Alchemy –
Alchemicals and Items
Alchemist starts with 2 Mercury, Ashes, Iron Grindings, and White Sand.
A person skilled in making charms is an alchemist or witch with the Charm Making skill. At this time, the only known way to learn the skill is to have a Tome of Knowledge that details Charm Making. (See list of Non-Equippable Items.)
While only Mad Alchemists from an estate can produce mad alchemist alchemicals, player’s report that these unstable substances can be given to regular alchemists and they can attempt the unstable mixer orders ‘X <code 1> <code 2>’.
Value: ?/?gp
Alchemical Pages are the result of work in an Alchemical Laboratory studying the mystic secrets of this mysterious art. Each bundle of pages contains various secrets and pieces of knowledge that can be used to recreate some forgotten alchemical secret.
This particular set of pages has given me an insight into creating what is called the Powder of Lucian. I can issue the order 'L 11 0' to find out more about these items and how to create them. The greater the number of pages the better the chance of finding a powerful spell or way of concocting an item of power.
No per backpack slot: 12
Value: ?/?gp
The Spectacles are manufactured by an alchemist and are capable of sharpening the eyesight of anyone of anyone who wears them. They are made from two rounded lenses bound together with fine iron wire. (Player’s report these grant +1 to vision and are equipped to the head.)
Equip to: Head
No. per Backpack Slot: 12
Ashes are a alchemical compound. They are made from the ground powder of certain rare burnt woods, used by alchemists to work their strange craft. Ashes can be bought from courtyards and traders for 25gp per vial. The order to do so is ‘B 967’. Three vials of ashes can be mixed to produce a potion of power. To do this use the order ‘X 967 0’.
No per backpack slot: 20
Value 25/15 gp
I uncorked the three vials of ashes and carefully mixed them with a little water and my own spit. Working them into a paste, I allowed them to dry. As they did so, a scummy liquid become visible on the top: the hidden potency of the ashes. Mixed with a little water I had myself a potion of power. Player’s Note: Three vials of ashes used. One potion of power added to the backpack.
BLIGHTSTONES
Blightstones are magically enhanced gemstones of inferior quality. Used by the Orcish Alchemists to increase the power of their alchemical creations. According to the Gorash Alchemia one Blightstone is used per creation.
No per backpack slot: 20
Value: ?/?gp
Fine white wax is used by alchemists in a variety of ways. The simplest is to make a large church candle, which requires three units of wax and uses the order ‘X 1061 0’. Fine wax may be bought from a market or trader using the order ‘B 1061 0’ at a cost of 20gp. Fine wax is often used as a sealant in some more advanced alchemical processes.
No. Per Backpack Slot: 20
Value: 20/10gp
At the moment of Death, a Skarions death wail will crystalize its heart. These hearts take the form of Blood Crystals, rare and extremely useful in Necromantic and Alchemical magic. This item uses code 3751 for advanced alchemical operations. Player’s Note: This crystal was encountered in the Daemonrift II module and it is unknown if it can be found in the main module.
No. Per Backpack Slot: 12
Value: ?/?gp
BLUE SHARD
I took a look at the Blue Shard. It looks like a piece of glass, though it feels much tougher. A faint blue light glows within it. The shard looks as if it has been chipped off something. I can see no real use for it, but it is pretty and perhaps worth something. This item uses code 901 for advanced alchemical operations.
No per backpack slot: 12
Value: ?/?gp
This book contains many patterns, all of which needs a small loom, the skill of an alchemist, fine thread and alchemy made wire. Investigate the book more to find out more patterns. A book of patterns can be purchased at a tailor’s or dress maker’s shop for 50gp using the order ‘B 1107 0’.
A Robe of the Sun, sacred to Selador and only wearable by priests or by his crusaders may be created using three gold wire and one spool of thread. 500gp must be sacrificed to Selador as part of the process. Use the order ‘X 1110 0’ to make this.
A Robe of the Moon sacred to Bethseline and only wearable by priests or by crusaders who follow her may be made using three silver wire and one spool of thread. 500gp must be sacrificed to the goddess of love during the process. Use the order ‘X 1109 0’ to make this robe.
An Iron Sash, which is proof against sword blows, may be made using three spools of iron wire and a spool of thread. Use the order ‘X 1111 0’ to make this.
An Electrum Shirt, a most attractive garment, may be made using a spool of gold wire, a spool of silver wire, and a spool of thread. ‘X 1113 0’ to make this.
A Copper Threaded Shirt, which is proof against fire and cold, may be made using a spool of thread and three spools of copper wire. Use the order 'X 1112 0' to make this.
No. Per Backpack Slot: 12
Value: 50/?gp
These grindings are not of common type, but are a special type of brass manufactured in the province of Derwent. A little of it makes its way via traders across the Brokenlands. Its use is little understood in Bereny, but it has a potential to be very useful. Three vials of Brass Grindings can be made into one of Brass Powder, which is used in other concoctions, using the order ‘X 3225 0’. Brass Grindings may be bought from traders, but are expensive, costing 200gp and using the order ‘B 3225 0’. This item is not generally used in advanced alchemical operations as it is not well enough understood.
No. per backpack slot: 20
Value: 200/?gp
BRASS POTION
The Brass Potion is a useful tool. When
drunk, it grants the user a temporary boost to magical and mental defense.
However, the Brass Potion is extremely rough on the stomach and can sometimes
cause severe sickness which will damage a user. Some rare cases have even
resulted in death. Consequently, despite its power, it is used carefully and
only in dire situations. To drink the potion issue the order ‘X 3231 0’.
Player’s Note: The order to make this potion is ‘X 3237’ and requires one Brass
Powder and one Fine Oil.
No. per Backpack Slot: ?
This brass powder is not of the common type, but rather of the brass of Derwent, which has special magical properties not fully understood outside of that province. Brass powder can be made into brass wire by an alchemist. This requires three powder and uses order 'X 3229 0'. An alchemist can mix brass powder and fine oil to make a Brass Potion. This uses order 'X 3227 0'. This item is not generally used in advanced alchemical operations as it is not well enough understood.
No. per backpack slot: 20
Value: 200/?gp
BRASS WIRE, Spool of
Fine brass wire is manufactured by and used by alchemists in their craft. It cannot be bought from a trader. This item uses code 3229 for advanced alchemical operations.
No. per Backpack Slot: 20
Value: ?/350gp
Equip to: Back
No. per backpack slot: 6
Value: ?/? gp
Defense Bonuses: - Normal=3, Fire=3, Cold=3, Chemical=2, Magical=1, Mental=5.
I looked at the bag of high quality charcoal. This has been prepared by charcoal burners for use by alchemists. Mostly, it is used for heating an Athanor (examine an athanor for details of the use of this item). Charcoal of this quality may be bought for ten gold using the order 'B 1207 0'. Alchemists can prepare charcoal, grinding it into fine powder for other uses using the order 'X 1207'.
No. Per Backpack Slot: 10
Value: 10/?gp
Taking a mortar and pestle I ground up the charcoal until I had a good fine charcoal powder. Player’s Note: Bag of charcoal removed from backpack which a vial of charcoal is added.
This is a vial of fine powdered and prepared charcoal. It is of little use for heating an athanor, but is used in various alchemical preparations. A vial of charcoal, a vial of saltpeter and a vial of sulphur can be mixed together by an alchemist to create a smoke bomb. Use the order 'X 1208 0' to do this. Fine charcoal uses the code 1208 for advanced alchemical operations.
No. Per Backpack Slot: 20
Value: ?/0gp
Using vials of Saltpeter, Sulphur, and Charcoal I carefully made a smoke bomb. Player’s Note: One vial of Saltpeter, one vial of Sulphur, and one vial of charcoal removed from backpack. One smoke bomb added.
It is a large, thick candle of fine white
wax. These candles are pretty expensive. Often, they are set on altars by the
faithful and left there to burn. It is considered very bad luck to light such a
candle then put it out. Some holy places will bless such candles, such as they
are more likely to attract the attentions of the gods. Wherever lit and burnt
they may attract divine favor. To set up and light the candle (which will use
it up), use the order 'X 995 0'. Adventurers report that an unlit church candle
held in the defense hand grants a +5 bonus to mental defense. This report has
been confirmed. (21 Feb 2004) Another report says the bonuses are greater with
+4 on magical defense and +9 on mental defense. Perhaps this is a report
concerning a blessed candle or the adventurer had a higher piety. The
adventurer in the case of the confirmed report had no piety.
Equippable Area: Defense Hand
No. Per Backpack Slot: 3
Value: ?/70gp
Defense Bonuses: Normal=0, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=5.
Copper Grindings are used by alchemists in their art. More can be purchased from a trader using the order 'B 1068 0' at a cost of 30 gold. Three vials of copper grindings may be changed into one vial of copper powder using the order 'X 1068 0'. This item uses code 1068 for advanced alchemical operations. Player’s Note: A vial of copper grindings can be purchased from an alchemist supply shop in most major cities using the same order, but for 25gp instead of 30gp.
No per backpack slot: 20
Value 30/?gp
I carefully ground down the three vials of copper Grindings, then sifted them to keep only the finest grains. Player’s Note: Three vials of copper grindings disappeared from the alchemist’s back pack and one vial of copper powder is added.
COPPER POTION
Within the bottle is a coppery liquid. To
drink the potion use the order ‘X 1083’. This item uses code 1083 for advanced
alchemical operations. Adventurer’s report that this creates a copper aura when
drunk that provides +15 fire defense, +15 cold defense, and +10 magical
defense.
No. per Backpack Slot: 12
Value: ?/?gp
Fine Copper powder is an Alchemical substance used by alchemists in working their craft. They may only be made by alchemists and may not be purchased from a trader. Copper powder may be made into copper wire. It takes three units of powder to do this and uses the order 'X 1086 0'. Copper powder may be mixed with fine oil to produce a '`Copper Potion'. Use the order 'X 1069 0' to do this. This requires one fine oil and one gold powder. This item uses code 1069 for advanced alchemical operations. Player’s Note: Presumably, the reference to gold powder in the manufacture of a copper potion is a typographical mistake.
No. Per Backpack Slot: 20
Value: ?/?gp
I melted and extruded the fine copper powder to make a delicate and perfectly uniform length of wire. Player’s Note: Three vials of copper powder disappears from the alchemist’s backpack, one spool of copy wire added.
COPPER SHIRT
This fine shirt has been woven through
with lengths of alchemical copper wire, giving it a reddish appearance. The
properties of the shirt are such that extremes of temperature are conducted
away from the wearer's body. Player’s Note: Reports indicate the shirt grant a
+5 fire defense and +5 cold defense.
Equip to: Body
Adventurer’s report that Copper Spiral Rings function as Rings of Protection +5 and grant a +1 bonus to dexterity, while imposing a –1 penalty to appearance and willpower.
Equip to: Finger
No. Per Backpack Slot: ?
Value: ?/?gp
Defense Bonuses: - Normal=5, Fire=5, Cold=5, Chemical=5, Magical=5, Mental=5.
Fine copper wire is manufactured by and used by alchemists in their craft. It cannot be bought from a trader. Copper wire is always used in combination with other materials to manufacture things and is of no use on its own. This item uses code 1086 for advanced alchemical operations. Player’s Note: Fine Copper Wire can be made from 3 vials of copper powders using the order ‘X 1086 0’.
No. Per Backpack Slot: 20
Value: ?/?gp
This is the heated and powdered form of a Skarions Heart. Such powders can be used in Necromantic magic if the correct tomes can be found to indicate what such powder is for.
No Per Backpack Slot: 12
Value: ?/?gp
CRYSTAL GOO
This portion of the grey goo from Torlia
has crystallized into a gemstone. I dare say it is not worth anything, and it
is too ugly to be used as jewelry. However it must have some uses. Perhaps as
an alchemical agent for some project. This item has an advanced Alchemical Code
of 6790.
No per backpack slot: 20
Value: ?/?gp
DARK UNICORN HORN
I took a look at a Unicorn Horn. Some Unicorns become tainted by the demon Yain, a mortal foe of both Shanna and the Fey alike. The horns of these creatures, when cut from their bodies, make a potent, if evil weapon. The darkness that infuses these horns causes those struck to sometimes be affected by a magic poison that causes spasms. The magical effect is long lasting and very nasty. Crusaders of Shanna are reputed to have ways of purifying these horns, though few know how. Carrying one of these horns and using it is liable to be seen by the church, and the Fey, as a serious affront to unicorn dignity. This item uses code 916 for advanced alchemical operations. Members of the Apothecary Guild will offer 75gp to purchase such horns.
Attack Skill: +5
Damage Type: Magical
Damage: 3-7 plus wielder’s natural damage
Movement Rate: ?
No. Per Backpack Slot: 3
Range: Same square only.
Value: ?/50gp
This is the body of a dead toad. An alchemist can mash the body to make mashed dead toad, useful for certain alchemical mixes. The order to mash a toad is ‘X 3599’.
No. per backpack slot: 12
Value: ?/?gp
No. Per Backpack Slot: ?
Value: ?/?gp
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "....and on the subject
of my Silver Long Bow let me say now how it was completed. With the application
of 3 parts silver powder to one part alchemical fixative I managed this time to
make the Long Bow Teleport Home Scroll5 absorb the silver while in the athanor.
The more difficult part of modifying the bow was easy once the silver was
absorbed. The correct processes for this are 'X 3959 102'..." Player’s
Note: It is presumed that Teleport Home Scroll is some kind of typo and it
should be a + sign.
X 3959 102
The magical longbow,
having been treated with the Alchemical fixative, modified as instructed in the
Denzio's Alchemia and coated with silver powder has been placed in the athanor.
The constant heat of the athanor has allowed the silver to become an integral
part of the bow, making it stronger and more beautiful. Player’s Note: Long Bow
+5 and 3 vials of silver powder used. One silver long bow added to the
backpack.
U 3959 0
I selected a page at
random and started reading. Unfortunately I cannot make out what was written
here. The writing is too faint and that which I can read is in a strange
dialect.
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "....I showed the
Crusader the process for making the arrows that had impressed him much. Using
three parts of good ashes and a part of alchemical fixative I managed to bake
the ashes to the consistency of iron. While the ash was still pliable I took a
vial of my amazing fulminating silver and placed it in the shaft. When the
shaft impacts a might explosion is caused. The correct processes are 'X 3959
103'...."
X 3959 103
Time passes. In my
athanor I have the ingredients that have been mixed together. Now with the addition
of the of the alchemical fixative to bind them properly I will have recreated a
masterpiece of alchemy. Aaah. I have sucessfully completed the work! I have
used up the ash and the Fulminating Silver. I have created a Fulminating Arrow.
Player’s Note: This order actually creates 10 fulminating arrows.
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "....but I thought why
should I not use my Alchemy to increase the capabilities of the magical? As
anyone can see when I use my Silver Long Bow I have created a master weapon. Of
course it is....."
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "... and by heating the
grey stones in the athanor in the correct amounts will create an acidic substance.
This Vitriol then can be used for other alchemical operations. The application
of...."
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "... and while her
husband was away at the Great College I took this lively wench to the tallest
tower and...." Obviously not all of Denzio's notes were on Alchemy!
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "... and so the Crusader
asked what the tiny vials were inset into the shafts of the arrows. Thus I told
him the secret of my Fulminating Arrows. For my Silver Long Bow uses special
arrows, no simple pieces of wood..."
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "....while he was under
the influence of a foul and addictive herb he told me of the future. A strange
future where men will move around inside a large metal tube that will travel
between the stars. Now I won't say I believe him, after all maybe it is Destiny
that mankind should go this way..."
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "....but with the
addition of the contents of a single vial of white crystals to the mixture of a
single vial of silver power and the alchemical fixative in the athanor I found
an explosive silver compound, a fulminating silver! The proper formula for this
is 'X 3959 100'...."
X 3959 100
Time passes. In my
athanor I have the ingredients that have been mixed together. Now with the
addition of the of the alchemical fixative to bind them properly I will have
recreated a masterpiece of alchemy. Aaah. I have sucessfully completed the
work! I have used up the white crystals and the vial of silver powder. I have
created a vial of Fulminating Silver.
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "....as was already
known. By simply two of the veined stones in the Athanor, rather than one, I
found I created a much more significant quantity of Vitriol. If I remember
correctly the correct formula for Vitriol is 'X 3932 0'...."
X 3932 0
I do not have the
materials and/or the skill to perform that operation. Player’s Note: This was
attempted without any ‘veined stones’ on hand.
U 3959 0
While reading though
Denzio's Alchemia I found an extract of interest. "....and thus with one
part sulphur and one part vitriol bound together with the alchemical fixative
and heated for the precise time one can create the Alchemist Fire. The proper
formula for this is 'X 3959 101'...."
DRIED RIHILIN MOSS
This is a portion of
Dried Rihilin Moss. In this state it has the ability to remove the fear
condition which can affect people in contact with certain monsters. It's hardto
remain scared when you are so happy with the world! To eat the Dried Rihilin
Moss issue the order 'X 4843 0'.
No. Per Backpack Slot:
24
Value: ?/?gp
This potion is called 'Earth Embrace'. From what little I know of this it is a potion that gives considerable benefits to those who drink it, though what these benefits are is unknown. To drink this potion issue the order 'X 3948 0'.
No. Per Backpack Slot: ?
Value: ?/?gp
As I took the potion I could feel the energy of the earth seeping out of the ground and into me. A primal energy flowed through me, filling my veins with icy rivers, turning my muscles to stone as my body embraced the Earth. I feel as strong as the earth, as powerful as the volcano when it explodes! Player's Note: Grants the magical effect, Body of Earth.
This is a simple ‘spiral’ ring, formed by the alchemist’s art and infused with the power of the metal from which it was created. It is called a spiral ring because the wire from which it was formed is still visible. Though slightly crude in appearance it still has a certain simple elegance about it. The only real way to discover the function of these rings is to put them on. 12 such rings can be carried in one backpack slot and they are equipped to the finger. It may not be used in further advanced alchemical operations, but these rings are sometimes used as parts of other assemblies; no advanced alchemical code is needed. Adventurer’s report that Electrum Spiral Rings function as Rings of Protection +5 and grant a +1 bonus to willpower and appearance.
Equip to: Finger
No. Per Backpack Slot: 12
Value: ?/?gp
Defense Bonuses: - Normal=5, Fire=5, Cold=5, Chemical=5, Magical=5, Mental=5.
EMINALOSS
Eminaloss is a rare and valuable tincture, which dates back hundreds of years. The secret of making it is lost. Those few bottles, which remain sell well on the open market, although on a secretive few know what to do with this strange and mysterious liquid.
No. Per Backpack Slot: ?
Value: ?/?gp
Fine Oil is an alchemical substance that is manufactured by alchemists and not available for sale through a market. It is generally used in the manufacture of various types of potions, various other substances being devolved into it. This item uses code 1074 for advanced alchemical operations.
No per backpack slot: 20
Value ?/25 gp
Fine Tin Powder can be made from 3 vials of tin grindings using the order ‘X1070’.
No. Per Backpack Slot: 20
Value: ?/?gp
Fulminating Arrows are an alchemical achievement. Each arrow has a vial of fulminating silver attached to it, which when used in a Silver Long Bow allows it to become an integral instrument of warfare. As each arrow has the potential to remove an arm if handled improperly only 6 can be carried per backpack slot. Player’s Note: It appears the description is wrong and at least 10 fulminating arrows can be held in one backpack slot.
No per backpack slot: 10
Value: ?/?gp
Small vials of fulminating Silver when thrown are explosive and dangerous. Made by the alchemical arts they are wrapped in layers of cloth before being thrown at the enemy. Fulminating Silver is equipped to the attack hand and is thrown. With a range of 3 squares these vials do fire damage and due to their delicate nature it is never sure when the vials may be broken in the backpack. To throw one issue the order ‘X 3956 <target ID>’ The precise information for creating the Fulminating Silver can be found in Denzio's Alchemia. Player’s Note: The description of fulminating sliver has change slightly recently. It can no longer be equipped to the defense hand and an order has been created giving a character the ability to throw it. Those with fulminating silver in the defense hand would be wise not to remove it as they will loose the previously reported benefits of +40 to attack skill and +3 bonus to damage.
Equip to: Attack Hand
No. Per Backpack Slot: 6
Value: ?/?gp
GLITTERDUST
I took a look at the soft leather pouch
of glitterdust. The dust looks to be made of powdered mirror. There is about a
handful of the stuff in the pouch. I let it trickle through my fingers and it
reflected the light, and me, a myriad times. I think this stuff is probably
very significant, though I am not sure why: I just get a feeling it is
important and that understanding what it is for is vital to my survival in Mirrormane.
I do not know where such thoughts come from, as it does not look to be all that
important. The only thing I can think to do with the dust is throw it in the
air. I do not think I could throw it at someone, as it is too light and would
just form a cloud around me. To toss the glitterdust in the air use the order
'X 932 0'. This will use up the dust. This item uses code 932 for advanced
alchemical or herbalist operations.
No per backpack slot: 12
Value: ?/?gp
Gold Grindings are used by alchemists in pursuance of their art. More can be bought from a trader using the order ‘B 1063’ at a cost of 200 gold. Three vials of gold grindings can be changed into one vial of gold powder using the order ‘X 1063’. They can be purchased from an alchemist supply shop for 185gp.
No per backpack slot: 20
Value 200/? gp
Fine Gold Powder can be made from 3 vials of gold grindings using the order ‘X 1063’.
No. Per Backpack Slot: 20
Value: ?/?gp
This is a simple 'spiral' ring, formed by the alchemists art and infused with the power of the metal from which it was created. It is called a spiral ring because the wire from which it was formed is still visible. Though slightly crude in appearence, it still has a certain simple elegance about it. The only real way to discover the function of these rings is to put them on. It may not be used in further advanced alchemical operations, but these rings are sometimes used as parts of other assemblies: no advanced alchemical code is needed. Adventurer’s report that Gold Spiral Rings function as Rings of Protection +5 and grant a +1 bonus to willpower and wisdom.
Equip to: Finger
No. Per Backpack Slot: 12
Value: ?/?gp
Defense Bonuses: - Normal=5, Fire=5, Cold=5, Chemical=5, Magical=5, Mental=5.
Fine gold wire is manufactured by and used by alchemists in their craft. It cannot be bought from a trader. Silver and gold wire can be woven together to form an electrum twining using the order 'X 1216 0'. This item uses code 1076 for advanced alchemical operations. A spool of gold wire can be made from 3 fine gold powders using the order ‘X 1076 0’.
No. Per Backpack Slot: 20
Value: ?/?gp
GOLDEN BONECHIP
I looked at the Golden Bonechip. It is a small piece of bone which has been bound around with fine gold wire. To what purpose this has been done I can only guess, but I would think it was for some magical or ritual purpose. The gold wire makes the thing worth a bit, I would think, but it is not particularly valuable. This item uses code 900 for advanced alchemical operations.
No per backpack slot: 12
Value: ?/?gp
HOLY WATER
Holy Water is water that has been blessed
by a priest of the Gods of Light. The water is imbued with the essence and love
of the Goddess Marial and has the power to heal when it is thrown over an
injured character using an order, format:- 'X 255 <Target Character ID>'.
The priest throws the holy water over the intended target and they are
miraculously healed 2 points of damage. The target must be within 2 squares
range of the Priest for this miracle to take place. This item uses code 238 for
advanced alchemical operations. Adventurers report that holy water can be used
to destroy ebon monoliths. Tried an X 238 order and got a blank report for that
order. Further research will be needed.
No. per Backpack Slot: 12
Value: ?/1gp
IMAGE MIRROR
I looked in the mirror and it seemed to
reflect images of the area around me, some of which were out of my line of
normal vision. 12 may be carried per backpack slot. The mirror can be equipped
to the defense hand and, if held there, you may glance at it and catch images
of the surrounding area. This increases your effective vision. However, only
characters with 16 or more wisdom can make sense of the images and use the
item. Player’s Note: Grants +1 vision.
No. per Backpack Slot: ?
Value: ?/?gp
Iron Grindings are an alchemical compound used by alchemists to work their strange craft. Iron Grindings can be bought from courtyards and traders for 25gp per vial. The order to do so is ‘B 968’. Three vials of Iron Grindings can be mixed to produce Fine Iron Powder useful in other mixes. To do this use the order ‘X 968’.
No per backpack slot: 20
Value 25/15 gp
IRON POTION
I examined the Iron Potion. Within its
bottle, it looks heavy and metallic. To drink the potion use the order ‘X 1081
0’. This item uses code 1081 for advanced alchemical operations. Adventurers
report that this potion causes the imbiber to be infused with an Iron Aura,
which is listed under Magical Effects when it lasts longer than the turn the
potion is drank. The Iron Aura has the following attributes: Normal Defense
+10, Fire Defense +5, Cold Defense –5, Willpower +1, Dexterity –1, Strength +1.
This aura lasts a variable amount of turns.
No. per Backpack Slot: 12
Value: ?/?gp
X 1081 0
I downed an iron potion, the metallic
taste stinging the back of my throat. I felt heavy, iron willed and strong.
Fine Iron Powder is an alchemical substance used by alchemists and may not be purchased from a trader. Iron Powder may be used to make Iron Wire; it takes three units of powder to do so. This uses the order ‘X 1078’. Iron Powder may be mixed with Fine Oil to produce an Iron Potion. Use the order ‘X 1056’ to do this. This requires one Fine Oil and one Iron Powder.
No. Per Backpack Slot: 20
Value: ?/?gp
This is a simple 'spiral' ring, formed by the alchemists art and infused with the power of the metal from which it was created. It is called a spiral ring because the wire from which it was formed is still visible. Though slightly crude in appearance, it still has a certain simple elegance about it. The only real way to discover the function of these rings is to put them on. It may not be used in further advanced alchemical operations, but these rings are sometimes used as parts of other assemblies: no advanced alchemical code is needed. Player’s Note: Iron spiral rings function as rings of protection +5 and grant a +1 bonus to strength, while imposing a –1 penalty to dexterity and intelligence.
Equip to: Finger
No. Per Backpack Slot: 12
Value: ?/?gp
Defense Bonuses: - Normal=5, Fire=5, Cold=5, Chemical=5, Magical=5, Mental=5.
Fine Iron Wire is manufactured by and used by alchemists in their craft. It cannot be bought from a trader. Iron wire is always used in combination with other materials to manufacture things and is of no use on its own.
No. Per Backpack Slot: 20
Value: ?/?gp
LIGHT BLUE POTION
I took a look at the light blue potion.
It is in a small bottle, which feels cold to the touch and I can see what look
like bits of ground up seeds floating within it. There is no obvious clue as to
what this potion does. To drink the potion (which will use it up) use the order
'X 924 0'. This item uses code 924 for advanced alchemical or herbalist
operations. Player’s Note: This potion is gained from giving the alchemist of
the Cave Filled Hills north of the village of Whiteflower an ice troll scalp.
In the description of the cave filled hills the reward for the ice troll scalp
is supposed to be a cold resistance potion, so some clue to the potions effects
should be related to that.
No per backpack slot: 12
Value: ?/?gp
Lead Grindings are used by alchemists in their art. More can be purchased from a trader using the order ‘B 1065’ at a cost of 30 gold. Three vials of lead grindings may be changed into one vial of lead powder using the order ‘X 1065’. They can be purchased from an alchemist supply shop for 25gp.
No per backpack slot: 20
Value 200/? gp
LEAD POTION
Adventurer’s report that this creates a
lead aura when drunk that provides +5 on all defense, +1 on damage, but –1 on
movement.
No. per Backpack Slot: 12
Fine Lead Powder can be made from 3 vials of lead grindings using the order ‘X 1065 0’. The order to make a lead potion from 1 lead powder and one fine oil is ‘X 1066 0’.
No. per Backpack Slot: ?
Leather Aprons are favored by alchemists and other such folk who work with alchemicals and dangerous compounds. They serve a duel purpose by being both protective and also keeping normal clothing clean and free of stains. Designed and made by the Apothecary guild, Leather Aprons are a useful addition to any alchemists equipment list. They can only be worn by Alchemists, since other professions find they interfere with their skills. Leather Aprons do not last forever, due to the general wear and tear they are subjected to. Every turn there is a small 2% chance they will wear out... if you unlucky this CAN happen on the first turn they are purchased. The Apothecary sells Leather Aprons here for the protection of alchemists, at a cost of 30 GPs for members and 70 GPs for non-members. The order to buy an apron is 'B 3752'. Leather Aprons, sadly, do not last forever.
Equipable Area: Body.
Movement Rate: Not affected
No. per Backpack Slot: 2
Defense Bonuses:- Normal=1, Fire=3, Cold=11, Chemical=7, Magical=5, Mental=0
Value: 30/?gp members, 70/?gp non-members
Within its bottle, it glints with a silvery light. To drink the potion use the order ‘X 1079’. This uses code 1079 for advanced alchemical operations. Adventurers report being, infused with a silvery Lunar Aura by magical means. The moon is an ‘aspect of Bethseline, Goddess of Love, and the slivery glow that covers my skin makes me very attractive to behold. I feel fast, too. This aura will eventually fade. It granted a +2 appearance and +2 to dexterity. Recently it is reported to grant a +1 movement as well.
No. Per Backpack Slot: 20
Value: ?/?gp
This is mashed toad. i.e. the mashed body of a dead toad. Alchemists who are members of the Apothecary guild can make mashed toad into Nessies Patented Wart Ointment. Three mashed toads makes one ointment using the order ‘X 3600’. Adventurer’s report that Mashed Toads can be purchased from magical traders for 5gp using the order ‘B 3600’.
No. per backpack slot: 12
Value: 5/?gp
I mixed three parts Mashed Toad into a jar of Nessies Patented Wart Cream.
Mercury is an Alchemical Compound used by Alchemists to work their strange craft. Mercury can be bought from courtyards and traders for 25gp per vial. The order to do so is ‘B 966 0’. Three vials of mercury can be mixed to produce a potion of healing. To do this use the order ‘X 966 0’.
No per backpack slot: 20
Value 25/15 gp
I carefully shook the three vials of mercury, one after another and then uncorked the vials. Slowly I poured the liquids back and forth from one vial to another, watching all the time for the tell tale rainbow sheen that indicates the healing potency of the mercury is coming out. Finally, I spotted it and decanted the rainbow hued liquid into one of the vials. The color slowly faded and I was left with a healing potion.
NESSIES OINTMENT (PW)
Nessies Patented Wart Ointment, warts guaranteed. This pungent preparation is a secret alchemical mix known only by members of the Apothecary guild. To apply the ointment to the skin use the order 'X 3598 0'. Each jar of ointment holds a single application.
No. per Backpack Slot: 12
Value: ?/?gp
Oil is an alchemical used by alchemists in pursuance of their trade. More can be bought from traders using the order ‘B 1073 0’ at a cost of 30gp. An alchemist can refine a single vial of oil. Refining manufactures two separate things: Fine Oil and Rough Oil, both of which are used in other concoctions. This item uses code 1073 for advanced alchemical operations.
No per backpack slot: 20
Value 30/? gp
I carefully heated the vial of oil and watched as it seperated into two parts. I skimmed off the fine oil that rose to the top and kept the rougher oil seperate. One vial of oil disappears from the alchemist’s back pack and a vial of fine oil and a vial of rough oil are added.
OLIVE OIL
I had a look at the small bottle of olive
oil. The bottle itself is of good quality and sealed. The oil within looks to
be clean, pure and of high quality. I would think the bottle and oil to be
worth a few gold. This item uses code 779 for advanced alchemical operations.
Olive oil can turn a poor portion of rations into a fried delight! To cook a
portion of rations using the olive oil for frying, issue the order 'X 779'.
This will use up the oil and a rations portion.
X 779 0
I pulled out my rations and cooked them
on a small fire, using my olive oil to fry the food. The taste was
significantly better than usual and also more hygenic. (+3 health)
No. per Backpack Slot: 12
Value: ?/?gp
This small pouch seems empty, but there are strange symbols around the edge of it. An alchemist could incant these, activating the pouch, which will produce a handful of poisonous dust. This can be hurled at an opponent, but the dust looses its properties very quickly and so cannot be stored. When an alchemist equips this item they are assumed to have incanted it automatically. The pouch has a range of three squares plus the users square. It equips to the attach hand, but may only be used by an alchemist.
Damage type: ?
Equip to: Attack Hand
Damage: ?
Movement rate: not affected
No. per backpack slot: 12
Range: own square +3
Value: ?/?gp
POTION OF HEALING
A potion of healing is a magical elixir.
When quaffed, the potions magical power will heal the drinker of all damage up
to a maximum of 50 points. To drink the potion use the order ‘X 130’. This item
is not equippable. This item uses code 130 for advanced alchemical operations.
No. per Backpack Slot: 12
Items Value: 170/79gp
POTION OF POWER
A Potion of Power is a special magical
concoction which, when imbibed, grants the drinker an incredible, but
temporary, boost to their strength. For the duration of the turn only the
character gains 3 additional points of strength. On very rare occasions the
effect last a second turn as well, but this is uncommon. This item uses code
371 for advanced alchemical operations. To drink this potion issue the “X 371
0” order.
No. Per Backpack Slot: 12
Value: ?/15gp
X 371 0
I gulped down my Potion of Power, finding
that it had a surprisingly pleasant taste... like Apples! Immediately, I felt
my muscles began to swell and grow. My steps were heavier, my every movement
enthused with a sense of mass and strength far beyond those to which I was
familiar. Player’s Note: Grants the Magical Strength-1 magical effect. May wear
off at the end of the turn or may last a second turn.
Quicklime is an alchemical component and one of the more useless. There are a few uses for quicklime, most of them being in some of the advanced alchemical formula and tomes. Quicklime has an advanced alchemical code of 1060. (Player’s note: It has been reported that Quicklime can be purchased in a dungeon courtyard or at a magical trader using the order ‘B 1060 0’ at a cost of 30gp.)
No. per Backpack Slot: 20
Value: 30/?gp
I looked at the vial of quicksilver. Quicksilver is refined mercury, containing more of the essence of that substance in a smaller volume and thus being more potent. Three vials of quicksilver can be combined to make a potion of speed by an alchemist, using the order 'X 1223 0'. Quicksilver uses code 1223 for advanced alchemy operations.
No. Per Backpack Slot: 20
Value ?gp
RED COPPER DISC
I looked at the Red Copper. This metal usually comes in two forms, either a disc about an inch across or as an ingot the size of the palm of your hand. The copper is blood red and feels slick to the touch. Legend would have it that it was produced when a powerful demon was thrown into a copper mine by Holy Warriors in times long gone. It is the blood of the demon, which infuses the metal. No longer mined (in fact, the location of the mine is long forgotten), the metal is still found on occasion and made into jewelry. Such jewelry is considered something of a status symbol. This item uses code 897 for advanced alchemical operations.
No. Per Backpack Slot: ?
Value ?gp
Rihilin moss is an unusual herb found only in very remote, marshy places. At one point it was believed to be completely extinct until a group of druids found a healthy batch in a secret location. Rihilin moss has certain chemical properties which when dried in the proper manner by an alchemist can be used to cause mild euphoria when the moss is ingested. Druids can actively attempt to find the moss amid the undergrowth if they are in one of the rare areas where it grows. Those areas tend to be kept somewhat secret through, due to the drugs useful effects. A druid trying to find rihilin moss uses the order ‘X 4842 0’. Once found an alchemist can dry the moss using the same order. The main use of this drug is to remove the ‘fear’ condition which can affect people in contact with certain monsters. Its hard to remain scared when you are so happy with the world. (Adventurer’s Notes: Presumable, the druid and centaur that found this did so in Swinderlog Swamp as that is where they were exploring when they made their find. It is unknown if it can be searched for in other swampy terrain.)
No. per Backpack Slot: 24
Value ? gp
The sun is one of the aspects of Seledor and, as such, these robes are often worn by priests, if they can get a hold of one. Dark as night, the robe glitters with silvery light at all ties. The robes are generally made to orders by alchemists. Only crusaders of Bethseline or priests can wear these robes: they are sacred to her and no other can benefit from them. The robes can’t be sold, for this would be very disrespectful. These robes shine with the light of Bethseline’s love, and they bestow a health bonus on those who wear. Be aware though, if the robe is removed, the bonus is lost and the wearer may well die. Adventurer’s report that it grants +3 to appearance and +10 to health.
Equip to: Over Body
No. Per Backpack Slot: 12
Value ?gp
The sun is one of the aspects of Seledor and, as such, these robes are often worn by priests, if they can get a hold of one. Dark as night, the robe glitters with silvery light at all ties. The robes are generally made to orders by alchemists. Only crusaders of Seledor or priests can wear these robes: They are sacred to him and no other can benefit from them. The robes can’t be sold, for this would be very disrespectful. These robes shine with the light of Seledor’s Glory, and confer a bonus of one to all the wearer’s statistics.
Equip to: Over Body
No. Per Backpack Slot: 12
Value ?gp
Rough oil is the leavings from a vial of oil when it has been distilled. It is used in a few alchemical practices, or can be sold off cheaply. This item uses code 1075 for advanced alchemical operations.
No per backpack slot: 20
Value ?/5 gp
SAL. ESSENCE, Vial of
This is a vial of Salamandrian Essence. Distilled from the bodies of Salamandrians captured by the Reef Humanoids in ways too terrible to describe, this small vial of liquid is a translucent green. The stench it gives off is powerful and it burns when touching skin, but, apparently it has many wonderful properties when mixed in the right way. This item uses code 6784 for advanced alchemical operations.
No. Per Backpack Slot: 20
Value: ?/?gp
Salt is one of many alchemical substances used by alchemists in working their craft as well. A natural substance that is found in many places and can be purchased at traders. This item uses code 1072 for advanced alchemical operations. Adventurers report that a vial of salt can be purchased in a dungeon courtyard or at a magical trader using the order ‘B 1072’ at a cost of 15gp.
No. per backpack slot: 20
Value: 15/?gp
Saltpeter is an alchemical component and one of the more useless. There are a few uses for saltpeter, most of them being in some of the advanced alchemical formula and tomes. Saltpeter has an advanced alchemical code of 1062. (Player’s note: It has been reported that Saltpeter can be purchased in a dungeon courtyard or at a magical trader using the order ‘B 1062’ at a cost of 30gp.)
No. per Backpack Slot: 20
Value: 30/?gp
Silver Grindings are an alchemical compound used by alchemists to work their strange craft. Silver Grindings can be bought from courtyards and traders for 100gp per vial. The order to do so is ‘B 1058 0’. Three vials of Silver Grindings can be mixed to produce Fine Silver Powder useful in other mixes. To do this use the order ‘X 1058 0’. A vial of silver grindings can also be purchased from an alchemist supply shop for 90gp.
No per backpack slot: 20
Value 100/?gp
I carefully ground down the three vials of Silver Grindings, then sifted them to keep only the finest grains. Player’s Note: Three vials of silver grindings used. One vial of silver powder added to the backpack.
I examined Silver Long Bow. A long bow is a missile weapon made from a piece of fine wood carved and then shaped to take a bowstring. Arrows can then be shot from the bow by placing them against the bow string and uses its elasticity to propel them at a high velocity. The Silver Long bow is an Alchemically enhanced bow that has been modified to use Fulminating Arrows. NOTE: The Silver Long Bow uses Fulminating Arrows and as such a supply of arrows is necessary. Because this is an inherently dangerous weapon only those with an Intelligence of 14 or more will be able to use it properly. Player’s Note: Original investigation indicate damage is 8-16, but when equipped it indicates 5-19.
Attack Skill: +5
Damage Type: Fire
Equipable Area: Attack Hand
Damage: 5-19
Movement Rate: Not Affected
No. per Backpack Slot: 2
Range: Own Square +8 radius
Value ?/?gp
The Silver Moss has a lustre that shines, making it beautiful and irresistable. It almost seems alive as it responds to touch by increasing the intensity of the light. Rare and beautiful Silver Moss is reputed to be used in certain advanced alchemical formulas. Silver Moss has a short lifespan as it quickly deteriorates. To eat the moss issue the order 'U 3768 0'. If you have a spare vial you can bottle the Moss and preserve it with the order 'X 3768 0'. Player’s Note: At the end of the 15th Phase on the turn the Silver Moss was investigated, the character got the message, ‘The Silver Luminescent Moss has lost it's silver sheen and now looks just luminescent.’ The Silver Moss disappeared and was replaced by Luminescent Moss. Probably just co-incidence that the Silver Moss changed after it was investigated. Probably a chance of it changing at the end of every turn.
No. per Backpack Slot: 20
Value ?/?gp
I looked at the silver net. It is a thin network of silver thread, as fragile as cobwebs. These nets are valued by alchemists, who can make a potent magical garment from them. Alchemists can weave a magical cape from three silver nets tied together with a spool of silver wire and a spool of thread. A loom is required to do this. Use the order 'X 1101 0' to make such a cape. It is reported that silver nets are obtained from killing Whispering Ghosts or Spectres.
Value ? gp
Fine Silver powder is an Alchemical substance used by alchemists in working their craft. They may only be made by alchemists and may not be purchased from a trader. Silver powder may be made into silver wire. It takes three units of powder to do this and uses the order 'X 1077 0'. Silver powder may be mixed with fine oil to produce a 'Lunar Potion'. Use the order 'X 1059 0' to do this. This requires one fine oil and one silver powder. This item uses code 1059 for advanced alchemical operations.
No. Per Backpack Slot: 20
Value ? gp
I melted and extruded the fine silver powder to make a delicate and perfectly uniform length of silver wire. Player’s Note: Three vials of silver powder used. One spool of silver wire added to backpack.
Adventurer’s report that Silver Spiral Rings function as Rings of Protection +5 and grant a +1 bonus to appearance.
Equip to: Finger
No. Per Backpack Slot: ?
Value: ?/?gp
Defense Bonuses: - Normal=5, Fire=5, Cold=5, Chemical=5, Magical=5, Mental=5.
Fine silver wire is manufactured by and used by alchemists in their craft. It cannot be bought from a trader. Silver and gold wire can be woven together to form an electrum twining using the order 'X 1216 0'. This item uses code 1077 for advanced alchemical operations. Fine Silver Wire can be made from 3 fine silver powders using the order ‘X 1077 0’.
No. Per Backpack Slot: 20
Value: ?/?gp
A Simple Lens is an item made by alchemists for further use. They cannot be bought from a trader and must be made. Two Simple Lenses in combination with a spool of Iron Wire can be used to make a pair of Alchemist's Spectacles. These will enhance the vision of anyone who wears them. However a certain amount of magical energy must also be focused into the spectacles and this requires 400 gold. Use the order ‘X 1057’ to make the spectacles.
Value: ?/22gp (As of 20 November 2004)
SMALL LOOM
The small loom is used by weavers and
alchemists in the making of various garments. It is a required tool for several
items which alchemists can manufacture. In almost all cases spools of wire are
used in combination with good quality thread. ‘Gilleck the weaver’s book of
patterns’ discuses what can be made this way. A small loom can be purchased at
a weaver’s shop in a city for 100gp using the order ‘B 1102 0’. Attempts to
purchase the loom in a dungeon courtyard have been attempted, but failed.
No per Backpack Slot: 1
Value: 100/?gp
SMOKE BOMB
A smoke bomb is thrown at the feet of the
user and shrouds them in a small cloud of smoke, which persists until the end
of the turn, making them harder to hit, but also making it harder for them to
hit others. To use a smoke bomb issue the order 'X 1209 0'. These bombs are
ideal if one is in a great deal of trouble as the distraction and the smoke
give the user a great opportunity to run away.
No per Backpack Slot: 20
Value: ?/?gp
SMOKED LENS
A smoked lens is an item manufactured by
an alchemist for further use. They cannot be bought from a trader and must be
made. Two smoked lenses in combination with a spool of silver wire can be used
to make a pair of Shaded Spectacles. These are quite fashionable, but don't do
much for quality of vision. Use the order 'X 4097 0' to make the spectacles.
This item uses code 4097 for advanced alchemical operations.
No per Backpack Slot: ?
Value: ?/?gp
X 4097 0
I carefully wound the silver wire around
the two smoked lenses to make a cool pair of dark shades. Player’s Note: One
spool of silver wire and two smoked lens were used. One Smoked Lens Spectacles
added to backpack.
SMOKED LENS SPECTACLES
The Smoked Lens Spectacles are
manufactured by an alchemist. Where Alchemist's Spectacles are capable of
sharpening the eyesight of anyone who wears them Smoked Lens Spectacles do not.
In fact they reduce the vision of anyone wearing them! However it has to be
said that anyone wearing them does look rather cool and of much better
appearance than others. They are made from two round smoked lens bound together
with fine silver wire. Player’s Note: -2 Vision and +2 Appearance.
Equip to: head
No per Backpack Slot: 12
Value: ?/?gp
SNOWFLOWER SEEDS
I looked at the Snowflower Seeds. There are a fair amount of them and they have been dried, prepared and stored in a small leather bag. Snowflower seeds are used in alchemy, and preparing them is a difficult art: most alchemists cannot do it. The seeds are used in making cold resistance potions, mostly, but also in making all sorts of other things to do with the cold. This item uses code 927 for advanced alchemical or herbalist operations.
No per backpack slot: 12
SOLAR POTION
Adventurer’s report that this creates a
solar aura when drunk, but its effects are unknown.
No. per Backpack Slot: 12
Star Iron is a rare metal, mined only by the dwarves, which has potent and magical properties. Three vials of star iron grindings can be made into one of Star Iron Powder, which is useful in other concoctions, using the order ‘X 3226’. Star Iron Grindings may be bought from traders, but are expensive, costing 200gp and using the order “B 3226’. This item is not generally used in advanced alchemical operations as it is not well enough understood.
No. per backpack slot: 20
Value: 200/?gp
STAR IRON POTION
The Star Iron Potion is a strange
mixture. It grants any who drink it a temporary boost to the damage they deal
when wielding weapons. However, it seems that the extra ability is only granted
for the use of bladed weapons. Quite what the reason for this is remains a
matter of great speculation. To drink the potion issue the order 'X 3232 0'. Adventurer’s
report that this creates a star iron aura when drunk that provides +1 to damage
when wielding a sword.
No. per Backpack Slot: 12
The powder is made from Star Iron, which is mined by the dwarves and has strong anti-magical properties. Star Iron Powder can be made into Star Iron Wire by an alchemist. This requires three star iron powders and uses the order ‘X 3230 0’. An alchemist can mix Brass Powder and Fine Oil to make a Star Iron Potion. This uses the order ‘X 3228 0’. This item is not generally used in advanced alchemical operations as it is not well enough understood. Player’s Note: The mention of Brass Powder to make a Star Iron Potion must be a typographical error from using the Brass Powder descriptive text as a base for the Star Iron Powder description. When this is corrected it will be noted.
No. per Backpack Slot: 20
Fine Star Iron wire is manufactured by and used by alchemists in their craft. It cannot be bought from a trader. Star Iron wire is always used in combination with other materials to manufacture things and is of no use on its own. This item has an advanced alchemical code of 3230.
No. Per Backpack Slot: 20
Value: ?/?gp
I looked at the bag of Sulphur. The yellowish powder is used in some medicines and other alchemical preparations, which makes it reasonably valuable. There are few places it can be obtained in any quantity. This item uses code 1067 for advanced alchemical operations. (Player’s Note: It has recently been reported that Sulphur can be purchased in a courtyard or at a magical trader using the order ‘B 1067’ at a cost of 40gp. Also, a bag of sulphur is not a vial of sulphur. An X 1067 0 order is was attempted based on the theory that the sulphur needs to be ground finely much like a bag of charcoal needs to be ground finely to make a vial of sulphur. This order failed. Recently, the Village of Sulphur Springs was visited. There a small bag of Sulphur can be purchased using the order B 825 0 with a cost of 5gp. A bag will be purchased to find out if it is related to a Bag or Vial of Sulphur. Using the B 825 0 order, a bag of sulphur was obtained from Sulphur Springs for 5gp. It has the same description as above including the same advanced alchemical code.)
No. per backpack slot: 12
Value: 5/?gp
Sulphur is one of many alchemical substances used by alchemists in working their craft as well. A natural substance that is found in many places and can be purchased at traders. This item uses code 1067 for advanced alchemical operations. (Player’s Note: Sulphur can be purchased in a dungeon courtyard or at a magical trader for 40gp using the order ‘B 1067 0’.)
No. per backpack slot: 20
Value: 40/?gp
This can be used in conjunction with a
small loom and the skills of an alchemist to weave all sorts of magical
garments. Thread can be bought from a trader using the ‘B 1103’ order at a cost
of 10gp. It can be purchased at a weaver’s shop for 10gp using the order ‘B
1103’.
No. Per Backpack Slot: 20
Value: 10/5gp
Tin Grindings are used by alchemists in their art. More can be purchased using the order ‘B 1070’ at a cost of 30 gold. Three vials of Tin Grindings may be changed into one vial of tin powder using the order ‘X 1070’. A vial of tin grindings can also be purchased from an alchemist supply shop for 25gp.
No. Per Backpack Slot: 20
Value: 30/?gp
Fine Tin powder is an Alchemical substance used by alchemists in working their craft. They may only be made by alchemists and may not be purchased from a trader. Tin powder may be mixed with fine oil to produce a '`Tin Potion'. Use the order 'X 1071 0' to do this. This requires one fine oil and one tin powder. This item uses code 1071 for advanced alchemical operations.
No. Per Backpack Slot: 20
Value: ?/?gp
TIN POTION
Adventurer’s report that this creates a
tin aura when drunk that provides +30 chemical defense.
No. per Backpack Slot: 12
This book is a medical treatise on the effects of the burning in the lungs of Torlian Green. Torlian Green is an alchemical created by the Dwarves of Torlian to combat the Torlian Goo, though one that most likely failed, as there is still goo in Torlia. It goes into great detail about the refining of certain minerals to obtain the green powder, and the effect of the powder when breathed in. It seems that when crushed, or heated the dust and gasses of the Torlian Green are very dangerous, causing asphyxia in people who breath it. As a side note it claims that the Green is very good at keeping water sources clean in the right amounts.
No per backpack slot: 4
VEINED STONES
These strange grey stones seem to be ordinary gravel. However there are definite streaks in the stones that are possibly sulfur. The stones also seem to be covered in an oily, green substance that seems to be quite naturally formed. These veined stones have uses in some elements of Alchemy. This item has the advanced Alchemical code: 3932.
No. per backpack slot: 12
Value: ?/?gp
X 3932 0
I successfully created a Vitriol from heating the Veined Stones in the athanor. Player’s Notes: This is the order described in Denzio’s Alchemia although it talks of using two veined stones rather than one. An athanor and bag of charcoal are needed in addition to the veined stones. The veined stone and bag of charcoal are used up and Vitriol is added to the backpack.
This is a spare vial used for certain alchemical purposes.
No per backpack slot: ? (Not shown in the investigation.)
Value ?/?gp
VITRIOL
Vitriol is an acidic substance that is obtained from sulfur bearing rocks under certain conditions. The preparation and distillation of the substances that form on these rocks produces a highly acidic substance, Blue Vitriol, or simply Vitriol. This substance has many uses in Alchemical workshops and can be used in various alchemical formula. Alchemists can use two vials of Vitriol and one vial of fine oil to coat a weapon and give it an acidic (chemical) attack. Issue the order 'X 3933 <Item no of weapon>' to coat the blade. This will not work on magical or wooden weapons, and has a chance to wear off through constant use. The resulting weapons are usually refered to as 'Biting' weapons. This item has the advanced Alchemical code: 3933.
No per backpack slot: ? (Now shown in investigation.)
Value: ?/?gp
VOLCANIC WHITE CRYSTAL
These volcanic white crystals are usually found near hot springs, vents in the ground and sites of volcanic activity. In their unrefined state they are often contaminated with pumice, rock and dirt from the local volcanic area. Once they are refined however, usually in an athanor, they can be used for alchemical compositions. Any alchemist can issue the order 'X 5629 0' to refine the crystals.
No per backpack slot: 4
Value ?/?gp
X 5629 0
I successfully heated the crystal mass in the athanor removing all the impurities. When I had finished I have three vials of White Crystals. Player’s Notes: no charcoal used.
No. Per Backpack Slot: ?
Value: ?/?gp
These strange white crystals are usually found near hot springs, vents in the ground and deep in certain dungeons. They are a naturally occuring mineral, though rare due to being delicate and area specific. This item has advanced Alchemical code 3947. Player’s Note: a Vial of White Crystals can be purchased from a magical trader or courtyard square using the ‘B 3947 0’ order at a cost of 40gp.
No. Per Backpack Slot: 10
Value: 40/?gp
White Sand is an alchemical compound used by alchemists to work their strange craft. White Sand can be bought from courtyards and traders for 25gp per vial. The order to do so is ‘B 969’. One vial of White Sand can be worked to produce a Glass Lens useful in other mixes. To do this use the order ‘X 969’.
No per backpack slot: 20
Value 25/15gp