Raw Materials
Alchemists make their items from resources. Resources are powders of various colours, but also liquids. An ordinary person cannot tell them apart from salt, sand or water; an alchemist, on the other hand, recognizes them at first glance.
Resources by themselves are not poisonous or harmful.
Salq
The unit of measure for alchemical substances is one salq, written as 1 q.
Common resources
For general alchemy these resources are entirely mundane - oil, pyrite, diamond dust or, say, horse urine. You can buy these resources or obtain them directly (it is enough to visit a few shops).
If you have no money, you can gather these resources yourself.
10q of common resources weighs 1 kg.
Elemental resources
These resources cannot simply be bought (and if they can, then only from an alchemist and they are very expensive). You must patiently search for and gather everything that may contain bound mana and then extract it.
100q of elemental resources weighs 1 kg.
Mana crystals
For master products you need pure mana. You can extract it only from magical items or creatures (for example demons). They cost a fortune to buy, but almost nobody will sell them.
1000q of mana crystals weighs 1 kg.
| Type | Price per 1 q |
|---|---|
| Common | 2 sp |
| Elemental | 1 gp (buyback 2 sp) |
| Mana crystals | 5 gp (buyback 1 gp) |
Resource Gathering
— common and elemental only —
Searching is a long-term activity requiring considerable patience - one attempt takes about a week, during which you find one type of resource. How much is shown by the following formula:
Searching for resources
common:
alchemy + modifiers + 2d6 q
elemental:
alchemy : 2 + modifiers + 2d6 q
If you have a feat that gives you a bonus to searching, you find more resources.
If you do not devote yourself to searching fully and search only "half-heartedly", for example setting aside time each evening of a journey to gather resources, you find only a quarter of the resulting amount.
Mana crystals cannot be found.
The success of the search is modified according to the following table:
| Place | Find |
|---|---|
| swamps | x5 |
| mountains | x3 |
| hills, deep forest, near water, desert | x2 |
| forest, plains | x1 |
The resources found are already in their final form, and you do not need to extract them.
Extraction
— elemental and mana crystals only —
If you obtain an item containing resources (in alchemists' jargon a source), you can extract it. Elemental resources are contained in many sources - herbs, bat wings, a hanged man's rope. Pure mana can be extracted from wizard scrolls, captured elementals and spells and the like.
For extraction you need any apparatus and the collected material from which you will extract.
The maximum amount of q you can obtain equals the apparatus level x10; the rest evaporates.
You must choose the field from which you want to extract resources (elemental / master). Then make a success roll:
Extraction takes 12 hours.
Comparison roll
alchemy + 2d6
against
10 + 2d6
Modifiers
+ X modifier for the apparatus level
+2 for extending to 1 day
-5 shortening to an hour
- 10 you have not mastered the given field
- 10 extracting mana crystals (from a source, by conversion from elemental resources)
- 10 extracting stronger sources (20 q)
extracting wizard scrolls
- 20 extracting from strong sources (50 q and more)
- 30 extracting from extremely strong sources (100 q and more)
If you succeed, you obtain the listed amount of resources of the given sphere.
If you succeed totally, you obtain double the resources.
On a failure you obtain no resources.
On a fatal failure the effect is determined the same way as on a fatal failure in manufacture (see below).
Moryl: 6 + 2d6
GM: 10 + 2d6
On a success he extracts 5 salqs. If he succeeds totally (a slim chance), he extracts 10 salqs.
Notes:
Extraction destroys all special abilities of the source, but its base remains, e.g. when extracting a magical dagger you are left with an ordinary dagger.
Extracting mana crystals from elemental resources
When extracting elemental resources, you can extract 1 q of mana crystals from 10 q. This is generally a very unfavourable procedure, but sometimes you have no choice and cannot get a source of pure mana.
Elemental sources
The amount of resources is approximate; the actual value is determined by the GM.
Very weak - 1 q
claws of a small beast
ghoul claws
snake teeth
snake skin (small)
rat tails (10 pcs)
plague rat
minotaur hoof
butterfly wings (100 pcs)
bat wings ( 10 pcs)
spider legs (from 10 spiders)
a hanged man's rope
rattlesnake tail
scorpion tails
wasp stings (100 pcs)
golden fly
drake teeth
Weak - 2 q
diamond
egh claws
snake skin (large)
griffin mane
giant insect wings
drischea fruit
claws of a large beast
gargoyle tail
hornet nest
murder weapon
acorn of a sacred oak
Medium - 5 q
giant octopus ink
manticore tail
troll ears
mummy eyes
troll ears
Better -10 q
harpy wings
dryad hair
forest fairy veil
goblin cap
Strong - 25 q
will-o'-the-wisp root
werewolf heart
giant scorpion tail
Very strong - 50 q
basilisk eyes
vampire heart
Exceptional - 100 q and more
unicorn horn
dragon tongue
dragon teeth
dragon egg
Other
parts of a demon or magical monster Dan q
a captured elemental, undead or other monster Dan x 3 q
Magical sources (mana crystals)
a captured elemental or undead = Dan : 2 q
scroll = original price : 2 q
shaman's fetish 10 q
dragon egg 50 q
wizard's staff 20 q
priest's amulet 10 q
weak permanent weapon approx. 25 q (manufacturing price : 2 q)
strong permanent weapon approx. 100 q (manufacturing price : 2 q)
artifact approx. 500 q (manufacturing price : 2 q)
Items of the gods
You can also extract items of the gods, for example consecrated artifacts or holy symbols. You will have to deal with the wrath you bring down from the god and his worshippers afterwards.
Extraction follows the same rules as for magical items.
Elementals
Elementals are a pure source of energy. You can capture them either with a trap or a staff and then extract them.
When extracting elemental resources you obtain Dan x 2 salqs, when extracting mana crystals Dan : 2 salqs.