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.
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
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.
All items (15)