(Frequently Asked Questions)
Questions taken from
"Prissy's Guide to Alchemy", VN Tradeskill boards
and other various
message boards, and from in-game.
- Q. Can anyone take up
alchemy as a craft?
- A. Yes. As of
patch 1.87, Mythic has lifted the class restriction for all tradeskills,
- Q. Can I become an
Alchemist before I reach level 5 and choose my class?
- A. No. You can
choose a tradeskill only if you are level 5 or higher.
- Q. How do I become an
- A. You need to visit
and speak with an Alchemist Master. Please see the Merchants section of
this website for names and locations.
- Q. Can I become an
Alchemist if I already have a tradeskill?
- A. Yes. As of patch
1.87, players can have as many tradeskills as they like on a single
- Q. Can I level up to
Legendary status as an alchemist and another tradeskill (like
Spellcrafting, Tailoring, etc?)
- A. Yes. As of patch
1.87, there are no longer "secondary skill" restrictions in place and
players can cross train in any combination of tradeskills they
- Q. What tools do I need
as an Alchemist? Don't alchemists need a kit? Why do merchants sell
- A. Patch 1.84 did
away with requirements for an alchemy kit and a mortar/pestle.
Currently, the only requirement to craft an item is that you stand near
an alchemy table Table locations can be found listed for each
realm and region in the Merchants section of
this site. Merchants currently still sell these but at this point, it's
merely a "fluff" item.
- Q. Will the
skill gain tools gained from one craft work while leveling a new
No. They are skill-specific.
- Q. I
read about crafters getting a tool that gives them guaranteed MP's. How
can I get one?
Per patch 1.87, Mythic introduced a "Legacy Crafter Reward" that allows
the user a guaranteed chance of creating a masterpiece (100% quality)
item. All crafters with at least 400 skill at the time of patch are
eligible to receive a Major Crafter's Focus tool with 5 charges
and crafters with at least 1000 skill at the time of patch are eligible
to receive a Legendary Crafter's Focus hammer with 10 charges. They are
a one-time only item given by Steward
Elirnus, Steward Arva, and Steward
Barnasin in their
respective realm capitol cities and are not tradable, sellable, or
- Q. Is
this some sort of joke that Mythic is giving Alchemists the same
masterpiece tool that the other tradeskills such as weaponcrafting are
receiving? I thought quality doesn't apply to alchemy?
Quality doesn't make a difference as far as alchemy is
concerned. I think the incentive Mythic intended is that you can
use the tool if you choose to also level up in another tradeskill on
your alchemist toon that could benefit from masterpiece
- Q. Where are the
merchants that sell supplies for Alchemy?
- A. For merchant
names, locations, and supplies available, please see the Merchants section of
- Q. I can't find
<insert alchemy material> on any of the merchants, where is
- A. Make sure that
you completely scroll through the merchant pages as often a merchant can
up to 4-5 pages of materials. Also, double-check whether or not the item
you're seeking is a "drop" from higher-level mobs. (For reference, see
the Drops section of
- Q. When I farm for
alchemy drops, I'm getting them in small stacks of three or more. Is
this a bug?
- A. No, stacked drops were
introduced in patch 1.85 to accommodate the new potion and tincture
- Q. How “easy“ is
- A. Alchemy seems to
follow a similar difficulty pattern to Fletching in that it's pretty
easy and cheap to get to a skill level of 500; however after that,
the skill gain frequency lowers dramatically and the cost of materials
- Q. What is the maximum
skill you can have in Alchemy?
- A. After patch
1.85 which introduced a higher skill recipe for the new Reactive
Draining Arcanium Armor Tincture, the maximum skill level was
raised to 1148. (The basic calculation to determine a skill cap level is
to take the skill level of the highest recipe and add
- Q. How much does it cost
to get to 1000 Alchemy, or how much does it cost to max out
- A. A rough estimate
to get to 1000 skill is about 17-22p, to get to 1094 skill you need in
the region of 30-40 plat, if not more.
- Q. When I'm skilling up
I occasionally get double or triple Herbcraft skill ups with one
success. Is this a
- A. Since
Alchemy/Spellcrafting have no secondary skill trinkets to skill up with,
they are programmed to catch up with your main skill if they start to
fall behind. Alchemists that try their hand at Spellcrafting as well as
Alchemy will find that their Gemcutting skill will jump ahead of their
Spellcrafting skill as it tries to catch up with their primary
- Q. Are there any Alchemy
Forums where I can ask questions?
- A. Yes! There is a
forum at IGN Vault Tradeskill Forum . (If anyone out there
knows of other good alchemy forums, please drop me an email and I'll
post the link).
- Q. Has Mythic released
any official Alchemy documentation?
- A. Mythic will post
any fixes and patches that impact crafting and its specific tradeskills,
including alchemy which can be found on the Camelot Herald. Also, Mythic has the
following official documentation is available although it appears to be
rather out of date:
- Q. I'm new to alchemy. Is there
a general guideline as to how I should price my crafted items that I
wish to sell on my consignment merchant?
- A. I've always found that
prices vary from server to server due to "supply and demand",
population, and whether something "new" was just introduced to the game
that enhances the player experience (e.g. armor and weapon
effectiveness, buffs). Also, some players use the time it takes to
craft items, service tips, and their game availability into
consideration when determining a consignment price.
time to browse the housing explorer on your server or cluster and do
some price comparisons to get a ballpark idea of what others are
charging for the same items (i.e. some may charge 30g for black dye but
more may be charging closer to 20g). Also, tradeskill forums are a
great place to solicit feedback on what is reasonable and what isn't.
Finally, check the Recipes page on this site to find out your base price
(how much an item costs to make) and calculate your tip percentage off
of that price.
- Q. Does quality affect
- A. Quality has absolutely no
importance in alchemy or how it impacts the use of poisons, potions, and
most tinctures. The exception are charges - the resulting quantity
of charges from the tincture is determined by the quality of the item
- Q. Does quality on a reactive or
effect impact how often it will proc on my weapon, armor, or
- A. Quality has no impact
whatsoever in determining the proc rate.
- Q. If 99% or 100% alchemy items
(such as potions and tinctures) aren't any different from 96% ones, why
do I see the MP ones marked up higher on consignment merchants in
- A. P.T. Barnum once said
"There's a sucker born every minute" and unfortunately, for every
sucker, there's a greedy person in housing hoping to profit on that.
Buyer beware! :)
- Q. With patch 1.87, the quality
of armor no longer impacts the imbue points for Spellcrafting. Is this
also true for alchemy and charges, meaning that any quality of armor
will result in the same number of charges?
- A. No. The quality of armor
still determines the number of charges that can be imbued in it (i.e.
get the 10 charges, 99% get 7, etc.)
- Q. Can anyone use
potions or is there a level limit on them?
- A. Each potion has a
minimum level requirement (which is listed by delving the potion).
You must be at least that level or higher to use the potion. Please
refer to the Recipes
section of this site for a list of potions and their level
- Q. I was looking at the
guide on this site and wondering why the metals in Hibernia are named
differently apart from the metals shared in Albion and
- A. Because the elves
and lurikeen cannot wear metal against their skin (hence why all the
organic names). True story! :)
- Q. What does “Ablative
Aura“ do? What is a “Self Melee Health Buffer“?
- A. “Ablative Aura“
and "Self Melee Health Buffer" are the same thing. It is an effect that
gives the player additional magical hit points. Every time you are hit,
1/2 the damage goes to the Aura while the player takes the other 1/2.
This occurs until the Aura is broken, at which time the player will take
full damage again.
- Q. Do "celeric"
tinctures refer to celerity or haste? Do they stack with celerity
Unfortunately Mythic picked a poor choice of reference for
"haste". Any tincture with the word "celeric" in it provides a
haste effect. And yes, these will stack with player-cast celerity
- Q. Regarding the delve information on
reactives, is each in percentage of 100 points? Meaning, for example
with Omni Drain Procs, will you get up to or you will get
exactly 100 health, 60 pow, and 40 end? I say exact points because I saw
the number 100 as well and am assuming that the percentages are out of
100 making them more or less exact point values. So this means any enemy
that attacks you, you have a CHANCE of getting 100 health points,
- A. This was a
question I took straight to the Mythic Tradeskill/Item TL: "Yes, the last I heard the value was 100
points. Of course, there are things that affect that value. Hidden
bonuses and such like when using potions. The value should generally
range from 100-120 though and the percentages are taken from
- Q. If a tincture has a
specified range (i.e. 1350 units), does this mean that damage from an
enemy outside of the 1350 range (such as a caster or archer)
would not be affected by the reactive but that those that are closer
- A. To paraphrase the
TL: Yes. If, for example, you are wearing a piece of armor with a
reactive tincture of 1350 unites, an archer who shoots you from
2000 units shouldn't be affected.. However, there's been a long standing
bug that it still will "hit" the archer. But in general yes, the enemy
still has to be within the tincture's specified range for it to
- Q. What is the
percentage chance of an Effect / Reactive Effect going off?
- A. The chance for an
Effect to 'proc' is based on the delay of the weapon it is imbued into
but unfortunately Mythic has not released the formula for how it is
calculated. The base chance for a Reactive Effect to 'proc' is a flat
rate of 10% (it was lowered from 20% in the 1.54I patch).
- Q. I previously had a
piece of armor imbued with a reactive DD proc. With the new tinctures
that came out, I'd like to have it removed and have something else
imbued in it. Can this be done?
- A. No. Once a crafted item
is imbued, it's there permanently. Alchemists do not have
the ability to remove an imbuement from a crafted item or stack another
imbuement in addition to it at this time.
- Q. I heard that a long time ago,
alchemists could imbue player-made cloaks so that they can be
spellcrafted and then Mythic took the ability away. What's the deal with
- A. Between patches 1.54 and
1.55, it was possible for an Alchemist to imbue a tincture into a
player-crafted cloak. By design, player-crafted cloaks don't have a
level attached to them so they cannot be spellcrafted. However at that
time, by imbuing a tincture into the cloak, an Alchemist would
make the cloak take on the level of the tincture and in doing so would
give it imbue points. This meant that a spellcrafter could then imbue
the cloak with stats. This feature was deemed a bug and was fixed in the
1.55 patch; however any cloaks that had a tincture imbued into them
previous to the 1.55 patch can still be spellcrafted.
- Q. I've heard that there are
tinctures that drop as loot in the game. Is this true? How do I use
- A. Yep. There are
existing if rare effects, charges, and reactive tincture drops that are
found in the epic dungeons of Shrouded Isles (Caer Sidi, Galladoria and
Tuscaren Glacier). An alchemist can imbue these into player-crafted
items and a list of these tinctures and their delve information can be
found in the Drops
section of this site.
- Q. Can a Reactive Draining
Arcanium Armor Tincture (aka "Omni Drain proc") be placed on a weapon?
Is there an effect I can place on a weapon that has the same effects as
an Omni Drain proc?
- A. No. Technically any
tincture can be imbued on a weapon but considering this is a reactive,
it will not work on your weapon as it is does offensive damage. There
are no weapon effects at this time that have the same properties as the
reactive. (I've overheard this question a lot in game - if you have
someone advising you otherwise, save yourself the expense and headache
and please refer them to the recipe list on this site as to what effects
and charges can be placed on a weapon that will work).
- Q. What skill level is required
for an alchemist to recharge high level tinctures?
- A. An Alchemist can recharge
all player-crafted item, including level 47 tinctures, at
the skill level of 886 (confirmed).
- Q. Can an Alchemist imbue or
recharge any kind of dropped armor or weapons?
- A. No, only player-crafted
- Q. Can an Alchemist put
particle effects on weapons?
- A. Mythic
encountered technical difficulties in implementing Particle Effects, and
instead of holding back the release of Alchemy and Spellcrafting, they
have decided to shelve them until they release Jewelry Craft. However,
there's no estimation right now as to when or if Jewelry Craft will be
- Q. What are the reuse
timers on the various Alchemy potions and charges?
- A. It varies. There
is recast information for potions and charges in the Recipes section of this
- Q. Do the Stat Buff
Potions stack with player cast buffs?
- A. Stat Buff Potions
use the same stacking rules as player cast buffs.
stat buffing potions (str, con and dex) will stack with combination stat
buffs cast by a player (str/con or dex/qui). Duel stat combination
potions (str/con or dex/qui) will stack with single stat buffs cast by a
player (str, con, dex).
- Q. Are "insta" potions
bugged? Shouldn't they be working better than the normal
- A. Regarding healing
refresh, power refresh, and endurance refresh potions that have
"Instant" in their name, Mythic states they are "working as
intended". Despite the higher skill level and cost to make these,
"insta"-potions do not have a higher refresh value than the strong
potions/elixirs/draughts which is why some consider it "bugged. This is
how they are intended to work:
Drop from combat, wait 3 seconds, pop potion and then go back
Drop from combat, pop potion, go
back to combat.
- Q. What happened to the
Bloodfire and Soulrot magical poisons?
- A. They were removed in
1.54d patch due to balancing issues. There were making an already
powerful set of classes (assassins) more powerful. If the assassin
classes were ever deemed to be underpowered there is a possibility of
them returning to the game but it is unlikely.
- Q. Why is there no cost
associated in your recipe information for dropped components (i.e. lich
teeth)? What is the standard price for dropped components?
- A. I left this out because
Mythic didn't assign a value when associating the ingredients to the
overall cost of making the item. I'm not aware of any information out
there for a player cost standardization "cheat sheet" for these type of
recipe components and believe it really boils down to "supply and
demand" which varies from cluster to cluster.
- Q. Are Ancient Fiery Heart and
Ancient Mummy Knuckles alchemy drops? How come they aren't on the drop
- A. Ancient Fiery Heart and
Ancient Mummy Knuckles were for the Bloodfire and Soulrot poisons. The
drops went in with the 1.53 patch, however during testing those poisons
were removed from the game and in turn removed from the drop
- Q. How am I supposed to know
which trophy potions can be used with remains to make trophies? Do I
need an alchemist to make the trophy?
- A. Only alchemists can make
trophy potions but anyone can make a trophy by taking the remains and a
potion to the appropriate market merchant in the housing zone (there are
merchants designated specifically for TOA remains, Darkness Rising
Circle of Five Remains, Pixie Remains, Barracuda Remains, and General
World/Frontier remains). Once a player hands remains to the merchant,
he'll be instructed which potion or component is needed to have him
create the trophy for you. If you're making your own trophy
potions, supplies can be found at a alchemist supply merchant within
every housing market. For a great resource on available trophies
in the game, required potions, and what they look like when
finished, please visit http://daoc-trophy-mobs.com/ .
- Q. Can my alchemist make etched
aquamarine eyes (component typically for epic monster
- A. No. Spellcrafters make etched
aquamarine eyes and alchemists make extraordinary behemoth potions, both
required components to give to an NPC trophy maker with the
- Q. I want white
dye. How can I get this for my armor?
A. In a
brief answer, you can't due to the graphic schematics of how dye
is applied by players to their armor and weapons.. There's a great grab
bag explanation about white dye that goes into detail of how it
all works (or in this case, doesn't work) which can be found at http://www.camelotherald.com/more/2748.shtml
Q. Can an Alchemist make dye for weapons?
- A. Yes, they were
added with the 1.70 Patch. Check out the Crafted Weapon Luster category
in the Recipes section of this site. These can be applied to
player-crafted weapons, artifact weapons, champion weapons, and specific
epic dungeon weapon drops, all which delve as being
- Q. Does dying another
color over an already player-dyed piece of armor change the color any?
Do I have to use the armor bleach on the piece before applying a new
- A. No. Unlike
real life, when it comes to player-dyed armor, one color will completely
saturate a pre-existing color when applying dye. The armor and weapon
bleaches are typically used only if a player would like their armor or
weapon restored to the original color it came in when it was either
dropped or made. Note the key phrase here is "player-dyed" . Certain
pieces of armor and weaponry that are already embedded with a
color when they drop (i.e. TOA drops) do not apply in this situation -
see the next question below.
- Q. Can alchemists make
"two-toned" dye? If not, where can I purchase it?
- A. Multi-color dye does not
exist in the game. What you may be viewing is the result of when a
player dyes a color onto weapons and armor that originally had unique
color as part of its design (TOA items such as Snakelord's
Hauberk, Traldor's Oracle, Cetus Cloak as well as Epic Armor
are some excellent examples). Some dyes will uniformly saturate
the entire piece of armor and some others, particularly unique dye
colors, will appear to only "tint" the armor which may create two
or more color tones. Have fun experimenting!
- Q. Can I use player-made
costume potions in RvR? Are they the same as the ones that Mythic
offered during Halloween in the past?
- A. Yes, these
potions which were introduced in 1.87 produce the same effects as the
ones that were sold by NPC's during Halloweens of yore. However, these
player-made potions have a usage restriction: they cannot be used in
Darkness Falls or the Frontiers and must be cancelled before using any
other illusion type of spell.