Post by Ciksharn on Nov 13, 2010 12:50:26 GMT -5
Before you start training Alchemy your going to need a good place to reference trivials and ingredients. The best site i have found is www.angelfire.com/realm/soj/alchemy.html although it isn't perfect.
There are several things on the site that do not match up with the p99 server so I'm going to list what I've found here. If you come across anything else post and I will update.
1) The lesser rejuvenation potion has the same formula as the lesser stability potion (Lucern Sage Leaf). If you combine them it will make a lesser stability. I have not been able to find a working combination for the lesser rejuvenation potions.
2) The trivial for adrenaline tap (haste) potions is incorrect. It is listed at 165 and is actually 170.
3) Many of the times listed for potion effects are incorrect as this guide was current through Luclin. I do not suggest for any reason using it as a reference.
4) There is a current bug in game with the stat potions. Any stat potion will give a +25 +25 -15 effect. Because of this, it is most cost efficient to make the lesser and minor potions when selling them. I only recommend using others when training.
5) The greater rejuvenation potions CAN NOT BE DOSED. Regardless of your alchemy skill you will fail when trying to dose these. Save yourself 500pp and don't even try.
Before you start training alchemy you will need two different bags. You will need a medicine bag which can be purchased from alchemy vendors and a bearskin medicine bag which can be made by tailors. The medicine bag is used for combining raw materials to make a potion. Potions made from the medicine bag come in two types, stackable and non-stackable. The stackable potions can be stacked up to 20 per item slot just like bat wings or fish scales. The non-stackable potions will take up an entire item slot each. The bearskin medicine bag is used to dose potions. Both stackable and non-stackable potions can be dosed. Potions can be either 5 or 10 dose. To dose them simply put 5 or 10 potions in your bearskin medicine bag, unstacked, and hit combine. Most players that I have encountered want potions dosed, not stacked. I would still recommend not doing potions until you ask the player what they would prefer.
There two main approaches I've seen to training alchemy. The first one suggests finding the potion with the cheapest ingredients to train. The second uses potions that are easily sold to make profit and dump more money into training. This guide will follow the second method since it is what I used and the first is rather self explanatory.
Alchemy is a very expensive trade skill to train. If you are looking to make a profit from it, I don't recommend training it all the way up, but only to the highest trivial of potions you plan on selling. If you plan on maxing alchemy expect to spend 20-40k. There are some ingredients that can be farmed (ice, fire, hill giant toes). However, the other ingredients needed with the toes can be purchased from a vendor in EC but cost 60-70pp each. There are potions that can be made for half that cost without the trouble of farming at similar trivial levels.
When first starting alchemy you should find your class GM and dump the maximum 21 points into it. This will save you some time and money. Once 21, make blood of wolf potions (Birthwart Fenugreek Wolf Blood) until they trivial at 37. They sell in EC for about 100pp per 10 dose. After this i recommend going to ant's potions (shrink, Sumbul Celadine Herb). They are quite a bit more expensive but they are one of the only other potions that are easy to move. I had quite a bit of trouble trying to sell levitate and enduring breath potions and I ended up giving most of them away. Once shrink potions cap at 70 I suggest making the stronger damage shield potions (Kilva's Skin of Flame Jatamasi Clubmoss Clover) until alchemy reaches 98. These are a bit more difficult to sell but because it stacks with all other damage shields there are buyers. Once you trivial damage shield potions the next one up on the list that is an in demand potion are gate potions. These don't trivial til 170 and cost just under 300pp each to make so you should begin making stat potions. There are 3 stat types I have found to sell the best. These are (+cha +dis -dex) to charm classes, (+dex +mag -agi) to melee with procs and pullers/tanks looking for mag resist, and (+sta +cold -str) usually for SK's or pullers. Use the chart from the link above to train these up to 163 with G purity being the last potion you trivial. Once you hit 163 there are 3 potions you can make with the max trivial of 170. These are gate potions (to everfrost or innothule) and adrenaline taps (haste). The haste potions cost 70pp each to make and the gate potions just under 300 (depending on cha and faction of course). I was never able to sell haste potions even at ingredient cost so once you hit 163 I highly suggest making gate potions despite the high cost. I've sold them at up to 450pp a potion. From my experience I've seen that for every 2 swamp potions I sell I will sell about 1 frost potion.
There are several things on the site that do not match up with the p99 server so I'm going to list what I've found here. If you come across anything else post and I will update.
1) The lesser rejuvenation potion has the same formula as the lesser stability potion (Lucern Sage Leaf). If you combine them it will make a lesser stability. I have not been able to find a working combination for the lesser rejuvenation potions.
2) The trivial for adrenaline tap (haste) potions is incorrect. It is listed at 165 and is actually 170.
3) Many of the times listed for potion effects are incorrect as this guide was current through Luclin. I do not suggest for any reason using it as a reference.
4) There is a current bug in game with the stat potions. Any stat potion will give a +25 +25 -15 effect. Because of this, it is most cost efficient to make the lesser and minor potions when selling them. I only recommend using others when training.
5) The greater rejuvenation potions CAN NOT BE DOSED. Regardless of your alchemy skill you will fail when trying to dose these. Save yourself 500pp and don't even try.
Before you start training alchemy you will need two different bags. You will need a medicine bag which can be purchased from alchemy vendors and a bearskin medicine bag which can be made by tailors. The medicine bag is used for combining raw materials to make a potion. Potions made from the medicine bag come in two types, stackable and non-stackable. The stackable potions can be stacked up to 20 per item slot just like bat wings or fish scales. The non-stackable potions will take up an entire item slot each. The bearskin medicine bag is used to dose potions. Both stackable and non-stackable potions can be dosed. Potions can be either 5 or 10 dose. To dose them simply put 5 or 10 potions in your bearskin medicine bag, unstacked, and hit combine. Most players that I have encountered want potions dosed, not stacked. I would still recommend not doing potions until you ask the player what they would prefer.
There two main approaches I've seen to training alchemy. The first one suggests finding the potion with the cheapest ingredients to train. The second uses potions that are easily sold to make profit and dump more money into training. This guide will follow the second method since it is what I used and the first is rather self explanatory.
Alchemy is a very expensive trade skill to train. If you are looking to make a profit from it, I don't recommend training it all the way up, but only to the highest trivial of potions you plan on selling. If you plan on maxing alchemy expect to spend 20-40k. There are some ingredients that can be farmed (ice, fire, hill giant toes). However, the other ingredients needed with the toes can be purchased from a vendor in EC but cost 60-70pp each. There are potions that can be made for half that cost without the trouble of farming at similar trivial levels.
When first starting alchemy you should find your class GM and dump the maximum 21 points into it. This will save you some time and money. Once 21, make blood of wolf potions (Birthwart Fenugreek Wolf Blood) until they trivial at 37. They sell in EC for about 100pp per 10 dose. After this i recommend going to ant's potions (shrink, Sumbul Celadine Herb). They are quite a bit more expensive but they are one of the only other potions that are easy to move. I had quite a bit of trouble trying to sell levitate and enduring breath potions and I ended up giving most of them away. Once shrink potions cap at 70 I suggest making the stronger damage shield potions (Kilva's Skin of Flame Jatamasi Clubmoss Clover) until alchemy reaches 98. These are a bit more difficult to sell but because it stacks with all other damage shields there are buyers. Once you trivial damage shield potions the next one up on the list that is an in demand potion are gate potions. These don't trivial til 170 and cost just under 300pp each to make so you should begin making stat potions. There are 3 stat types I have found to sell the best. These are (+cha +dis -dex) to charm classes, (+dex +mag -agi) to melee with procs and pullers/tanks looking for mag resist, and (+sta +cold -str) usually for SK's or pullers. Use the chart from the link above to train these up to 163 with G purity being the last potion you trivial. Once you hit 163 there are 3 potions you can make with the max trivial of 170. These are gate potions (to everfrost or innothule) and adrenaline taps (haste). The haste potions cost 70pp each to make and the gate potions just under 300 (depending on cha and faction of course). I was never able to sell haste potions even at ingredient cost so once you hit 163 I highly suggest making gate potions despite the high cost. I've sold them at up to 450pp a potion. From my experience I've seen that for every 2 swamp potions I sell I will sell about 1 frost potion.