Skip to content

Trade

Alchemist

The alchemist has eleven recipes, seven potions and four poisons. It starts with the minor health, stamina and magicka potions at level 1 and ends at the Potion of Fortify Health and the Lingering Poison, both level 5.

Recipes
11
Lines of work
potions, poisons
Gathers raw material
Yes
First recipe
Potion of Minor Healing
Level 5 recipe
Potion of Fortify Health

The work

Level 2 opens cure disease and the fire and frost resistances. Level 3 is where the trade splits: the real Potion of Healing on one side, the first poison on the other. From 4 the poisons get serious, with paralysis and then the lingering one. Every recipe asks for two ingredients, and a good share of them you pick off the ground yourself.

What it depends on

The alchemist is the only trade whose product disappears the moment it is used, which means demand never ends. They pick a good share of what they need, buy the rest from the farmer and the hunter, and sell to everyone who leaves town armed.

Trades that fit with this one

Where this trade pays best

How the trades work

Two trades per character, five levels in each. Experience comes from gathering and from making, and the thresholds are 1,000, 6,000, 15,000 and 30,000 points.

Gathering takes from the world: an ore vein, a tree, a downed animal, a field. Making needs the right station nearby, the forge for metal, the cooking pot for food, and the components in your pack.

Recipes are gated by level, and most of them ask for material another trade produced. That is what keeps the server economy turning around people instead of shops.

Read next

The alpha has started

The alpha gates are open.

Alpha access is granted on the Discord, which is also where the rules and the update and maintenance notices come out.

Join the Discord