Mechanical Alchemy

From Lord of the Craft
Jump to: navigation, search
This lore received a rewrite on 2020/05/28 and this version is not being used on the server anymore. This page should be updated with the new lore which can be found here.


Alchemy in Lord of The Craft is not only a profession to make potions in Minecraft, but also an extensive roleplay element which has unique lore. The MC representation of Alchemy has been made to work together with the lore as best as possible. Still, there are two types of playing alchemy in Lord of The Craft, fully through roleplay, or together with mechanics. You can still make potions in roleplay that have roleplay effect, they simply won't have a mechanical effect.


Helpful lore posts

https://www.lordofthecraft.net/forums/topic/123213-alchemy-lore-update/ - Updated lore of Alchemy, the lore which has the most recipes.

https://www.lordofthecraft.net/topic/62560-finished-alchemy-lore/ - The first main lore of Alchemy.


Workstation and bottles

First thing you need to delve into the Alchemy profession is a brewing stand and lots of bottles. To make a brewing stand you require a Proficient Tinker to make one in the Tinker's post. The Tinker will need 4 smooth stone, 3 glass, 1 Blaze rod, and 2 Fire Charges. Glass and Stone are arranged in a normal furnace. For a blaze rod, the Tinker will have to make it, using 4 Iron Wires, 9 Redstone dust, 1 stick and 2 gold ingots. For Iron wires you need to use an anvil, and for 4 Wires, it costs 1 iron ingot to make. Fire charges are created by Tinkers as well, requiring 1 coal, 1 blaze powder and 2 blackpowder. Coal is mined, blaze powder is gained from a blazing rod, and blackpowder is made from sand by a Tinker as well. Bottles are made by a Tinker as well, using Glass. The creation of the Alchemy kit is mostly done by a Tinker then.

In the end you need:

  • 4 Stone
  • >3 Glass
  • 2 Iron Ingot
  • 18 Redstone
  • 2 Stick
  • 6 Gold ingots
  • 2 coal
  • 4 sand
  • 1 Proficient Tinker

Alchemy Ingredients

If you have the brewing stand or a way to access one, then you may start colecting the alchemy ingredients. There are 20 MC representations of ingredients IG, and they are, divided by symbols:

Water Symbols:

Mandragora
Serpent's Stalk
Frost Vine
Blissfoil
Athin

Fire Symbols:

Crimson Vase
Drake's Tail
Dwarf's Pumpkin
Blood Lotus
Flametongue root

Air Symbols:

Larihei's Fingers
Elf's Hair Vine
Crouching Feather
Halfling's Grass

Earth Symbols:

Tippen's Roots
Alabaster Leaf
Saffvil
Clutcher's Straw
Metzli'sTangle
Goblin's Ivy

To gather these ingredients you are required to have a good level of Lumberjacking, Farming, Fishing or Alchemy, and then you need to Lumberjack, Farm, Fish or break tall grass. The ingredients you will get depends on what profession you are doing, and on what biome you are doing the profession. Farming in a desert will give you different ingredients than farming in a tundra. The locations to find each ingredient should mostly follow the lore of the ingredients, and how to get them as well. It is with these ingredients that you will be able to make potions. All this means that the Alchemy Profession is a profession that requires the aid of other professions.

There are 5 ways to get the ingredients. Fishing, both with a fishing rod or a net. Cutting down the bottom log of a tree. Tilling grass with a hoe, this normally takes a lot of stone hoes to get some ingredients. Destroying tall grass with a hoe, the grass that appears when you place bonemeal on dirt. The last way is through the herbalism addition spoken just below.

Herbalism is an addition to the plugin, that allows Alchemists to search for specific ingredients without the need for other personas with different professions. There is a catch, it is quite expensive to do it this way. The way to use it is very simple. First you make Alchemist Shears as a blacksmith in the anvil.

With the shears you will then right click a block in a biome and hope the herb is found. The location of the herbs and the lore on them are closely associated with herbalism. They aren't perfect, and only the block and biome are taking into account on if you're clicking in the right place. This means that "under a tree", "near a dead trunk", "inside a cave" and so on, are not considered in the gathering of the herb mechanically. Only the block, and the biome. So, if the herb is a flower, most likely place that you will find the herb is by right clicking a flower. If the herb grabs itself to rock, then by right clicking stone or cobble, you will have more chances of finding it.

The chances of finding an herb are associated with three things. The correct block and biome clicked, the alchemy skill level, and the fortune enchant. The fortune enchant gives you about a +20% chance on your current chance per level of the enchantment, yet due to the expensive nature of the shears and the small durability it has, it might or might not be worth it, it is up to the player. Each unbreaking level raises the durability by 20%.

So read up on the herb you're gathering, find out what it looks like and where it grows, then try your best to think of the correct biome and block to click. You gain exp by getting herbs, which might be one of the best ways to level up alchemy while being on the lowest levels.

Use a brewing stand

The brewing stand used in Lord of the Craft is a bit different than how it's used in normal MC. When you open the interface of a brewing stand, you will notice an enderpearl in the spot where the ingredient should go. The process is the same as in normal Minecraft. Place the bottles or potions or other bases (well get to those soon) in the spot for bottles, then grab your ingredient and click the enderpearl with it. The ingredient will disappear, and a potion will start being created. Be careful though, even if what you add does not create a potion, it will disappear. I suggest not trying to add diamonds to try and make a potion, it won't work and you'll lose a diamond. As you raise your level in Alchemy, you are able to use multiple brewing stands at the same time. You start only being able to use one brewing stand, but at Aengulic level, you can already use 4.

Failed Potions

Failed potions are potions of which the recipe is wrong, meaning you are not suppose to add that ingredient to that base. By base, I mean the bottle you place in the bottle place. If you try to add cobble or anything that isn't an ingredient, you will get a failed potion. A failed potion is a potion with no Effects, and a random name such as Sparking Potion or Thin Potion. If you add a wrong ingredient to a potion, you will also have a failed potion. This will help you understand what ingredients make potions.

Ruined Potions

Ruined potions are potions with the correct ingredient but that became ruined and don't work. These appear based on the level on the Alchemy Profession that you have, so you will have less Ruined Potions the better you are in the Alchemist Profession. The amount of potions you are creating (1 to 3) influences the chances of a potion being ruined. Trying to do 3 potions at once, has only 60% the chance of doing only 1 potion.

Botched Potions

Botched potions are the potions that a character isn't skill enough to make yet. Some potions can be done by everyone, but there are those potions which require a good alchemist to make them. If you're not good enough to make them yet, then... they're botched.

Successful Potions

When you finaly achieve a good potion, voila! A potion might require multiple ingredients. The description of the potion will state if more ingredients may be added, or if the potion is complete.

Non-Existing

Non-Existing potions happen when you add an ingredient, the ingredient disapears but no brewing happens. If you see this, don't try to replicate it with good ingredients, use cobble or something. When this happens it means the plugin isn't made for those type of recipes.


Making Base Potions

To actually make potions, you must first make a base potion. These potions are the ones which will serve as the base to create more advanced potions. There are two kinds, Distilled water and Aqua Vitae.

Distilled Water

Distilled water will be the base of all the potions currently added. To make distiled water simply add coal or charcoal to the enderpearl when having water bottles in the bottle place. It's pretty simple. The distilled water might come as a ruined potion, but it still gives you experience points in the end. With distilled water as a base use one of the 20 ingredients mentioned above to start your potions.

Aqua Vitae

Aqua Vitae is the base for advanced potions. To create it, you need nether wart, and you add it to a water bottle. To make Aqua Vitae though, you need to have skill in the proffession, and that means you need to be of skill level Fair or up to make it. If you aren't of that level yet, you will get a botched potion.

For potions using Aqua Vitae as a start, an order which you place the ingredients must be followed. This order is Water ingredients -> Fire Ingredients -> Wind ingredients -> Earth ingredients. This means if a potion has 2 fire symbols, 1 water symbol and 1 Earth symbol, the water symbol is placed first, then the 2 fire symbols then the earth symbol. This is because there are potions which take a LOT of ingredients, which would be impossible to make any other way.


Potion Recipes

The potion recipes follow the lore for the potion. This is, for the complete potion. If you look at the lore for alchemy, and take a look at the potion recipe section, you will find that the recipes are written in Symbols, instead of a list of ingredients. Each ingredient is part of a symbol. As an example, Tippen Roots is an Earth Symbol. While in lore, various kinds of mixtures may create the same type of end potion, that would be too complicated to do with the plugin, and as such, complete potions in the Alchemy profession require fixed ingredients. This means you need the ingredients X, Y and Z to make the complete potion, in any order for Moderate potions, or in the order of Water->Fire->Wind->Earth ingredients for greater potions, yet the ingredient's symbols follow the lore of the potion. Meaning, if you need an Earth Symbol and a Water Symbol to make a potion, you need a specific Earth Symbol ingredient, and a specific Water Symbol ingredient to make it.

Since you can only add one ingredient at a time, before you reach the complete potion, you will have intermedian potions. These have effects as well, but they are not as good as the complete potion, sometimes they are poisons. Normally these potions are used for roleplaying purposes, as these potions have specific uses and effects of the one that drinks it. I won't tell you the exact ingredient recipes, but I will tell you a faster way to find them. Simply find the recipe you need in the lore links, then find out what symbols the ingredients are. After that, add ingredients together that fit that lore recipe. If they create a new recipe, you have found two ingredients that belong to a complete potion! If they result in a failed potion, those ingredients do not mix together to form a complete potion. There are limited ways you would be able to combine the ingredients, so best of luck.

A few recipes:

  • Frost Oil: Aqua Vitae -> Serpent's Stalk, Athin and Frost vine -> Crouching Feather and Elf's Hair -> Tippen's Roots
  • Smoke Whispers: Aqua Vitae -> Blood Lotus and Drake's Tail -> Crouching Feather and Larihei's Fingers
  • Eggs of Silverfish: Blood -> One of the three blocks of Silverfish made in the Masonry workstation.


Existing Potions

  • Moderate and Greater Healing Potion
  • Moderate Healing Potion
  • Moderate Celerity Potion
  • Moderate and Greater Acuity Potion
  • Moderate Strength Potion
  • Greater Stoneskin Potion
  • Frost Oil (Greater Potion)
  • Alchemist's Fire
  • Smoke Whispers
  • Eggs of Silverfish
  • All potions in between

Non Potions

The Profession doesn't end with potion making! As to add interest to taverns and homes, the profession is also associated with the making of various drinks. It works the same way as potions, but instead of having distilled water or another potion as the base, you have water bottles. And intead of having alchemy ingredients, you use other ingredients. Here is a list of all that can be made so far that aren't potions, in a brewing stand (ingredient + water bottle):

  • Juices (Apple, Carrot, Orange, Lemon, Melon slice, Pumpkin)
  • Teas (Birch, Pine, Rose bush (Rose Tea), Cactus green, Grass (Herb Tea), Oxeye Daisy (Chamomile Tea), Dandelion, Poppy, Orchid, Brown Mushroom)
  • Vodka (poisonous potato)
  • Coffee (cocoa beans)
  • Mushroom Poison (Red Mushroom)
  • Pale Ale (wheat)
  • Eggnog (egg)
  • Mulled Wine (Dark Resin)
  • Blood (Rotten flesh)
  • Sweet Ale (Melon juice + wheat)
  • Rum (sugarcane)
  • Mead (Honey)