OK, so the GB subsite is a little light on the Alchemy portion, so with some trial and error, I got a few ground rules for Alchemy laid out. There's a few core rules. From there, I'll put in the basics for the PERMANENT buff items first when you're trying to make potions, then the TEMPORARY effect items. Feel free to add others.
Core Rules:
1) 10 item limit - This is a hard "Thou shalt not pass" limit. You cannot have more than 10 items in any alchemy formula. Period.
2) 2 item minimum - This is also a hard minimum.
3) Never mix temporary and permanent effect items. - The resulting potion will ALWAYS be a temporary effect one.
3) A healing effect only or heal and cure poison (without immune duration) item can be mixed with either permanent or temporary effect items without problems. - These are not considered either temporary or permanent effects, and so do not fall under the exclusion rule for temporary and permanent effects and alchemy.
Permanent:
1) Always use more stat increase than protection increase items. - This will prevent getting damage gems instead of potions.
2) Avoid using minerals in quantities that would normally make a damage gem. - The damage gem recipe will "trump" whatever increase potion you're trying to make. 1-2 of any single type of mineral, especially diamonds and silver.
3) A protection increase item will always lose some potency during the alchemy process. - This is inevitable. You'll never get more than 90% effect from permanent protection increase items when making a potion, even at rank 10 Alchemy.
4) Stat increase items will gain potency at rank 10 Alchemy. - The game says you'll get 100% effectiveness from alchemy at rank 10, but you'll get 110% benefit for stat increases when you're at rank 10 and making stat increase potions.
Temporary:
1) Cooking one type of item exclusively is less effective than cooking a variety of items. - Duration goes DOWN when you only use one type of item in a potion.
2) Mixing any item that confers poison immunity with an item that does poison damage to the user will remove the damage factor from the resulting potion. - Simple and effective way to make some of those good mod herbs safe for consumption.
3) Duration when using mixed duration items will be the average of base durations. - Mixing a 2 min and a 5 min duration item will produce a 3.5 min potion. Good for squeezing out a few extra seconds from a low duration, high effect component.
4) Healing items gain potency at rank 10 Alchemy. - Mixing a healing potion at rank 10 will give 110% of the total healing of all the items used in the recipe.
Two Worlds - Alchemy Rules
The 110% figure is wrong. If you use 10 ingredients AND the total of the stat is divisible by 5 then the figure should be 180%. You have to use 10 ingredients (not 10 different, 10 total).
Example 10 centaurium = 30 dexterity x 1.8 = 48 dexterity.
Try it with red and blue pots.
Example 10 centaurium = 30 dexterity x 1.8 = 48 dexterity.
Try it with red and blue pots.
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