Alchemy¶
In Eressea, alchemy is the art of transforming natural substances (herbs) into potions.
Potions¶
Alchemical potions are prepared using Herbs and other ingredients, and can then be used by any unit.
A potion weighs nothing.
Making¶
To make a potion, you need units with the alchemy skill, and to find the required herbs, you need units with the herbalism skill.
Remark
A faction has at most 3 alchemists.
Potions are make with the order MAKE "<potion name>".
Each potion requires several ingredients.
Recipes are given each time you reach the level required to concoct them.
Astuce
Later, you can find them using the SHOW "<nom potion>" order.
To be able to make a potion, the alchemist's level must be twice as high as the potion's level.
Each turn, an alchemist can make N potions, calculated as follows:
$$
N = \frac{T_{\text{unit}}}{Level_{\text{potion}}*2}
$$
For example, a T6 alchemist can therefore make a maximum of 1 L3 potion (\(6\,/\,(3\,\times\,2)=1\)), 1 L2 potion (\(6\,/\,(2\,\times\,2)=1\)) or 3 L1 potions (\(6\,/\,(1\,\times\,2)=3\)).
Note
Herbs can be discovered in a region and then harvested by a competent unit in herbalism.
Using¶
If you want to use a potion, you do so with [[cmd-use|USE [<amount>] "<potion name>" [<unit-id>]]] order.
Remark: Unit ID is required only for duncebun potion.
A potion cannot be divided between several units.
However, a large unit can be divided into several smaller units after the potion has been used, retaining its effects.
All the potions have a positive effect, with the exception of duncebun.
Most potions give their benefits to the unit giving the order.
Exceptions are potions which affect a region -then the region where the unit was at the beginning of turn is affected- or those that affect other units (duncebun potion).
Usually a potion affects 10 people or 10 goods during the turn it is used, as mentioned in its recipe.
Potions that affect a unit's items expire if they cannot be used because the unit no longer has these items.
Many potions work in such a way that too many people in the unit make no difference, i.e. with 12 people and a potion (works for 10) the effect only affects 10 of the 12 people.
This is not possible with berserkers blood potion, as the persons do not act as a unit in battle.
Here it is necessary that all persons in the unit have the effect of the potion before the fight, otherwise it will not work!
The "residual effect" of potions does not expire with all potions.
For example, a person can benefit from the effect of a brain wax or busybeer for ten weeks after using it.
List of potions¶
Below you will find the list of potions in ascending order of level.
Level 1¶
Goliath water¶
- 10 men can carry as much as 10 horses.
Goal: to increase transport capacity.
Level: 1.
Target: unit.
To prepare this potion, you will need the following herbs:
Potion of truth¶
- This potion hasn't had a function for a long time.
Level: 1.
Target: region.
To prepare this potion, you will need the following herbs:
Seven mile tea¶
- 10 men on foot can travel as fast as if mounted.
Goal: to increase the speed of movement.
Level: 1.
Target: unit.
To prepare this potion, you will need the following herbs:
Water of life¶
- Transforms 10 pieces of wood or Mallorn into 10 mallorn/saplings.
Goal: to increase the resources of a region (trees and mallorns).
Level: 1.
Target: region.
To prepare this potion, you will need the following herbs:
Level 2¶
Busybeer¶
- Doubles the productivity of 10 men when using
MAKEorder.
Goal: to increase productivity.
Level: 2.
Target: unit.
To prepare this potion, you will need the following herbs:
Ointment¶
- Heals up to 400 hit points.
Goal: heal a unit.
Level: 2.
Target: unit.
To prepare this potion, you will need the following herbs:
Peasant blood¶
- Up to 100 demons can do without killing peasants.
Goal: to increase the resources of a region (peasants) where demons are present.
Level: 2.
Target: unit.
To prepare this potion, you will need the following ingredients:
- cave lichen
- cobalt fungus
- fjord fungus
- peasant
Note
A peasant blood acts on the unit, but all the faction's demons in the region use it if there are any left.
So you only need to equip one unit (per region), as long as it drinks enough peasant blood for all the demons.
Level 3¶
Berserkers blood¶
- 10 men receive a +1 attack modifier in combat.
Goal: to strengthen the attack.
Level: 3.
Target: unit.
To prepare this potion, you will need the following herbs:
Brain wax¶
- Increases the chances for up to 10 men of learning a skill.
Goal: to accelerate learning.
Level: 3.
Target: unit.
To prepare this potion, you will need the following herbs:
Duncebun¶
- for 10 people: no learning or teacher brings nothing or forget 1 week of the best skill.
Goal: slow down the learning of a unit.
Level: 3.
Target: foreign unit.
To prepare this potion, you will need the following herbs:
Note
You can apply it to a unit with the order USE "Duncebun" <unit−id>.
The application of the potion fails if the Stealth skill of the acting unit is less or equal to the victim's Perception level + 2.
In this case, you get an error message and the duncebun is not used up (thus it remains to the unit).
Horsepower potion¶
- 50 horses give birth to up to 4 foals.
Goal: to increase the resources of a region (horses).
Level: 3.
Target: region.
To prepare this potion, you will need the following herbs:
Potion of nest warmth¶
- Allows Insects to recruit men even in winter.
Goal: to allow the recruitment of Insects in winter.
Level: 3.
Target: region.
To prepare this potion, you will need the following herbs:
Level 4¶
Elixir of power¶
- 10 men get 5 times their normal hit points.
Goal: to increase a unit's Hit Points.
Level: 4.
Target: unit.
To prepare this potion, you will need the following herbs:
Healing potion¶
- one person survives otherwise fatal damage; only possible once per person per week.
Goal: to increase the chances of survival in combat.
Level: 4.
Target: unit.
To prepare this potion, you will need the following herbs:
Peasant love potion¶
- 1000 peasants grow twice as fast as usual.
Goal: to increase the resources of a region (farmers).
Level: 4.
Target: region.
To prepare this potion, you will need the following herbs:
Potions - Summary table¶
| Name | Abbr | Level | Target |
|---|---|---|---|
| Goliath water | GW | 1 | Unit |
| Potion of truth | PT | 1 | Region |
| Seven mile tea | SM | 1 | Unit |
| Water of life | WL | 1 | Region |
| Busybeer | BZ | 2 | Unit |
| Ointment | OM | 2 | Unit |
| Peasant blood | PB | 2 | Unit1 |
| Berserkers blood | BK | 3 | Unit |
| Brain wax | BW | 3 | Unit |
| Duncebun | DB | 3 | Foreign unit2 |
| Horsepower potion | HP | 3 | Region |
| Potion of nest warmth | NW | 3 | Region |
| Elixir of power | EP | 4 | Unit |
| Healing potion | HL | 4 | Unit |
| Peasant love potion | PL | 4 | Region |
Herbs table¶
Continue reading: Herbs.
-
Acts on the unit, but all the faction's demons in the region use it if there are any left.
So you only need to equip one unit (per region), as long as it drinks enough peasant blood for all the demons. ↩ -
You can apply it to a unit with the order
USE Duncebun <unit−id>.
The application of the potion fails if the Stealth skill of the acting unit is less or equal to the victim's perception level + 2. In this case, you get an error message and the duncebun is not used up (thus it remains to the unit). ↩