Alchemy
From EQ2i, the EverQuest II wiki
Alchemy in Norrath involves combining base ingredients (roots, gems, soft metals, loams, and candles) into usable items such as combat art essences, potions, poisons, or adornments for equipment.
- For a categorical list of all alchemist- and alchemy-related articles, see Category:Alchemist.
- For another excellent Alchemy website, see Rijacki's Alchemy Notebook.
Contents |
[edit] 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 Apprentice IV skills. Those same recipes that include rare components result in Adept III quality skills.
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.
[edit] 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.
There has been a change in the crafting and no Apprentice I,II,III are made anymore.For non rare recipes candles are returned instead and for rare recipes the rare is returned for these levels of the recipe.
[edit] Generic Combat Art Essence Recipes
Apprentice IV and Adept III combat art essences 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
- Tier 8 arts require 4 Loams, 2 Gems, 1 Soft Metal, 5 Candles
The only difference between the recipe for an Apprentice IV art and an Adept III combat art is the substitution of a Rare Loam for the one of the regular Loams and twice the amount of fuel.
[edit] Generic Poison and Potion Recipes
[edit] Poisons
All non-rare recipes, for tiers 1-7, require 1 Root, 1 Loam, and 5 Candles. For rare poisons (Neophyte through Grandmaster), substitute a Dust for the required Loam and reduce the fuel by 1.
Tier 8 Poisons, require 4 Loams, 2 Gems, 1 Soft Metal, and 2 Candles. For rare poisons (Expert), substitute a Dust for the required Loam, fuel cost stays the same.
[edit] Potions
All non-rare recipes, for tiers 1-7, 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.
Tier 8 recipes, require 4 Loams, 2 Gems, 1 Soft Metal, and 2 Candles. For rare potions (Expert), substitute a Dust for the required Loam, fuel cost stays the same.
[edit] Alchemist-specific Quests and Items
See also: Artisan Quests and Items and Scholar Quests and Items.
[edit] Fallen Dynasty Adventure Pack
- Spark's Aflame (50) - rewards Spark's Disaster Repellent (+10 chemistry, increases chance of success by 1.1%) and Wantia Artisan's Satchel (36-slot harvestables-only bag), requires Gathering and Mining skill of 240
[edit] Echoes of Faydwer Expansion
- Tinkered item Reinforced Gnomeproof Beaker increases success chance by 1%.
- Tinkered item Gnomish Gas Mask increases success chance by 2%.
- Tinkered item Neverending Bag of "The Good Stuff" increases success chance by 3%.
[edit] Special Recipes
[edit] Bloodline Chronicles Adventure Pack
The following spells may only be purchased at Apprentice II spell quality from the merchants in the 2 camps, and only after completing a series of quests. The recipes for the Apprentice IV and Adept III versions of these spells may also be purchased and are tradeable. All of these spells are level 35, and usually sell very well on the broker.
| Class | Subclasses | Spell Name |
|---|---|---|
| Brawler | Bruiser & Monk | Devastation Fist |
| Crusader | Paladin & Shadowknight | Doom Judgment |
| Warrior | Berserker & Guardian | Unyielding Will |
[edit] Desert of Flames Expansion
The following spells can be found as drops in Adept I and Master I quality, but the Adept III versions may only be crafted by Alchemists who have scribed the appropriate Ancient Teachings recipe book. Each adventurer subclass has one of these spells at levels 52, 55, and 58. As the Master I spells are very rare, the Adept III's are much sought after and the Alchemist who has them all will never be out of work.
[edit] Kingdom of Sky Expansion
Alchemist Essentials, volumes 60-69, were originally sold by Merchant Thryst on Whisperwind Isle in the Barren Sky. The hooluk still sells these books but as of Rise of Kunark, all up to level 80 can be found at any crafting trainer outside the crafting instances near which they stand.
[edit] Echoes of Faydwer Expansion
The Tender's Secrets Volume 3 is a legendary drop from the Tender of the Seedlings in the Emerald Halls x4 raid zone. The recipe requires a legendary ingredient that drops off of non-named mobs throughout the zone called Seed of Growth. Together with a Nimbus root and some common raws, an alchemist can craft up to 25 Poisoned Seeds of the Tender which is useable by the rogue class. It is possible to purchase this recipe book from the broker along with the legendary component, however because of the difficulty of the zone the items will be very expensive and equally rare.
[edit] Rise of Kunark Expansion
None have been reported to date.

