So, you’ve started making potions in Mortal Online 2. You threw some sea dew and blood ore into a potion, but what did you actually achieve? What did each ingredient do? How do you maximize your end result? How do you organize the data you’ve just found on a spreadsheet? How do you understand the date you’ve just collected? We’re going to answer all those questions and maybe a few more today, so buckle up buttercup, it's gonna be a bumpy ride.
To start, what is alchemy? Alchemy is the base skill required for potion making, among its child skills are skills like Potion Making, Taste Identification, Alchemical Dissolvents, Alchemical Contraptions, and Alchemical Mineralogy. Today we’re going to be focusing on Potion making and Taste Identification, as well as Advanced Potion Making which is the child skill of, you guessed it, Potion Making. The other child skills of alchemy aren’t necessary in all cases, but I’ll get into that in another video.
Now we’re going to ask ourselves, do I like spreadsheets and nerd shit? If you answered yes, Alchemy is definitely for you! If you answered no, please continue watching and see if you change your mind. Alchemy has a lot to do with how different ingredients interact with each other, and if you don't already have some experience with google sheets, Excel or another spreadsheet program, I’d recommend watching a quick tutorial on whichever spreadsheet program you have access to or prefer. Personally I use google sheets and if you want a tutorial on how to use that for these purposes, leave a comment below and let me know.
With all that out of the way, let's get started! The first base you’ll want to use is sea dew. Sea dew can be found along the coast near the city of Meduli on the West side of the map. The easiest way to get a lot is to just follow the coast and pick all that you can find, and then pick as much as you can on the way back as its respawning as the spawn times for it are fairly quick. You can also buy some off the broker if you have the gold to spare so please feel free to further the economy of Mortal.
Once you’ve gathered a sizable amount of sea dew, you can either leave them as is, or process them further into sea dew leaves at an herbologium. When testing I prefer to leave them as just regular sea dew as the results of testing will transfer over from base sea dew, all the way to salvia oil, but we won’t get into all the science behind the reason for that in this video. The next step is to get a baseline for what we’re working with, so just slap 11 of whichever you decided to use, either sea dew or sea dew leaves, into the potion crafting table and wham bam thankyou ma’am you should have a potion with 1 Potion Unit of healy juice in it.
Looking at what we’ve just done a little further you’ll see that the weight of the vial you placed the base ingredient in has changed after we filled it, it should be .01kg heavier than it was before you placed the ingredients into it. Every .01kg is representative of 1 Potion Unit, or PU for short, meaning that a small vial with 10 PU’s should weigh about .2kg, .1 for the weight of the vial and .1 for the 10 PU’s residing in the vial. Another thing you’ll see is that you’ll have a Direct Healing value, or DH, associated with your potion that is either 1.8 for sea dew, or 2.4 for sea dew leaves.
So now that we have a baseline for testing, we’re going to look at figuring out how to classify items based on whether or not they add Volume, or Weight, to our potion. The easiest way to do this is to take 10 units of a known base, like sea dew or water for instance, and then one unit of whatever item you want to test and throw them into the potion table and if it makes a potion, well you’ve got yourself a volumizer, meaning it adds volume to the potion. If it spits your ingredients out like a Llama not wanting to eat its dinner, then you’ve got yourself a multiplier. Not every volumizer will increase your DH value and not every multiplier will either, they’re just terms for us to categorize items based on what they do to our potions.
Whew, that’s a lot of information so far and we haven’t even made out potions any better than they were to begin with, so let's do that next. To start we’re going to take an item like blood ore for instance and throw 1 unit into the potion table with 11 units of our base, either sea dew or sea dew leaves, and see what happens to the base value. Low and behold it will increase because blood ore is a DH multiplier! We can repeat this process with any multipliers we find to determine whether or not they increase our DH value. We can also repeat the process with volumizers, but with a slight alteration. We are going to take 1 unit away from our base, as volumizers will add to our volume, hence the term volumizer. So it should be 1 unit of volumizer and 10 units of base. An example of a commonly used volumizer is musefruit.
Now that we’ve discovered some items that increase our DH value we’re going to find out how much of each item we’re supposed to put into a potion to achieve the maximum result that we are after, the “peak” of each item if you will. To do this we need to use 100 units of our base to get 10 PU’s and a more accurate measurement of the peak. The more volume in a potion, the more accurate we can make out measurements. Now remember me mentioning spreadsheets at the beginning? This is where those come in. I’ll show the example spreadsheet that's available on my alchemy discord to all Apprentice Alchemists here.
Now as you can see I’ve plotted this using sea dew leaves, but if you use regular sea dew the same principles still apply and the same amount will be used, your spreadsheets will just look a little different value wise. There are plenty more items that increase DH than these, these are just some examples to give you a nice basis to work with. Please note that these values are subject to change the more items that you add to the potion, as a bigger potion actually requires less items, but the less items you add make a smaller potion thus requiring more items, but I’ll leave more complicated math like that for another time.
Once you’ve gotten all the peaks for each item, slappem together in any order in a potion with the strongest base you can find and bamba jamba mamba samba ramba, you’ve got yourself a nice big health potion. This will apply for every base that gives DH and the same principles should apply to every single stat you can get from a potion, so this all applies to Direct Poison, Poison over Time, Healing over Time, Healing Length, and Poison Length. Each stat has its own bases and multipliers, and sometimes there are neutralizers for stats, like cotton, that will neutralize several different stats.
So, in conclusion, Alchemy is a beautifully complicated beast. If you are willing to put in the work you will be greatly rewarded. If you just wanna mooch off of others research, you can eat a big fat log of hog. If you would like more instruction, please leave a comment below and let me know what I should make a video about next. If you want to join a community of alchemists please look in the description for the link to my discord where I do one on one lessons with those that ask and where alchemists can put their heads together to discuss prices, ingredients, and help each other understand alchemy better.
Link to the referenced spreadsheet :
(I will add a link to the YouTube video once it's created if that's more your medium.)
To start, what is alchemy? Alchemy is the base skill required for potion making, among its child skills are skills like Potion Making, Taste Identification, Alchemical Dissolvents, Alchemical Contraptions, and Alchemical Mineralogy. Today we’re going to be focusing on Potion making and Taste Identification, as well as Advanced Potion Making which is the child skill of, you guessed it, Potion Making. The other child skills of alchemy aren’t necessary in all cases, but I’ll get into that in another video.
Now we’re going to ask ourselves, do I like spreadsheets and nerd shit? If you answered yes, Alchemy is definitely for you! If you answered no, please continue watching and see if you change your mind. Alchemy has a lot to do with how different ingredients interact with each other, and if you don't already have some experience with google sheets, Excel or another spreadsheet program, I’d recommend watching a quick tutorial on whichever spreadsheet program you have access to or prefer. Personally I use google sheets and if you want a tutorial on how to use that for these purposes, leave a comment below and let me know.
With all that out of the way, let's get started! The first base you’ll want to use is sea dew. Sea dew can be found along the coast near the city of Meduli on the West side of the map. The easiest way to get a lot is to just follow the coast and pick all that you can find, and then pick as much as you can on the way back as its respawning as the spawn times for it are fairly quick. You can also buy some off the broker if you have the gold to spare so please feel free to further the economy of Mortal.
Once you’ve gathered a sizable amount of sea dew, you can either leave them as is, or process them further into sea dew leaves at an herbologium. When testing I prefer to leave them as just regular sea dew as the results of testing will transfer over from base sea dew, all the way to salvia oil, but we won’t get into all the science behind the reason for that in this video. The next step is to get a baseline for what we’re working with, so just slap 11 of whichever you decided to use, either sea dew or sea dew leaves, into the potion crafting table and wham bam thankyou ma’am you should have a potion with 1 Potion Unit of healy juice in it.
Looking at what we’ve just done a little further you’ll see that the weight of the vial you placed the base ingredient in has changed after we filled it, it should be .01kg heavier than it was before you placed the ingredients into it. Every .01kg is representative of 1 Potion Unit, or PU for short, meaning that a small vial with 10 PU’s should weigh about .2kg, .1 for the weight of the vial and .1 for the 10 PU’s residing in the vial. Another thing you’ll see is that you’ll have a Direct Healing value, or DH, associated with your potion that is either 1.8 for sea dew, or 2.4 for sea dew leaves.
So now that we have a baseline for testing, we’re going to look at figuring out how to classify items based on whether or not they add Volume, or Weight, to our potion. The easiest way to do this is to take 10 units of a known base, like sea dew or water for instance, and then one unit of whatever item you want to test and throw them into the potion table and if it makes a potion, well you’ve got yourself a volumizer, meaning it adds volume to the potion. If it spits your ingredients out like a Llama not wanting to eat its dinner, then you’ve got yourself a multiplier. Not every volumizer will increase your DH value and not every multiplier will either, they’re just terms for us to categorize items based on what they do to our potions.
Whew, that’s a lot of information so far and we haven’t even made out potions any better than they were to begin with, so let's do that next. To start we’re going to take an item like blood ore for instance and throw 1 unit into the potion table with 11 units of our base, either sea dew or sea dew leaves, and see what happens to the base value. Low and behold it will increase because blood ore is a DH multiplier! We can repeat this process with any multipliers we find to determine whether or not they increase our DH value. We can also repeat the process with volumizers, but with a slight alteration. We are going to take 1 unit away from our base, as volumizers will add to our volume, hence the term volumizer. So it should be 1 unit of volumizer and 10 units of base. An example of a commonly used volumizer is musefruit.
Now that we’ve discovered some items that increase our DH value we’re going to find out how much of each item we’re supposed to put into a potion to achieve the maximum result that we are after, the “peak” of each item if you will. To do this we need to use 100 units of our base to get 10 PU’s and a more accurate measurement of the peak. The more volume in a potion, the more accurate we can make out measurements. Now remember me mentioning spreadsheets at the beginning? This is where those come in. I’ll show the example spreadsheet that's available on my alchemy discord to all Apprentice Alchemists here.
Now as you can see I’ve plotted this using sea dew leaves, but if you use regular sea dew the same principles still apply and the same amount will be used, your spreadsheets will just look a little different value wise. There are plenty more items that increase DH than these, these are just some examples to give you a nice basis to work with. Please note that these values are subject to change the more items that you add to the potion, as a bigger potion actually requires less items, but the less items you add make a smaller potion thus requiring more items, but I’ll leave more complicated math like that for another time.
Once you’ve gotten all the peaks for each item, slappem together in any order in a potion with the strongest base you can find and bamba jamba mamba samba ramba, you’ve got yourself a nice big health potion. This will apply for every base that gives DH and the same principles should apply to every single stat you can get from a potion, so this all applies to Direct Poison, Poison over Time, Healing over Time, Healing Length, and Poison Length. Each stat has its own bases and multipliers, and sometimes there are neutralizers for stats, like cotton, that will neutralize several different stats.
So, in conclusion, Alchemy is a beautifully complicated beast. If you are willing to put in the work you will be greatly rewarded. If you just wanna mooch off of others research, you can eat a big fat log of hog. If you would like more instruction, please leave a comment below and let me know what I should make a video about next. If you want to join a community of alchemists please look in the description for the link to my discord where I do one on one lessons with those that ask and where alchemists can put their heads together to discuss prices, ingredients, and help each other understand alchemy better.
Link to the referenced spreadsheet :
Beginner Potion Sheet
docs.google.com
(I will add a link to the YouTube video once it's created if that's more your medium.)
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