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Alchemy

This article covers the different aspects of alchemy skill. I will discuss the purpose of the skill, and the easiest ways of getting your alchemy skill to 100.


Alchemy on a mule char

People put alchemy on mule chars for the purpose of making potions and/or filling kegs.

Alchemy on a pvp char

People put alchemy on pvp chars for the purpose of throwing explotion potions. Having skill in alchemy increases the damage you do when you hit someone with an explotion potion. It does not increase the attributes of other potions. Throwing explotion potions is a skill that takes much practice and will be covered in another article.

Gm'ing Alchemy

Gm'ing alchemy is not as difficult as most people think. The most important thing to remember is to start your char with 50 points in the alchemy skill and train this skill as either your first, second, or third skill. If you are doing alchemy as a fourth - seventh skill, this guide will still work but the numbers will be off.

What you need:
-40 mortars
-1 bottle
-12 empty kegs
-5000 garlic
-7000 nightshade

Basics:
50-65 regular cure
65-85 greater cure
85-95 greater poison
95-100 deadly poison

Since you started your char with 50 skill you will start making regular cure potions. Make 2 full kegs of regular cure and you should be at 65 real skill (if not make more pots until you are at 65 real skill). These kegs are pretty much useless and should just be thrown away.

Once you are at 65 real skill, you are going to start making greater cure potions. By the time you fill 3 kegs with greater cure potions, you should be around 85 real skill points.

Now that you are at 85 real skill points you can start making greater poison potions. It will take about 6 full kegs to get you to 95 real skill points.

Once you are around 95 real skill points, start making deadly poison potions. You will only have to make about half a keg to gm the skill.

With the right macro you can finish this skill in under an hour.
 

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