Alchemy


Alchemists must have the follow in order to brew potions:
  • the appropriate Skill Level
  • the correct equipment (Lv1 Field Alchemy kit, Lv2 Simple Alchemy Lab, Lv3 Advanced Alchemy Lab)
  • written or memorized copy of the potion recipe in question
  • all herbal and non-herbal components, in the listed amounts, for that potion
  • a single dose/serving of the appropriate water type
  • an empty vial or flask (bottles or jars can be used for hold 3 doses but all components, including water, must be tripled)

Learning New Potion Recipes

Alchemist can attempt to learn recipes for potions by breaking down existing samples and studying them. To do the Alchemist must have a vial of the potion they wish to learn the recipe for. Roll a d100 to try to discover its components and learn the recipe (see the base success chances listed in the table below). Regardless of success or failure, doing so destroys the potion rendering any of its effects null and void. After each failed attempt add 5% to your chance of discovering the recipe.
Alchemy Skill Level
1
2
3
Mundane
10%
15%
20%
Common
5%
10%
15%
Uncommon
0%
5%
10%
Rare
0%
0%
5%
Alternately, recipes can be purchased. Recipes normally cost 10 times the selling price of the corresponding potion. Mundane potion recipes can be found almost anywhere where as rare potion recipes are usually very scarce , if available at all.

Standard Potions

Drinking a standard potion counts as an instant to drink 1 dose from a potion stored on your belt or an action to drink 1 dose from a potion stored in your pack. You cannot drink a standard potion on your belt as an action.
Brewing Cost is the total up front cost of a single vial (1 dose) of that potion, including all components, an empty vial, and required water. Reduce the cost accordingly if the Alchemist is supplying some of the components.
Selling Price is the normal market price for a single vial of that potion bought straight off the shelf or made to order. Selling price is typically based of a 25% markup of the Brewing Cost.
Alchemy Rating relates both to the Alchemy skill level required to brew that potion as well as the relative scarcity of that potion and its associated recipe under normal market conditions
NOTE:
  • Healing potions have no effect on demons or undead
  • Persistent potion effects DO NOT stack with craftings and enchants that would grant similar effects (i.e. Resistance Potions don't stack with Resistance Enchants)



Simple Herbal Components
Complex Herbal Components
Superior Herbal Components


Brewing Cost
Selling Price
Alchemy Rating
Water Type
Potion
Peace Leaf
Red Thistle
Junn Berry
Teren Root
Black-thorn
Jade Flower
Sweet Leaf
Wedin Bark
Sanquin Sap
Moon Flower
Yesif's Root
Kinr Mushroom
additional components
Description of Effects
0.3
0.4
Mundane
Regular
Minor Healing Potion
1












Heals 1d6HP
0.6
0.8
Common
Spring
Light Healing Potion
2












Heals 1d10HP, req. lvl 3
0.8
1.0
Common
Spring
Lesser Healing Potion
3












Heals 2d8HP, req lvl 6
1.1
1.4
Uncommon
Glacier
Improved Healing Potion
4












Heals 2d10+2HP, req lvl 9
1.3
1.6
Uncommon
Glacier
Major Healing Potion
5












Heals 3d10+2HP, req lvl 11
1.6
2.0
Uncommon
Mineral
Greater Healing Potion
6












Heals 3d12+6HP, req lvl 13
2
2.5
Rare
Enchanted
Superior Healing Potion
7












Heals 2d20+10HP, req lvl 15
2.2
2.8
Rare
Enchanted
Matchless Healing Potion
8












Heals 2d20+18HP, req lvl 16
0.8
1.0
Common
Spring
Minor Vigor Potion


1
1









+8 Vigor
1.5
1.9
Uncommon
Glacier
Major Vigor Potion


2
2









+16 Vigor
0.7
0.9
Common
Spring
Minor Fury Potion
1

1










+3 Fury
1.3
1.6
Uncommon
Glacier
Major Fury Potion
2

2










+6 Fury
0.7
0.9
Common
Spring
Minor Spirit Potion


1

1








+10 Spirit
1.3
1.6
Uncommon
Glacier
Major Spirit Potion


2

2








+20 Spirit
1.4
1.8
Uncommon
Glacier
Warriors Elixir
1

2
1









+8 Vigor & +3 Fury
1.3
1.6
Uncommon
Glacier
Shamans Elixir
1

2

1








+3 Fury & +10 Spirit
1.4
1.8
Uncommon
Glacier
Battlemages Elixir


2
1
1








+10 Spirit & +8 Vigor
1.3
1.6
Uncommon
Glacier
Crude Smoke Bomb


2









(2) Volatile Powder
Rng = str, Radius 3" while in smoke areas +8 Stealth
2.4
3.0
Rare
Mineral
Superior Smoke Bomb


4









(4) Volatile Powder
Rng = str, Radius 3" while in smoke areas +16 Stealth
0.6
0.8
Common
Spring
Crude Flash Powder

2










(1) Volatile Powder
Rng = str/2, 45% that target w/in 2" will turn to face distraction (if not engaged)
1.1
1.4
Uncommon
Glacier
Superior Flash Powder

4










(2) Volatile Powder
Rng = str/2, 90% that target w/in 2" will turn to face distraction (if not engaged)
0.5
0.6
Mundane
Regular
Strength Potion



1

1







+2 Strength for next test, lasts 1 day, does not effect bonuses
0.5
0.6
Mundane
Regular
Agility Potion





1
1






+2 Agility for next test, lasts 1 day, does not effect bonuses
0.4
0.5
Mundane
Regular
Stamina Potion
1




1







+2 Stamina for next test, lasts 1 day, does not effect bonuses
0.4
0.5
Mundane
Regular
Intellect Potion




1
1







+2 Intellect for next test, lasts 1 day, does not effect bonuses
0.4
0.5
Mundane
Regular
Wisdom Potion





1




1


+2 Wisdom for next test, lasts 1 day, does not effect bonuses
0.5
0.6
Mundane
Regular
Dodge Potion





1





1

+2 Dodge for next test, lasts 1 day, does not effect bonuses
0.5
0.6
Mundane
Regular
Sense Potion





1


1




+2 Sight & Hearing for next test, lasts 1 day, does not effect bonuses
0.5
0.6
Mundane
Regular
Initiative Potion





1

1





+2 Initiative for next test, lasts 1 day, does not effect bonuses
1.6
2.0
Uncommon
Glacier
Minor Swiftness Potion

1





4





+1 Movement for 1 battle
3
3.8
Rare
Mineral
Major Swiftness Potion

2





8





+2 Movement for 1 battle
0.9
1.1
Common
Spring
Minor Accuracy Potion

1






2




+5 to hit with ranged for 1 battle
1.6
2.0
Uncommon
Glacier
Major Accuracy Potion

1






4




+10 to hit with ranged for 1 battle
0.9
1.1
Common
Spring
Minor Attack Potion

1

2









+1 melee damage for 1 battle
1.6
2.0
Uncommon
Glacier
Major Attack Potion

1

4









+2 melee damage for 1 battle
0.9
1.1
Common
Spring
Minor Striking Potion

1




2






+5 to hit with melee for 1 battle
1.6
2.0
Uncommon
Glacier
Major Striking Potion

1




4






+10 to hit with melee for 1 battle
2
2.5
Rare
Mineral
Scouts Elixir

4





3
1




+1 Movement & +5 to hit with ranged for 1 battle
2
2.5
Rare
Mineral
Reckless Elixir

4

1



3





+1 Movement & +1 melee damage for 1 battle
2
2.5
Rare
Mineral
Champions Elixir

4




1
3





+1 Movement & +5 to hit with melee for 1 battle
1.3
1.6
Uncommon
Glacier
Master Elixir

4




1

1




+5 to hit with melee & ranged for 1 battle
1.3
1.6
Uncommon
Glacier
Combat Elixir

4

1


1






+5 to hit & +1 damage with melee for 1 battle
2.7
3.4
Rare
Mineral
Arcane Resistance Potion




1




1


(1) Arcane Essence
+15 Arcane resistance for 1 battle
2.7
3.4
Rare
Mineral
Elemental Resistance Potion



1




1


(1) Elemental Essence
+15 Elemental resistance for 1 battle
2.7
3.4
Rare
Mineral
Natural Resistance Potion




1




1


(1) Natural Essence
+15 Natural resistance for 1 battle
2.7
3.4
Rare
Mineral
Holy Resistance Potion









1
1

(1) Holy Essence
+15 Holy resistance for 1 battle
2.7
3.4
Rare
Mineral
Demonic Resistance Potion









1
1

(1) Demonic Essence
+15 Demonic resistance for 1 battle
0.4
0.5
Mundane
Regular
Potion of Scales
1
1











Causes scales to grow on your skin, temporarily increasing HP by an amount equal to your stamina with a maximum of 1 per level, lasts for 1 day or 1 battle, -5 Charm
0.9
1.1
Common
Spring
Blur Potion

1









2

Blurs your image for 1 day or 1 battle, increasing AC by 10 if wearing no better than cloth or leather armor OR by 5 if wearing mail or plate

Offensive Potions

The concept for offensive potion recipes was developed by Michael "Ragar" Branham (Phoenix, Arizona) as part of his 'Armsman package' backer reward from the 2014 Realm of Strife Kickstarter Campaign.

Offensive Potions have several uses. They can be thrown, poured into hollow point arrows and bolts (see Secondary Skills: Fletcher) , or administered orally (often mixed in with someone's drink much like poison). Regardless of their use, Potion damage can never critically hit.

When thrown, treat offensive potions like a thrown weapon with range equal to strength. However, potions cannot be armor saved so when rolling to hit the target may only use the dodge portion of their AC. If hitting, armor saved, or blocked the potion vial/bottle shatters and/or explodes on impact, applying whatever damage and/or effects described below. Throwing offensive potions always counts as an action, even if the potion is stored on a belt.

When used in conjunction with hollow point arrows/bolts, roll to hit as normal. If blocked or missing due to an armor save, the arrow/bolt itself does no damage but the potion damage and/or effects are still applied to the target. If the arrow/bolt is dodged no potion damage/effects or arrow/bolt damage are inflicted. Hollow points may only contain a single dose of any offensive potion. Hollow points cannot be dosed during combat.

Because offensive potions use additional components that cannot be broken down into smaller parts, they must be brewed in large batches (10 doses). Once brewed, doses can be split up (1 vial =1 dose, 1 bottle = 3 dose). The Explosive Concoction is the one exception to this rule. When brewed in large batches it becomes highly unstable, and is therefore not recommended for brewing beyond 3 doses.

Brewing Cost should be multiplied by 10 when brewing in large batches.



Simple Herbal Components
Complex Herbal Components
Superior Herbal Components


Brewing Cost
Selling Price
Alchemy Rating
Water Type
Potion
Peace Leaf
Red Thistle
Junn Berry
Teren Root
Black-thorn
Jade Flower
Sweet Leaf
Wedin Bark
Sanquin Sap
Moon Flower
Yesif's Root
Kinr Mushroom
additional components
Description of Effects
1.3
1.6
Uncommon
Glacier
Explosive Concoction

4










(3) Volatile Powder
Rng = str, explode on impact (roll vs dodge), 1d6+4 damage, bottles do 3x dam
1.6
2.0
Uncommon
Regular
Spirit Vapors

1
2

1




1


(1/10th) Manastone
reduces all spirit resistances by 10 for 1 round, bottles do 3x reduction
1.5
1.9
Uncommon
Regular
Blinding Potion

1
1

1



1



(1/10th) Prismatic Glass
auto blinds 1rnd, bottles last 2 more rnds but can roll vs Sight to cancel effect
1.5
1.5
Uncommon
Regular
Flask of Whispers

1
1

1



1



(1/10th) Dark Matter
physically prevents speech & 50% silence for 1 rnd, bottles have 100% silence
1.7
2.1
Uncommon
Spring
Alchemists Fire

2
2

1







(1/10th) Brimstone
1d4+1 fire dam (3x initial damage for bottles), burns for 1d6 additional rounds, can't be put out with water only smothered
1.7
2.1
Uncommon
Spring
Flask of Frost

1
2

1
1






(1/10th) Everice
1d2 frost dam & -1 movement for 1 rnd, bottles do 1d6 dam & -3 movement for 1 rnd
1.6
2.0
Uncommon
Spring
Concussive Potion

1
2

1







(1/10th) Primordial Earth
for 1 full round all attacks against target have +25% stun chance, 3 rnds for bottles
1.6
2.0
Uncommon
Spring
Flask of Winds

1
2

1







(1/10th) Aether
1d2" knockback w/ 25% knockdown, bottles do 3x effects
1.7
2.1
Uncommon
Glacier
Distilled Acid

1
2

1







(1/10th) Living Moss
1d4+1 acid damage, damages armor (-3 armor to 1 piece until fixed), bottles do 3x dam & effect 3 pieces of armor
1.7
2.1
Uncommon
Glacier
Potion of Fates

1
2

1







(1/10th) Stardust
+15 to crit miss & +5 crit hit chance, lasts untill crit hitting or missing, bottles do 3x effect
2.1
2.6
Rare
Mineral
Touch of Heaven

2
2







2

(1/10th) Holy Water
1d6+4 holy dam vs undead, demons, or demonically influenced targets, bottles do 3x dam
2.3
2.9
Rare
Mineral
Fetid Concoction
1
1
2


1




2

(1/10th) Demon Blood
must pass stam test or spend either move or action vomiting, counts as a lvl5 disease, bottles require 3 stam tests and count as lvl15
2.6
3.3
Rare
Mineral
Mind Warp

1
2



1
1


2

(1/10th) Psionic ooze
reduces init score by 3 & -6 hit & causes hallucinations for 2 hours, bottles do 3x effects
2.7
3.4
Rare
Mineral
Breathless Sleep


2





2
2
2

(1/10th) Demigod's Tears
Induces a death-like sleep for 2 hours, damage breaks

Poison

In combat, poison can only be used if applied to a weapon, which requires the associated Stealth: Assassination special ability to accomplish. Out of combat it can be used by anyone.



Simple Herbal Components
Complex Herbal Components
Superior Herbal Components


Brewing Cost
Selling Price
Alchemy Rating
Water Type
Potion
Peace Leaf
Red Thistle
Junn Berry
Teren Root
Black-thorn
Jade Flower
Sweet Leaf
Wedin Bark
Sanquin Sap
Moon Flower
Yesif's Root
Kinr Mushroom
additional components
Description of Effects
0.6
0.8
Common
Regular
Simple Crippling Poison











1
(1/10th) Poison Gland/Sack
renders immobile for 1 rnd, 2 rnds max
1
1.3
Uncommon
Spring
Complex Crippling Poison











2
(1/10th) Poison Gland/Sack
renders immobile for 1 rnd, 4 rnds max
1.8
2.3
Rare
Mineral
Superior Crippling Poison











4
(1/10th) Poison Gland/Sack
renders immobile for 1 rnd, 6 rnds max
0.6
0.8
Common
Regular
Simple Deadly Poison
1
1










(1/10th) Poison Gland/Sack
1d6 damage, 6 rnds max
1
1.3
Uncommon
Spring
Complex Deadly Poison
2
2










(1/10th) Poison Gland/Sack
2d6 damage, 6 rnds max
1.6
2.0
Uncommon
Mineral
Superior Deadly Poison
3
4










(1/10th) Poison Gland/Sack
3d6 damage, 6 rnds max
0.4
0.5
Mundane
Regular
Simple Weakening Poison





1






(1/10th) Poison Gland/Sack
-2 to all stats (for the purposes of stat tests only), 6 rnds max
0.6
0.8
Common
Spring
Complex Weakening Poison





2






(1/10th) Poison Gland/Sack
-4 to all stats (for the purposes of stat tests only), 6 rnds max
1
1.3
Uncommon
Mineral
Superior Weakening Poison





4






(1/10th) Poison Gland/Sack
-6 to all stats (for the purposes of stat tests only), 6 rnds max
0.5
0.6
Mundane
Regular
Simple Exhausting Poison






1





(1/10th) Poison Gland/Sack
-1 movement, -5 to hit, 6 rnds max
0.9
1.1
Common
Spring
Complex Exhausting Poison






2





(1/10th) Poison Gland/Sack
-2 movement, -10 to hit, 6 rnds max
1.7
2.1
Uncommon
Mineral
Superior Exhausting Poison






4





(1/10th) Poison Gland/Sack
-3 movement, -15 to hit, 6 rnds max
0.5
0.6
Mundane
Regular
Simple Necrotic* Poison



1








(1) Rotten Flesh
lose function of random limb, -25% to incoming heals, 6 rnds max
1
1.3
Uncommon
Spring
Complex Necrotic* Poison



2








(2) Rotten Flesh
lose function of random limb, -50% to incoming heals, 6 rnds max
1.6
2.0
Uncommon
Mineral
Superior Necrotic* Poison



3








(3) Rotten Flesh
lose function of random limb, -75% to incoming heals, 6 rnds max
0.5
0.6
Mundane
Regular
Simple Languishing Poison







1




(1/10th) Poison Gland/Sack
-4 to Initiative Score, 6 rnds max
0.9
1.1
Common
Spring
Complex Languishing Poison







2




(1/10th) Poison Gland/Sack
-6 to Initiative Score, 6 rnds max
1.7
2.1
Uncommon
Mineral
Superior Languishing Poison







4




(1/10th) Poison Gland/Sack
-8 to Initiative Score, 6 rnds max
0.5
0.6
Mundane
Regular
Simple Disrupting Poison


1









(1/10th) Poison Gland/Sack
cannot use any kind of special ability/power, 2 rnds max
0.9
1.1
Common
Spring
Complex Disrupting Poison


2









(1/10th) Poison Gland/Sack
cannot use any kind of special ability/power, 4 rnds max
1.4
1.8
Uncommon
Mineral
Superior Disrupting Poison


3









(1/10th) Poison Gland/Sack
cannot use any kind of special ability/power, 6 rnds max
*Necrotic poison works off of the lesser of natural or demonic resistance

Herblore


  • Can roll to search for herbs 3 times per day (does not include randomly stumbling across herbs), roll a D100 to search and follow outcomes below
  • Can only find herbs of the corresponding level of Herblore (i.e. If a lvl 2 Herblore character searches for herbs in a marsh, a roll of 63 would result in a failure)
  • If rolling to search for edible food sources, it is a separate D100 roll but still counts towards the 3 times per day limit and still have failure consequences





Simple Herbs (lvl1)
Complex Herbs (lvl2)
Superior Herbs (lvl3)



% to Find Food (lvl1/2/3)
Quantity of Food/Herbs Found
Environment or Location Herbs are Found in
Peace Leaf
Red Thistle
Junn Berry
Teren Root
Black-thorn
Jade Flower
Sweet Leaf
Wedin Bark
Sanquin Sap
Moon Flower
Yesif's Root
Kinr Mushroom

Failure Chance at Lvl3 Herblore
Failure Consequences (these are suggestions/guidelines only, be creative GM's!)
40/60/80
1d6
Prairies/Plains/Steppes
1-35
36-55




56-60



61-65


66-100
Random creature encounter
30/50/70
1d8
Hills/Low Mountains
1-26
27-53




54-58




59-60

61-100
Random creature encounter
15/25/45
1d4
Tundra/Arctic
1-12
13-25

26-38







39-40

41-100
Suffer from frost-bite, 1d4 dam & +50% dam taken from frost for 1 day per skill lvl
15/25/45
1d4
High Mountains
1-20


21-40


41-45
46-48



49-50

51-100
Fall down or rockslide (dam: lvl1=1d8, lvl2=2d8, lvl3=3d8) 5% chance broken limb
20/55/90
1d12
Jungle/Rain Forests
1-15

16-32

33-48
49-58
59-63
64-73

74-85

86-90

91-100
Inflicted w/ random poison (Herblore lvl1=simple, 2=complex, 3=superior)
20/40/80
1d4
Alpine Forests
1-10

11-36



37-41
42-58



59-60

61-100
Random creature encounter
25/45/85
1d8
Mixed Forests
1-15

16-36


37-48
49-53
54-68



69-70

71-100
Random creature encounter
10/20/40
1d10
Wetlands/Marshes
1-15



16-43
44-53
54-58
59-62

63-79

80-85

86-100
Contract random disease (lvl1=tier1-2, lvl2=tier3-4, lvl3=tier5-6)
50/70/90
1d12
River Valley/Delta/Oasis
1-20



21-27
28-47
48-54
55-64

65-76

77-80

81-100
Random creature or humanoid encounter
10/20/40
1d4
Desert/Barrens/Badlands








1-25

26-30


31-100
Suffer from heat exhaustion, 1d6 dam & -3 to all stats for 1 day per skill lvl
30/50/70
1d8
Highlands/Plateaus
1-15
16-40

41-55


56-60



61-65


66-100
Random creature encounter
5/10/20
1d2
Volcanic
1-5





6-7



7-15


16-100
Suffer from intense heat (dam: lvl1=1d4, lvl2=2d4, lvl3=3d4)
15/25/45
1d2
Canyon/Cliffs
1-15


16-19


20-24
24-29


29-35


36-100
Fall down or rockslide (dam: lvl1=1d8, lvl2=2d8, lvl3=3d8) 5% chance broken limb
15/30/45
1d6
Caves/Grotto



1-10






11-15
16-25

26-100
Almost get lost and in process stumble and fall (dam: lvl1=1d6, lvl2=2d6, lvl3=3d6)
50/70/90
1d6
Coastal/Shoals
1-20

21-31
32-37
38-40
41-42
43-47
48-55
56-60




61-100
Random creature or humanoid encounter

Herbal Curatives

  • to prepare 1d6 curatives takes the equivalent of a half-rest and requires the herbs listed below (if a poison curative then also requires a sample of the poison type)
  • adminstering a pre-prepared herbal curative counts as a must-touch action in combat and count as a 'Small' item
Req'd Skill Lvl
Type of Curative
Required Components
Effect
1
Simple Poison Curative
(1) Peace Leaf, poison sample
Cures simple poison as at resist of 40
2
Complex Poison Curative
(1) Peace Leaf, (1) Jade Flower, poison sample
Cures complex poison as at resist of 50
3
Superior Poison Curative
(1) Peace Leaf, (1) Jade Flower, (1) Moon Flower, poison sample
Cures superior poison as at resist of 60
1
Minor Illness Curative
varies but usually only requires 1
Can cure things like headaches, minor pains
2
Major Illness Curative
varies but usually only requires 2
Can cure things like diarrhea, stomach cramps
3
Disease Curative
(1) Red Thistle, (1) Jade Flower, (1) Moon Flower, (1) Yesif's Root
Cure disease (powers) as at resist of 5x lvl of disiease caster