The Remedies discipline is an Alchemy craft that controls the creation of curative goods, such as salves, ointments, tinctures, and ungents.
Foraged raw materials are dried or crushed and used as the controlling ingredient, and then STIRred. Water or alcohol is added when needed, and a catalyst is added to determine its effectiveness. Some remedies, like itch salve, require a second prepared raw material when prompted.
The ANALYZE command can be used to determine certain basic properties of items, as well as the next step required during the crafting process. For more specific information, APPRAISE the item CAREFULLY to tell you how its inherent properties compare on the Trader's Scale.
- See Remedies Products for a detailed list of what can be crafted.
The first item you will be asked to make is Blister cream. (25 pieces) dried red flowers........... 275 Lirums 10 splashes of water..................... 50 Lirums (25 pieces) dried nemoih................. 200 Lirums
- See Remedies Techniques for a detailed list.
As with all creation disciplines, you may learn a range techniques from an Alchemy Master to make Remedies tasks easier.
- See Crafting Tools for an in depth discussion of them.
- Remedy Book: This book holds information on all the remedy techniques and items that a standard alchemist can make.
- Wayerd pyramid: Dries raw materials.
- Pestle: Crushes raw materials and salves.
- Mortar: Holds raw materials and salves during creation process.
- Mixing stick: Stirs potions.
- Cooking pot/Jar: Holds potions during creation process.
- Sieve: Filters excess materials from a remedy.
- Scissors: Used to cut portions of materials. [EDIT: Not necessary anymore]
Once you have foraged up or purchased the herb you need for your remedy and have determined, via APPRAISING it carefully, that it needs to be crushed, PUT the herb in your mortar. Take your pestle and CRUSH <herb> in mortar with pestle until it is processed completely. In most cases, your item will turn from the base herb, such as a yelith root, into some crushed yelith.
Using your Wayerd pyramid, add herbs that need to be dried, close the pyramid and DROP it to the ground. You can GUARD a single item on the ground at any given time. Alternatively, you can LOWER Ground to lower the pyramid to your feet. If the pyramid is closed, it is usually safe from the janitor. Most pyramids only work outdoors between dawn & dusk, although cambrinth pyramids will work in any location at any time of day. The weather also needs to be clear enough for the sun to reach the pyramid, so while there can be some clouds, the weather can not be raining or snowing.
When your pyramid is working, you will receive a humming message:
- The Wayerd pyramid emits a low humming noise as the sun's rays shine down on it.
When an herb is dry, you will see a secondary message to the above humming message:
- After several moments a high-pitched humming resonates from the pyramid.
Rangers can also Beseech the Sun to Dry. A maximum beseech acts like a high quality tool (but not master-crafted). As per GM-Kodius, you should be able to get approximately outstanding quality on the drying process using the beseech.
Catalysts are combined with prepared herbs to create remedies and determine the properties of the final remedy. A full list of known catalysts and their properties can be found on the Crafting Materials page.
- coal - perhaps the most widely used because of it's availability, coal can be found via mining and sold in Forging Societies
- seolarn weed - the weakest of all remedies can be found via foraging
- electrum - found via mining
- kadepa - ultra-rare metal sold during festivals, at auctions, etc.
- niniam - the least toxic of all remedies that can be found via mining
- pewter - the strongest catalyst, but also the most toxic. Pewter is made by smelting 3 parts tin with 2 parts lead. Both tin and lead can be found via mining.
- muracite - found via mining
- niello - ultra-rare metal sold during festivals, at auctions, etc.
- orichalcum - ultra-rare metal sold during festivals, at auctions, etc.
- Potency - Magnitude of the healing. Potency drops every time the remedy pulses and is reduced when healing multiple wounded areas.
- Efficacy - The duration for which the remedy remains in effect.
- Solubility - The amount of time in between pulses. High solubility results in shorter time between pulses.
- Toxicity - The extent to which using a remedy increases your systemic toxicity. This will build and eventually cause penalties.
- You can COMBINE prepared herbs and remedies. MARK <item> at # then BREAK <item> to get specific amounts.
- Water and Alcohol can be combined with COMBINE WATER or COMBINE ALCOHOL. They must be put into a container and poured out to separate. POUR HELP gives you option for working with the liquids.
Pfanston's Guide to Remedies
Ranger Pfanston (and his soggy pup) have put together an extensive how-to guide for the remedy system, which includes an overview of herbs, catalysts & techniques and a script that will help with your training. The guide can be found at Pfanston's Guide to Remedies.
- Known bugs for the system along with a wish-list and suggestions can be found on the Crafting feedback page.
- At about 70 ranks alchemy skill you will start to fail at combining your created item with logbook more often with all store bought items. To resolve the issue I foraged my own red flower and dried them myself. This increased the quality of the item being created.