| A | B | C | D | E | F | G
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1 | Alchemical Statistics |  |  |  |  |  |
2 | Alchemy/Chemisty | 13 |  |  |  |  |
3 | Survival | 13 |  |  |  |  |
4 | Medicine | 13 |  |  |  |  |
5 |  |  |  |  |  |  |
6 | Recipes List |
7 | Rank | Brew Name | Skill | Effect | Ingredients |
8 | Common | Healing Salve | 25 | Heals 4 wounds per turn for 5 turns, 1 Perception for 10 turns | 2 green herbs |
9 | Healing Potion | 50 | Creates a basic healing potion | 2 green herbs, 1 bottle |
10 | Super Restoration Potion | 75 | Creates a Super Restoration Potion, heals 60 wounds instantly on use. If administered with a Medicine skill of at least 75, it can also heal crippled limbs and will heal magical energy damage without scars or debilitation. Using more than 1 Super Restoration Potion within 5 turns is poisonous, causing 1 to Strength, Endurance and Intelligence for 5 turns. | 2 healing potions, 1 green herb |
11 | Antivenom | 40 | Creates two doses of antivenom, allowing anyone to immediately remove all natural poisons from their system on use. Has no effect on alchemical poisons. | 4 venom sacks |
12 | Weak Poison | 15 | Basic poisons for use on weaker weapons. Creates 2 doses. If the weapon this poison is applied to deals damage to an organic target successfully the target suffers an additional 5 damage per turn for 5 turns. Multiple doses of poison stack. | 2 venom sacks or 2 red herbs |
13 | Normal Poison | 30 | More lethal than weak poison. Also creates 2 doses. This poison deals 10 damage per turn for 5 turns. Multiple doses of poison stack. | 3 venom sacks or 3 red herbs |
14 | Weak Sleep Powder | 20 | This powder forces anyone exposed to it to roll an Endurance check at a +2 bonus or immediately fall asleep for 5 minutes. Any damage dealt to the individual will still awaken them, however. Individuals awoken prematurely suffer a 10 penalty to all actions until the usual sleep duration elapses. | 1 green herb, 1 red herb |
15 | Balefire Bender | 25 | Potent mixed drink filled with stimulants, what’s not to love? Grants +4 DT against Magical Energy Weapons and 25% resistance to Radiation for 30 minutes. | Mintals, Sparkle~Cola RAD, Vodka |
16 | Stampede | 50 | Creates a dose of Stampede | Rage, Painkillers |
17 | Rainboom | 50 | Creates a single dose of Rainboom, granting the user +30 AP for 4 turns on use. If you thought you could fly high before, you’ve not seen anything yet! (Rainboom has the same addiction chance and effect as Dash.) | Dash, Sparkle~Cola, Sugar Bombs |
18 | Flash | 50 | Grants the user bonus AP equal to their maximum AP for a single round. (Flash has the same addiction chance and effect as Dash.) | Dash, 2 green herbs, Turpentine |
19 | Party-Time Mintals | 50 | Creates Party Time Mintals | Mintals, Apple Whisky, Honey Drops |
20 | Basic | Smoke Bombs | 30 | Creates 4 small vials filled with a liquid which rapidly billows into smoke upon being shattered. Grants those obscured by the smoke a +20 on Sneak checks and enemies attempting to fire into the smoke suffer a 20 environmental penalty to their hit chance. Smoke remains for 2 rounds. | 1 red herb |
21 | Smell-Concealing Paste | 40 | A basic paste which conceals the user’s scent beneath that of other creatures. Lasts 4 hours upon use. Sufficient to throw tracking dogs, Hellhounds and other scentbased followers off your trail. | 1 green herb, various animal parts |
22 | Wall-Crawling Paste | 60 | Makes your hooves sticky enough to walk across walls and ceilings. Lasts 5 minutes after application. Great for surprises! | 1 blue herb, 2 green herbs |
23 | Blood-Stopping Goo | 30 | A simple wound sealant. Allows you to automatically stop bleeding from any wound, including amputations, without needing a Medicine roll. | 2 green herbs |
24 | Dangerous Poison | 45 | Very lethal poison. Creates 2 doses. Deals 20 damage per turn for 5 turns. Multiple uses of poison stack | 4 venom sacks, or 4 red herbs |
25 | Luminous Dust | 25 | Simple dust which naturally glows. Mix with water for glowing paint, or blow it to create glowing clouds. Can be manipulated to create specific shapes with practice. | 1 green herb, 1 red herb |
26 | Minor Restoration Potion | 30 | A basic healing booster, good for chipped teeth or injured hooves. Restores 20 health to each limb on use. | 2 green herbs |
27 | Sleeping Powder | 35 | A more potent form of sleeping dust. Targets of this variety test Endurance without bonuses or penalties. Damage which exceeds 20% of the target’s maximum health will awaken them. Individuals awoken prematurely suffer a 15 penalty to all actions until the usual sleep duration elapses. | 2 green herbs, 2 red herbs |
28 | Hydra | 60 | An advanced regenerative liquid made through purifying Hydra blood along with healing herbs. Restores 10 health to each limb every round for 5 rounds. Heals no actual health. | 2 green herbs, 2 bottles Hydra blood |
29 | Advanced | Flight Talisman | 60 | Anyone wearing this talisman will grow batlike wings, allowing them to fly. This grants flight equivalent to the first rank of the Flight perk. Lasts 4 hours of use. | 3 green herbs, 3 blue herbs, 1 bloodwing wing |
30 | Kiss of the Phoenix | 50 | Repairs a crippled limb. If brewed by a zebra with a survival of at least 80, it can repair a limb crippled by magical energy damage or even reattach a limb or other body part that has been severed. | 4 green herbs, 2 blue herbs, 1 phoenix feather |
31 | Cloudwalk Talisman | 60 | Less generally useful than flight, the ability to walk on clouds is useful none the less. Grants the Cloudborn perk for the duration of its use. Lasts 4 hours of use. | 3 green herbs, 3 blue herbs, 1 griffin/pegasus feather |
32 | Deadly Poison | 60 | One of the most lethal poisons. Creates 2 doses. Deals 25 damage per turn for 5 turns. Multiple uses of poison stack. | 5 venom sacks or 5 red herbs |
33 | Minor Flame Bane Potion | 60 | This potion makes the user to be more resistant to fire. It grants 25% resistance to damage caused by fire (such as the burning effect of a flamer). Lasts 4 minutes. | 2 green herbs, 2 blue herbs |
34 | Minor Grounding Potion | 60 | This potion makes the user to be more resistant to electricity. It grants 25% resistance to damage caused by electricity (such as the effect of a pegasus's Lightning Kick). Lasts 4 minutes. | 2 green herbs, 2 blue herbs |
35 | Minor Warming Potion | 60 | This potion makes the user to be more resistant to Cold. It grants 25% resistance to damage caused by cold (such as the effects of a weapon imbued with a Spirit of Hate). Lasts 4 minutes. | 2 green herbs, 2 blue herbs |
36 | Potion of Spirit Renewal | 75 | This potion, while useful to Shamans, is prized by Unicorns. Anyone who takes this potion and has taken damage to the soul (CHA damage) recovers 1 point of CHA. Unicorns who have experienced burnout are no longer burnt out (though they recover no strain from this potion). | 3 blue herbs |
37 | Strong Sleeping Powder | 50 | The most potent form of sleeping powder, very few could breathe it and remain awake. Targets test Endurance at a 3 penalty. Damage which exceeds 50% of the target’s maximum health will awaken them. Individuals awoken prematurely suffer a 20 penalty to all actions until the usual sleep duration elapses. | 3 green herbs, 3 red herbs |
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