βApplied monstercraft in liquid form.β
Over the years, the Hunterβs Lounge has honed the art of the hunt to near perfection. From specialized tools crafted for singular creatures to operations that demand months of preparation for a lone quarry, nothing is left to chance.
The Lounge prides itself on its ability to adapt to any battlefield or beast, turning adversity into advantage. Hunterβs alchemy is simply another extension of this adaptability, a discipline through which they distill danger into draughts, and peril into power, creating potions that sharpen their edge in every hunt.
True to its philosophy of shared knowledge, the Lounge makes nearly all recipes available to the public, withholding only those deemed too dangerous. Copies are distributed to libraries across the continent, ensuring that the art of survival is never hoarded, but passed on.
(common)
Warmth Potion
Vigor x2
Endurance x2
Heat x2
Often used by Hunters of the lounge to warm their bodies to continue their hunt even in the coldest of blizzards.
Upon consumption the user's body emits heat enough to keep them comfortably warm in the frozen tundra of the north. This effect lasts for one (1) IRP hour.
Creation:
-Simply mix all symbols (in powdered form) with water in a 1:2 ratio, mix until homogeneous.
-Resulting potion is a clear liquid with a strong bitter taste and no particular odor.
Effects:
Keeps the user warm in climates such as a blizzard for one (1) IRP hour.
The use of this potion in warmer climates (such as the desert) may cause the user to undergo heatstroke.
Users must wait one (1) IRP hour to let their body cool back down to their natural temperature, before drinking another warmth potion. Drinking it before this cooldown time will render the potion useless.
The potion does not stop frost from forming around the users body, and cannot stop any physical damage received due to extreme cold like hypothermia and or magics that cause the same effect.
Redlines:
-Does NOT need ST signing.
-Requires T2 Alchemy.
-Effects do not stack, drinking another potion whilst under the effect of
another warmth potion does not add onto its duration.
-The potion does not stop frost from forming around the body or give resistance to
hypothermia/any spells that cause the same effect., only stopping the user from feeling cold.
Gelatinous Salve
Arazi Lotus Tongue (x1)
Jailors Moss (x1)
Connection (x3)
Rigidity (x2)
Slowness (x2)
Often used by hunters to quickly seal up small cracks on walls, the jelly-like salve quickly hardens upon contact with mild heat, forming an airtight seal.
Creation:
-All symbols must be ground into separate powders
-Using a sanitized mortar and pestle grind the jailors moss into paste
-On a separate bowl, mix in one portion of the connection symbol and the Arazi Lotus Tongue, stirring gently for around ten (10) minutes or until homogenous.
-On a second bowl, mix two portions of connection, rigidity, and slowness symbols along with equal parts water, gently stirring it for another ten (10) minutes.
-Mix the Tongue from step three with the mixture from step four into a new sanitized bowl, stir it gently for five (5) minutes.
-Add in the jailors moss paste with the mixture
-Stir gently for twenty (20) minutes or until the consistency of a thick salve/gel
-The resulting potion will be a thick, white salve like mixture.
Effects:
On contact with either salt or fire, the salve quickly hardens into a material similar to stone, useful for patching up cracks or creating water tight seals. The original color of the salve is a dark murky green, once hardened its closer to a greyish moss like color.
The salve cannot be applied onto soft, malleable surfaces such as clothing or skin, the hardened mixture will simply crumble off upon all attempts.
Redlines:
-Potion does NOT require ST signing
-The hardened salve cannot stick to clothing/skin and simply crumbles off
-The hardened Salve is meant to fill in gaps, it cannot form an entire stone wall made of hardened salve.
-Each batch creates three (3) single use vials.
-Requires T2 Feat alchemy
Mermaid Skin Potion
Balance (x4)
Purity (x4)
Used to soak clothes in. This gives the treated clothing the ability to stay dry even after standing in the rain or swimming in a lake for one (1) IRP day. This also gives the treated clothing a blue-ish tint.
Creation:
-Simply mix all symbols
(in powdered form) with water in a 1:2 ratio, mix until homogeneous.
-The resulting potion is a deep blue and has no particular scent.
Effect:
Treated clothes will stay dry regardless of how long it was soaked in water.
This effect lasts for one (1) IRP day and gives the clothes a blueish tint.
Redlines:
-Each potion is enough for only one article of clothing.
-Does NOT require ST signing
-This does not give the treated clothing any added effect
-Only works on Cloth or Silk.
-Requires T2 Alchemy
Bottled Charm
Kelpieβs Liver (x1)
Peace (x2)
Strength (x2)
Life (x3)
A potion mainly used as bait by hunters, by mixing a creature's excrement (Urine and blood also works) it creates an alluring scent that will attract most unintelligent creatures towards it.
Creation:
-The kelpieβs liver must be dried and ground into powder along with all symbols.
-Mix the powdered liver along with one (1) portion of the life symbol into a small bowl, mix gently with water, around double the amount of the powdered mixture. Mix for five (5) minutes.
-In a larger bowl, mix the resulting liquid from step two with one portion of all three symbols along with equal parts water. Stir for five (5) minutes.
-Repeat the previous step and stir for another five minutes.
-The resulting liquid must be clear and have no odor, creating enough for three (3) single use vials.
Effects:
The base potion , once mixed with a creature's excrement (Urine, feces, or blood) will attract said species towards the scent created by the mixture.
The potion lasts for an IRP hour before turning ineffective.
Redlines:
-does NOT work on descendants under any circumstances (Don't even try it..)
-Does NOT require to be ST signed
-Each batch creates (x3) single use vials
-Requires T3 Alchemy
(rare)
Amberguard Elixir
Tarraskan Beetle Chitin (1 chunk)
Strength x3
Growth x2
Agility x2
Balance x2
Meant as an emergency potion, The Amberguard Elixir gives the user temporary armor made of amber like chitin that can block a single blow from hurting its user.
Creation:
-All symbols must be ground into separate powders
-Grind the Tarraskan Beetle Chitin to dust
-Place all powders (except Balance) into a bowl and stir gently until homogeneous
-Move the resulting mixture into a larger bowl and mix with room temperature water until the consistency of paste.
-Mix in the two (2) portions of powdered Balance Symbols along with boiling water. Stir gently for around fifteen (15) minutes.
-The resulting potion will be a amber like in color with no particular odor
Effects:
Upon consumption, the elixir initiates a remarkable transformation within oneβs body. Over the course of a minute (1 Emote), a warm, amber-colored sap-like liquid begins to seep from the drinker's pores. This liquid quickly spreads across the torso, solidifying into a chitinous armor.
The armor covers the drinker's upper body, forming a natural carapace that extends over the chest and back. This armor carries a mesmerizing, translucent amber hue. It is astonishingly lightweight, allowing the wearer to maintain their agility and freedom of movement while benefiting from its protection.
The chitinous armor, while appearing delicate, possesses exceptional strength. It can withstand one full-strength blow from a regular human, dissipating the force and distributing it harmlessly across the surface of the armor, causing it to crumble away after receiving one attack. This protection can prove invaluable in critical moments, offering a precious shield against physical threats.
The chitinous armor remains active for the duration of the combat encounter, after which it crumbles away from the user's torso and into dust.
Drinking another elixir within a 24 hour period will have no effect and will cause the user to experience the sensation of the flesh on their torso being torched by flames for an hour or so.
It is also important to note that attempting to use this potion with armor causes the growth process to fail to solidify. The chitin also cracks and is destroyed when one attempts to wear armor over it after solidifying.
Redlines:
-The potion must be ST signed.
- The potion effect fails the moment the user wears layers thicker than simple cotton clothing. In other words, no armor stacking.
- The amber chitin can only take damage equivalent to one full force blow from an average descendant before it crumbles away.
-The force is distributed across the amber armor properly and will stop the user from taking damage from said attack.
-Using more than one (1) Amber guard Elixir per IRP day will not only waste the potion but also cause the user to experience the sensation of burning flesh across their entire torso for around a narrative hour.
-Requires T3 Alchemy and requires teaching ICly, considered Rare.
Hunters Venom
Black Ooze Slime (1 bottle)
Lurker Venom (1 bottle)
Weakness x4
Agility x2
Death x2
Blindness x2
Fear x2
A poison commonly used by the members of the Hunters Lounge for higher difficulty hunts, applied onto arrow heads to slow down larger enemies, and even straight up killing smaller creatures with a small dose.
Creation:
-All symbols must be ground into separate powders
-Into a large aurum bowl gently mix both portions of the Agility symbols along with equal parts water, stir for around ten (10) minutes.
-Mix in one portion of the weakness symbol with equal parts water and stir for 5 minutes
-Add in both portions of the Death symbol along with half of the Black ooze Slime and Lurker Venom. Must wear proper equipment as to not inhale the toxic fumes coming from the mixture.
-Mix in one portion of the weakness symbol with equal parts water and stir for another 5 minutes
-Add in both portions of the blindness symbols with equal parts water, stir gently for another ten (10 )minutes.
-Finally add in both portions of the Fear symbol along with the rest of the Black ooze Slime and Lurker Venom. Stir the concoction for at least ten (10) minutes
-Distill the mixture, the distilled liquid is your poison.
-The resulting potion will be a dark murky green in color, the fumes alone may cause irritation when inhaled.
Effects:
If applied to a blade or arrowhead, injuries caused by said items would cause its target creature (non descendants) to first feel nauseous, the venom acts fast and causes the creature along with its nausea to start vomiting. After around five minutes the affected area begins rotting, meat and flesh would start to rapidly melt into a soup like substance that releases a smell akin to a rotting corpse.
The venom quickly seeps into the target's body and causes damage to the nerves, causing a temporary paralysis that would last for a day.
While paralyzed the previously mentioned wound would grow in size for another thirty minutes , for larger elephant sized beings it would be enough to melt away a tenth of their entire mass.
Smaller creatures closer to the size of descendants could have nearly one thirds (β
) of their mass melted away into soup.
Any attempt to use this venom on a descendant will render the venom useless.
Redlines:
-The potion must be ST signed
-The potion is only enough for at most 10 regular arrow heads, or three uses on a sword.
-It CANNOT affect descendants / CA races under any circumstances.
-The potion reeks like a corpse, a clear indication when mixing with consumables like food and drinks.
-Requires T3 Alchemy and requires teaching ICly, considered Rare.
-This recipe was updated in AEVOS, previous recipes learned before the update would be invalid as the materials needed for old recipes are shelved / no longer available.
Thankyou PolarLoLs for the formatting help.