Two Worlds: Epic Edition

Two Worlds: Epic Edition

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Alchemy guide
Da Mandragorin
An alchemy guide for two worlds - reproduced here from the guide written by PROPHEET which was hosted on the two worlds vault site. The site was taken down by IGN. It should also be noted that this guide was produced during v1.5 of the game and epic edition is v1.7, however the basic principles in this guide are still relevant.

Feel free to offer suggestions on improving this guide.
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Introduction
Almost immediately after you start the game, you will notice the alchemical part of Two Worlds. Plants are growing all around and harvesting them is very easy, requiring almost no effort on the side of the player. The general "action" button (i.e pressing the space bar), when in the vicinity of the plant, is enough to place the plant's raw ingredient in your inventory. Plants are stored in your inventory, and are stacked just like any other item. A while later, you will notice that enemies sometimes also leave ingredients (when you kill them, loot them to get their body parts) - your first enemies are most likely boars and wolves, and the first plants you harvest will probably be 'might of nine' or 'paturin'. Boar, for example, leaves boar tusk - a temporary effect ingredient. Note, that it displays "Potion ingredient. Cook before using" in its description. Double clicking this item will do nothing. It's time you learned how to cook, then. 

Why cook? There are more than 100 separate ingredients in the game. They allow you to create the following: 
- potions 
- enchantment gems 
- traps 

On your right, when in inventory, you'll see the shimmering cauldron - this is where the "cooking" will take place. Above the cauldron, there are 5 "slots" where you can put the ingredients. This means that up to five different ingredients may be used to create a potion, gem or trap. The cauldron itself doubles as a button - once you've put your ingredients in the slot(s), you can press it to see what happens. The animation will show the "fusing" of the ingredients - and the outcome of this "fusion" will be visible below the cauldron, in another slot. Note that ingredients aren't allowed in this slot. You can only take out the things you have brewed, and place them in your inventory. 
Managing The Ingredients In The Cauldron
So when you've got a boar's tusk and a wolf heart you will be able to see, you can't brew a single ingredient; either more of the same ingredient needs to be used, or several different ones.

In our example, this will be tusk and heart. Tusk shows that it will increase strength for a limited amount of time (5mins). Wolf Heart is a bit complicated - it shows "poison" at the top.
What's that? This means that once you eat it raw (because you can - just double click it or drop it on the character screen) some health will be drained, just as if you were poisoned. You can even die from eating raw stuff (surprise surprise!). 

Ok, so now you have two body parts that can be brewed. Drag and drop each of them onto the slots - they place themselves automatically. You can shuffle their place manually, but it won't affect the potion. 

Right clicking on the ingredient in the slot will move it back to inventory. Right clicking with the CTRL button will remove the entire batch of ingredients (if more than one are used). Note that when you try to put a lot of the items in the slots, you may also use the CTRL button while drag-n-dropping. By doing this you will learn the maximum total of any ingredients used for brewing can't be greater than ten.


Picture showing 10 wolfhearts in 1 slot (10x1)


Picture showing 5 wolfhearts and 5 Boartusks in 2 slots (5x2)


Picture showing 2 of five different ingredients in all 5 slots (2x5)

As you can see from the images, you can use a maximum of 5 slots and the maximum number of ingredients that can be used is 10. For the purposes of this guide ratios will be referred to as a 2x5 potion or 1x10 potion.

Back to the tusk/heart example. You've probably already pressed the cauldron and have seen the creation of a potion.You won't be able to move the potion to your inventory just yet though. Why? 

When you create an item for the first time the game generates a recipe. 

This recipe can be acknowledged (the "pen/parchment" button at the bottom), but first you may want to call your potion something. Above the list of effects and ingredients, there is a text-field, showing "New Potion" by default. You can edit this to give your potion a name, then press the "pen/parchment" button, or cancel any changes by using the red-X button. Either of the actions will now free the potion, so you can move it into your inventory. Note that if you accept the changes to the recipe, it will now form an entry in the recipe list (where there was previously an 'effect and ingredients used' page). If the names in the list are greyed out, you haven't collected enough ingredients to start a new potion, like the one you just cooked. If, however, some item on the list is printed in black, you can start brewing again. Clicking on the black-printed item on the list will AUTOMATICALLY move all the required ingredients from the backpack to the cauldron-slots - requiring you only to press the cauldron to brew. A simple and elegant solution for those multi-ingredient potions. 

The recipes will show: 
- the name of the potion 
- effects - starting with restorative properties and curative functions, and ending with entities affected (temporarily or permanently). In the case of damage gems and traps, the recipes will show exactly like they show in normally available items of this kind 
- mana and hp "cost" of drinking (some ingredients make you 'woozy', so your mental powers are a bit lowered, and poisoned ingredients, as above, will make you lose health) 
- list of used ingredients 

All the effects from the ingredients are added to the potion that has been brewed
(How the effects find their way into the brewed things is explained later) 

No new effects are added, except in rare circumstances (dealt with later in this guide), which means that you are free to use whatever you want - there are no fixed recipes! Moreover, if an ingredient has a needed effect, but you don't have this ingredient, look for another ingredient with a similar effect - potions are not tied to specific ingredients, just to effects used in their creation! 

Timed Effects
Your potion, as you may notice, does not equal the sum of the effects from both ingredients. You are probably too new to alchemy to be able to refine the potion so that it takes on the whole magnitude of the ingredients.

The magnitude of the effects in a potion is boosted by your Alchemy skill. Your
potions will become INCREDIBLY powerful once you become a master alchemist.

For now, you have a very short-lived buff effect (i.e. something that increases some of your statistics for a time).

Mixing restorative or healing potions with ingredients will increase their life-span, but self-made potions can't be rebrewed or used as an ingredient. So you aren't able to refine healing potions infinitely so as to create a potion that heals huge amounts of damage.

The only way to make bonuses bigger is to invest skill points into Alchemy. However, the game does allow you to brew potions without any knowledge of alchemy but they will be pretty inferior potions.

At the start of the game you will have no knowledge of alchemy and will need to find a trainer. The nearest trainer is located in Rovant village (you may wish to see my other guide called "Starting Out" which covers how you can get all your skills at level 3 for 100 gold each)

After investing 4 skill points into alchemy your basic restoration potions and the basic strength values of potions will reach 70% of their potential. After that, full potential is only achieved at level 10. Please remember - your alchemy level only affects numerical values of achieved effects. It does not affect which effects will be in the potion (this is determined by the ingredients used).

There are several classes of alchemy-related ingredients in the game: 

- Minerals, i. e.  rubies, diamonds, salt, etc. See below for their analysis. 

- Gems, these allow weapon enchantment. They cannot be used in potions, but can be an outcome of brewing. See other sections of the guide for their functions, and see below their description and analysis. 

- Restorative, these are usually meat-products. They, unlike other ingredients, need no cooking, and can be eaten raw. Their effectiveness is lower this way. See below for their analysis. 

- Timed effect ingredients, these are not covered in this guide, since there is no philosophy in their brewing at all, except some tips (listed below). Timed effects are clearly stated in the ingredient's description, but the length of the outcoming potion drops instead of raising when you mix more ingredients with life-spans on them. 

- Permanent effect ingredients, once you drink them, your character's statistics will be permanently increased. These have subclasses - permaherbs, permaplants and permabodyparts. They are a bit more sophisticated, that's why they have been described in-depth below. 


TIPS: 
*Gems CANNOT be an ingredient of a potion. This is important, because you will find add-damage enchantment gems in various places (also on enemies), but you won't be able to permute them in any way via brewing. They can, however, be the outcome of the mixture. 

*To avoid coming up with unnecessary traps, use potions as ingredients, or make plant or body part prevalent ingredients in the mix. 

*To avoid coming up with unnecessary damage gems, use potions as ingredients, or use also other ingredients (not just minerals). 

*To make your timed-effect potions last longer, add restoratives to the mix (i.e. mana, or health potions - one should suffice). 

*NEVER mix permanent and temporary affecting ingredients together. See the next part of the guide (Alchemy in-depth) for more specific descriptions of what you can, and should not do with your cauldron. Warning! The next portion of the guide is written for those who are already well-versed in the art of alchemy. Do not read if you want to explore this on your own!
Alchemy In-depth
This next section explores the kinds of ingredients available to a player, as well as explains how to achieve the best results with them in brewing. 
- Minerals
In your trekkings, you will encounter minerals. They usually state some protection effects. Of interest are permanent minerals, which can be brewed into permapotions or add damage gems (see below).

Some minerals (magnesite, diamond and sulphur) are quest-related, so keep them safe until the related quests are done. 

Minerals are found almost everywhere. They are not buyable, however. Some of the minerals are free for the taking straight from the ground.

Magnesite has been rumored to be found near Eye Lake, in the Devil's Chamber region and in Four Oaks Cave.
Sulphur sightings have been reported in Drak'ar desert.

The following minerals are available in Antaloor: 
Amber - Resistance to fire +10.
2x - 20% fire damage gem.
5x - 50% fire damage gem. 

Azurite - Resistance to cold +10.
2x - 20% cold damage gem.
5x - 50% cold damage gem. 

Diamond - All resistances +10.
Mix with potions to get permapotions.
Mix with itself to get first listed property as damage gem (+poison). 

Garnet - Resistance to lightning +10.
2x - 20% lightning damage gem.
5x - 50% lightning damage gem. 

Magnesite - Resistance to lightning +10.
2x - 20% lightning damage gem.
5x - 50% lightning damage gem. 

Opal - Resistance to physical +10.
2x - 20% poison damage gem.
5x - 50% poison damage gem. 

Salt - Resistance to physical +10.
2x - 20% poison damage gem.
5x - 50% poison damage gem. 

Silver - All magical resistances +10.
Mix with potions to get permapotions.
Mix with itself to get first listed property as damage gem(+cold). 

Sulphur - Resistance to fire +10.
2x - 20% fire damage gem.
5x - 50% fire damage gem. 

Topaz - Resistance to fire +10.
2x - 20% fire damage gem.
5x - 50% fire damage gem. 
- Add damage gems
There are several kinds of damage enchanting gems available. Enemies immune to the school will be by default immune to this school's type of damage, so plan your enchanting in advance.

Gems are almost solely the outcome of brewing minerals. Each magic school has an associated kind of damage and protection, so gems can be divided thus: 

- Add Fire damage:
This one is red and is associated with The School of Fire.
It may be created from mixing the Fire Resistance Minerals (as above). 

- Add Lightning damage:
This one is blue and is associated with The School of Air.
It may be created from mixing the minerals with Electrical damage resistance. 

- Add Cold damage:
This one is white and is associated with the School of Water.
It may be created by mixing ingredients with Cold Damage resistance effects. 

- Add Poison damage:
This one is green and is associated with the School of Earth.
It may be created by mixing together the ingredients that offer Physical damage protection. 

- Add Spiritual Damage:
This one is violet and has an association with Necromancy.
It cannot be brewed, making it the most valuable kind of gem.
There is no immunity to this kind of damage anywhere in the game, and resistant beings are far and few between. 

NB.
*It would appear FIRE and LIGHTNING are common, POISON is a bit less common, and COLD is the least common. 

* To force the mineral to become a trap use timed potions or herbs together with it.

*To force mineral to be brewed into a permapotion affecting resistances, use other potions with it. Best results are achieved with one restorative potion and 9xMineral.

*Dragon's Scale and Earth Element Stone are not minerals despite their descriptions, as such gems cannot be crafted from them only potions. 
- Brewing minerals into gems
Minerals with +10 to resistance(s) will be added in a mix normally. Combining 2 of them will give 20 percent gem, whilst combining 5 of them will give you a 50 percent gem.
However, the multi-protective minerals will only yield gems with damage respective to the FIRST listed protection kind; for example, in silver, cold is listed first, so it takes precedence. Normal crafting rules apply so 2 x silver will yield a 20% cold damage gem and 5 x silver will yield a 50% cold damage gem.

The minerals with +15 to resistance are rarer due to a special property. Their protective/damaging stats are rounded up when not reaching the required limit. So 2 of them will yield 20%, but 3 of them (thus 45 to resistance) will yield 50%!
- Restorative ingredients
Apart from buyable/findable potions, there are some ingredients which will restore your depleted mana reserves, heal your wounds, or cure any poisoning. Such ingredients can be eaten without cooking (mostly). However, their healing/restoring potency can be boosted by brewing. They are generally very easily obtainable at any level, anywhere, both as plants, lootable ingredients in chests, and from slain enemies.

Some ingredients are more valuable then others. Keep your eye out for rattlesnakes - they are the only source of mana-restoratives apart from stock potions.
Remember to harvest Dotted Toadstool - but do not brew it - as it can repel poison in its raw state and offers immunity for the longest period when eaten straight from the ground.

Frequency stated below is counted subjectively out of 10. 10 is maximum, which means the ingredient is very easily found, while 1 is minimum, which means the ingredient is relatively hard to come across.

You should also know by now that using 10 of a kind in a mixture is going to produce the best result. Note that without the proper depoisoning agent your healing mixtures will not have curative properties. Please take into consideration the frequency against potency of the ingredients to come up with the most time and effort effective result.

The following is a list of the restorative and curative ingredients in Antaloor:

(MM = Maximal Mix, i.e. the output from 10 ingredients of the same brewed at 10th level of Alchemy)

Bloatroot - rest. 250 HP, MM:3750
Boletus - rest. 100 HP, MM:1500
Diptame - rest. 200 HP, MM:3000
Dotted Toadstool - cures poison, grants immunity to it, 5 mins effect.(eat raw)
Foodball - rest. 3000 HP, MM:45000
Goose Liver - rest. 500 HP, MM:7500
Meat - rest. 200 HP, MM:3000
Might of Nine - rest. 150 HP, MM:2250
Rabbit Bladder - rest. 95 HP
Ripper Muscle - rest. 500 HP, MM:7500
Scorpion Venom Gland - cures poison, grants immunity to it, 2 mins effect.(mix 2x or with any potion)
Spider Silk Gland - rest. 1500 HP, MM:22500
- PermaPlants
Permaplants are not so frequent. They have to be actively sought for, since they don't usually grow in easily accessible places, or in plain view. They hide in bushes, are hugging the steep hills, grow around dangerous enemies, or are abundant where no one usually wanders. Plants in this game are only harvestable, never lootable or buyable.

Both permaplants and permaparts are brewed with the same algorithm. It states that if some entity is affected by 1 or 10 in the ingredient's basic description, then the maximum possible mix will yield +18 or +180 to said entity. So you don't actually need to have 10 of the same ingredient.

You can arrange the ingredients you use so that they affect the same stat together in a similar way. E.g. 5 of ingredient A plus 5 of ingredient B, both affecting Vitality by 1, will yield the same result as 10 of either A or B.
This can be seen when mixing Northern Frostroot with Ghoul Brain. Since both affect the same stat to the same degree, they can be split whichever way to achieve the desired +18 outcome.
1 Northern frostroot and 9 ghoul brains will produce the same result as 7 Northern Frostroots and 3 Ghoul brains. Once you get the hang of this pretty simple math you can go further- you only have to keep in mind that your goal is improving some statistic/parameter/resistance 10 times in a row in a similar manner. And it doesn't have to be just +1 to something... you can have 10 times +4 statistic modified, using a clever mixture of Beaver Fats and Headless Hearts and Trachids egg...

These are the following permaplants in Antaloor:

Centaurium - Permanent +1 to Dexterity, MM:+18.
Lavender - Permanent +10 to Mana, MM:+180.
Northern Frostroot - Permanent +1 to Will Power, MM:+18.
Saffron - Permanent +1 to Strength, MM:+18.
- PermaParts
Permanent body parts are available from specific enemies (as those enemies always drop the said part) or via loot in chests. They are NOT available at vendors.

These are the following permaparts in Antaloor:

Beaver's Fat - Permanent +2 to Vitality, MM:+36
Dragon Scale - Permanent +25 to all resistances, MM:+201 if with potion.
Earth Element Stone - Permanent +50 to physical resistance, MM:+450.
Fox Liver - Permanent +1 to Dexterity, MM:+18.
Ghoul Brain - Permanent +1 to Will Power, MM:+18.
Headless Heart - Permanent +4 to Vitality, MM:+72.
Pearl - Permanent +5 to Strength, +20 to cold resistance, MM: Str+90, Cold res+180.
Trachids Egg - Permanent +3 to Vitality, MM:+54.
Unicorn Horn - Permanent +4 to Vitality, +2 to Dexterity, +2 to Strength, +2 to Will Power, +50 Lightning Resistance. MM: +72VIT, +36DEX, +36STR, +36WILLP, +450LIGHTRES.
Werewolf Spinal Cord - Permanent +50 to Mana, MM:+900.
Wingless Eye - Permanent +50 to Mana, MM:unknown.
- PermaPotions
Permapotions are generally very, very rare. You can drink them as any other potion, but... They can also be used in brewing. They use the same algorithm for brewing as any other permanent ingredient. However, they can replace other perma-ingredients. For example, Bear's Strength potion can replace Saffron in your recipes, and Dwarven Ale can be used instead of Beaver's Fat. Your options (while really limited) are thus a bit expanded.

These are the following permapotions in Antaloor:

Bear's Strength - Permanent +1 to Strength
Dwarven Ale - Permanent +2 to Vitality
Evil's Blood - Permanent +2 to Vitality, +1 to Dexterity, +1 to Strength
Fox Heart - Permanent +1 to Dexterity
Throglin's Vine - Permanent +1 to Dexterity, +1 to strength

Best results if 5x2 used.
1x each simultaneously (i.e.1 per slot, all slots occupied) yields Vit+7, Dex+5, Str+5

Ingredients List (A-L)
Name
Kind
Usage
Function
Found In
A
Aconite
Plant
Eatable
Timed Buff
Field
Add X% COLD damage gem
Gem
Usable
Weapon Enhancement
Loot, brewable, vendors
Add X% FIRE damage gem
Gem
Usable
Weapon Enhancement
Loot, brewable, vendors
Add X% LIGHTNING damage gem
Gem
Usable
Weapon Enhancement
Loot, brewable, vendors
Add X% POISON damage gem
Gem
Usable
Weapon Enhancement
Loot, brewable, vendors
Add X% SPIRITUAL damage gem
Gem
Usable
Weapon Enhancement
Loot, brewable, vendors
Adder Brother
Plant
Eatable
Restorative
Field
Amber
Mineral
Brewable
Protective Buff
Loot
Amethyst
Mineral
Brewable
Protective Buff
Loot
Anemone
Plant
Eatable
Timed Buff
Field
Angelica
Plant
Eatable
Timed Buff
Field
Arborusia
Plant
Eatable
Timed Buff
Field
Aziraal's Ale
Potion
Eatable
Timed Buff
Loot, Vendors
Azurite
Mineral
Brewable
Protective Buff
Loot
B
Bear Claw
Bodypart
Brewable
Timed Buff
Bears
Bear's Strength Potion
Permapotion
Eatable
Permanent Buff
Vendors
Beaver Fat
Permabodypart
Brewable
Permanent Buff
Beavers
Bloatroot
Plant
Eatable
Restorative
Field
Blue Eye
Plant
Eatable
Timed Buff
Field
Boar Tusk
Bodypart
Brewable
Timed Buff
Boars
Boar's Potion
Potion
Eatable
Timed Buff
Loot, Vendors
Boletus
Plant
Eatable
Restorative
Field
C
Calcite
Mineral
Brewable
Protective Buff
Loot
Centaurium
Permaherb
Brewable
Permanent Buff
Plains
D
Demon Eye
Special Ingredient
Brewable
Permanent Buff
Unnamed demons
Desert Rose
Mineral
Brewable
Protective Buff
Loot
Diamond
Mineral
Brewable
Protective Buff
Loot
Diptame
Plant
Eatable
Restorative
Field
Dodo Feather
Bodypart
Brewable
Timed Buff
Dodos
Dotted Toadstool
Plant
Eatable
Restorative
Field
Dragon Scale
Special Ingredient
Brewable
Permanent Buff
Dragons, ground
Dragon's Blood
Potion
Eatable
Timed Buff
Vendors
Dwarven Ale
Permapotion
Eatable
Permanent Buff
Vendors
E
Eagleclaw
Plant
Eatable
Timed Buff
Field
Earth Elemental Crystal
Special Ingredient
Brewable
Permanent Buff
Lava Dragons
Emerald
Mineral
Brewable
Protective Buff
Loot
Evil's Blood
Permapotion
Eatable
Permanent Buff
Vendors
F
False Shoes
Plant
Eatable
Timed Buff
Field
Flagelle
Plant
Eatable
Timed Buff
Field
Foodball
Special Ingredient
Brewable
Restorative
Loot
Forest Burnhand
Plant
Eatable
Timed Buff
Field
Fox Heart Potion
Permapotion
Eatable
Permanent Buff
Vendors
Fox Liver
Permabodypart
Eatable
Permanent Buff
Foxes
Fox Potion
Potion
Eatable
Timed Buff
Loot, Vendors
Foxglove
Plant
Eatable
Timed Buff
Field
Friend to Foe
Plant
Eatable
Timed Buff
Field
G
Garnet
Mineral
Brewable
Protective Buff
Loot
Ghoul Brain
Permabodypart
Brewable
Permanent Buff
Ghouls
Goose Liver
Bodypart
Eatable
Restorative
Geese
Grass Snake Tongue
Bodypart
Eatable
Timed Buff
Snakes
Gunus Depoisoner
Potion
Eatable
Restorative
Vendors
H
Haematite
Mineral
Brewable
Protective Buff
Loot
Headless Heart
Permabodypart
Brewable
Permanent Buff
Tulok
Healing Potions
Potion
Eatable
Restorative
Loot, Vendors
Heaven's Tears
Potion
Eatable
Timed Buff
Loot, Vendors
Heavy Toadstool
Plant
Eatable
Timed Buff
Field
Hemlock
Plant
Eatable
Timed Buff
Field
Hot Rot
Plant
Eatable
Timed Buff
Field
L
Lavender
Permaherb
Brewable
Permanent Buff
Unaccessible areas
Lemon Toadstool
Plant
Eatable
Timed Buff
Field
Ingredients List (M-Z)
Name
Kind
Usage
Function
Found In
M
Magnesite
Mineral
Brewable
Protective Buff
Loot, ground
Mana potions
Potion
Eatable
Restorative
Loot, Vendors
Meat
Bodypart
Eatable
Restorative
Hen, Deer, Sinn, Morgo, all undead animals except bears
Mica
Mineral
Brewable
Protective Buff
Loot
Might of Nine
Plant
Eatable
Restorative
Field
Mountain Breed
Plant
Eatable
Timed Buff
Field
N
Northern Frostroot
Permaherb
Brewable
Permanent Buff
Cooler Areas
O
Opal
Mineral
Brewable
Protective Buff
Loot
Ostrich Plumes
Plant
Eatable
Timed Buff
Mountains
P
Paturin
Plant
Eatable
Timed Buff
Field
Pearl
Special Ingredient
Brewable
Permanent Buff
Loot
Pyrite
Mineral
Brewable
Protective Buff
Loot
Q
Quartz Crystal
Mineral
Brewable
Protective Buff
Loot
R
Rabbit Bladder
Bodypart
Eatable
Restorative
Wabbits!
Rattle Snake Rattle
Bodypart
Brewable
Restorative
Rattlesnakes
Reaper Muscle
Bodypart
Eatable
Restorative
Reapers
Red Toadstool (1)
Plant
Eatable
Timed Buff
Field
Red Toadstool (2)
Plant
Eatable
Timed Buff
Field
Ruby
Mineral
Brewable
Protective Buff
Loot
S
Saffron
Permaherb
Brewable
Permanent Buff
Impossible to get places, well hidden spots
Salt
Mineral
Brewable
Protective Buff
Loot
Sapphire
Mineral
Brewable
Protective Buff
Loot
Scorpion Poison Gland
Bodypart
Brewable
Restorative
Scorpions
Screama Badilla
Plant
Eatable
Timed Buff
Field
Silver
Mineral
Brewable
Protective Buff
Loot
Skeleton Bone Marrow
Bodypart
Eatable
Timed Buff
Skeletons, undead horses
Spider gland
Bodypart
Eatable
Restorative
Giant Spider
Spurge
Plant
Eatable
Timed Buff
Field
Sulfur
Mineral
Brewable
Protective Buff
Loot, ground
Swordleaf
Plant
Eatable
Timed Buff
Field
T
Throglin's Vine
Permapotion
Eatable
Permanent Buff
Vendors
Tongues
Plant
Eatable
Timed Buff
Field
Topaz
Mineral
Brewable
Protective Buff
Loot
Trachidis Egg
Bodypart
Brewable
Permanent Buff
Giant Trachid
Traveller's Joy
Plant
Eatable
Timed Buff
Field
U
Unicorn Horn
Special Ingredient
Brewable
Permanent Buff
Loot
V
Viper Poison Glands
Bodypart
Eatable
Restorative
Vipers/snakes
W
Werewolf Spinal Core
Special Ingredient
Brewable
Permanent Buff
Loot
Winged Demon Eye
Permabodypart
Brewable
Permanent Buff
Demons, Devils
Wolf Heart
Bodypart
Eatable
Timed Buff
Wolves
Wyvern Lacrimal Gland
Bodypart
Eatable
Timed Buff
Wyverns
Y
Yellowroot
Plant
Eatable
Timed Buff
Field
Z
Zombie Thyroid
Bodypart
Eatable
Timed Buff
Zombies
10 commenti
Daft Punk 16 ott 2024, ore 11:30 
great walkthough. its also important to notice, that any herb that contain immunity to poison can be mixed with any potion such as small mana potion, like mention above. so if you have dotted toadstoll that have 5 minutes poison immune, and mix it with mana potion, you got yourself 4 min 30 sec poison immune. which making necromancy magic "poison shield" worthless.
Jorda229 29 apr 2024, ore 7:58 
thx
Chuck|Norris 27 lug 2021, ore 12:00 
Well you could just access the page from a browser and print the webpage?
Worldzworstgamer 26 lug 2021, ore 21:37 
Wow. Thanks for posting all this. Only thing I wish was that this came in a format I could print out and go over.
Taidana Kage 17 apr 2018, ore 1:56 
Yes, you need to use 10 ingredients or else you're being wasteful. :Tonic:
neolithicwolf 31 mar 2018, ore 21:55 
I only just started and couldn't find the answer to this question. Why wait for Max Mix? Why not mix, say, 5 of an item and get a perma potion half as effective? Would it be less effective?
Milouze 14 dic 2016, ore 6:46 
Thank you for the guide ! Permaboost recipe examples with screenshots would have been a valuable bonus if I may.
Nyaani_ 30 lug 2016, ore 6:42 
Nice and complete guide, thanks you :3
Nyaw~
wdougk 7 giu 2016, ore 14:04 
Hi, Thanks alot for this list, it is a great help,
Chuck|Norris 7 giu 2016, ore 0:58 
Since no one made a comment, you'll get a recommendation, for the detail and effort of the guide :D.