"No guarantees, no refunds, no credit"
From the Rules of the Alchemists' Guild, as stated on a sign in most Alchemists' Shops
You will only find an Alchemist's shop in larger towns and cities, or in places frequented by adventurers. From the Year 2500, the Alchemist at Fort Venture was Kazaral, the Alchemist at Dwarf Hold was Vagen and the Alchemist at South Beach was Jhonas.
Alchemical goods are highly specialised, luxury items, and there are substantial price variations. The following are typical prices in the main cities of the Overworld. Not all these items will be available in every Alchemist's shop. Hard to produce and sought-after items (e.g. Invulnerability Potions) are often unavailable.
Alchemists will typically buy back unused items at about 2/3 of their selling prices, provided they are satisfied as to the genuineness of the goods. It is therefore usually best to resell to the Alchemist from whom you bought the item.
Alchemists will also pay for materials required for their Potions (see the Alchemists' Wants List) or for the Casting of certain Spells (though this depends on current requirements - ask the Alchemist).
Most items are marked with the seal of the Alchemist and an Old Speech rune to identify them. Many users remove, obscure or change these markings. Potions found in the Dungeons are invariably unmarked.
Potions all have encumbrance of 30 wt pts each. They are typically supplied in clay pots with cork and wax seals. They contain about 1 pint of liquid. One Potion may be taken internally (drunk) and one externally (poured over the body). Where applicable, their effects last for 10 to 15 minutes and they have Range 30 to 60 feet.
Potion of | Cost (in GP) | Effect |
Body Armour +1 | 250 | gives ADS + 1 all over the body |
Body Armour +2 | 300 | gives ADS + 2 all over the body |
Body Armour +3 | 450 | gives ADS + 3 all over the body |
Clairaudience | 250 | hear through others' ears |
Clairvoyance | 300 | see through others' eyes |
Far-feeling | 350 | feel through others' fingers |
Far-smelling | 400 | smell through others' noses |
Far-tasting | 450 | taste through others' tongues |
Control Animals | 200 | take control of animals' bodies |
Control Monsters (by type) | from 1000 | take control of monsters' bodies |
Control People (by Species) | from 300 | take control of peoples' bodies |
Control Undead (by type) | from 900 | take control of undead (not readily available in the Overworld) |
Control Vegetables | 125 | take control of walking vegetables |
Delusion | 60 | suffer from delusions (@ Insanity Level 1) |
Diminution | 500 | shrink to Sz 1 |
Flying | 425 | fly @ 10ft/sec |
Gaseous Form | 900 | body and possessions go gaseous |
Growth | 350 | grow by Sz +10 |
Healing | 60 | permanently Cures d6+1 HP of Damage |
Extra-Healing | 90 | permanently Heals 2d6+2 HP of Damage |
Heroism | 90 | fight @ FtL 4 if own FtL <4 (no extra AMR) |
Super-Heroism | 180 | fight @ FtL 7 if own FtL <7 (no extra AMR) |
Immunity to Lycanthropy | from 300 | gives immunity to a specific lycanthropy disease |
Invisibility | 550 | gives 10 to 15 Invisibility Action Points |
Invulnerability 1 | 1000 | invulnerable to non-magical attacks, vulnerable to silver & magical attacks, other beings with Invulnerability 1 are vulnerable to you |
Invulnerability 2 | 1500 | invulnerable to non-magical attacks, silver attacks do half damage, vulnerable to magical attacks, other beings with Invulnerability 2 are vulnerable to you |
Invulnerability 3 | 2000 | invulnerable to non-magical and silver attacks, vulnerable to magical attacks, other beings with Invulnerability 3 are vulnerable to you |
Levitation | 350 | levitate @ 10ft/sec |
Mind Bar | 300 | provides a complete block on mental Spells and effects |
Polymorph | 900 | change shape at will |
Regeneration | 1250 | regenerate @ 1HP/MR |
Cold Resistance | 200 | -1 per d6 Cold Damage |
Fire Resistance | 125 | -1 per d6 Fire Damage |
Lightning Resistance | 300 | -1 per d6 Lightning Damage |
Speed | 200 | move @ *2 to speed |
Ogre Strength | 200 | St +d6 |
Hill Giant Strength | 400 | St +7 to 9 |
Stone Giant Strength | 600 | St +10 |
Frost Giant Strength | 800 | St +11 |
Fire Giant Strength | 1000 | St +12 |
Cloud Giant Strength | 1200 | St +13 |
Storm Giant Strength | 1400 | St +14 to 16 |
Water Breathing | 125 | breathe underwater |
Oils all have encumbrance of 20 wt pts each. They are typically supplied in clay pots with cork and wax seals. They contain about 1 pint of oil. One Oil may be taken externally (poured over the body), instead of a Potion. Their effects last for 10 to 15 minutes.
Oil of | Cost (in GP) | Effect |
Burning | 20 | Highly inflammable. Burns with 1d6 Fire Damage for 10 to 15 sec. Not recommended to be taken externally! |
Etherealness | 1200 | Taker's body and possessions go onto the Ethereal Plane. May be washed off with wine to return to the Real Plane.. |
Acids and Poisons all have encumbrance of 30 wt pts each. They are typically supplied in clay pots with cork and wax seals. They contain about 1 pint of acid or poison.
Fire Bombs have encumbrance of 5 * their Strength No. each. They are glass spheres filled with an explosive liquid that detonates for their Strength No. in d6 of Fire Damage when broken. Handle them carefully!
Level / Strength No. | Acids (cost in GP) | Fire Bombs (cost in GP) | Poisons (cost in GP) |
1 | 5 | 10 | 10 |
2 | 15 | 30 | 30 |
3 | 30 | 60 | 60 |
4 | 50 | 100 | 100 |
5 | 75 | 150 | 150 |
6 | etc. | 210 | 210 |
7 | etc. | 280 | |
8 | 360 | ||
9 | 450 | ||
10 | 550 |
Venoms have encumbrance of 10 wt pts each. They are typically supplied in leather skins or bladders tied securely with thongs. They contain sufficient paste to coat 100 wt pts of weapon blades with poison, good for 2 to 3 blows, or to coat 10 arrows or quarrels. The use of envenomed weapons is generally considered to be Evil.
Strength No. (Poison Level) | Blade Venoms (cost in GP) |
1 | 15 |
2 | 40 |
3 | 80 |
4 | 150 |
5 | 200 |
6 | 300 |
7 | 400 |
8 | 500 |
9 | 600 |
10 | 800 |
Specialist Poisons and Blade Venoms may be obtained from Poison Markets or Shops in some locations.
Antidotes have encumbrance of 10 wt pts each. They are typically supplied in clay jars with cork and wax seals. They contain about 1/2 pint of antidote, which is sufficient for 1 treatment.
Antidote to | Cost | Effect |
Disease | from 90 | cures Disease up to Level of Antidote |
Paralysis | 120 | dispels Paralysis |
Poison | from 10 | Neutralises Poison up to Level of Antidote |
Item | Cost (in GP) | Enc (wt pts) | Effect |
Aphrodisiacs | from 3 | 20 | Increase sexual desire. Not guaranteed. Great for parties! |
Black Lotus | from 5 | 1 | Recover SP @ 4 / hr, hallucinogenic, addictive. Great for parties! |
Body Grease | 1 | 10 | makes body slippery |
Contraceptive Pills | from 4 each | 1 each | May help prevent conception. Not guaranteed. |
Dust of Appearance | 30 | 1 | reveals invisible beings |
Dust of Sneezing | 5 | 1 | makes targets sneeze |
Dust of Sneezing & Choking | 30 | 1 | makes targets sneeze and choke |
Flash Pellets | 5 each | 1 each | throw against a hard surface to produce a blinding flash |
Sleeping Draughts | 4 | 20 | Put taker into a deep sleep - recover SP @ 2 / hr. |
Spell Point Recovery Pills | from 10 each | 1 each | Put taker into a trance - recover SP @ 4 / hr. May become addictive. |
Stink Bombs | 3 each | 1 each | throw against a hard surface to produce a nauseous smell |
Tanglefoot Pills | 3 each | 1 each | add water to produce a Web effect |
Water Purifier (c12 fl. oz. in small Potion bottle) | 4 | 20 | purifies contaminated water (does not Neutralise Poison): add 1 fl.oz. per quart, or more if severely contaminated |
Specialist Spell Point recovery and hallucinatory drugs may be obtained from Dream Dealers in some locations.
This page contains the information that an Alchemist would freely provide in reply to customers' enquiries. More detailed information is available on this web site in the Alchemical System, but this is Restricted Information, which would normally be known only to Alchemists.
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