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This list is from More Magic and Mayhem, and presents more variety of potions and alchemical products for your alchemist to make, craft, and discover. You have to admit, World of Warcraft Alchemy is very good -- although this only covers the potions from Vanilla WoW: when you have humans vs. the Forsaken, Night Elves vs. Orcs, Tauren vs. the Dwarves, and Jungle Trolls vs. the gnomes. And there wasn't so many changes to WoW that the RPG side of WoW couldn't keep up.
ArtHaus (White Wolf) couldn't keep the WoW RPG going because of Blizzard itself, and the massive changes happening (Pathfinder coming in to keep 3.5 alive, etc._ This list requires More Magic and Mayhem, mostly to protect the innocent. And names have been changed -- so as to protect the Innocent.
In World of Warcraft, the concoctions and Chymical mixtures your alchemist can brew is divided into four types:
Draughts: Draughts are mixtures that allow the imbiber to recover something that has been depleted. Draughts include healing mixtures, mana tinctures and a small variety of other substances. Draughts work immediately — they do not have a duration. However, draughts are difficult on the constitutions of those who drink them, and cannot be consumed more than once an hour. Attempting to consume another draught before this hour elapses causes the character to vomit up the draught (so it has no effect) and be sickened for 30 minutes.
Philters: A philter either augments already existing abilities or grants entirely new ones. Philters grant their benefits for a specific period of time, though the bonuses that they grant are explicitly non-stacking: Those who gain bonuses to a trait from a philter and any other source
at the same time gain only the benefits of the best source. Each philter has a listed duration, and philters may be drunk once per round, with no unpleasant effects.
Alchemical Oils: Alchemical oils are not directly consumed; rather, they are applied to weapons and armors to grant them certain benefits. All alchemical oils last for 30 minutes before the effects wear off. Like philters, the bonuses from alchemical oils are explicitly non-stacking. Note that alchemical oils are not the same as magic oils, which are a category of magic item; thus, oils created through alchemy are always preceded by the word “alchemical.”
Transmutations: The final kind of product is perhaps the strangest of them all. True alchemists are capable of transmuting certain materials into rarer, more alchemically pure materials. All transmutations require the use of the philosopher’s stone, the making of which is the first transmutation the alchemist undertakes. In game mechanics, these processes allow the alchemist to expend experience points, transforming them into a gold piece value that can then be applied toward certain ends. Each transmutation has a base cost listed, which represents the purchase of the raw materials.
Next: The list, when I get back.