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Alchemy

Crafting · Skill guide

Creates potions from reagents and bottles. Recipe difficulty controls success and gain checks.

MAX SKILL100
RESOURCEReagents & materials
PRODUCTSPotions
CRAFT RANKIn .pgprofession progress
TRAININGSee route

How do I train this skill?

Recommended activities for Alchemy at each skill range.

View the training table

Mana potions also require Mana Crystals: 1 for Lesser, 2 for normal and 3 for Greater. Web Potion requires 3 Silk Glands. Keep the original reagents and bottle too. Both materials are stackable, splittable and tradeable. See all recipe costs, item images and creature drops →

How It Works

Make potions that heal, cure poison or provide other effects. Your Alchemy controls the chance to craft each recipe. For potions with an Alchemy bonus, the game checks the skill of the person using the potion, not the person who made it.

Skill summary, training and related paths
Power Scroll and cap information

Maximum skill: 100. This skill has no active Power Scroll. It cannot train beyond 100 under the current rules.

Understanding effective skill

Which value counts? These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.

PvP

Alchemy crafts poison potions but does not change a poisoned weapon’s PvP proc chance, poison tier, charges or damage. Enhance Potions also has no effect on those values.

PvM

The same separation applies against creatures: the potion keeps its crafted poison level, while Poisoning and the delivery method resolve combat.

Requirements

Use the listed recipe, reagents and bottle. Applying the finished poison to an eligible item is a separate Poisoning action.

How to use it, step by step

If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.

  1. Carry a mortar and pestle, empty bottles and the ingredients for a recipe.
  2. Double-click the mortar, choose a potion and read its ingredients and success chance.
  3. Make easier potions first. Try harder recipes as your skill rises.

What changes as your skill rises

Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.

What the skill affects: These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.

Detailed formulas and comparison tables

Example recipe: Greater Heal Potion

Ordinary recipe, standard materials, all other requirements met, no success bonus from equipment. Minimum skill 55; full ordinary success at 105. This is the chance to make the item, not the chance of exceptional quality.

Effective skillSuccess chance
8050%
9070%
10090%

Each recipe has its own difficulty. Reaching 100% on this recipe does not give 100% on all recipes. Open the item in the crafting menu to see its own chance, materials and additional requirements.

Examples in play

Easy examples

Making your own supplies

You want healing potions for a trip. Put the listed ingredients and bottles in your backpack and choose the healing recipe. A successful craft makes a potion; it does not heal you until you use it.

Using someone else’s potion

A Greater Heal Potion restores 30–40 HP whether your Alchemy is 0 or 100. Alchemy still improves supported potion families and lengthens Strength and Agility potions from 1:30 at 0 skill to 5:00 at 100. Enhance Potions from equipment is disabled.

Skills that work with it

Advanced notes

Things to remember

  • A stronger recipe can require more skill and different ingredients. The menu shows the actual requirements.
  • Crafting can consume materials. A failed attempt is not a free supply of potions.
  • Poison bottles have a fixed poison level: Alchemy and Enhance Potions do not make them stronger. Applying one to a weapon checks the Poisoning skill of the person coating it.
  • Drinking a potion does not require a free hand. Weapons, bows, crossbows and shields remain equipped.
Training and Skill Progression

TRAINING / SKILL PROGRESSION

One recommended activity for each skill range, with a short note on what you need.

Before you start: set Alchemy to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.

NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.

Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.

Recommended training

Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.

Your skillWhat to repeatQuick note
0.0–49.9Buy an NPC lesson300 gold when offered; optional, with room under your skill caps.
50.0–64.9Agility Potion1 Bloodmoss + 1 Empty Bottle. Recipe check: 15–65.
65.0–100.0Greater Cure Potion6 Garlic + 1 Empty Bottle; no rare materials. Recipe check: 65–115.

A failed craft can still give a gain check. Change recipe before its check becomes automatic; bonuses can make displayed success reach 100% earlier. Unlock the matching Power Scroll before training above your cap.

Crafting success and skill gain are separate checks; use a recipe whose skill window still includes your current value.

Rules and numbers

Alchemy is a professional skill and therefore uses the slower profession gain rate. Potion effects and ingredient costs are recipe-specific. Alchemy and Enhance Potions do not change a poison coating’s tier, charges, damage or weapon-delivery chance.

Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.