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General
Alchemy is a skill that uses reagents to create potions
to help you cure poison, heal, or temporarily increase your statistics.
To use the skill you need at least one mortar, a potion bottle or keg, and the
apropriate reagents required for the potion you want to make.
Notes: You can't drink potions with a 2-handed weapon, you must un-equip first. However,
you can with a 1-handed weapon, a spellbook in hand, or your bare hands.
There is no difference in effectiveness
between GM and non GM potions of the
same type. There is no difference
between an explosion potion made by
a guy with 80 skill and a guy at GM.
The damage you do is based on the thrower's
skill.
For every 10 points of Alchemy Skill you get 1 point of bonus damage when using explosion potions.
The maximum damage possible using a greater explosion potion is capped at 40 points of damage.
Magical Resistance does not affect Explosion damage.
If you plan on using the Alchemy skill, you will need a mortor and & pestle tool made by a Tinkerer.
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Potion Table
Here's a list of all the potions alchemists can
make, as well as the reagents required and the minimum skill:
| Potion |
Reagents |
Min. Skill |
Effect
| What it does/Notes |
| Agility |
1 Bloodmoss |
15.1 |
+10 to Stamina (for 2 min.) |
Raises Dexterity for a time |
| Agility, greater |
3 Bloodmoss |
+20 to Stamina (for 2 min.) |
35.1 |
- |
| Cure, lesser |
1 Garlic |
00.0 |
Cures up to lesser Poison |
Cures Poison; dependent on level of Poison versus level of Cure |
| Cure |
3 Garlic |
25.1 |
Cures up to Poison |
- |
| Cure, greater |
6 Garlic |
65.1 |
Cure up to Deadly Poison |
- |
| Explosion, lesser |
3 Sulphurous Ash |
5.1 |
1-5 damage (area effect) |
Causes physical damage to it's
target (whether thrown or not);
damage dependent on level of explosion
potions and level of the Alchemist (see above). |
| Explosion |
7 Sulphurous Ash |
35.1 |
6-10 damage (area effect) |
- |
| Explosion, greater |
10 Sulphurous Ash |
65.1 |
11-20 damage (area effect) |
- |
| Heal, lesser |
1 Ginseng |
00.0 |
+ 3-10 Health (once every 10 sec.) |
Restores a number of hit points up to 30. |
| Heal |
3 Ginseng |
15.1 |
+ 6-20 Health (once every 10 sec.) |
- |
| Heal, greater |
7 Ginseng |
55.1 |
+ 9-30 Health (once every 10 sec.) |
- |
| Nightsight |
1 Spider's Silk |
00.0 |
normal light until next dawn |
Duplicates the effects of the Nightsight spell. |
| Poison, lesser |
1 Nightshade |
00.0 |
loss of approx. 2.5%
Health every 2.5 sec. (max 30 hp) |
Causes you to be afflicted with poison and
thereby "sick" until cured, the poison wears off, or you die.
|
| Poison |
2 Nightshade |
15.1 |
loss of approx. 5% Health every 2 secs. (max 60 hp) |
- |
| Poison, greater |
4 Nightshade |
55.1 |
loss of approx. 8% Health every 5 secs. |
-
|
| Poison, deadly |
8 Nightshade |
90.1 |
loss of approx. 15%
Health every 5 secs. |
- |
| Refresh |
1 Black pearl |
15.1 |
+25% Stamina |
Restores stamina |
| Refresh, total |
Full Stamina |
5 Black pearl |
25.1 |
- |
| Strength |
2 Mandrake root |
25.1 |
+10 to Health (for 2 min.) |
Provide a boost in Strength.
Note: Strength potions found as loot are usually of the greater variety. |
| Strength, greater |
5 Mandrake root |
45.1 |
+20 to Health (for 2 min.) |
- |
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Skill Training
- From Melondar: The following table has details on each potion for
skill gain. It shows the minimum skill to make the potion, the maximum
skill (the point
at which you have a 100% success rate) your
chance to make it at GM, and the skill you should start making it
at for skill gain if you prefer not to follow the table
below it.
| Potion |
Min. Skill |
Max. Skill |
Chance to make at GM
| Skill to start making for gains |
| Agility |
15.1 |
65.0 |
100% |
35.0 |
Agility, greater |
35.1 |
85.0 |
100% |
55.9 |
Cure, lesser |
0.1 |
50.0 |
100% |
20.0 |
| Cure |
25.1 |
75.0 |
100% |
45.0 |
Cure, greater |
65.1 |
115.0 |
70% |
85.0 |
Explosion, lesser |
5.1 |
55.1 |
100% |
25.0 |
| Explosion |
35.1 |
85.0 |
100% |
55.0 |
Explosion, greater |
65.1 |
115.0 |
70% |
85.0 |
Heal, lesser |
0.1 |
50.0 |
100% |
20.0 |
| Heal |
15.1 |
65.0 |
100% |
35.0 |
Heal, greater |
55.1 |
105.0 |
90% |
75.0 |
| Nightsight |
0.1 |
50.0 |
100% |
20.0 |
Poison, lesser |
0.1 |
50.0 |
100% |
20.0 |
| Poison |
15.1 |
65.0 |
100% |
35 |
Poison, greater |
55.1 |
105.0 |
90% |
75.0 |
Poison, deadly |
90.1 |
140.0 |
20% |
98.1* |
| Refresh |
15.1 |
65.0 |
100% |
35.0 |
Refresh, total |
25.1 |
75.0 |
100% |
45.0 |
| Strength |
25.1 |
75.0 |
100% |
45.0 |
Strength, greater |
45.1 |
95.0 |
100% |
65.0 |
Here is a table of which potions to make for gains, up to GM:
| Start Skill |
Stop Skill |
Potion |
Reagent |
| 0.0 |
25.0+ |
Alchemist NPC |
- |
| 25.0 |
35.0 |
Lesser Explosion |
Sulphurous Ash |
| 35.0 |
45.0 |
Agility |
Blood Moss |
| 45.0 |
55.0 |
Total Refresh |
Black Pearl |
| 55.0 |
65.0 |
Greater Agility |
Blood Moss |
| 65.0 |
75.0 |
Greater Strength |
Mandrake Root |
| 75.0 |
85.0 |
Greater Heal OR Greater Poison |
Ginseng OR Nightshade |
| 85.0 |
98.1 |
Greater Cure OR Greater Explosion |
Garlic OR Sulphurous Ash |
| 98.1 |
100.0 |
Deadly Poison |
Nightshade |
You can sell all of the potions after 55 skill for some decent profit.
- Use UO Assist to help you work this skill. Doing it by hand takes too long
and is a waste of of a good mouse hand. Simply make a macro that has these
lines:
Use item type
pause 1500
For use item type, in UO Assist change use item to: (make
last). Simply right click on Use item and you will see the selection there
(use item(type, menu selection(make last). You can adjust the time
to account for lag on your particular connection and/or
computer. 1500 seems to be a pretty good baseline.
- You can sit there an
mash your macro over and over while you work the skill, OR, you can have
the macro
fill
your
keg
up
one macro
hit
at
a time.
UOAssist can have up to two hundred lines in a single macro. So, if you
have that above repeated enough times to fill the macro que, you will have
a macro
that will create 100 potions.
- Using a series of
specific mortars and pestles was very useful at one point but this technique
was 'fixed' a while back (just after OSI claimed in that it was legal they
fixed the "exploit".
- Lock and set the macro to a key in UOAssist. Be sure to prime the make last
button with the potion you want to make. For example, if you want to make Greater
Poison, make one Greater Poison potion and put it into your current keg (ensure
the keg is of the right type).
- Make sure you have 4-10 empty bottles in your main backpack
about 3 empty keg and enough reagents to make
the 3 kegs. (Make sure you put away the rest
of your equipment so you have the room and can
handle the weight.) The keg must have at least
one potion type of the liquid type you are making
in it. Start the macro and watch it run. Once
you start having potions appear in your back
pack, hit the macro key again to stop the macro
and grab a new empty keg. Place the bottles
into the keg. Restart your macro. If you are
having trouble knowing what is in a potion keg
("a keg of green liquid"), drag two potions
to the keg, take one out, and put it back in.
It will go then show what keg it is ("a keg of Deadly Poison").
- Their is no value in making nightsight potions. Just pick them
off monsters and sell to NPCs. With the
advent of AoS nightsight items and all
the bugs in nightsight, the potions
are pretty much 100% useless. Therefore,
don't make any. Ever.
- Only use GM tinker created mortars. If you don't have one, find a friend
who will make them for you. They have somewhat more uses than the shop bought
mortars.
There
is
a 'trick' where a tinker can double the number of uses on a GM mortar.
- Using a GM mortar or a non-GM mortar has no effect on the alchemy success
rate. But as stated, a GM one has more uses.
- Buy the reagents to train alchemy from faction vendors in Felucca. You
will save on gold. Similarly, buy empty bottles off the faction
vendors.
- PvP - make a macro for "use item type" (greater purple potion), "delay 2(ish)
seconds"
and "target last". (Remember that it's approximately 3 seconds before an explosion
potion will explode once activated.) This gives you a nice potion throwing macro
that will even target invisible
or hidden players. Adjust the delay between triggering the potion and the target
to suit the speed of your computer and connection, you want to give the receiving
player no time to move away while
not damaging yourself. Explosion potions are the only potions you can use while
having something in both hands.
- Greater explosions are also great for killing Tentacles of the Harrower and
like stationary creatures (or creatures that can't get to you).
- PvP - if you are just about to die, trigger off all of your greater explosion
potions. This works great in groups. It also works great for 'suicide bombers'.
- PvP - Lesser explosion potions work well for running through para-walls.
When you see a wall ahead, trigger the lesser potion and if you get the timing
right you'll hit the wall, get paralised and very shortly later you can move
again. The bottles of fire that came with pub19 (or was it Aos?) can also be
used in the same way.
- PvP - Be wary of using agility potions immediately before entering combat
as it'll raise your dexterity and not your stamina, thus preventing you from "pushing
through". Also, remember that your weapon swing speed is influenced by your
stamina not your dexterity. Refresh potions help restore your stamina.
- PvP / PvM - Set up macros for use item type (greater heal) and use item
type (greater cure). They will save your life at some point.
- General - the UOA macros can't (currently) distinguish between greater,
normal and lesser versions of potions.
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Tips & Tricks
- You can make the various poisons using the above Potion Table
from low level skills to Grand Master.
This will save you from having to have
different reagents stored for training.
- When you are paralyzed and have no pouches, make a lesser poison
potion and drink it! The damage from
the poison will unparalyze you. Since
the minimum skill for lesser poison
is 0.0, anyone can make the potions.
- When you head out to train, you might want
to pick up some extra reagents for
the next lowest down potion type, ie
- when you hit Deadly Poison country,
have some extra Greater Cure reagents
just in case.
- Failing to make a potion isn't as costly as it once was (you don't lose all the reagents needed to make potion X),
but you probably aren't going to see the outragous gains people did, pre-Patch 16.
If you start running into problems with gain (say, trying to make Deadly
Poison at 90.1, but failing a lot & not
getting any gain), try working the next-lowest-down
potion for a point or so. You should
get an idea after a couple hundred attempts
(maybe half an hour) of how well its
going, and consequently what you should
be working at that skill level.
- You can use Explosion potions to root out notoriety flagged hiders,
and to help kill the Champions at the Champion Spawns.
- You need to be within a few tiles (within range of the life leech) to do more than a few hp damage to Tentacles with purple pots.
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Potion Pricing
Typically, the most popular potions will sell for the following:
Greater Cure: 45-65 each
Greater Explosion: 60-100 each
Greater Heal: 45-65 each
Greater Poison: 45-65 each
Deadly Poison: 150-300 each
Kegs will sell for 100 times the prices above.
The prices are affected by local economies, reagent prices, demand and the greed of the seller.
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Glass Blowing
Upon reaching Grand Master in the Alchemical Art, you can learn a 'skill' called Glass Blowing:
- This skill does not require training or take up any skill points, and has no effect on the skill cap
- To learn how to craft glass a GM Alchemist must read the book "Crafting Glass with Glassblowing" which can be bought
from Gargoyle Shopkeepers for 10,000 gold in Gargoyle City in Ilshenar.
- After reading the book the book is 'destroyed'
- To create glass items, you will need to use a tool called 'Blow pipe', which can also be bought
from a Gargoyle Shopkeeper, and Sand, which is mined by Grand Master
Miners
that have the ability to mine sand after reading the book "Find Glass-Quality Sand", which is (surprise) also found on Gargoyle Shopkeepers.
Blow Pipes will wear out as any other item in game.
- Objects made with Glassblowing do not carry a maker's mark
Things you can make with Glass Blowing:
Item Sand Success Rate
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Small flask** 2 95%
Medium flask* 3 95%
Curved flask** 2 95%
Long flask* 4 90%
Large flask* 5 85%
Bubbling blue flask 5 80%
Bubbling purple flask 5 80%
Bubbling red flask 7 80%
Empty vials*** 8 80%
Full vials*** 9 70%
Spinning hourglass- 10 70%
*-Changes color when turned.
**-Changes color and direction when turned.
***-Can be turned with enterior decorator.
-The interior decorator will stop or start the Spinning Hourglass
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Version 1.0: 4/22/04 -Initial Draft.
Information Gathered from: Old UOPG Guide, Old Phazer Skills Guides, personal experience,
UOStratics, UOPG Readers, and other sources.
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