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Introduction Alchemy is a great skill to have for
the PvMer, PvPer, or obvious Merchant. Some folks choose not to carry potions
on a PvMer. I say screw that, potions are especially good against some of the
more difficult monsters that inhabit the lands of UO. Greater Cures and Greater
Heals I always carry into dungeons because they can be incredibly useful. Using
potions in PvP can give your warrior the upper hand via Greater Strengths and
Greater Agilities. And a merchant can make a fair amount of money selling
potions or the coveted potion kegs. I sold these on two vendors for a good
amount of time. But be prepared to spend some time buying regs, because your
potions will sell. Eventually I stopped selling potions and just stuck to
selling kegs and made a fair amount of gold doing that.
Overview Alchemy is a really easy skill to GM
especially due to the advent of power hour. I have heard of folks GMing it
within a week. And with a nice amount of regs I consider it truly viable. I
recommend using Alchemy on a mule character. There is no need to have this
skill on a Mage or Warrior type character. At one time, Alchemy was a famous
skill among Fisherman. But when they made it to where fisherman had to kill to
get the SOS and Maps it was less popular. Alchemy is EXTREMELY important if you
choose to GM Poisoning eventually.
Macroing First things first, unattended macroing is
frowned upon by OSI and could lead to the loss of you're account, so don't do
it. If you choose to Attend Macro your Alchemy skill (which I HIGHLY recommend)
then do what you can to get UOAssist. This handy little utility will not only
help you with Alchemy, it is wonderful with many different uses in UO as well.
There are two different ways to macro Alchemy. Both can be a little bit of a
pain. If you choose to fill bottles, Macroing can be fairly easy. The problem
lies in taking all of them bottles and filling up kegs. I believe Kegs should
be a necessity if you are going to work this skill. Storing 1 keg is far easier
on lockdowns or bank space than 100 bottles. In case you didn't know a keg
holds 100 bottles of potion. A good way to macro this is to "charge" your
mortars. All mortars remember what the last potion they made was. So if you
make a GA. Next time just double click that mortar, and retarget the mortar
again vice the regs. It will automatically make the last potion type that was
made with that mortar. The other way to macro is to use your mortar and then
target a keg. But if you fail then you will not get a target cursor. How I
combat this is by using the hiding skill within the macro. This way if you fail
at making the potion, the hiding skill will interrupt the Alchemy portion of
the macro so you will not miss any attempts. I know it sounds confusing, but
when done properly the macro looks like this:
Use Item (Charged Mortar #1)
Target (Charged Mortar #1)
Target (Keg)
Use Skill (Hiding)
Or if you wish to fill your pack
with a large amount of empty bottles use this version that uses 4 mortars.
Depending on your lag, you may have to adjust this somewhat. Using 4 mortars
setup 4 UOA Macros:
Macro #1 (Mortar #1)
Use Item (Charged Mortar #1)
Target (Charged Mortar #1)
Macro #2 (Mortar #2)
Use Item (Charged Mortar #2)
Target (Charged Mortar #2)
Macro #3
(Mortar #3)
Use Item (Charged Mortar #3)
Target (Charged Mortar #3)
Macro #4 (Mortar #4)
Use Item (Charged Mortar #4)
Target
(Charged Mortar #4)
It may take a little bit to get the feel, but once
you get it, you can churn out some bottles. I use those four macros with my
F1-F4 keys. Then I just fire them off with my left hand in that order, by the
time you hit #4, #1 should be done. Then just hit them again. Make sure that
you have a stack of about 100 empty bottles in your pack. and enough regs to
satisfy the requirements for that many potions, including failures.
Skill Gain Below you will find what
to make at what level. I.e. At 50 Skill make Explosion potions, they cost 5 SA
per potion made.
Skill Level: 50
What to make: Explosion
Reagents Needed: 5 Sulphurous Ash
Skill Level: 64
What to make:
Greater Strength
Reagents Needed: 5 Mandrake Root
Skill Level: 72
What to make: Greater Poison
Reagents Needed: 4 Nightshade
Skill Level: 80
What to make: Greater Heal
Reagents Needed: 7 Ginseng
Skill Level: 90
What to make: Greater Cure
Reagents
Needed: 5 Garlic
As you are making these potions
you can choose what you wish to do with all of them. Explosions are pretty much
a waste unless they are Greater, so get rid of them. GS, GH, and GC you can
keep to use for your own characters or you can sell them. GP I would keep a
hold of for Poisoning, you WILL need them for that skill.
Miscellaneous Information A Greater Heal potion is
just that. If you make it at 90 skill or 100 skill there is NO difference in
the potion strength. This skill is not like Smithing or Tailoring. Where GM
equipment is better than regular. Another important note is that this skill is
a Craftsman skill, i.e. It's not movement based. So work it in your house or at
the bank, but there is no need to 8x8 it or anything crazy like that. I have
heard too many arguments over 8x8ing this skill. Trust me, get nice and cozy in
your house or at the bank, and work the skill. You will do just fine.
Conclusion Well that's it. A skill that isn't very
hard to work. All it takes is regs; I would say 200k worth and about 5 Power
Hours. Last time I GM'd this skill was late last year so I may be a little bit
off. But on Gators skill scale of 1-10. 1=suckiest 10=cheesy I give this skill
an 8. Mainly because dealing with all of them bottles are a pain at times.
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