Alchemy Skills

Alchemy skills are most useful for accidentally blowing up buildings, although some alchemists have been known to produce potions that are of great use to adventurer types.

Skills followed by a number or range of numbers indicate a levelled skill, this skill has multiple levels, with higher levels having different effects. To purchase a levelled skill you must have the previous levels (e.g. to purchase first aid 3 to treat somebody you must have first aid 1 and 2) in addition to any other pre-requites. The XP cost represents the XP cost per level.

Skills without a number are non-levelled: there is no progression for them, you buy them only once unless specified in the skills description.

Skill XP cost Prerequistes Short Description
Alchemical Theory 10 Grants the basic knowledge of alchemy
Alchemical Skill 1-8 12 Alchemical Theory Grants the ability to use alchemical ingredients you have prepared.
Alchemical Conditioning 1-3 5 Alchemical Synthesis 1-3 Allows an alchemist to work with base
Alchemical Knowledge 1-4 3 Alchemical Skill 1-4 Allows an alchemist to identify unknown alchemical substances
Alchemical Persistence  1-8 10 Alchemicial Theory Allows you to prepare 3 ingredients of potions
Alchemical Practice  1-8 15 Alchemy Skill 1-8 Allows you to prepare 6 ingredients of potions
Alchemical Preparation 1-8 5 Alchemicial Theory Allows the character to prepare 1 "size" worth of elixirs (2 ingredients' worth)
Alchemical Synthesis 1-3 5 Alchemicial Theory Allows an alchemist to prepare exotic ingredients.
Alchemy: Actinic Fog 1-4 3 Alchemical Theory Grants the ability to use Actinic Fog
Alchemy: Bilious Sap 1-4 3 Alchemical Theory Grants the ability to use Bilious Sap
Alchemy: Cerulean Sand 1-4 3 Alchemical Theory Grants the ability to use Cerulean Sand
Alchemy: Ferrous Tar 1-4 3 Alchemical Theory Grants the ability to use Ferrous Tar
Alchemy: Red Cobalt 1-4 3 Alchemical Theory Grants the ability to use Red Cobalt

Detailed Descriptions

Skills are listed in the form of "Skill Name (XP cost) [Prerequistes]"

Alchemical Theory [10xp]

You may call DETECT ALCHEMICAL by close examination of anything, and tell if it either is, contains, or is currently under the effect of, something alchemical. You have (access to) IC knowledge of all published alchemical rules and mixtures. You have some idea of what special ingredients are capable of, and are capable of reading up on them, or experimenting with them (you may ask the refs about special ingredients, and what they may do).

 

Alchemical Skill 1-8 [12xp] [Alchemical Theory]

  1. You may administer size 1 potions for which you understand the ingredients.
  2. You may create elixirs of any size 1 potions you can administer (if you have Alchemical Preparation).
  3. You may administer size 2 potions.
  4. You may create size 2 elixirs.
  5. You may administer size 3 potions.
  6. You may create size 3 elixirs.
  7. You may administer size 4 potions.
  8. You may create size 4 elixirs.

Remember that although Elixirs take twice the number of ingredients as their corresponding potion, for the purposes of making them they count as the same size as their corresponding potion.

 

Alchemical Conditioning 1-3 [5xp] [Alchemical Synthesis 1-3]

You are able to prepare base, and you are able to research and administer exotic potions containing up to (level) doses of conditioned base. Base counts as an exotic ingredient, including for the purposes of Alchemical Synthesis.

 

Alchemical Knowledge 1-4 [3xp] [Alchemical Skill 1-4]

  1. You may get a list of the reagents used on anything which pings to DETECT ALCHEMICAL.
  2. You will be given some idea as to any exotic ingredients used in something which pings to DETECT ALCHEMICAL. You are sometimes able to identify alchemical effects, and ingredients used, from the traces they leave behind, even if they are no longer present or active.
  3. You are able to identify the effect of any non-exotic alchemy, and most exotic alchemy. You may call RECOGNISE ALCHEMICAL instead of DETECT ALCHEMICAL, and are permitted to read the OOC label attached to an elixir physrep without consuming the elixir.
  4. You are able to further investigate exotic alchemy, and may be able to determine more than is written on the OOC label. You will almost always be able to identify the exotic ingredients involved. You are sometimes able to determine the precise effects of alchemy from the traces left behind.

 

Alchemical Persistence 1-8 [10xp] [Alchemical Theory]

Each level allows you to prepare up to 3 ingredients per week.

 

Alchemical Practice 1-8 [15xp] [Alchemical Skill 1-8]

Each level allows you to prepare up to 6 ingredients per week.

 

Alchemical Preparation 1-8 [5xp] [Alchemical Theory.]

Each level allows you to prepare 1 "size" worth (that is, two ingredients' worth) of elixirs per week. (you must still prepare the ingredients separately).

 

Alchemical Synthesis 1-3 [5xp] [Alchemical Theory]

You are able to prepare exotic ingredients (except base), and may research and administer exotic potions containing up to (level) of them.

 

Alchemy: Actinic Fog 1-4 [3xp] [Alchemical Theory]

You have some understanding of Actinic Fog, and may administer potions containing up to (level) doses of it.

 

Alchemy: Bilious Sap 1-4 [3xp] [Alchemical Theory]

You have some understanding of Bilious Sap, and may administer potions containing up to (level) doses of it.

 

Alchemy: Cerulean Sand 1-4 [3xp] [Alchemical Theory]

You have some understanding of Cerulean Sand, and may administer potions containing up to (level) doses of it.

 

Alchemy: Ferrous Tar 1-4 [3xp] [Alchemical Theory]

You have some understanding of Ferrous Tar, and may administer potions containing up to (level) doses of it.

 

Alchemy: Red Cobalt 1-4 [3xp] [Alchemical Theory]

You have some understanding of Red Cobalt, and may administer potions containing up to (level) doses of it.