Post by The Pantheon on Aug 30, 2017 13:04:25 GMT -5
Apothecary
An Apothecary uses a unique skill of blending herbs, leaves, and fruits to make unique items that can help or harm their friends and enemies. This skill comes into play in a myriad of ways, and combining different kinds of things in unique ways and portions can give different results. While common things such as teas to restore health, Essence, cleanse status effects or paralyze an opponent have well distributed recipes, other less common and more unique recipes have yet to be discovered.
Common knowledge will tell you that there are three ‘kinds’ of results gained from alchemy. Teas, potions, and gasses. Teas are ingested drinks that typically only serve one purpose, such as healing. Potions are extra potent, and do not require ingestion, only contact with the target. Gasses cause the contents of the vial to fill an area of effect, instead of a single target.
After determining what you want to make, you must have the ingredients to produce it. Tea only has two required ingredients, the ‘active’ ingredient, and the ‘kind of leaf’. The active ingredient is an herb, fruit, spice or other kind of item that has an effect associated with it. For instance, ‘Poppy’ is known to restore health, and using it as an active ingredient in your tea will do just that. The kind of leaf you use will determine the duration of the active ingredient. Potions require an active ingredient and a kind of leaf as well, but require more of the active ingredient to be potent enough to work on contact.
Gasses require at least an active ingredient, a kind of leaf, and an infusion of another ingredient to stabilize it. Infusion is the process of reducing a tea or potion to a more concentrated form of itself, then adding it to the brewing process. Teas and potions can also be infused with other ingredients, but gasses require a specific sort of infusion to keep the gas stable inside of its vial.
The final stage for an apothecary is to brew their concoction. There are a number of things to consider while brewing. If you found your ingredients in the wild, you should check them for disease and wilt. A diseased ingredient will automatically cause negate any health restoring effects, and add the ‘disease’ tagline to the effect of the tea, poison or gas you are brewing. A wilted ingredient will simple cause your brew to fail. To check, you must have the ‘apothecary’ skill.
Once you have determined your ingredients are not wilted or diseased, you can begin brewing. To brew, present your ingredients to a ritual marshal. You will then perform any roleplay you would like to (this is encouraged, and may help your chances of brewing!), and finally pull for your success on the brew. The marshal will place an appropriate amount of black marbles into a bag for the ingredients you have. For every 10% you are able to reduce your failure rate, the marshal will replace a black marble with a white one. The more volatile the ingredient, the higher your initial failure rate.
If you have the Apothecary skill, your failure rate goes down by 30%, which gives you 3 white marbles.
If you have an Apothecary Kit, your failure rate goes down by 30%, which gives you 3 white marbles.
If you have the recipe in hand, your failure rate goes down by 20%, which gives you 2 white marbles.
If you have taken the 'Apothecary' profession, your failure rate goes down by 10%, which gives you 1 white marble.
With all of these things in place, you can have a maximum of 9 white marbles. To succeed in brewing, you simply need to reach into the bag, and pull out a white marble. If you are brewing large amounts of teas or potions, you only need to succeed once per batch of ten. If you would like to brew more than 10, you will add an additional black marble to your bag for every 5 additional teas or potions you make. You cannot brew more than 10 gasses at a time.
Once you have finished brewing, you will be given a tag. If you have the Apothecary skill, the tag will have the results of your brewing. If you do not, you will be given a tag with a number. If you decide to ingest an item with a numbered tag, immediately see a marshal.
An Apothecary uses a unique skill of blending herbs, leaves, and fruits to make unique items that can help or harm their friends and enemies. This skill comes into play in a myriad of ways, and combining different kinds of things in unique ways and portions can give different results. While common things such as teas to restore health, Essence, cleanse status effects or paralyze an opponent have well distributed recipes, other less common and more unique recipes have yet to be discovered.
Common knowledge will tell you that there are three ‘kinds’ of results gained from alchemy. Teas, potions, and gasses. Teas are ingested drinks that typically only serve one purpose, such as healing. Potions are extra potent, and do not require ingestion, only contact with the target. Gasses cause the contents of the vial to fill an area of effect, instead of a single target.
After determining what you want to make, you must have the ingredients to produce it. Tea only has two required ingredients, the ‘active’ ingredient, and the ‘kind of leaf’. The active ingredient is an herb, fruit, spice or other kind of item that has an effect associated with it. For instance, ‘Poppy’ is known to restore health, and using it as an active ingredient in your tea will do just that. The kind of leaf you use will determine the duration of the active ingredient. Potions require an active ingredient and a kind of leaf as well, but require more of the active ingredient to be potent enough to work on contact.
Gasses require at least an active ingredient, a kind of leaf, and an infusion of another ingredient to stabilize it. Infusion is the process of reducing a tea or potion to a more concentrated form of itself, then adding it to the brewing process. Teas and potions can also be infused with other ingredients, but gasses require a specific sort of infusion to keep the gas stable inside of its vial.
The final stage for an apothecary is to brew their concoction. There are a number of things to consider while brewing. If you found your ingredients in the wild, you should check them for disease and wilt. A diseased ingredient will automatically cause negate any health restoring effects, and add the ‘disease’ tagline to the effect of the tea, poison or gas you are brewing. A wilted ingredient will simple cause your brew to fail. To check, you must have the ‘apothecary’ skill.
Once you have determined your ingredients are not wilted or diseased, you can begin brewing. To brew, present your ingredients to a ritual marshal. You will then perform any roleplay you would like to (this is encouraged, and may help your chances of brewing!), and finally pull for your success on the brew. The marshal will place an appropriate amount of black marbles into a bag for the ingredients you have. For every 10% you are able to reduce your failure rate, the marshal will replace a black marble with a white one. The more volatile the ingredient, the higher your initial failure rate.
If you have the Apothecary skill, your failure rate goes down by 30%, which gives you 3 white marbles.
If you have an Apothecary Kit, your failure rate goes down by 30%, which gives you 3 white marbles.
If you have the recipe in hand, your failure rate goes down by 20%, which gives you 2 white marbles.
If you have taken the 'Apothecary' profession, your failure rate goes down by 10%, which gives you 1 white marble.
With all of these things in place, you can have a maximum of 9 white marbles. To succeed in brewing, you simply need to reach into the bag, and pull out a white marble. If you are brewing large amounts of teas or potions, you only need to succeed once per batch of ten. If you would like to brew more than 10, you will add an additional black marble to your bag for every 5 additional teas or potions you make. You cannot brew more than 10 gasses at a time.
Once you have finished brewing, you will be given a tag. If you have the Apothecary skill, the tag will have the results of your brewing. If you do not, you will be given a tag with a number. If you decide to ingest an item with a numbered tag, immediately see a marshal.