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===[[Kingdom of Sky]] Expansion===
 
===[[Kingdom of Sky]] Expansion===
 
Alchemist Essentials, volumes 60-69, are sold by [[Merchant Thryst]] on [[Whisperwind Isle]] in the [[Barren Sky]].
 
Alchemist Essentials, volumes 60-69, are sold by [[Merchant Thryst]] on [[Whisperwind Isle]] in the [[Barren Sky]].
  +
Also essential books can be found at any crafting trainer outside the crafting instance up to level 80
   
 
===[[Echoes of Faydwer]] Expansion===
 
===[[Echoes of Faydwer]] Expansion===

Revision as of 13:59, 12 January 2008

Ts alchemist

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.

There has been a change in the crafting and no Apprentice I,II,III are made anymore.For non rare recipes candles are returned instead and for rare recipes the rare is returned for these levels of the recipe.

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).

The only difference between the recipe for an apprentice-level art and an an Adept III combat art is the substitution of a Rare Loam for the one of the regular Loams and twice the amount of fuel.

Generic Poison and Potion Recipes

Poisons

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.

Potions

All non-rare recipes, for tiers 1-7, 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.
Tier 8 recipes, require 4 Loams, 2 Gems, 1 Soft Metal, and 2 Candles. For rare potions (Expert), substitute a Dust for the required Loam, fuel cost stays the same.

Alchemist-specific Quests and Items

See also: Artisan Quests and Items and Scholar Quests and Items

Fallen Dynasty Adventure Pack

Special Recipes

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.

Class Subclasses Spell Name
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.

Subclass Level 52 Level 55 Level 58
Berserker Insolent Gibe Vision of Madness Open Wounds
Bruiser Stone Deaf Sonic Fists Close Mind
Guardian Reinforcement Sentry Watch Tower of Stone
Monk Outward Calm Tsunami Fall of the Phoenix
Paladin Sigil of Heroism Consecrate Divine Favor
Shadowknight Mana Sieve Tap Veins Death March

Kingdom of Sky Expansion

Alchemist Essentials, volumes 60-69, are sold by Merchant Thryst on Whisperwind Isle in the Barren Sky. Also essential books can be found at any crafting trainer outside the crafting instance up to level 80

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.

Subclass Spell Name
Berserker [[|]]
Bruiser [[|]]
Guardian [[|]]
Monk [[|]]
Paladin [[|]]
Shadowknight [[|]]

Rise of Kunark Expansion

All items (15)