Alchemy Skills
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Alchemy
Alchemy is a Production crafting discipline used for potions, poisons, dyes, gems, jewels, socketing, equipment enchantment, and many specialized conversions and upgrades. Alchemy recipes combine reagents, fuels, containers, gemstones, equipment, and other recipe-specific materials at an Alchemy Station.
Alchemy connects consumable crafting with equipment improvement. The recipe and item family determine whether a result is drunk, applied, socketed, or used in another craft; similar-looking ingredients are not automatically interchangeable.
Quick start
| Goal | Start here |
|---|---|
| Browse every recorded Alchemy recipe | Alchemy recipes |
| Learn or discover a recipe | Recipe Book |
| Make consumable buffs or recovery items | Potions |
| Craft or use weapon poisons | Gadgets and Poisons and Poison |
| Prepare gems and jewels | Gem, Jewel, Imbued Gem, and Imbued Jewel |
| Add a gem or jewel to equipment | Socketing |
| Add magical effects to equipment | Enchantment |
| Compare finished equipment options | Armor Enhancement, Weapon Enhancement, Focus Enhancement, and Jewelry Enhancement |
What Alchemy requires
| Requirement | Purpose |
|---|---|
| Alchemy Station | Opens Alchemy recipes, including enchanting and socketing |
| Mortar and Pestle | Primary tool used by many Alchemy recipes |
| Recipe knowledge | Defines ingredients, tools, skill requirement, eligible target, and output |
| Reagents and secondary materials | Mandrake Root, Nightshade, Garlic, Serpent Scales, fuels, flasks, wax, gemstones, essences, and other exact inputs |
| Alchemy Proficiency | Base production skill; advanced recipes and Enchantment impose further requirements |
| Producer Experience | Supplies the experience pool used to train Alchemy skills |
The individual recipe is authoritative. Some recipes require a tool in addition to the Mortar and Pestle, while others consume a target item, multiple copies of an artifact, or a specific gem or jewel.
Alchemy workflow
- Gather, purchase, loot, or craft the exact reagents and intermediate materials.
- Learn the recipe where learning is required, or confirm that it is discoverable.
- Place the ingredients and required tool at an Alchemy Station.
- Confirm the output, skill requirement, and whether a target item will be permanently altered or consumed.
- For enchantment or socketing, review the eligible equipment family and likely effects before committing valuable gear.
Material-based crafting bonuses and equipment modification have evolved over many releases. Release 23 documented the component-driven crafting architecture that underpins many inherited equipment effects.[1]
What Alchemy makes and changes
| Family | Purpose | Main reference |
|---|---|---|
| Potions | Temporary recovery, buffs, resistance, utility, or other recipe-specific effects | Potions |
| Poisons and gadgets | Weapon-applied poison consumables and the associated Recipe Book family | Gadgets and Poisons and Poison |
| Dyes | Consumables used on compatible equipment or decoration dye channels | Dye |
| Gems | Gemstone products used with weapons, shields, and eligible chest armor | Gem and Socketing |
| Jewels | Gemstone products used with rings and necklaces | Jewel and Socketing |
| Imbued gems and jewels | Crafted attunement variants or artifact-derived effects with narrower eligibility | Imbued Gem and Imbued Jewel |
| Enchantment | Adds a selection of magical effects to eligible equipment | Enchantment |
| Conversions and upgrades | Gem-fragment combinations, artifact tiers, essences, quest items, and other specialized recipes | Individual item and recipe pages |
These families are navigation aids. Alchemy contains unusually varied recipes, so neither the Mortar and Pestle nor ordinary consumable rules apply universally.
Skill tree
The recorded Alchemy tree contains innate production and enchanting skills. It has no active skills.
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Recorded skills
| Increases chance to Revise Effects when using Enchantment | |
| Increases the power of armor enchanting effects and unlock more options | |
| Increases chance to successfully enchant an item | |
| Increases the power of weapon enchanting effects and unlock more options |
| Skill | Recorded purpose |
|---|---|
| Alchemy Proficiency | Raises Alchemy level and crafting success for Alchemy recipes |
| Enchantment Proficiency | Raises the chance to successfully enchant an eligible item; called “Enchantment” in game |
| Weapon Enchantment | Improves or unlocks choices for weapons, offhands, shields, rings, and necklaces |
| Armor Enchantment | Improves or unlocks choices for armor other than shields, plus belts and back-slot items |
| Alchemy Mastery | Improves the recorded chance to revise the offered enchantment effects |
Alchemy Proficiency and Enchantment Proficiency record Release 31, Weapon and Armor Enchantment record Release 66, and Alchemy Mastery records Release 78. Check current tooltips before relying on historical numerical effects.
Enchantment
“Enchantment” can mean the Alchemy recipe, the skill shown in game, or an Alchemy Enchantment bonus. SotAwiki calls the skill Enchantment Proficiency to distinguish it from the recipe.
The base skill affects recorded success chance. Weapon and Armor Enchantment govern different equipment groups and unlock or strengthen choices; notably, shields use Weapon Enchantment, while belts and back-slot equipment use Armor Enchantment. Alchemy Mastery relates to revising the offered effects.
Enchanting consumes recipe materials and can affect durability. Available effects depend on equipment family and slot. Crafted-gear behavior has changed over time, including exceptional-result changes in Release 89.[2] Consult Enchantment and the relevant enhancement guide before modifying valuable equipment.
Socketing
Socketing permanently places an eligible gem or jewel into compatible equipment. Broadly, gems serve eligible weapons, shields, and chest armor, while jewels serve rings and necklaces; crafted and artifact equipment have different eligibility, and imbued items are more restricted.
Two-handed weapons may use a different quantity than one-handed items, and socketing recipes distinguish ordinary from imbued materials. Do not infer eligibility from the presence of an equipment slot alone. Check the current Socketing table, exact recipe, and target tooltip first.
Consumables and specialized recipes
Potions apply their own temporary effects and are consumed on use. Poison requires its separate combat skill and application workflow; crafting a poison does not by itself let an Avatar apply it effectively. Dyes require an item with compatible dye channels.
Alchemy also includes artifact-related, essence, gemstone, quest, and rarity-upgrade recipes. These can require fixed item tiers, quantities, durability, or special ingredients such as Ancient Essence. Follow the individual recipe rather than treating them like ordinary potion work.
Recipes
The generated Alchemy recipes index is populated from recipe data stored on individual item pages. Edit the item or recipe record rather than manually adding a row to the index.
Recipe documents may be purchased, looted, awarded, or traded where applicable. Some recipes are Discoverable, Teachable, or Re-Teachable; others are not. See Recipe Book and the individual recipe's current status.
Version and verification
A lastseen release says when a wiki record was checked, not necessarily when it was introduced. Generated lists can mix records from widely separated releases.
When testing an Alchemy record, note the game release, station, every required tool, exact ingredients, skill level, target eligibility, output, success chance, durability change, and finished tooltip. Enchantment pools, socket eligibility, artifact conversions, and consumable effects deserve particular care.
See also
References
- ↑ Release 23 Instructions, official Shroud of the Avatar website, October 29, 2015.
- ↑ Release 89 Instructions, official Shroud of the Avatar website, April 29, 2021.
