PART 1
In memory of
Dorian Bellert
Great friend and companion
Introduction
Alchemy. Oh, the great and dreaded alchemy. The nightmare and terror of even the greatest students and scholars, not to mention the adventurers—who suffered the most when trying to learn how to brew potions. Tangled recipes, confusing instructions, and incomprehensible terms; those are all things that lovers of this confusing and beautiful subject have to go through… or at least, that's how it used to be.
Fear no more, however, for I! Roger Vaelthus of Greenhills, bring you your salvation. A book with which even the stupidest goblin could learn alchemy. With this book, the learning and understanding of basic alchemy are not only guaranteed, but if you put just a little more effort and dedication into understanding these pages, I assure you that very soon you will be creating your own potions and performing the greatest transmutations!
Well, then let's start with the most basic and easy things to learn.
Potions
The first thing you must know is that no one—absolutely no one—can become a grandmaster or "potion god" (as some amateurs call themselves) overnight. However, that doesn't mean you can't learn to brew a potion in a single day, contrary to what your teacher or tutor would have you believe. Without further ado, let's dive into this wonderful branch of alchemy called potions and take a quick look at the different potion ranks.
In the branch of potions, I have created a total of 5 established ranks. These ranks are divided according to preparation complexity and the risks involved in consumption. The ranks don't just specifically serve to differentiate the quality and potency of the potions, but also the reliability and experience of the alchemist.
These are the 5 ranks of potions:
Rank 1 / Herbology
"Rank 1," also known as "Herbology," consists of potions created purely from natural resources: plants, gemstones, soil, water, among others. This is the easiest branch due to the availability of materials and simple preparation; not much knowledge is required to brew these potions.
Rank 2 / Bestiology
"Rank 2," also known as "Bestiology," encompasses potions that require the use of materials sourced from beasts or even monsters. While this branch is not overly complex to understand, the difficulty lies in obtaining the materials and ensuring the quality of each one.
Rank 3 / Arcanology
"Rank 3," also known as "Arcanology," includes potions that require the use of external magic. The complexity of these potions is considerably higher than the previous two, as utilizing and implementing external magic requires at least a moderate level of skill to pull off even the most basic potions of this rank—not to mention the requirement for the "3 Uses." (Those who reach this rank, which are very few, usually use their knowledge to create attack potions.)
Rank 4 / Mysticism
"Rank 4," also known as "Mysticism," is dedicated to experimenting with energies and forces beyond mortal or natural limits. These energies are known as: Divine, Ancestral, and Corrupted.
Rank 5 / Derivational
"Rank 5," also known as "Derivational," is what I like to call the "peak" of potions—though not the "peak" of being an alchemist. At this level, you use everything you have learned to develop more specific and elaborate potions without being limited to combining and using potions one by one, as well as learning to change the very nature of magical essences. Here, you combine all the previous ranks to give birth to a single potion that completely fulfills all your requirements.
Permanence
"Permanence" is not a rank in itself; rather, it is these same potions in an altered state that grant the consumer a permanent state or attribute. These potions require a certain degree of knowledge and difficulty, which increases as you advance through the ranks of alchemy.
In other words, is permanence difficult? YES. But even Rank 2 / Bestiology alchemists can learn a certain level of permanence to permanently grant the abilities of magical creatures or monsters to adventurers. The real difficulty arises when you want to grant a complete set of abilities—such as Divine, Ancestral, or Corrupted ones—or worse yet, when you want to apply permanence to a Derivational potion.
And, of course, let us not forget the guild potions, which are also another prime example of permanence—though most of these are Arcanology Permanence rather than Herbology or Bestiology, and in fact, they are the only ones of their kind since they were specifically created to help adventurers and guilds. If you want to know more about these potions, I recommend my other book, "Potions in Guilds and Classes."
Well, with that said, we can continue.
The order in which I explained the ranks will be the same order in which you will learn to brew potions. Of course, it is not mandatory to learn all 5 ranks of potions in this book; in fact, I would be surprised if you manage to master the second rank, since more than 80% of experienced alchemists only ever master the first two: Herbology and Bestiology. They are not like me, of course…
Now that we know what potion ranks are and what they represent, we can move on to the next step: preparation.
It is well known that brewing potions requires the use of specific ingredients to achieve the desired results. However, what many people don't know—even professors and experienced alchemists—is that these potions are like an equation, or rather, a magical formula.
Until a few years ago, many alchemists mistakenly believed that potions were a fixed combination of specific ingredients and that only those exact ingredients could be used to create them. But that is not the case at all! That idea is completely wrong!
I still remember the irritating processes required to create a simple healing potion: Gray tree leaves, oak charred with fiery salamander fire, pure slimes boiled over low heat, and blood flowers chewed up by an igneous salamander. Can you believe it? Total NONSENSE.
Potions are not restricted, and any innate magical attribute of a living being can be used if you apply the correct recipe! That's right, any living being with native magic can be used to create potions!
We are not limited only to the basic potions that have been taught through books older than Merlin's beard! Just imagine: why create a simple healing potion when you could acquire the regeneration of a damned troll for a few minutes?! Or imagine having the invisibility of translucent mushrooms, the fire resistance of fire flowers, the strength of a steel-furred tiger, the healing of a silver axolotl, the speed of a feathered cheetah... everything—every attribute can be acquired with potions!
Potions are nothing more than another way to implement or use magic, and in a way, it is magic accessible to everyone.
Potions are liquid magic! And I will teach you how to use it, so pay attention.
Oh! And take notes, please.
The number of ingestible potions is equivalent to your assimilation and magical level. In other words, an Rank E adventurer who has previously taken healing potions can ingest more potions in a single day than another Rank E adventurer who has never ingested a potion in their life. However, let's not get crazy: a Rank E will never be able to ingest more potions than a Rank D, and much less a C, B, or A.
If you want to know a more specific quantity of how many potions an adventurer can take, here is a small list:
Rank F Adventurer = 1 Herbology potion per day. (At most. Your body has just been transmuted into an adventurer's; don't expect miracles either.)
Rank E Adventurer = 1 Herbology potion normally, 3 if you have already assimilated that type of potion previously, or 1 Bestiology potion. (Do not try to take more than one, or you will suffer terrible pain and magical damage.)
Rank D Adventurer = 3 Herbology potions, up to 9 at most (if you have assimilated that type of potion before); or 1 Bestiology potion, up to 3 at most (if you have assimilated that potion before).
Rank C Adventurer = 9 Herbology potions, up to 27 at most; or 3 Bestiology potions, up to 9 at most; or 1 Arcanology potion, up to 3 at most. (Although at this stage you can also ingest Permanence potions. Of course, you can only ingest one per day and you have to wait for your body to assimilate it, which takes between a week and a month. Otherwise, any ingested potion will interfere with the ongoing permanence effect in your body and end up making a total disaster of your physiology and magic…)
Rank B Adventurer = 27 Herbology potions, up to 60 at most; or 9 Bestiology potions, up to 27 at most; or 3 Arcanology potions, up to 9 at most.
Rank A Adventurer = 60 Herbology potions at most; or 27 Bestiology potions, up to 60 at most; or 9 Arcanology potions, up to 27 at most; or 1 Mysticism potion (if you can even get your hands on one. Mind you, you can only take one of these in your entire life; if you take another… you die).
(Taking more than 60 potions a day, of any kind, is useless at this point. Not only is it ineffective, but your body begins to adapt to the potion and gradually loses its effect. That is why adventurers stop using Herbology potions by Rank C and limit themselves to Bestiology potions, restricting Herbology potions solely to post-battle healing.)
Rank S Adventurer = 60 Herbology potions, or 60 Bestiology potions, or 27 Arcanology potions, up to 60 at most.
(Permanence potions must always be taken only one per day and you must wait for them to be fully metabolized, otherwise other potions will cause conflicts as I explained before).
A warning before continuing: if you force too many potions into your body, you will inevitably develop an immunity to potions. Remember, you have a magical body, and it adapts as well. If you force potions superior to your rank, the magical power of what you ingest will likely overwhelm you and end up destroying your magic core. Beware!
Of course, following these potion rules, you can ingest as many potions as your limit allows. For example, a Rank C can ingest 1 Bestiology potion and 6 Herbology potions, all of different types. The potions will work together without problems—though you need to use a little common sense, please. I've seen many people use a Troll potion (which already grants healing, resistance, strength, and durability) and then drink a separate healing potion and another strength potion… Please, be smart. A Herbology strength potion will never surpass the strength a beast or monster can grant you. Use potions to give yourself different effects, such as translucency and similar traits.
Well, with all of that explained, we can continue!
Right now you are probably asking yourself: "Alright, so how do I brew potions?" Well, it's very simple. The first thing we must learn is the basic preparation method, and we will do so by brewing one of the simplest and most important potions for adventurers: the Healing Potion.
Rank 1 / Herbology
The basic Herbology preparation method requires three important ingredients (regardless of what potion you are going to make):
Magical Fire (Fire created and sustained by magic)
Gray Tree Firewood (Any tree from the Ancestral Forest)
500 ml of water (Normally, only 250 milliliters are needed for a single potion and 500 for two; you should always, always go for 500—trust me, you'll understand later)
With these three vital ingredients ready, it's time to choose the ingredients that will "define" what kind of potion you are preparing—in this case, the healing potion.
Specific ingredients for the healing potion:
4 Blood Flowers (Found in the fields of the Ancestral Forest)
10 grams of ground magical herb (This is not hard to find at all; it's everywhere in the Ancestral Forest)
With all this ready, we can begin brewing the potion while I explain what each element does.
Preparation Method:
First, use the gray tree firewood as the main fuel to create and maintain the magical fire. This firewood contains natural magical properties, so any fire ignited with it becomes magical fire.
Second, once the cauldron—or whatever you are using to hold the water—has spent over 5 minutes over the fire, pour in the 500 milliliters of unpolluted water. It is important to remember that when preparing any Rank 1 / Herbology potion, you must only ever use natural water; never water contaminated with any kind of magic or DNA (blood, sweat, or water used by magical creatures or species).
Third, let the water boil for 10 minutes. Meanwhile, take the 4 blood flowers and pluck their petals, placing them in a safe spot. This flower, especially its petals, naturally contains healing magic; what we want to do in this potion is extract that healing essence. Once the 10 minutes have passed, throw the petals into the water (do not throw away the unused remnants of the flower; we will need them shortly).
Fourth, let the water rest for 5 minutes (make sure to stir every minute to properly disperse the essence), while you grind the magical herb until you have 10 grams (you can measure it using the pouch provided by your guild/school; they are made for this). After the 5 minutes, add the herb and stir 10 times, no more. This herb contains small amounts of pure natural magic stored within, which helps boost the flower's effects. (Each turn helps dissolve one gram of ground herb).
Fifth, let it rest for 5 minutes and then throw in the flower remnants. They serve to stabilize the essence and the booster; they will dissolve within a span of 3 minutes.
Once this is finished, the potion is ready! Pour it into two flasks and store them very well for when you need to use them! Remember, this is just one of the various ways to create healing potions.
If you paid a little attention during the preparation, you should already know what each element does in a Herbology potion, right? No? That's fine, I'll summarize it for you:
Fire + Gray Tree Firewood = Allows you to dissolve and combine magical ingredients (remember that magical fire is required; using gray wood turns the fire into magical fire).
Unpolluted Water = Completely accepts the essence of the ingredients you are going to use.
Blood Flower = Magical essence (this ingredient defines which potion you are preparing).
Magical Herb = Pure natural magic / booster (this ingredient potentates the magical essence of the ingredients).
Ingredient Remnants = Stabilizer (stabilizes the reaction between the magical essence and the booster. Important: without this ingredient, there is a high probability the potion will fail and end up doing the exact opposite of what it's supposed to!).
And with this, my friends, you know everything necessary to brew any Rank 1 Herbology potion. That's right, any potion! You just need to know how to recognize the part with the highest concentration of essence in each magical plant, which is not difficult at all—just look for the flashiest part of the plant. If you can't even do that, then I don't know how you manage to tell underwear and shorts apart!
It is important to remember that each rank has its specific preparation method, but within this rank, the method will always remain the same.
For example, the preparation method for Rank 1 / Herbology is different from Rank 2 / Bestiology; however, all Rank 1 potions are brewed the exact same way, with the only difference being the magical essence that defines the potion.
And since you are here reading instead of just buying the potions, I imagine you have a curious mind and are probably wondering: What if we make the potion wrong? Or what if we increase the essence to increase the effect?
Well, let me clear up those questions:
What would happen if you used contaminated water in the potion?
The DNA or magical essence present in the water will begin to mix with the potion, triggering a magical reaction. The DNA would create a bond between the potion and the owner of that DNA, and upon ingestion, the potion would act like poison to anyone who is not the owner of that DNA. The magical essence would clash with the potion's magical essence, causing an explosion or magical pulse.
What would happen if you added more magical essence than indicated?
Contrary to what many think, adding more magical essence will not grant better abilities or stronger effects. In fact, it will overload the potion with magical essence so that it cannot stabilize, and upon ingestion, the potion's essence will not act as expected—causing it to repel the drinker's magic and damage their core, depending on how much excess essence the potion contains.
What would happen if you added more booster than indicated?
Many believe adding a booster increases the duration of the potion's effect, but that is not the case. What actually happens is that the potion destabilizes and directly damages the drinker's core.
What would happen if you didn't add a booster?
Simple: the potion would still work, but it would last a quarter—or at most half—the duration of one that includes a booster.
Now, how about we move on to Rank 2?
Rank 2 / Bestiology
Well, here begins your path to a new tier and, naturally, a new level of difficulty.
Throughout the reading, you will notice the requirement for new ingredients and the exclusion of others, which is quite obvious. You cannot make a Bestiology potion using the Herbology method. Are we out of our minds?!
The potion would not only fail, but you would probably suffer some of the worst pain imaginable or even death!
Fortunately, all those required ingredients come included within the very body of the beast or monster you wish to use for your potion.
The Bestiology preparation method also requires these three important elements:
Magical Fire (Fire created and sustained by magic)
Gray Tree Firewood (Any tree from the Ancestral Forest)
500 ml of water
With these three vital ingredients ready, it's time to choose the ingredients that will "define" what kind of potion you are brewing—in this case, we will create the Feathered Cheetah Potion.
Specific ingredients for the Feathered Cheetah Potion:
Body of a Feathered Cheetah (Several can be found on the outskirts of the Animasoul Kingdom)
Pure Magic Crystal / Pure Slimes (Pure magic crystals are somewhat tedious to find since they lie on the edges of the Great Frozen Mountain. Pure slimes, on the other hand, are abundant in the Ancestral Forest)
Preparation Method:
First, use the gray tree firewood as the main fuel to create and maintain the magical fire.
Second, once your cauldron has spent over 5 minutes over the fire, pour in the 500 milliliters of unpolluted water.
Third, let the water boil for 10 minutes. Meanwhile, we need to extract a controller from the body of the Feathered Cheetah. This is used to control the beast's or monster's essence within our own body. It can be either the beast's brain or its heart. Grind the controller, and once the 10 minutes have passed, throw it into the water and stir until it dissolves.
Fourth, once the controller is dissolved, let it steep over the fire for 5 minutes. Meanwhile, extract the beast's or monster's core and grind it as well; this will serve as the magical essence. After the 5 minutes have passed, drop it into the cauldron along with 50 milliliters of the beast's or monster's blood, and stir for another 5 minutes. This acts as a stabilizer for the ingredients already used.
Fifth, after 5 minutes, you should notice the potion change to a different color. The color varies depending on the beast or monster used, but all valid potions should have a light tone (if it turns a dark shade, throw the potion away. You messed up; do not proceed with that potion under any circumstances). With the light-toned potion ready, add 5 drops of your own blood; this serves to create compatibility between you and the beast's or monster's magic.
Sixth, upon adding your blood, you will notice an immediate change in the potion: it will take on a glowing appearance, meaning it is ready to be enhanced. It's time for the booster! On this occasion, magical herbs will not suffice, so you must use 2 pure magic crystals or 1 pure slime core—I recommend the slime core. Crush it and add it to the potion. Stir for 1 minute, and you will notice the potion takes on a much more potent glow.
Seventh, finally comes the stabilizer. This is to prevent the potion from getting out of hand in your system or causing unwanted side effects. For this, we will use an eye or a tooth from the beast or monster; drop it whole into the potion and you will watch it dissolve instantly.
With all these steps completed, you have officially brewed your first Rank 2 / Bestiology potion.
Congratulations!
(See? You weren't that stupid after all.)
Now let me summarize what each ingredient does in this potion:
Fire + Gray Tree Firewood = Allows you to dissolve and combine magical ingredients.
Unpolluted Water = Fully accepts the essence of the ingredients.
Beast's or Monster's Brain/Heart = Essence controller.
Beast's or Monster's Core = Magical essence.
Beast's or Monster's Blood = Stabilizer for the used ingredients.
Drinker's Blood = Creates compatibility between the drinker and the beast/monster magic.
Pure Magic Crystals / Pure Slime Cores = Booster.
Beast/Monster Eye or Tooth = Overall potion stabilizer.
And with this, my dear apprentices, you know how to brew any Rank 2 / Bestiology potion!
Well, I imagine you also want to know the consequences of not following the rules to the letter, right?
What would happen if we don't add a controller?
The magical essence of a beast or monster is usually very wild; the drinker wouldn't be able to assimilate the potion without a controller keeping the beast's essence in check. It would end up causing severe bodily pain without a controller.
What would happen if we don't add the beast's or monster's blood?
The beast's or monster's blood acts as a stabilizer between its magical essence and the drinker. Without that blood, there is no stabilizer, and without a stabilizer, the potion's magic would end up overriding the drinker's body, causing side effects like acquiring physical traits of the beast (fur, claws, aggressiveness).
What would happen if we don't add the drinker's blood?
It would cause the same thing as omitting the beast's blood, but to a lesser degree, resulting in only minor traits of the beast or monster being manifested.
Why pure magic crystals or pure slime cores?
As I said before, magical herbs are no longer sufficient, and a stronger booster is required. Now, the reason they must be "pure" is because some of these items are contaminated with other elements or attributes (such as fire, water, wind crystals, or scavenger slimes).
Why two stabilizers?
The first stabilizer is between the potion and the drinker. The second is for the potion in general; without this second stabilizer, the potion would go haywire, causing a negative reaction with the drinker's core.
Now comes the difficult part...