Comprehensive guide to potion making: Difference between revisions

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(→‎Wine Quest: wine @)
(→‎Preliminaries: almost finished, little break for invasion; have a formatting problem which may or may not go away when maths is enabled)
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==Preliminaries==
==Preliminaries==
===Mortars and pestles===
===Mortars and pestles===
[[Items/Mortar Pestle|Mortars&Pestles]] have a chance to break of 1 in 300 uses. That means you will need a lot of them. You have basically three options of getting mortars&pestles:
* Buy at general stores for 100gc,
* buy from players or
* make your own, once your manufacturing level is high enough you will be able to beat the NPC price but it will obivously take longer. You should make them at the gypsum deposit.


===Vials===
===Vials===
You will obviously need plenty of [[Crafting/Empty Vial|empty vials]] to make potions. There are five options to obtain vials but only three of them will be feasible in the long run:
* Get them from [[NPCs/Harvy|Harvy]], this is the worst option, see [[#NPCs|above]].
* Buy [[Potions/Mana|Potions of Mana]] or [[Potions/Minor Healing|Potions of Minor Healing]] from [[NPCs/Mira|Mira]]. When you use those potions you will get an empty vial. You can try using them for mana or healing while fighting to get vials.
* Buy them from players.
* Make them yourself, if you want the crafting experience and already have a sufficiently high crafting level. Make sure that your [[Astrology/Index|break rate]] modifier is positive!
* Buy them from [[NPCs/Closca|Closca]] in [[Maps/Melinis|Melinis]] for 5gc each. You can either haul them [[Maps/Thelinor|Thelinor]] by the cave from Melinis (you will need a [[Clothes/Monster Magnetism Cape|monster magnetism cape]] or [[Perks/Monster Magnetism|perk]]) or to [[Maps/Southern Redmoon Island|South Redmoon Island]] by [[Maps/Hurquin|Hurquin]] - this route is free of aggressive creatures save [[Creatures/Leonard|Leonard]] at night but takes longer.


===Food===
===Food===
You have the usual options and we'll discuss them by potion [[#Potions|below]]. However the [[Potions/Index|Potion]] skill comes with two advantages if you want:
* make your own [[Potions/Feasting|Potions of Feasting]],
* make your own [[Potions/Poison Antidote|Poison Antidotes]]
at least from a sufficiently high level on and provided you can get your hands on the [[Books/Poison Antidote|Book of Poison Antidote]] (or get lucky with a [[Days/Index#Scientists day|Scientists Day]]).<br />
In the [[#Money Talk]] subsection we'll look at different player types' outlook on ingredients for now let's just say that if you calculate with market prices for ingredients and value your own time, you will be better off buying feasting potions from NPCs (see the discussion below for details).


===Animal parts===
===Animal parts===
There are a number of animal parts that are used in various potions, we'll discuss the usefulness and market for those [[#Potions|below]]. As a general rule of thumb you might want to
* kill everything that moves and isn't quick enough to get away and
* save the bloody remains
if you don't want to buy those items later, where some will be extremely hard to come by.


===NPCs===
===NPCs===
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Let's talk about profit, basically profit is the difference between profit and cost to make. Cost to make is calculated from ingredients costs, tools costs, food costs and failure rate. The failure rate affects the cost in two ways: non-critical failures simply add to food cost, while critical failures add to ingredients costs.<br />
Let's talk about profit, basically profit is the difference between profit and cost to make. Cost to make is calculated from ingredients costs, tools costs, food costs and failure rate. The failure rate affects the cost in two ways: non-critical failures simply add to food cost, while critical failures add to ingredients costs.<br />
We will assume the following formula for fails:
We will assume the following formula for fails:
<math>p_{\text{fail}}=\frac{\text{your level}}{2*(\text{recommended level})}</math>
<math>p_{\text{fail}}=1-\frac{\text{your level}}{2*(\text{recommended level})}</math>
with a chance of 1 in 3 for a failure to be critical.
with a chance of 1 in 3 for a failure to be critical. Experience shows that no matter how high your level is, you will most likely have a fail rate of at least 1%. Thus the cost to make an item needing ''n'' tools is
<math>
\text{cost(item)} = \text{cost(ingredients(item))}\left(1+\frac{p_{\text{fail}}}{3}\right) + \text{foodcost(item)}\left(1+\frac{2p_{\text{fail}}}{3}\right)+(1+p_{\text{fail}})\sum_{i=1}^n(\text{tool cost(tool(i))})\cdot(\text{breakrate(tool(i))}).
</math>
Now the only tool you'll need for making potions are mortar & pestles, their break rate is 1 in 300 (on average, and then there's [[Astrology/Index|astrology]], depending on your experiences you might want to calculate with a higher or lower chance to break), so that formula looks
<math>
\text{cost(item)} = \text{cost(ingredients(item))}\left(1+\frac{p_{\text{fail}}}{3}\right) + \text{foodcost(item)}\left(1+\frac{2p_{\text{fail}}}{3}\right)+(1+p_{\text{fail}})(\text{cost of mortar \& pestle})\cdot\frac{1}{300}.
</math>
We will use that formula to determine the break even levels for some important potions, due to the multitude of different outlooks on costs as mentioned above it won't be possible to discuss all options for all potions. However, here's an example:
 
[[Potions/Spirit Restoration|Potions of Spirit Restoration]] take 1 wine, 2 [[Harvestables/Blue Star Flower|Blue Star Flowers]], 1 [[Harvestables/Blue Quartz|Blue Quartz]] and 1 [[Crafting/Empty Vial|empty vial]]. We discuss 3 basic cases:
# everything that can be made is free (costs: 0.75gc for the wine)
# harvestables are free (costs: 0.75gc + 5gc for the vial)
# buying all ingredients (costs 0.75gc + 6gc for the vial from somebody + 2gc for the blue quartz + 1gc for the flowers)
For simplicity we will assume food costs to be 2gc and mortar and pestle cost to be 100gc in all cases.
We get
# <math>\text{cost}=0.75+2+\frac{100}{300}+p_{\text{fail}}\left(0.75+2\cdot 2+\frac{100}{300}\right)= 3.0833+\left(1-\frac{\text{your level}}{2\cdot 20}\right)\cdot 5.08333</math>so you're always making profit considering NPCs pay 13gc per potion.
# <math>\text{cost}=6.0833+\left(1-\frac{\text{your level}}{40}\right)\cdot 8.0833</math>will be less or equal to
* 15 at level
* 14 at level
* 13 at level
# <math>\text{cost}=10.0833+\left(1-\frac{\text{your level}}{40}\right)\cdot 12.0833</math>will be less or equal to
* 15 at level
* 14 at level
* 13 at level
This is obviously just an academic example


==First steps==
==First steps==

Revision as of 19:06, 24 May 2008

Abstract

This is currently a work in progress, I'll link it when done.

Preliminaries

Mortars and pestles

Mortars&Pestles have a chance to break of 1 in 300 uses. That means you will need a lot of them. You have basically three options of getting mortars&pestles:

  • Buy at general stores for 100gc,
  • buy from players or
  • make your own, once your manufacturing level is high enough you will be able to beat the NPC price but it will obivously take longer. You should make them at the gypsum deposit.

Vials

You will obviously need plenty of empty vials to make potions. There are five options to obtain vials but only three of them will be feasible in the long run:

Food

You have the usual options and we'll discuss them by potion below. However the Potion skill comes with two advantages if you want:

at least from a sufficiently high level on and provided you can get your hands on the Book of Poison Antidote (or get lucky with a Scientists Day).
In the #Money Talk subsection we'll look at different player types' outlook on ingredients for now let's just say that if you calculate with market prices for ingredients and value your own time, you will be better off buying feasting potions from NPCs (see the discussion below for details).

Animal parts

There are a number of animal parts that are used in various potions, we'll discuss the usefulness and market for those below. As a general rule of thumb you might want to

  • kill everything that moves and isn't quick enough to get away and
  • save the bloody remains

if you don't want to buy those items later, where some will be extremely hard to come by.

NPCs

Money talk

As with almost everything in Eternal Lands you can consider everything except for wine, ale, mead and some of the books to be free in making potions. It is obvious however that obtaining some tools and ingredients takes time away from actually making potions. For some players and some items such as mortars and pestles, vials or meat this may provide a welcome opportunity for experience in other skills, for other players this might not be the case. What it comes down to is that depending on your playing style or philosophy you will find some potions more or less desirable to make, the most prominent being the ones requiring animal items and from those most likely feasting potions.

A little math excursion

Let's talk about profit, basically profit is the difference between profit and cost to make. Cost to make is calculated from ingredients costs, tools costs, food costs and failure rate. The failure rate affects the cost in two ways: non-critical failures simply add to food cost, while critical failures add to ingredients costs.
We will assume the following formula for fails: <math>p_{\text{fail}}=1-\frac{\text{your level}}{2*(\text{recommended level})}</math> with a chance of 1 in 3 for a failure to be critical. Experience shows that no matter how high your level is, you will most likely have a fail rate of at least 1%. Thus the cost to make an item needing n tools is <math> \text{cost(item)} = \text{cost(ingredients(item))}\left(1+\frac{p_{\text{fail}}}{3}\right) + \text{foodcost(item)}\left(1+\frac{2p_{\text{fail}}}{3}\right)+(1+p_{\text{fail}})\sum_{i=1}^n(\text{tool cost(tool(i))})\cdot(\text{breakrate(tool(i))}). </math> Now the only tool you'll need for making potions are mortar & pestles, their break rate is 1 in 300 (on average, and then there's astrology, depending on your experiences you might want to calculate with a higher or lower chance to break), so that formula looks <math> \text{cost(item)} = \text{cost(ingredients(item))}\left(1+\frac{p_{\text{fail}}}{3}\right) + \text{foodcost(item)}\left(1+\frac{2p_{\text{fail}}}{3}\right)+(1+p_{\text{fail}})(\text{cost of mortar \& pestle})\cdot\frac{1}{300}. </math> We will use that formula to determine the break even levels for some important potions, due to the multitude of different outlooks on costs as mentioned above it won't be possible to discuss all options for all potions. However, here's an example:

Potions of Spirit Restoration take 1 wine, 2 Blue Star Flowers, 1 Blue Quartz and 1 empty vial. We discuss 3 basic cases:

  1. everything that can be made is free (costs: 0.75gc for the wine)
  2. harvestables are free (costs: 0.75gc + 5gc for the vial)
  3. buying all ingredients (costs 0.75gc + 6gc for the vial from somebody + 2gc for the blue quartz + 1gc for the flowers)

For simplicity we will assume food costs to be 2gc and mortar and pestle cost to be 100gc in all cases. We get

  1. <math>\text{cost}=0.75+2+\frac{100}{300}+p_{\text{fail}}\left(0.75+2\cdot 2+\frac{100}{300}\right)= 3.0833+\left(1-\frac{\text{your level}}{2\cdot 20}\right)\cdot 5.08333</math>so you're always making profit considering NPCs pay 13gc per potion.
  2. <math>\text{cost}=6.0833+\left(1-\frac{\text{your level}}{40}\right)\cdot 8.0833</math>will be less or equal to
  • 15 at level
  • 14 at level
  • 13 at level
  1. <math>\text{cost}=10.0833+\left(1-\frac{\text{your level}}{40}\right)\cdot 12.0833</math>will be less or equal to
  • 15 at level
  • 14 at level
  • 13 at level

This is obviously just an academic example

First steps

Quests

Potion Quest

This quest will get you almost to level 9, do it.

Wine Quest

This quest will enable you to buy wine at 0.75gc (20 wine for 15gc) from Vesine, the only reason for a potion maker to not do this quest would be the Antisocial perk.

Potions for beginners

When to start SRs

Leveling

Potions of Spirit Restoration

True sight potions

Alternatives

Potions

Beyond vegetal 4