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Apothecary

From HammerWiki

Apothecary is a crafting skill to turn ingredients into Potions and Dyes. Because Potion making is the substantial side of Apothecary it is most benefited by the ingredients gathered through Cultivating and therefore most commonly paired with it. However, Cultivating is the most time consuming of the gathering skills. Scavenging is the other option in terms of ingredients for making potions.

There has been significant ingredient changes from v1.2.1 and much of this information is out of date. Some more recent information can be found on the Apothecary/Modifiers page.

Contents

[edit] Leveling

Apothecary skill levels increase the fastest when the highest level main ingredients available to the individual at their current level are used. Lower level main ingredients (within a range of 10-30 levels below the apothecary skill level) can be used to increase skill but will require a larger amount of time, items and money. Lower skill level main ingredients can still be used to make lower level potions at any skill level but will not contribute to increasing the apothecary skill level.

Some of the gathering skills level much quicker than the apothecary skill causing too many advanced items to be dropped. In this situation, switching gathering skills can help.

[edit] Potion Brewing

Most of the time as an Apothecary, whether it be looking to skill up your crafting, earn new achievement titles or just to make beneficial items, you will turn to Potion making. Potions consists of three elements. The "Container", more commonly known when doing Potions as the "Vial", the "Main Ingredient", which controls what kind of Potion (increasing health, armor, strength etc.) you are making, and up to three possible "Additional Ingredients".

Apothecary skill level affects stability and power even before any ingredients come into play:

Apothecary Skill Stability Bonus Power Bonus
1-99 +0 +0
100-149 +1 +1
150-199 +2 +1
200 +2 +2


[edit] The Container

Vials are mostly bought from merchants. They can also be found through Public Quest rewards.

Vial Name Required Apothecary Skill Stability Power Acquired Through Cost
Apprentice's Glass Vial 1 0 0 Vendor 000028
Journeyman's Glass Vial 50 +1 0 Vendor 000147
Fabricated Journeyman's Glass Vial 50 +1 0 Guild Vendor 000160
 2[Craftsman's Glass Vial] 100 +1 +1 Vendor 000533
Fabricated Craftsman's Glass Vial 100 +1 +1 Guild Vendor 000560
Artisan's Glass Vial 150 +2 +1 Vendor 001156
Fabricated Artisan's Glass Vial 150 +2 +1 Guild Vendor 001216
Master Apothecary's Ampoule 200 +2 +2 Reward 000612

Note: The vials sold at the guild vendor cost more, are bind on pickup and have a sell-back price a tenth of the vials sold by the regular merchant.

[edit] The "Main Ingredient"

The Main Ingredient is the ingredient that controls the effect the potion will have (healing, buffing etc.), the potency of the potion (depending on the power of the main ingredient), and how many stabilizers will be needed to successfully construct the potion.

[edit] The "Additional Ingredients"

In Potion making you can use up to three "Additional Ingredients". It is not always necessary to use three, but doing so can help increase the duration, number and/or quality (and level requirement) of the potion(s) produced. The types of "Additional Ingredients" are Extenders, Multipliers, Stabilizers and Stimulants.

[edit] Extenders

Extenders are ingredients that can extend the duration of a potion. If a potion is instant, increasing its duration has no effect. Healing and Energy potions are examples of potions that have no duration. Besides instant potions, potion durations come in four varieties: Long, Absorb, Snare and Short. Long potions last 5 to 60 minutes. Stat, Resist, and Thorny are in this category. Absorb potions last 5-30 seconds. Snare potions last 3-7 seconds. Short potions last 6-18 seconds. Everything not in the previous categories is in the Short potion duration category.

The following table shows the effect of duration on the various non-instant categories of potions:

Duration Prefix Short Long Absorb Snare
0-1 Fleeting 6 sec 5 min 5 sec 3 sec
2-3 Brief 9 sec 10 min 10 sec 4 sec
4-7 (none) 12 sec 15 min 15 sec 5 sec
9-15 Enduring 15 sec 30 min 20 sec 6 sec
≥16 Lasting 18 sec 60 min 30 sec 7 sec
[edit] Multipliers

Multiplier ingredients can allow you to make more than one potion per brew. Goldweed plants are ingredients that act as Stabilizers as well as minor Multipliers.

The following table shows the effects of multiplier ingredients:

Multiplier Number of potions
0-1 1
2-3 2
4-7 3
8-14 4
16-28 5
32 6
[edit] Stabilizers

Stabilizer ingredients increase the stability of the recipe. Stability is critically important, as failing to have adequate stability will cause the recipe to fail, potentially consuming the ingredients. Enough stabilizers must be added to raise the Stability total to two, to produce a normal potion. Volatile potions will be produced if the Stability total is only one, and the potion will fail if the Stability total is zero or less. Volatile potions are not very useful, but can be constructed when practicing your Apothecary skill, to save using more expensive ingredients.

The following table shows the effect of stability on result:

Stability Total Result
≤0 Failure. Vial and certain other components destroyed
1 Volatile. Potion will be volatile and its effect will not be dependable
≥2 Success. A normal potion will be created
[edit] Stimulants

Stimulant ingredients increase the chance of producing a slightly better potion than the recipe would normally generate.

[edit] Dye Making

Though a smaller part of the apothecary skill, dyes are a good source of income for the apothecary lucky enough to find the ingredients to make them. Dyes consist of three elements, similar to potion making but much simpler. You will need a dye container, known as a mortar and pestle, a pigment, and a fixer. Both mortar and pestles and fixers are bought from merchants. There is only one kind of container for this, and it only requires a skill of one. The fixer is placed in the only addition ingredient slot available when making dyes. It is used to stabilize the mixture. The main ingredient, the pigment, controls both the color and the rarity of the dye. You cannot change nor combine pigments to create varying results, as you can with potions. The most difficult part of the process is obtaining pigments. They can mostly be found through spectacular harvests while cultivating, however it is rare to receive a pigment even then. It has yet to be confirmed if pigments can be had from other sources, such as loot. Pigments are rare enough that a player may be lucky to receive one to two pigments in the process of leveling cultivating from 1 to 150. Pigment harvest chance can be increased by using higher-than-required soil, water, and nutrients. More information is available in Cultivating. However, through the refinement process of plants you may acquire a pigment about 10% of the time.

Due to changes in Patch 1.2, pigments are now cultivated during a Special Moment, when the cultivator receives from the seed 3 of the current level plants, 1 of the next tier and a pigment. The color of the pigment received depends upon the level of the seed cultivated in the Special Moment. All pigments are level 1, and all dyes can be made with Apothecary 1. Check the Pigment section to find which dyes are available from which seeds and levels.

Black dyes can be made by refining 10 Plagued Plant Parts or 20 Plagued Animal parts. These were originally the remainder of some pre-1.2 crafting items, but can still be found by some of the wandering seed-reward quest givers.

[edit] Recipes

Apothecary Recipes can be found here.


Trade Skills
Apothecary · Butchering · Cultivating · Salvaging · Scavenging · Talisman Making
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