Alchemists create combat art essences used by Fighters to enhance their combat skills, poisons for Scouts to apply to weapons they use while adventuring, and potions for general consumption by all players. For an excellent Alchemy website, see Rijacki's Alchemy Notebook.
About Rare and Non-Rare Components
Alchemists use non-rare and rare ingredients to produce their wares. Combat art recipes with exclusively non-rare components result in one of three possible levels of quality: Apprentice II, Apprentice III, and Apprentice IV. Those same recipes that include rare components result in only one level of quality: Adept III.
Recipes for poisons and potions, be they rare or not, have no quality levels associated with them. The more successful you are at producing them, the more items you get. At the highest level of success, you get 10 items per combine.
About Fuel Costs
All crafting uses Fuel. Fuel for Alchemists is Candles. The amount and cost of fuel increases steadily from tier to tier. The amount of fuel required for a rare combat art essence recipe is typically double the amount of its non-rare counterpart. Rare Poisons and Potions typically require one less fuel than their non-rare counterparts.
Generic Combat Art Essence Recipes
All combat art essences level Apprentice II through Apprentice IV have the same basic recipe. Only one item is created with each combination (unlike potions and poisons, where multiple items are created with each combination).
- Tier 1 arts require 2 Roots, 1 Gems, 2 Loams, 1 Candle
- Tier 2 arts require 2 Roots, 1 Gems, 2 Loams, 2 Candles
- Tier 3 arts require 3 Roots, 2 Gems, 2 Loams, 3 Candles
- Tier 4 arts require 3 Roots, 2 Gems, 2 Loams, 4 Candles
- Tier 5 arts require 4 Roots, 3 Gems, 2 Loams, 6 Candles
- Tier 6 arts require 4 Roots, 3 Gems, 2 Loams, 8 Candles
- Tier 7 arts require 5 Roots, 4 Gems, 2 Loams, 10 Candles
- Tier 8 arts require 4 Loams, 2 Gems, 1 Soft Metal, 5 Candles
All non-rare recipes, for tiers 1-7, require 1 Root, 1 Loam, and 5 Candles. For rare poisons (Neophyte through Grandmaster), substitute a Dust for the required Loam and reduce the fuel by 1. Tier 8 Poisons, require 4 Loams, 2 Gems, 1 Soft Metal, and 2 Candles. For rare poisons (Expert), substitute a Dust for the required Loam, fuel cost stays the same.
All non-rare recipes, regardless of tier, require 1 Root, 1 Soft Metal, 1 Loam, and 5 Candles. For rare potions (Neophyte through Grandmaster), substitute a Dust for the required Loam and reduce the fuel by 1.
Alchemist-specific Quests and Items
Fallen Dynasty Adventure Pack
- Spark's Aflame (50) - rewards Spark's Disaster Repellent (+10 chemistry, increases chance of success by 1.1%) and Wantia Artisan's Satchel (36-slot harvestables-only bag), requires Gathering and Mining skill of 240
Bloodline Chronicles Adventure Pack
The following spells may only be purchased at Apprentice II spell quality from the merchants in the 2 camps, and only after completing a series of quests.
The recipes for the Apprentice IV and Adept III versions of these spells may also be purchased and are tradeable. All of these spells are level 35, and usually sell very well on the broker.
|Brawler||Bruiser & Monk||Devastation Fist|
|Crusader||Paladin & Shadowknight||Doom Judgment|
|Warrior||Berserker & Guardian||Unyielding Will|
Desert of Flames Expansion
The following spells can be found as drops in Adept I and Master I quality, but the Adept III versions may only be crafted by Alchemists who have scribed the appropriate Ancient Teachings recipe book. Each adventurer subclass has one of these spells at levels 52, 55, and 58. As the Master I spells are very rare, the Adept III's are much sought after and the Alchemist who has them all will never be out of work.
Kingdom of Sky Expansion
Echoes of Faydwer Expansion
The following spells can only be crafted by Alchemists who have scribed the appropriate rare recipe book which drops in Emerald Halls. This is a raid drop, and NO-TRADE, so you will never find the recipe books on the broker.