tear Leaf / Street Chew

Weapon Ointment of Poison (3 SP)

  • Description:

    • This Ointment gives the effects of the “Potion of Poison” skill.

  • Recipe:

    • 1x Lard 

    • 1x Forsaken’s Leaves

    • 2x Death String / Rot Rope

Weapon Ointment of Confusion

  • Description:

    • This Ointment gives the effects of the “Potion of Confusion” skill.

  • Recipe:

    • 1x Lard 

    • 1x Forsaken’s Leaves

    • 2x Orc Thorn / Blue Fang





Powders (Category III)

Gunpowder (3 SP)

  • Description:

    • An in-time-flammable powder (must be inflammable OT). This powder is necessary for firearms. The powder is not suitable for explosive barrels. The Gunpowder will provide the user with 10 shots per batch of materials.

  • Recipe:

    • 1x Sulfur

      1x Washed Coal

      1x Desert Rose

Armor Powder (2 SP)

  • Description:

    • This powder allows a master blacksmith to increase the defensive value of an armor piece by 1 point. This point does not count towards any restrictions and only applies if the reinforced armor piece blocks the hit. Once applied this bonus is permanent.

  • Recipe:

    • 1x Sulfur

    • 2x Tannith




The Alchemy Guild

For the more advanced Alchemists, The Alchemy Guild can allow them access to advanced skills. To gain access to these skills, Alchemists and Herbalists must have already learned at least half of the potions in the alchemy section and at least 1 Advanced Alchemy skill. Just like the other Guild skills, however, learning them requires in-game effort on the players part and teachings by guild mentors. What the character must do varies depending on the skill, but it should involve training to learn the skill in some way or figuring out how to do it.

  • Investigation of Alchemy (3 SP): The character can create experimental mixtures and investigate unknown plants for special potions.

  • Master of Alchemy (5 SP): The production time of Alchemical creations is reduced by half. 

  • Master of Herbs (5 SP): This skill allows the character to:
    a) Identify rare herbs needed to create special and unusual potions.
    b) Reduce the growth time of normal plants.
    c) Cultivate special and rare plants in an ordinary garden.
    Note: Additionally to the notification of a garden, the ability "Master of Herbs" must be reported to an event Organiser.