Remedies player guide

From elanthipedia
Jump to: navigation, search

This is not a in-game published book.

This guide was put together by the Ranger Pfanston to aid in understanding and using the Remedies system. It was originally posted on the DR forums on May 31st, 2014.

This guide was edited and proofread by Ranger Artilius on 3/14/2015

I have been getting so many questions on how to do alchemy that I've decided to post a little DIY post for alchemy remedies. Also, at the end of this guide there is a script you can use to try things out. It's not perfect, but it does work for most things so far. First, Alchemy will consist of Remedies, Cooking, and Poisons. Right now only the Remedies profession is active, but some parts of it are not currently live in game yet.

Getting Started

1. The first thing you will need for alchemy is a book from the society building. If you have the coins to get a journeyman book, get it first, otherwise, go ahead and grab the apprentice book. You will have to upgrade the apprentice book as soon as you hit about 200 skill. Alchemy can be done at this point without having a single technique in remedies. You do not need to choose a career or hobby to be able to do alchemy remedies. Some techniques will help you do things a bit better but you don't actually need any to get started.

2. Tools: You need a Wayerd Pyramid (only way to dry things to 99 quality near as I can tell), or you can use the press in the society building which does not dry anything to 99 quality. But, it's really fast. You will have to experiment to see what quality of remedy you can create with pressed items vs. pyramid dried items. The third option here for rangers is the beseech sun to dry. This is acquired at 10th circle by all rangers. It allows you dry things if the sun is out and the quality is better than the press, but no where near the pyramid. Next, you will need a mortar, pestle, bowl, mixing stick, and sieve. These are the main tools used when creating your remedy. Player crafted items of the pestle, mixing stick and sieve will help improve your final product. Top quality tools will cost you around 12-18 plat, though. Let me point out that you do not need top of the line items to make good quality remedies. Find a blacksmithing expert with 200-400 forging skill and get a basic item for each of those three tools and you will do just fine for about anything you can do.

A few rules to remember. For all external healing items (wounds and scars): the herb is dried, and the resulting remedy is a solid using the mortar and pestle. For all internal healing items (wounds and scars): the herb is crushed, and the resulting remedy is a liquid using the bowl and mixing stick. The sieve is used on both processes to refine the product.

Basic Overview

To start learning alchemy without having to make a single remedy, you can start out by foraging the easiest herb around blue flowers (Forage blue flower precise/careful), put them in your mortar and crushing the flowers in a mortar with a pestle (CRUSH FLOWERS WITH PESTLE). Only rangers, empaths, and I think shadow folks can use precise. So everyone else will have to use careful. The technique Remedial Herb Gathering was supposed to grant precise but so far its not really active as at the time of its creation the creator did not know that some folks got precise as a guild perk. So that tech is not yet completed. You can learn up to 80 ranks in alchemy just crushing blue flowers and higher with some of the harder herbs. Add in drying things with a pyramid while you crush and you can easily get to 100 in alchemy without having ever created a remedy.

After processing herbs, make sure to analyze your tools. Get them fixed by someone who can fix them or take them to the engineering society. The repair man is one step west inside the society building. It's cheap, quick, and well worth your time to keep your tools in pristine condition. Second, if you decide you want to, you can also work forging (blacksmithing). If you get 100 ranks in it you can get the blacksmithing techs that allow you to repair all your own tools. The techs are Basic Metal Smelting, Basic tool repair, Advanced tool repair, and Proper forging tool care. This might be a good idea if you want to play with all the crafts and not just one or two.

Note: In old alchemy you could both crush and dry herbs. This is no longer the case. You can use them either dried or crushed, but not both on the same herb.

Remedy Techniques

Below are a few that do or do not really work so far.

Remedy Reduction - This technique teaches the proper filtration and purification of remedies, allowing a reduction in curative toxicity. Notice it says it reduces toxicity. Well it doesn't do that at the moment. Right now the toxicity part of alchemy is turned off. Meaning, you don't get the full effects from eating/drinking a toxic remedy and you also can't reduce the toxicity of anything you make with this tech.

Curative Specialization - Training in Curative Specialization reduces the impact of poor quality base herbs and catalysts. This tech does reduce the impact of poor quality herbs and catalysts and lets you improve the quality of the remedy you are creating. Not by massive amounts mind you, but it does help.

Remedy Preparation Theory - Remedy Preparation Theory reduces the impact of poor quality tools on the remedy creation process. Note when you buy a pyramid, its usually not top quality. Even if you bought it from a festival. Though, the fest ones are a great deal better. Also a mortar so far is not made and if you only have the society bought tools so far, then this tech does help. I recommend you buy your pyramid from the society building unless you can get a festival one or maybe one from an alchemy kit for estate holders. The society pyramid will fit in a basic backpack. Most of the others need a canvas sack.

These three techs are considered a good choices to start off with.

Herb Overview

If you read chapter 1 of your remedy book you will find this list in that book. I would copy this section out and put it where you can get at it easily.

A short list of herbs known to general problems is provided:

  • Red Flower - minor healing properties over the entire body
  • Blue Flower - minor restorative properties over the entire body

A short list of herbs known to heal external wounds is provided:

  • Nemoih Root - external head wounds
  • Jadice Flower - external limb wounds
  • Plovik Leaf - external chest wounds
  • Nilos Grass - external abdomen wounds
  • Georin Grass - external neck wounds
  • Hulnik Grass - external back wounds
  • Sufil Sap - external eye wounds
  • Aloe Leaf - external skin and nerve wounds

A short list of herbs known to heal internal wounds is provided:

  • Eghmok Moss - internal head wounds
  • Yelith Root - internal limb wounds
  • Ithor Root - internal chest wounds
  • Muljin Sap - internal abdomen wounds
  • Riolur Leaf - internal neck wounds
  • Junliar Stem - internal back wounds
  • Aevaes Leaf - internal eye wounds
  • Lujeakave Root - internal skin and nerve wounds

A short list of herbs known to heal external scars is provided:

  • Qun Pollen - external head, neck and eye scars
  • Genich Stem - external body scars
  • Blocil Berries - external limb scars
  • Cebi Root - external skin and nerve scars
  • Dioca Sap - external entire body scars

A short list of herbs known to heal internal scars is provided:

  • Hulij Leaf - internal head, neck and eye scars
  • Ojhenik Root - internal body scars
  • Nuloe Stem - internal limb scars
  • Hisan Flower - internal skin and nerve scars
  • Belradi Moss - internal entire body scars

Please note that junliar stem, when foraged, does not work. The only way to do a remedy with junliar stem is to buy it already crushed in one of the society buildings. Note the quality of the crushed junliar you buy is not top notch either so make sure you can use whats there well enough to get the quality you need.

Catalyst Overview

The last thing you need to learn about is the catalysts. The catalyst right now determines all the characteristics of your herb. If you make the herb masterfully, then the characteristics of the catalysts are exactly the characteristics of the final masterful remedy. So, know what you have and what you can use.


catalyst niniam muracite electrum pewter seolarn weed coal niello orichalcum
workability 20 70 30 70 50 50 15 10
potency 50 30 80 80 35 50 50 80
efficacy 30 60 10 80 60 50 10 60
solubility 10 90 90 80 60 30 60 60
toxicity 25 50 50 85 60 40 30 50
cost 6250 1125 5625 875 200 225 21136 17500

Niniam can only be mined. Muracite can be mined and found on critters. Electrum mined and found on critters. Pewter found on critters and made (3 tin:2 lead), and thus also mined. Seolarn foraged. Coal bought in forging society and mined. Niello and orachilum are quest only items. This means pewter, seolarn weed crushed, and coal are the early catalyst you can use and of those three coal has the least toxicity. Early on when you don't have much skill workability plays a huge part in making things. The higher the workability the better off you are in completion of the remedy. The things you want high in a remedy are potency and solubility. You want toxicity as low as you can get it but remember the tech to lower that does not yet work so what you see is what you get for now. There is one thing you can do about toxicity and other stats of the remedy though, and that is to mix catalyst remedy quantities to change the numbers. If you are doing work orders don't bother doing this. This is only for your own use. Here is an example of how mixing remedies works using two masterful 1 dose remedies of the same type to create a third. Note how you can use the catalysts of the two different types to create a third georin salve that has slightly different properties.

remedy georin salve 1 georin salve 2 georin salve combined
catalyst muracite coal combined
potency 30 50 40
efficacy 60 50 55
solubility 90 30 60
toxicity 50 40 45

One last note about work orders. The cost info on the table above is for work orders. The higher the catalyst costs the higher price you get on the work orders. Right now, this means niniam, electrum and muracite will give you the best pay for a work order. In each case though you have to use what you can create at the right quality to satisfy the work order. So, you may not be able to use niniam right away.

Remedy Script

Last, but not least, I created a script to help me experiment with things. It does not do everything for you and it creates only one remedy at a time. But here it is for your use. Note that it works in the wizard front end with minor adjustments, and it works in Wrayth and Genie3. Its not optimized for genie, but it does work in it.

The full script with proper formatting can be found at Pfanston's Remedies Script

Remedy Basics

An opening note: If a recipe calls for a dried herb (herbs that tell you they must be dried to be crushed), do not crush it before starting the recipe. Crushing the herb is actually PART of the recipe. Herbs that do not require drying first and can be crushed directly should be crushed first. This isn't confusing at all is it? Long story short...

If an unprepared herb can be put in a society press, it needs dried before starting the recipe, not crushed. Crushing will happen in the mortar after you study your book.

If it can be put in the grinder, it needs crushed before starting the recipe. It will be mixed in a bowl with a stick.

The first two steps are always the same. The following steps after the first two can occur in any order. Note, if you are making a salve, ointment, balm, ungent, or some solid, you use the mortar and pestle and crush it. If you are making a tonic, potion, draught, or some liquid, you use the bowl and mixing stick and mix it.

Step 1 - Get remedy book and study remedy book (make sure it's in the right container and it is turned to the right page). Step 2 - Put up the remedy book, get mortar/bowl, get herb and put it in the mortar/bowl. Then get pestle/stick and crush/mix herb with pestle/stick. Remember, after each step you can analyze the remedy to see what the next step is (see the messages below to figure out what the step is).

After the first two steps, usually step A is the next one to happen. After each of these steps a message will appear that will indicate what the next step is. These are shown at the bottom.

  • Step A - put up pestle/stick, get water and pour part water in mortar/bowl, put water up, and analyze Remedy.
  • Step B - crush/mix Remedy with pestle/stick.
  • Step C - Get herb, put herb in mortar/bowl, get pestle/stick, crush/mix Remedy with pestle/stick.
  • Step D - turn mortar/bowl (go B if you came from there.)
  • Step E - smell Remedy (go B if you came from there.)
  • Step F - get sieve, push Remedy with sieve.
  • Step G - get catalyst, put my catalyst in my mortar/bowl, put my catalyst away analyze my Remdy.

The last step (optional), if you have a stamp to mark your item, are steps 3A and 3B. Otherwise you just do step 3.

  • Step 3A - put up tool, get stamp, mark Remedy with stamp.
  • Step 3B - Put stamp away, get Remedy from mortar/bowl, put mortar/bowl away, done.
  • Step 3 - put up tool, get Remedy from mortar/bowl, put mortar/bowl away, done.

These message fragments that appear when you do a step show what the next step usually is:

  • appears free of defects that would - continue with last step
  • You do not see anything that would prevent - continue with last step
  • composition looks accurate - continue with last step
  • You need another prepared herb to - means the remedy needs two herbs (these only happen in chapter 2) get herb and put herb in mortar/bowl
  • Clumps of material stick to the sides - means next step is to turn the mortar/bowl
  • Once finished you notice clumps of material - means next step is to turn the mortar/bowl
  • As you finish, the mixture begins to transition colors - means next step is to smell the remedy
  • takes on an odd hue - means the next step is to smell the remedy
  • Upon completion you see some particulate clouding up the mixture - means next step is to get the sieve and push remedy with sieve
  • A thick froth coats - means next step is to get the sieve and push remedy with sieve
  • You need another splash of water to continue crafting - means now you have to add water to the remedy. pour part water in mortar/bowl.
  • You need another splash of alcohol to continue crafting - means now you have to add alcohol to the remedy.
  • You need another catalyst material to - Means now you have to add the catalyst to the remedy (put nugget in mortar/bowl)
  • Applying the final touches, you complete working - remedy is finished.

These are the basics for remedy creation. At least so far. Just follow the messages you get and you will complete the remedy as desired. It may not be the quality needed, but then you will have to adjust how hard of a remedy your making to get the quality up.

And that is Alchemy Remedies 101!

One More Thing!

Ok, one last thing about alchemy. Most things you make are with 5 parts of the main herb, maybe 1 count extra herb (chapter 2 only), 1 part water or alcohol, and 1 part catalyst. This creates a 1 dose item. That means one use! If you have to do a work order that requires a 5 use item instead of a 1 use item, you use 25 parts of the main herb, maybe 1 count extra herb (chapter 2 only), 1 part water or alcohol, and 1 part catalyst. This will create a 5 dose version. The interesting thing about this is that a 1 dose item and a 5 dose item teach exactly the same. So.... if you are doing work orders, do them in 5 dose batches. If you are doing them yourself just to learn and to have herbs to use, do them one dose at a time and learn more from making the doses and combine them.

Second, this means you need to make up big batches of herbs. This requires storage. In the forging building, one south of the barbarian guild, there is a clerk where you can 'ask clerk for register'. The register is free. It will store 50 deeds. That means you can create a herb batch of 75 count of dried jadice. Deed it with a deed packet (push my jadice with packet). Then put the deed in the register. It frees you from having lots of deeds on you and also the weight of the herbs. The register, I believe, counts as one item on you and not much weight. So plan ahead.

If you start doing work orders, you can earn 'prestige' to earn a stamp that marks the item as you having made it. You need to do work orders every 5 days at the very least to not loose prestige on the way to getting enough to earn a makers mark. I think it requires like 150 hard work orders or 300 challenging, or more for the easy ones. So if you are working for a makers mark, keep in mind how often you need to at least do a work order in alchemy. Doing hard work orders is really hard in alchemy to get the quality required by the work order.

Lastly, is tool storage. If you don't have room in your vault, you can store tools at the clerk in the forging building. You can store 10 tools there. You might also be able to do that in the engineering building with the guy who repairs them too. Last I heard all the society buildings were supposed to have this (where it would be 10 tools in each building). but at this moment I think you can only store tools in two places.

One last tip. If you need to ask the society leaders about anything "study (leaders name)' when you find them. You will be given all the correct wording for asking them how to get techs, careers or hobbies and how to ask for work orders.

Ok! I think that finally covers it all! I hope!

Ranger Pfanston and his soggy pup.