End-game Alchemy/Spellcrafting Guide (2024)

Loftyz
Member

End-game Alchemy/Spellcrafting Guide (1)


End-game Alchemy/Spellcrafting Guide (2)

End-game Alchemy/Spellcrafting Guide
(work in progress)

Table of Contents
1. Alchemy description
2. Ranking up the rep
3. BiS theories (no more boring stuff)
4. Quick reagents
5. BiS T/E/P Combinations

  • Tonics BiS
  • Elixirs BiS
  • Potions BiS
    5. Spellcrafting description
  • Spellscrolls (damage)
  • Spellscrolls (buff)
  • Spellscrolls (debuff)

    Alchemy Description

    Alchemy is a minigame at /alchemy. You do the minigame which consumes 2 reagents, and makes tonics/elixirs/potions (T/E/P). When you make a T/E/P in alchemy, you receive 6-8 of it. Alchemy also has a reputation that you need to get to 8, before you can make the best mixtures available.

    If you click Continue, you select the 2 reagents, and then mix them to create a T/E/P that can be made from those reagents. Choosing this option is not recommended.

    If you click 'Help Me Please', you select the T/E/P you want to make, and Alina will suggest the combination of 2 reagents in your bag that have the highest chance of giving the T/E/P you want. This is how I figure out the correct reagent combinations. Do not trust the combinations in the wiki, because they are mostly wrong.

    Ranking up the rep

    Go to /lair and farm the Water Draconians in the first screen. They will drop Ice Vapor and Dragon Scale, which are 2 different reagents that have the same drop rate, and can be used to make weak healing potions for Alchemy reputation. You can also use a Rep Boost consumable and equip a Rep boosting gear when you're training Alchemy.

    If you don't want to farm reagents for ranking up your rep, you can also buy reagents with Gold.

    The 1st method to acquire reagents, which is about 17k per reagent, is:
    1) in /alchemyacademy, go to Alina, and buy honor potions with 200k vouchers
    2) move forward 1 screen, and in Lim's Turn In Data (Gebo Data), exchange Honor Potions for Academic Merit
    3) Go back to Alina, and in Buy Reagents, buy your Reagents with Academic Merit.
    (only Roc Tongue, Dragon Scale, Ice Vapor, Moglin Tears, & Nimblestem can be bought through this method)

    The 2nd method, which is 30k per reagent, is to go to Swindle, buy some Receipt of Swindle, & use the Receipts to buy reagents in Swindle's shop
    (only Necrot, Doomatter, and Chaoroot can be bought through this method)

    The 3rd method, which is 50k per reagent (but 33k per Fish Oil), is to buy Dragon Runestones, and exchange those Dragon Runestones for reagents in Alina's shops.
    (Every reagent except Chaoroot and Chaos Entity can be bought through this method)

    The 4th method, farming it from mobs. Some are easy to farm, and some have low drop rates or drop from high HP enemies.

    BiS theories (no more boring stuff)

    BiS refers to Best-in-Slot.
    Every class will have a specific combination of Tonic + Elixir + Potion that is the mathematical best combination for that class.

    You can have 1 Tonic, 1 Elixir, and 1 Potion effect active at a time.
    each T/E/P effect has 3 tiers, and up to 4 different variants in each tier. All of them come from the same combination of reagents.
    The 3 tiers will have a different name from eachother (e.g. for Strength+%, there are Brawn Tonics, Power Tonics, and Might Tonics)
    The 4 variants are Basic, Normal, Potent, and Unstable.

  • Basic T/E/P are weak.
  • Normal T/E/P are decent.
  • Potent T/E/P are slightly stronger than Normal, but only by a little bit.
  • Unstable T/E/P are slightly stronger than Potent, but also have a negative effect that sometimes makes them bad.

    Some T/E/P have a Potent variant, but no Unstable variant. Some have an Unstable variant, but no Potent variant. And some have both.

    Here are some examples (T1-T4 = Tier 1-Tier 4, V1-V4 = Variant 1-Variant 4)

    Potion for Incoming Damage-% (all made from Roc Tongue + 1 of any other Reagent)
    T1V1: Basic Guard Potion 10sec: Incoming Damage-10%
    T1V2: Guard Potion 10sec: Incoming Damage-15%
    T1V3: Potent Guard Potion 15sec: Incoming Damage-15%
    T1V4: N/A
    T2V1: Basic Protection Potion 10sec: Incoming Damage-15%
    T2V2: Protection Potion 10sec: Incoming Damage-18%
    T2V3: Potent Protection Potion 15sec: Incoming Damage-18%
    T2V4: N/A
    T3V1: Basic Shield Potion 10sec: Incoming Damage-20%
    T3V2: Shield Potion 10sec: Incoming Damage-25%
    T3V3: Potent Shield Potion 15sec: Incoming Damage-25%
    T3V4: Unstable Shield Potion 15sec: Incoming Damage-35%, Outgoing Damage-10%

    Tonic for Strength+% (all made from Rhison Blood + 1 of any other Reagent)
    T1V1: Basic Brawn Tonic 5min: Strength+8%
    T1V2: Brawn Tonic 5min: Strength+10%
    T1V3: N/A
    T1V4: Unstable Brawn Tonic 5min: Strength+12%, Endurance-10%
    T2V1: Basic Power Tonic 10min: Strength+14%
    T2V2: Power Tonic 10min: Strength+16%
    T2V3: N/A
    T2V4: Unstable Power Tonic 10min: Strength+18%, Endurance-10%
    T3V1: Basic Might Tonic 15min: Strength+18%
    T3V2: Might Tonic 15min: Strength+20%
    T3V3: N/A
    T3V4: Unstable Might Tonic Strength+22%, Endurance-10%

    You may have noticed that this system is clunky and super annoying.
    Thankfully, if you use a Dragon Runestone, your T/E/P is guaranteed to be Tier 3 & the highest or second highest Variant possible. So as an example, this method can make a Might Tonic (since there is no Potent Might Tonic), but it will never make a Shield Potion (because Shield Potion has a Potent and Unstable).
    If you want to make useful T/E/P, or if you are low on bag space, you should always be using Dragon Runestone.

    Also, a special note on a certain Elixir.

    spoiler:

    Potent Destruction Elixir 15min: Critical Damage+50%
    This Elixir sounds like it is BiS. However, it is not BiS. It's not even good.

    If you are using Luck Enhancements, your Critical Damage Modifier (Crit Mod) will be around 4.1 depending on the classes' base Luck. This means Critical Hits do 4.1x as much damage as normal attacks.
    Even without Luck Enhancements (with a base Luck of 107), your Crit Mod is 2.17.

    The important factor, is that Critical Damage+50% actually means Crit Mod+0.5
    Crit Mod 4.1 -> 4.6 is a 12.1% dps increase (assuming that every attack is a critical hit)
    Crit Mod 2.17 -> 2.67 is a 23% dps increase (assuming that every attack is a critical hit, which is less likely with lower Luck)

    You will gain a 25% dps increase by using a Potent Malevolence Elixir for magical classes, or a Potent Battle Elixir for physical classes, so Potent Destruction Elixir is not worth using.
    But it is possible that Potent Destruction Elixir is BiS for some weird classes with some combination of the following factors.

  • The class has both magical and physical attacks
  • The class has low Crit Mod because it has low base Luck
  • The class has low Crit Mod because it is using Enhancements that don't raise your Luck (Fighter, Thief, Healer, Hybrid)
  • The class has skills that guarantee critical attacks
  • The classes skills are able to critical strike, and your Crit Chance is Near-100% from party buffs

    For example, Void Highlord with Fighter Enhancements would have a Crit Mod increase from 1.79 -> 2.29, which is a 27.9% dps increase (assuming every attack is a critical hit), and their Shackle & Unshackle is a guaranteed critical hit, but not getting critical hits on their autoattack, 3, and 5 would be a huge dps loss. However, Potent Destruction Elixir would be BiS if you were receiving party buffs that pushed your Crit Chance to Near-100%. However, party buffs may also be raising your Crit Mod, and that would be making Potent Destruction Elixir slightly less effective compared to a Potent Battle Elixir.

    However, Fighter Enhancements is not the "BiS" way to play Void Highlord, unless you're doing something like a Challenge Boss that requires more Endurance. A Void Highlord with Luck Enhancements using Potent Destruction Elixir would have a Crit Mod increase of 3.76 -> 4.26, which is a 13.2% dps increase, and that is not worth it. The dps increase would be even less if you were using Felicitous Philtre to raise your Crit Mod.

  • Quick Reagents

    There are 16 Reagents, but this guide will ignore Chaos Entity, since that's a reagent that can only be made in Alchemy itself.
    The guide will also ignore reagents that don't make any BiS T/E/P.

    Trollola Nectar: from the Trollolla Plant in /bloodtusk. Farm it on the screen with 1 Trollola Plant and 1 Rhison. Rhison Blood has 2x the droprate, so when you max stack Rhison Blood, move to the screen with 2 Trollola Plants and farm there.
    (or you can buy it with Dragon Runestones, 50k Gold per reagent)

    Rhison Blood: farmed in the above method
    (or you can buy it with Dragon Runestones, 50k Gold per reagent)

    Dried Slime: in /orecavern, farm the screen with 1 Deathmole and 1 Crashroom. Deathmole drops Arashtite Ore, and Crashroom drops Dried Slime.
    (or you can buy it with Dragon Runestones, 50k Gold per reagent)

    Arashtite Ore: farmed in the above method.
    (or you can buy it with Dragon Runestones, 50k Gold per reagent)

    **I recommend buying the reagents below with Gold. They are annoying to farm

    Roc Tongue:

    Doomatter:

    Searbush:

    Nimblestem:

    BiS T/E/P Combinations

    Some T/E/P only have 1 reagent that can make it, so the 2nd reagent can be anything you want. In these situations, I recommend using a reagant from a different BiS T/E/P that also has only 1 reagent.

    for example; Arashtite Ore + Rhison Blood will make Unstable Sage Tonics and Unstable Might Tonics
    Only tiers/variants that can be created when using a Dragon Runestone will be listed below.

    Tonic BiS

    Most classes that crit very often
    Unstable Fate Tonic 15min: Luck+22%, Endurance-10%
    Fate Tonic 15min: Luck-20%
    Trollola Nectar + Dried Slime

    Some Magical Classes
    Unstable Sage Tonic 15min: Intelligence+22%, Endurance-10%
    Sage Tonic 15min: Intelligence+20%
    Arashtite Ore + 1 of any other Reagent (except Chaoroot)

    Some Physical Classes
    Unstable Might Tonic 15min: Strength+22%, Endurance-10%
    Might Tonic 15min: Strength+20%
    Rhison Blood + 1 of any other Reagent (except Chaoroot)

    If you only want more HP to survive challenge boss mechanics
    Unstable Body Tonic 15min: Endurance+22%, Luck-10%

    **not recommended
    Body Tonic 15min: Endurance+20%
    Roc Tongue + 1 of any other Reagent

    Elixir BiS

    Most Magical Classes
    Unstable Malevolence Elixir 15min: Spell Power+28%, Crit Modifier-?
    Potent Malevolence Elixir 15min: Spell Power+25%
    Doomatter + Searbush

    Most Physical Classes
    Unstable Battle Elixir 15min: Attack Power+28%, Crit Modifier-?
    Potent Battle Elixir 15min: Attack Power+25%
    Doomatter + Rhison Blood

    If you desperately need more Crit Chance
    Unstable Keen Elixir 15min: Crit Chance+20%, Evasion-5%
    Keen Elixir 15min: Crit Chance+10%
    Searbush + Rhison Blood

    If you need more Haste (BiS for solo chrono nukers)
    Unstable Velocity Elixir 15min: Haste+13%, Dodge-5%
    Velocity Elixir 15min: Haste+13%
    Nimblestem + 1 of any other Reagent

    If you need any HoT to reliably survive Ultra Warden's special attack that puts everyone to 1hp, and kills players who were already at 1hp
    Potent Revitalize Elixir 15min: Small HoT
    Revitalize Elixir 9min: Small HoT
    Lemurphant Tears + Necrot

    Potion BiS (from Alchemy)

    Potion BiS (from Shops)

    Most Classes that deal critical attacks
    Felicitious Philtre 45sec: Luck+50% (short cooldown)

    If you need a lot of Evasion and some Haste
    Fleet Foot Philtre

    < Message edited by Loftyz -- 7/11/2022 11:33:18 >

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