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Alchemy

Updated Feb 27, 2026 — Chapter 6: Production and Crafting
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The World of Alchemy

Alchemists are the scientists of the Old World. Since its inception, Alchemists have tirelessly searched for the path to immortality. They strive to discover what makes us, as mortals, fall apart and die. An Alchemist constantly tries to break down the world around them to its base parts so that he/she may manipulate them to their will and create things never seen before. As hard as they try, most Alchemists barely scratch the surface of the possibilities of their work, and because of the severe difficulty of their research, other Alchemists aren't talking. There circulates a rumor, however, of the Emerald Tome. A tome that contains the compiled research of some of the greatest Alchemists ever known. The last known record of the tome’s existence was in the year 302, when it was stolen from the royal library during the Great War. There are many that say its' contents were memorized and then destroyed by the one who stole it, to keep anyone else from knowing its' true power. There are others that say they know of pieces of the tome that have been found, and that the rest of the tome still exists somewhere. But these could merely be rumors. In the years since its' disappearance, many have spent their lives in pursuit of the Emerald Tome, with only a whisper here and there ever being found.

Alchemy Production

Players with the Alchemy skill can create alchemy once per event with the help of an Alchemical Lab. The amount of alchemy that can be created is based upon the level of the player's Alchemy Skill, level, the type of lab that is being used, and any other components that are being converted to Alchemy Production Points.

Any coin cost, tags, or other items used for creation must be turned in to Logistics at Check-In, at which point the player will receive all tags for the event. 

The number of points available will be calculated based on the tables below multiplied by the number of days the player will be at the event. For example, if a level 8 player will be attending Friday, Saturday, and Sunday of an event (Friday and Sunday only count as half days and Saturday is 1 full day) and has Rank 5 Alchemy and is using a Level 2 Lab, the breakdown would be as follows.

2 Days x (((Rank 5 x 2) + Level 8) x Apprentice Lab) = 72 Alchemy Production Points for the Event

Alchemy has a "Shelf Life" of 1 year and may be used up to the event marking 1 year from the date of creation. Alchemy Production Points not used may not be "banked" for later use. Alchemy production may only be done at Check-In and cannot be done after In-Play has been called.

Alchemy Production Point Breakdown

Base = (Rank x 2) + Level Lab 1 “Novice Lab”: Base x 1.5
Lab 2 “Apprentice Lab”: Base x 2
Lab 3 “Adept Lab”: Base x 2.5
Lab 4 “Master Lab”: Base x 3

Available Alchemy

Name Minimum Lab Requirement Alchemy Production Point Cost Cost in Silver Notes
Light Elixir Novice 1 2 A light elixir lasts for one day. It can be physrepped by a single Glowstick or a small flashlight covered in cloth.
Universal Solvent Novice 1 2 This alchemical solvent can be used to dispel the effects of Paste of Stickiness or Oil of Slipperiness. It takes 10 seconds to apply.
Paste of Stickiness Novice 1 2 This alchemical solution binds two objects together. It must be applied on a 10-count and this bond is permanent unless broken on a 10-count with +2 strength or "snapped" with +4 strength.
Oil of Slipperiness Novice 1 2 This alchemical solution prevents adhesion between two objects. It must be applied on a 10-count and lasts for 1 day.
Cure 2 Elixir Novice 1 2 This alchemical solution heals a target for 2 points of health, regardless of the target’s affinity, attunement, or taint. To use, the alchemist must pour the elixir on the target on a 3-count.
10 Acid Novice 2 4 Deals 10 points of physical acid damage to a single target. Must be thrown and user must have at least Alchemy Level 1 in order to throw any acid. This damage can be blocked with a shield but not a weapon.
10 Alchemist's Fire Novice 2 4 Deals 10 points of physical fire damage to a single target. This damage can be blocked with a shield but not a weapon. Must be thrown and user must have at least Alchemy Level 1 in order to throw any Alchemist's Fire.
Vorpal Blade +2 Novice 2 4 Once applied to a weapon, allows the user to call an additional 2 points of damage and call the "Acid" tagline for the duration of one hour. This alchemical elixir must be applied by an Alchemist with at least Alchemy Level 1, but then the treated weapon may be used by anyone with the appropriate weapon skill. Must be applied to the weapon on a 10-count.
20 Acid Apprentice 3 6 Deals 20 points of physical acid damage to a single target. Must be thrown and user must have at least Alchemy Level 1 in order to throw any acid. This damage can be blocked with a shield but not a weapon.
10 Alchemist’s Ice Apprentice 3 6 Deals 10 points of physical ice damage to a single target. Must be thrown and user must have at least Alchemy Level 1 in order to throw any acid. This damage can be blocked with a shield but not a weapon. If this damage bypasses armor and deals damage directly to a target's health points, the target takes the effect of a "slow".
Cure 6 Elixir Novice 3 6 This alchemical solution heals a target for 6 points of health, regardless of the target’s affinity, attunement, or taint. To use, the alchemist must pour the elixir on the target on a 3-count.
30 Acid Adept 5 8 Deals 30 points of physical acid damage to a single target. Must be thrown and user must have at least Alchemy Level 1 in order to throw any acid. This damage can be blocked with a shield but not a weapon.
30 Alchemist's Fire Adept 5 8 Deals 30 points of physical fire damage to a single target. This damage can be blocked with a shield but not a weapon. Must be thrown and user must have at least Alchemy Level 1 in order to throw any Alchemist's Fire.
20 Alchemist’s Ice Adept 5 8 Deals 20 points of physical ice damage to a single target. Must be thrown and user must have at least Alchemy Level 1 in order to throw any acid. This damage can be blocked with a shield but not a weapon. If this damage bypasses armor and deals damage directly to a target's health points, the target takes the effect of a "slow".
Vorpal Blade +6 Adept 5 8 Once applied to a weapon, allows the user to call an additional 6 points of damage and call the "Acid" tagline for the duration of one hour. This alchemical elixir must be applied by an Alchemist with at least Alchemy Level 1, but then the treated weapon may be used by anyone with the appropriate weapon skill. Must be applied to the weapon on a 10-count.
Cure 12 Elixir Adept 5 8 This alchemical solution heals a target for 12 points of health, regardless of the target’s affinity, attunement, or taint. To use, the alchemist must pour the elixir on the target on a 3-count.
50 Acid Master 8 12 Deals 50 points of physical acid damage to a single target. Must be thrown and user must have at least Alchemy Level 1 in order to throw any acid. This damage can be blocked with a shield but not a weapon.
50 Alchemist's Fire Master 8 12 Deals 50 points of physical fire damage to a single target. This damage can be blocked with a shield but not a weapon. Must be thrown and user must have at least Alchemy Level 1 in order to throw any Alchemist's Fire.
30 Alchemist’s Ice Master 8 12 Deals 30 points of physical ice damage to a single target. Must be thrown and user must have at least Alchemy Level 1 in order to throw any acid. This damage can be blocked with a shield but not a weapon. If this damage bypasses armor and deals damage directly to a target's health points, the target takes the effect of a "slow".
50 Alchemist’s Ice Master 12 25 Deals 50 points of physical ice damage to a single target. Must be thrown and user must have at least Alchemy Level 1 in order to throw any acid. This damage can be blocked with a shield but not a weapon. If this damage bypasses armor and deals damage directly to a target's health points, the target takes the effect of a "slow".
Vorpal Blade +10 Master 12 25 Once applied to a weapon, allows the user to call an additional 10 points of damage and call the "Acid" tagline for the duration of one hour. This alchemical elixir must be applied by an Alchemist with at least Alchemy Level 1, but then the treated weapon may be used by anyone with the appropriate weapon skill. Must be applied to the weapon on a 10-count.