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View Full Version : Apothecary stability mechanic



Jalia
10-29-2008, 03:54 PM
Just thought I would share some of the stuff I've read/figured out related to potion making. This may already be well known, but...

I'm assuming that if you're reading this, you're familiar with the basics of the apothecary business (i.e. you've made at least 1 potion).

Without getting into specific recipes (which can produce different potions at different apoth skill levels), there's this issue of the 'stability' of a potion. To get a non-volatile potion, you need to exceed some level based on the main ingredient of your potion.

There's 4 things that contribute to the stability level; the level of container you use, the level of water you use, the amount of water you use, and the number of slots you leave open in the crafting window.

Basically, the level requirement of the container and the water you use get added up. A level 50 vial contributes 50 stability. A level 100 water contributes 100 stability. The only exception is that level 1 water and level 1 vials count as 25 stability instead of 1. For example, if you make a potion using a level 1 vial (+25) and 2 level 1 waters (+25*2), you have 75 as your stability level. But then there's the number of slots you leave open in the crafting window.

Apparently, each of those open slots actually subtract about 30 stability from your total (the exact number isn't known, but it's between 25 and 37.5). So in the above example, since I have one slot left open, the stability level goes down from 75 to something more like 45.

There's no one conclusion to all this, but I think it's interesting that there's this trade-off to be made when potion making. One example could be that 1 level 50 water can take the place of 2 level 1 waters, and allow you to add secondary effects like duration and potency to your potions (assuming you can do both secondary effects at the same time).