Tradeskill: Alchemy
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Tradeskill: Alchemy
Alchemy gives PCs the ability to combine various objects and materials to create semi-magical substances.
The process is be fairly straightforward:
1. Go to an alchemy lab and find an alchemist's workbench. Bluebeard has one below his tower.
2. Put the required reagents into the workbench's inventory. Stay near it (you must be within 6 meters of the workbench during the process).
3. Input the correct VC command for the desired alchemical product.
4. Take finished product (or any possible leftover reagents on a failed check) from the workbench.
On a successful check, all the reagent(s) will be used up and the finished item will be in the workbench's inventory.
On a failed check, there's a 67% chance for any one reagent to be lost in the process. For instance, if a product requires Reagent A, Reagent B, and 3 of Reagent C, there's a 67% chance that Reagent A will be lost, a 67% chance that Reagent B will be lost, and a 67% change that one of Reagent C will be lost (leaving 2 of that one left over).
Difficulties are based roughly on the value/use of the finished item...d100 + alchemy skill to try to beat difficulty percentage (just like other tradeskills). Lowest end will be at 10 (for something like a warming gel made from the belly of a fire beetle that provides cold resistance 10 for 1 game hour) to highest end of 100ish (for a few more powerful items like a new weapon enhancing crystal that can add on-hit stun). Gnomes will get a +10 bonus to their checks (the lucky buggers have always been considered better at alchemy).
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Current Alchemical Substances
Last Updated: September 18, 2013
The complete list of alchemical products has been moved to a standard page on the Aenea PW website:
http://www.amethyst-dragon.com/nwn/tradeskill_alchemy_products.htm
The process is be fairly straightforward:
1. Go to an alchemy lab and find an alchemist's workbench. Bluebeard has one below his tower.
2. Put the required reagents into the workbench's inventory. Stay near it (you must be within 6 meters of the workbench during the process).
3. Input the correct VC command for the desired alchemical product.
4. Take finished product (or any possible leftover reagents on a failed check) from the workbench.
On a successful check, all the reagent(s) will be used up and the finished item will be in the workbench's inventory.
On a failed check, there's a 67% chance for any one reagent to be lost in the process. For instance, if a product requires Reagent A, Reagent B, and 3 of Reagent C, there's a 67% chance that Reagent A will be lost, a 67% chance that Reagent B will be lost, and a 67% change that one of Reagent C will be lost (leaving 2 of that one left over).
Difficulties are based roughly on the value/use of the finished item...d100 + alchemy skill to try to beat difficulty percentage (just like other tradeskills). Lowest end will be at 10 (for something like a warming gel made from the belly of a fire beetle that provides cold resistance 10 for 1 game hour) to highest end of 100ish (for a few more powerful items like a new weapon enhancing crystal that can add on-hit stun). Gnomes will get a +10 bonus to their checks (the lucky buggers have always been considered better at alchemy).
--------------------------------------------------
Current Alchemical Substances
Last Updated: September 18, 2013
The complete list of alchemical products has been moved to a standard page on the Aenea PW website:
http://www.amethyst-dragon.com/nwn/tradeskill_alchemy_products.htm
Last edited by The Amethyst Dragon on Wed Sep 18, 2013 2:38 am; edited 7 times in total (Reason for editing : fixed an error on the alchemical substances table in the link)
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