Creating an Alchemical Item

Now that we have gone through all the technical aspects of creating an Alchemical Item, let's go over how to actually craft your item in game! Each of these Alchemical Items will have a paper card associated with it to represent the item itself. To obtain your crafted item, you would take all your ingredients to Crossroads, prove to them you know how to craft this item, turn in your ingredients and obtain your Alchemical Item card.

It is then required to go to the Alchemy Lab to roleplay crafting your item. There will be props and ingredients there for you to act out your roleplay as well as instructions for actually creating a phys-rep for your item if you so choose to. There will also be alchemy classes planned throughout the event for you to attend and learn more about the lore and applications of your Alchemical abilities.


Using an Alchemical Item

Anyone can use an Alchemical Item. To use an Alchemical Item, you must have the paper card of that item and rip it in half upon use. If you are unable in the heat of battle to pull the item card out to rip, please rip at a later time when it is safer to do so. Please retain the paper to dispose of later, we don't want to have to clean up litter.

There is one large exception to the use of Alchemical Items and that is Fumes. Any time you want to use a Fume in battle, you must notify staff well ahead of the battle so they may incorporate it into the fight. Everyone needs to know if there will be an AOE effect that wont be associated with a Mass Call and everyone needs to know if there will be a smoke effect in the battle (so we don't mistake it for an actual fire). These smoke effects will be similar to fog machines we have used in the past and will be tested to ensure they are safe and do not trigger any allergic or respiratory reactions.

Types of Alchemical Items

There are several types of Alchemical Items, which we talked about a little earlier. Let's go through those in a bit more detail.

Potions are consumable items that have an immediate effect such as restoring a resource pool like Health, Mana, or Prowess or that increase a resource pool very temporarily.

  • Please take note if an item states it gives you Temporary something or Base something because that will determine how it can play off of different buffs and/or if it can be restored (example: Temporary health cannot be restored but Base Health can).

Elixirs are consumable items that provide a long-lasting buff, that can for example increase a resource pool for a set amount of time, such as increasing your Base Prowess pool by 2 for the day.

  • NOTE: Using an Elixir incurs a heavy tax on the body known as OVERLOAD. (Check the OVERLOAD note down below).

Oils are applicable items that can be coated on a weapon that gives the wielder an extra free ability, such as a free Call.

  • NOTE: If the weapon strikes an enemy that is not a valid target for the applied oil, the oil is not spent and remains on the weapon until used against an appropriate enemy.

Fumes are items designed for large scale attacks by igniting them and causing an Area of Effect (AOE).

Each Alchemical Item will note on its recipe and paper card what type of item it is.


What is Overload (OV)?

OVERLOAD RULE

Each player has an OVERLOAD LIMIT of FOUR(4)
Each Player can only have 3 Total Elixir Effects active.

Elixirs incur a heavy tax when used. While the TWICEBORN body is sturdier than a normal mortal's own vessel, a TWICEBORN still incurs OVERLOAD as they take in many lasting alchemical elixirs. Each ascending Rank of Alchemist Formulas have a higher OVERLOAD Value. Item cards will denote the OVERLOAD VALUE as (OV1/2/3/?). Players will gain (OV) equal to the items Formula List Value when they consume the Elixir. If a Player goes past their limit of FOUR (4) OV, they immediately pass out and begin to Bleed Out. Players who recover from OVERLOAD Bleed Out have their Elixir effects immediately removed and their OVERLOAD LIMIT reset to zero (0).

Apprentice Items have OVERLOAD Value of ONE(1)

Journeyman Items have OVERLOAD Value of TWO(2)

Master Items have OVERLOAD Value of THREE(3)

Note: There are Alchemical Items that reset your OVERLOAD to ZERO (0). Use them wisely.
Note 2: Players can stack the benefits of the same elixir, so long as they have the available OVERLOAD to do so.


Creating Novel Alchemical Items

There will be a process for experimenting to create new Alchemical Items in game using known ingredients. This process must be discovered in game and will involve our Grandmaster Alchemist's input and expertise. If you successfully invent a new Alchemical Item in game, it will be added to the known recipes for use by all alchemists.

Discovering New Alchemical Ingredients

There will be ingredients in the game that are rare and undiscovered. If you discover an ingredient in game, there will be a process to figure out what it is, what category it falls under, and what properties it has. This also means that you can experiment to create new, novel Alchemical Items with this discovered ingredient. If you successfully invent a new Alchemical Item in game, it will be added to the known recipes for use by all alchemists.

List of All Currently Known 23 Alchemical Ingredients

Bases: Aqua, Alcohest, Tallow, Salt

Aether Reagents: Ghostmint, Wraithsilk, Starlight Glass

Quicksilver Reagents: Silverleaf, Elemental Heart, Liquid Argentum

Res Bina Reagents: Sunpetal, Beast Liver, Frostfire Shard 

Sulfur Reagents: Salamander Root, Foulshrub Pulp, Pyre Ash

Vitriol Reagents: Doomblossom, Bloodless Ichor, Honey Salt 

Binders: Skydust, Prime Geode, Magma Sap, Silver Flux


**To find out more information about these ingredients, like where they can be found and what they look like, please see the Alchemy Resources subpage under Resources.