Alchemy

Alchemy is an exclusive lore dedicated to taking mundane ingredients and producing fantastic effects through their combination; as such, if you research Alchemy you are unable to research any of the other lores. Should you choose to use it you can expect to turn mundane armies into something far more, however only for a single time a year in most situations. In addition to this it provides you, the user, with new techniques and tools for certain tasks; from assassinations, to duels, to siege supply lines, Alchemy might just have it.

Unlike normal lores of magic, Alchemy relies on the combination of two Reagents (not to be confused with regents) to form a Potion. Now, 'potion' is often a misleading term, as Alchemy deals with all manner of liquids, powders, salves and pastes, however it is the general term that we will use.

To gain access to a potion, both of the associated reagents must be researched. In addition to this each potion will advance in two different ways, whereas a normal Magic Spell will usually only advance in one; this is tracked by the level of research put into each reagent.

Reagents, much like spells, come in four researchable tiers (Low, Mid, High and Master), however you cannot mix two reagents of the same tier to create a usable potion. In other words mixing two different Low-Tier reagents won't make a potion, but mixing a Low-Tier and a Mid-Tier will. In addition to this, you can only mix a reagent with another from a tier within one step of itself... Basically this means that Mid will mix with both High and Low, but not with Master.

Alchemy obviously doesn't use Mages, as there is no magic involved; instead it uses Alchemists. Like mages, alchemists come in tiers, relating to their ability. Low can create Low-tier potions, mid can create both low-tier and mid-tier, and so on. Alchemists appear as mages on the team information pages and the reagents require magical research points to research. The potions do not use mana so are not affected by the majority of magic-nullifying effects but are not trusted by Azmodius as he regards them as a form of magic.

Calculating how many potions (and thus how many people you can usually effect) is straightforward:
Misc notes
- You are unable to store potions between turns.
- Unless otherwise specified, effects will last for one hour.
- Unless otherwise stated, an individual can only have one potion in effect on themselves at any given time.
- Due to being an exclusive lore, so having less to research, Alchemy reagents can be taken up to a maximum level of 15.
- Reagents, despite their potential awesomeness, cannot be used by themselves to any great effect.

The grid of combinations can be found here. At present, it's not very pretty, but we're working on that.

Potions

Low tier potions

Hunter's Dart
This poison will induce unconsciousness when applied directly to the bloodstream, making it a favourite of bountyhunters and trappers. It has a reduce effect when ingested, but still works. Each level of Sulphur reduces the time it takes to effect the subject (30 seconds - 2.5 seconds per level). Each level of White Acid increases the maximum size of the subject (human sized +15% per level)

Cleric's Salve
Many barbaric tribes of the Falah'date know of this recipe, creating a thick, pungent salve that, when applied to an injury or infection, is known to clean the wound and greatly increase the rate of healing. Each level of Mercury increases the potency of the healing. Each level of White Acid decreases how long it takes to heal.

Addict's Bane
Addict's Bane is a rather simple artificial drug that causes hallucinations in those who take it; the hallucinations caused can take many different forms and themes, depending on the psyche of the subject. It is also addictive. Each level of White Acid causes more powerful hallucinations (at lvl 1 a normal human will be mostly in control, and at lvl 10 even the most stoic chosen will have difficulty rationalising and shaking the hallucinations). Each level of Lead causes it to become more addictive, more quickly. At higher levels it is rare for anyone to shake such a habit.

Tanner's Pride
This fine oil is a variation on some oils and liquids used in the tanning process for leather, which is known to temporarily improve leather's use as armour when rubbed in. At higher levels of both reagents a normal leather jacket will have qualities comparable to light chainmail. Each level of Lime increases the durability of leather. Each level of White Acid increases the hardness of leather.

Soldier's Rage
Soldier's Rage is a tar-like substance that can be set alight, burning for a reasonable length of time while causing minimal damage to the surface it is attached to. A single application is enough to coat most one-handed melee weapons. Each level of Lead increases the flammability, making larger and more fierce flames. The duration of this potion is ten minutes per level of Firesand.

Interogator's Tool
Interogator's Tool is a simple colourless liquid of a similar consistency to water. When ingest it causes the subject to become far more willing to part with the truth, in a manner similar to ingesting alcohol. Willpower does not effect resistance to this, however toughness does. Each level of Blessed Earth increases how quickly the subject will start parting with the truth. Each level of Mercury reduces the subjects reluctance to part with confidential items.

Victim's Purge
The pride of anti-assassins everywhere, this simple potion will forcefully expel all harmful substances from the body, in a somewhat painful manner. It will remove (or at least reduce) most poisons, foods, alcohols and addictions. Overuse can cause serious bodily harm, and in some manners can be a poison in its own right. Each level of Firesand decreases the negative effects of the poison... or whatever it is in the body. Each level of Mercury increases the upper limit of Victim's Purge, making it more effective at removing more potent poisons.

Salamander's Mucus
This material, with a thickness similar to custard, corrodes most substances. It doesn't affect glass or items imbued or enchanted with magic. Each level of Potash increases the rate of corrosion. Each level of White Acid increases the upper limit of the target substance. At low levels it will only be effective on flesh, wood, etc, while at higher levels it can eventually wear through steel and stone.

Siegemaster's Ration
This foodstuff is truly vile, and of questionable origin. It is however quite edible, and quite nutritious, but the taste is so bad that eating it for more than a few meals at a time will drastically lower morale. Each level of Blessed Earth will create 5 average sized meals. Each level of Sulphur improves the taste, reducing the morale-lowering effect.

Captain's Wrath - Contributed by Cytor
This steroid like drug is known to increase the mental capacities of the subject, but causes them to become aggressive, unable to control their temper in even the simplest situations. Each level of Lead gives a 2% bonus to perception and mental acuity. Each level of Blessed Earth decreases the subjects control of his/her own temper.

Outrider's Folly - Contributed by Cytor
This interesting potion releases some questionable gases within the subject's body, making them 'lighter.' This effectively makes them faster, but much easier to knock and throw around in combat. Each level of Blessed Earth gives a 2% boost to speed. Each level of Lime decreases the subjects overall weight by 5%.

Anton's Surprise
The origin of this alchemical item is unknown, but some speak rumours that it is the cause of the deserts that dominate Humyti. It appears as a mouse-sized object of a stone-like substance, and on contact with water will turn into sand, gravel, and small stones. Each level of Potash creates one litre of sand. Each level of Blessed Earth increases the overal grain size of the produced gravel. At higher levels it creates actual pebbles.

Trapper's Bait
Trapper's Bait is a small pouch of grey-brown pellets that taste not unlike cardboard. However, they give off a 'smell' that drives vermin into a frenzy, luring them to the pellets en masse. Each level of Mercury increases the maximum attraction range by 15m. Each level of Bottled Lightning increases the size of the vermin attracted. At low levels insects make up most of the swarm, while at higher levels rats, mice and cats can be included.

Duelist's Sacrifice - Contributed by Eom
As the name suggests, this drug is a favourite of duelists and assassins. It causes the conscious mind to 'narrow,' focusing on a single target at a time. This gives a boost to both perception and mental acuity with regards to this target, but against any other target these same two stats are lowered by 20%. It's possible to change target mid-effect, but it takes a moment, and leaves you a little dazed. Each level of Lead gives a 4% boost to perception and mental acuity when focused on a specific target. Each level of Bottled Lightning improves the 'prediction' of the target's actions, as you learn the way they move and fight. At maximum level this can occasionally be confused with precognition.

Predator's Quarry - Contributed by Brecon
Rumoured to have originally been a sick joke of Eldind's, many bountyhunters and trackers have made use of this potion since. Once ingested it causes the subject's skin to glow bright green. Each level of Lime increases the brightness of the green. At high levels it can actually be used as a light source. Each level of Bottled Lightning increases the duration by 1 day.

Apothecary's Acid
These pale granules should not udner any circumstances be confused with salt or sugar; conveniently they're several shades darker, but accidents happen. When added to water these granules create acid, and they're distinctly unpleasant on bare skin. After creation their potency fades with time. Each level of Potash increases the strength of the acid. At level 1 it is weaker than vinegar. Each level of Bottled Lightning increases the duration by 3 days.

Ghost's Dispute
A curious potion, Ghost's Dispute causes the subject to become argumentative and recalcitrant, while making their self-confidence and their conviction in their allegiance rise. Each level of Firesand increases morale by +3%. Each level of Sulphur decreases self control, making them more likely to argue and disagree with people.

Archaeus' Helping Hand
A favourite of shocktrooper commanders, this salve gives the subject a mild sense of euphoria, increasing morale, while hardening if struck hard (similar to custard, in both regards), essentially protecting men from the first few strikes. Each level of Lime gives +2% 'temporary hit points'. Each level of Firesand increases morale by 2%.

Vulcan's Silver Tongue - In memory of Rob
Silver Tongue, named for a great diplomat, causes the subject to release a strange mix of hormones and pheromones, making them more attractive to those around them. In addition to this it increases their social empathy and charisma, making them much better at public speaking and persuasion. Each level of Firesand increases the subject's ability to spot what people want. Each level of Potash increases the subject's wit and charisma.

Popper
The popper is the smallest known munition available to Alchemists, appearing as a craved rock that will usually fit into the palm of the users hand. On impact it causes a loud noise, not dissimilar to a gunshot. Each level of Sulphur increases the volume of the noise. Each level of Bottled Lightning lowers the pitch of the noise. This in turn increases penetration. High levels of both these mean that causing structural damage is a possibility.

Mid tier potions

Cultist's Lie
This drug causes those to ingest it to become depressed, their morale plummeting. Each level of Diamond Dust decreases morale by 4%. Each level of White Acid increases the number of subjects a single dose can affect by 1.

Assassin's Bite
This poison is truly deadly; there are few cures, either magical or mundane, and it is rare that they can be administered quickly enough to save the victim. It works by closing the windpipe and thickening the blood, stopping it from flowing, leading to a quiet, quick and painful death. It has to be administered straight to the blood, ideally by a cut. Each level of Kdarkk reduces the time it takes to kill by 2.5 seconds (starting at approximately 30 seconds). Each level of Blessed Earth increases the number of subjects a single dose can affect by one.

Scout's Blessing
The subject is given a boost to speed, stamina and perception, but takes a 20% penalty to both strength and toughness in the process. Each level of Bottled Lightning gives a 4% boost to speed and stamina. Each level of Kdarkk gives a 4% boost to perception and stealth.

Legionnaire's Fury
The pride of a great many commanders, this potion improves the toughness, coordination and morale of the subject. Each level of Diamond Dust gives a 3% boost to the affected stats. The duration of this potion is ten minutes per level of Firesand.

Sharper
The Sharper is a shrapnel-based explosive device that resembles a clay ball slightly larger than a fist. On impact it will explode, showering those nearby with shreds of metal. Each level of Blessed Earth increases the strength of the explosion. One Sharper is created for each level of Diamond Dust

Flamer
The Flamer is an incendiary device usually handled in a clay bottle, and is similar to a firebomb. On impact is will burst into flame, covering the area in fire. Each level of Kdarkk increases the minimum burn time (5 seconds + 1 second per lvl). One Flamer is created for each level of White Acid.

Smoker
The smoker is a small munition that resembles a fine glass vial filled with a dark liquid. On impact it exudes thick clouds of even thicker smoke in the surrounding area, making breathing unpleasant and seeing difficult. Each level of Firesand increases the volume of smoke created. One Smoker is created for each level of Kdarkk.

Sparker
The Sparker is munition shaped like a rod, slightly less than a foot (30cm) in length. On impact it emits a very bright flash of light, and spews sparks over a small localised area. Each level of Diamond Dust increases the intensity of the light. One Sparker is created for each level of Bottled Lightning.

High tier potions

Mage's Fallacy
The subject, which must be an Alchemist, gains the magical abilities of a normal Mage for the duration of the potion; they are able to cast all low level spells from normal lores (Light, Dark, Destruction, Abjuration, Necromancy, and Daemonology) at level 1. Once this potion has been ingested, that Alchemist is unable to make any potion types other than Mage's Fallacy. Chosen-Alchemists regain the ability to create different potions upon resurrection. Each level of Dragon's Blood reduces miscast chance by 5%. The duration of this potion is ten minutes per level of Diamond Dust.

Alchemist's Transmutation
Sought after by many Alchemists for centuries, this technique is able to temporarily turn one metal into another. It has been rumoured that some master-alchemists have successfully made the mythical metal adamantium with this formula. Each level of Primal Stone increases the hardness of the metal by 25%. Each level of Kdarkk decreases the weight of the metal by 6%.

Berserker's Bloodlust
This two-edged sword of a potion grants the subject with a bonus to his physical stats (strength, toughness, agility and speed), as well as pain resistance; however, it turns the subject mindless for the duration of the potion, making them attack the nearest anything. Each level of Primal Stone increases stat boost by 10%. Each level of Diamond Dust increases pain resistance by 20%

Lord's Reason
Not only does this potion improve the connections in the brain, giving a bonus to mental stats, but it improves the strength of the muscles in the neck that deal with speech, allowing the subject to speak and shout far louder. Each level of Primal Stone increases stat boost by 5%. Each level of Kdarkk increases voice-volume by 50%.

Master tier potion

Chosen's Elixir
This potion is ingested, and gives a large boost to all stats (strength, toughness, agility, speed, willpower, morale, perception and mental acuity) as well as providing the subject with regeneration and greatly improved stamina. Each level of Dragon's Blood increases the stat boosts by 25%. Each level of Primal Stone increases the potency of the regeneration (at lvl 1 it will heal small cuts in short order, at lvl 10 even decapitation isn't a surefire way to kill the target) as well as increasing stamina by 200% per level.

Many thanks to Strife for doing so much of the work on this one