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Trade alchemy WoW Icon 16x16 Alchemy (Profession)
IngredientsProficienciesQuestsRecipes (Transmutes) • TrainersEconomical Training
For lore, see Alchemist.

The alchemist mixes herbs found by Herbalism and reagents in order to concoct elixirs, potions, oils, flasks and cauldrons with a variety of effects. A player can create healing, invisibility, elemental resistance and mana potions; oils to coat weapons; and much more.

Alchemy is useful to all character classes. Melee fighters can use alchemy to create buff and healing potions. Spell casting classes can use alchemy to create mana potions and related buffs. You can create potions for yourself, sell them to others, or give them to your party members and friends. Alchemists are well loved when they hand out potions.

Alchemy Training Edit

Alchemy recipese
Apprentice
Journeyman
Expert
Artisan
Master Bc icon
Grand Master Wrath-Logo-Small
Illustrious Cataclysm-Logo-Small
Zen Master Mists-Logo-Small
Proficiency Level Skill
Apprentice 5 1 - 75
Journeyman 10 50 - 150
Expert 20 125 - 225
Artisan 35 200 - 300
Master 50 275 - 375 Bc icon
Grand Master 65 350 - 450 Wrath-Logo-Small
Illustrious 75 425 - 525 Cataclysm-Logo-Small
Zen Master 81 500 - 600 Mists-Logo-Small

Prior to patch 4.0.1 you needed five different types of vials. Potions, elixirs and flasks required some type of vial, which could be purchased from any trade goods vendor. There were five types of vials: Empty, used to create lower-level potions; Leaded, used to create mid-level potions; and Crystal, Imbued, or Enchanted vials, used to create higher-level potions and flasks. This is no longer the case. There is only one vial now, the [Crystal Vial].

Herbalism is not technically required, but is highly recommended as nearly every alchemy recipe requires Herbs to make and herbalism can alleviate most of the cost of leveling up. Also, the wide variety of different herbs makes it difficult to simply purchase what you need from other players, because many potions will require more than one type of herb to make and the herbs are often very expensive.

  • [Herbalism] - You probably can't afford to buy all your herbs at the Auction House, so you might as well harvest them yourself. Also, elemental life ingredients often get harvested with herbs and can be useful for leveling with transmutes.
  • [Inscription] - If you must buy herbs or get them from an alt, you can at least use the herbs not used for Alchemy for Inscription since both professions call primarily for herbs.
  • [Enchanting] - Not as good a second choice as Herbalism or Inscription, but nice if you want to be a one stop item and buff shop.

Perks Edit

As of Wrath-Logo-Small patch 3.0.2, all alchemists gain the passive [Mixology] ability which increases the effectiveness of any elixir or flask that the character has a recipe for.

Transmutation Edit

Alchemy transmute

Alchemist's transmutations of various Essences into other Essences

Alchemy Primal Transmute

Alchemist's transmutations of various Bc icon Primals into other Primals

Eternaltrans

Wrath-Logo-Small Eternal transmutations

High-level alchemists can also perform transmutations on elemental materials and some metals for use with other tradeskills. Arcanite, which is used in high-level pre- Bc icon Blacksmithing recipes, cannot be mined – it can only be transmuted from Arcane Crystal, which is derived from Thorium. Other transmutations are possible; see the recipe list below.

Before an alchemist can perform transmutations, he or she must create a [Philosopher's Stone] (or equivalent). This stone must be in the inventory or equipped to perform any transmutations, and it is not consumed when a transmutation is done. Making multiple Philosopher's Stones will not reduce the cool down time. Philosopher's Stones are also soulbound and cannot be disenchanted, so it is not advised to create more than one. As of patch 2.4, all transmutations EXCEPT Arcanite and Titanium (as of Patch 3.3) share a cool down timer. After transmuting Gold, Truesilver or Truegold, you must wait until real-world midnight before performing any other transmutation. Other cooldowns vary based on the level of the transmute. However, you can transmute as much Arcanite as you wish without any kind of cooldown.

Elemental essences can also be transmuted. Essence of Undeath can be transmuted to Essence of Water, Essence of Water can be transmuted into Essence of Air, and so on. Essence transmutes have a cooldown of 20 hours, as does a transmute of Iron into Gold.

There is also a transmute for transforming a Heart of Fire into three Elemental Fires on a 10-minute cooldown available with reputation gains from the Thorium Brotherhood.

In Burning Crusade Edit

Bc icon This section concerns content exclusive to The Burning Crusade.

Burning Crusade introduced the transmutation of Primal ingredients (see diagram): [Primal Earth] to [Primal Water] to [Primal Air] to [Primal Fire] to [Primal Earth]; [Primal Shadow] to [Primal Water] to [Primal Shadow]; [Primal Fire] to [Primal Mana] to [Primal Fire]; [Primal Earth] to [Primal Life] to [Primal Earth]. You can also transmute Primal Fire, Air, Earth, Water, and Mana into [Primal Might]. (Note: there is no transmutation required to convert 10× motes into 1× corresponding primal. This is available to any player as a stacking mechanism.) Motes can be converted to Primal elements but not converted back — and since motes are used in some recipes, be cautious when farming as to which you will need. (Miners have the ability to break down Primal Earth and Primal Fire back to motes.)

Burning Crusade also introduced the transmutation of the [Earthstorm Diamond], the [Skyfire Diamond], and the [Alchemist's Stone]. Transmuting the Earthstorm Diamond or the Skyfire Diamond puts a shared cooldown of 20 hours on all other transmutation, including Heart of Fire.

In Wrath of the Lich King Edit

Wrath-Logo-Small This section concerns content exclusive to Wrath of the Lich King.

Wrath of the Lich King introduced the transmutation of Eternal ingredients (see diagram): [Eternal Life] to [Eternal Fire] or [Eternal Shadow]; [Eternal Fire] to [Eternal Life] or [Eternal Water]; [Eternal Water] to [Eternal Fire] or [Eternal Air]; [Eternal Air] to [Eternal Water] or [Eternal Earth]; [Eternal Earth] to [Eternal Air] or [Eternal Shadow]; and lastly [Eternal Shadow] to [Eternal Life] or [Eternal Earth].

In Cataclysm Edit

Cataclysm-Logo-Small This section concerns content exclusive to Cataclysm.

Cataclysm introduced the transmutation of Volatile ingredients. However, it isn't a cycle between ingredients, but from a base of 15 [Volatile Life] always via [Transmute: Living Elements]. In non-Cataclysm zones, the [Volatile Life] will randomly transmute into 14-16 of the other 4 types of Volatiles ([Volatile Air], [Volatile Earth], [Volatile Fire], or [Volatile Water]), but in Cataclysm zones the type is predetermined: Uldum yields [Volatile Air], Deepholm yields [Volatile Earth], Mount Hyjal yields [Volatile Fire], and Vashj'ir yields [Volatile Water].

The newest (as of Cataclysm-Logo-Small patch 4.0.3a) non-elemental transmute, and most sought after, is [Truegold].

Discoveries Edit

Alchdiscovery

The discovery of a Super Rejuvenation Potion

There is a small chance that an alchemist will make a discovery and instantly learn a new recipe when making a transmutation or crafting an elixir, potion, or flask.

Alchemy Specializations Edit

Once you reach Alchemy skill 325 and level 68, you may begin a quest to learn one of three specializations: Potions, Elixirs or Transmutations.

Being specialized gives you a chance to create an extra 1 to 4 (for a total 5) items while crafting within the field you have specialized in. For example, a Master of Potions may be able to craft more than one [Super Mana Potion] using the same materials needed to craft a single potion.

While the exact percent is not known, people have speculated that this ability can happen anywhere from 10-25% of the time. A frequently cited figure in the official World of Warcraft Professions Forums is 15% of the time the extra items proc. According to the theory detailed below, extra items proc 15% of the time, and so one creates approximately 1.18 times the product due to procs.

One theory is that each extra item created also has a 15% chance to create its own extra item. Probability in this type of case is multiplicative and luckily analytical – we do not have to do a Monte-Carlo analysis to determine the probability. It works the same way as the probability of flipping N number of heads in a row with a coin. The chance of flipping 1 head is 50% or a 0.5 probability. The chance of flipping 2 heads in a row is 0.5 *0.5 or .25 or 25%. The chance of flipping 3 heads in a row is 0.25 *0.5 or 0.125 or 12.5%

So, if the 15% assumption is correct, when creating an item, you have approximately a 15% chance of creating exactly two items instead of one, a (0.15*0.15) or 2.25% chance to create three items instead of one, a (0.15*0.15*0.15) or 0.3375% chance of creating four items instead of one, and a (0.15*0.15*0.15*0.15) or 0.050625% chance of creating exactly five items instead of one.

This will lead to approximately 1.18 items created per creation (instead of the regular 1.00; assuming a 85% chance for 1 item (100% minus 15%), a 12.75% chance for 2 items (15% minus 15%), and so on; if you interpret it as 0.050625%, 0.3375%, 2.25%, 15%, 82.361875% then it would be approx. 1.20 items).

Specialization quests as of Mists of Pandaria Edit

Mists-Logo-Small This section concerns content exclusive to Mists of Pandaria.

Specialization quests were updated with Mists-Logo-Small Mists of Pandaria.

[Potion Master]

Total AH Materials Cost: approx. ? Gold

[Transmutation Master]

Total AH Materials Cost: approx. 2400 Gold

[Elixir Master]

Total AH Materials Cost: approx. ? Gold

Changing Specializations after Patch 4.3 Edit

Cataclysm-Logo-Small This section concerns content exclusive to Cataclysm.

To change specialization you now click the small, red "unlearn specialization" button, located next to your current specialization icon in the professions pane of your Spellbook. Once you unlearn your spec you will be offered the specialization quests again. You must complete them each time you switch specialization. The old system pre-Patch 4.3 of "pay a fee to change specialization" no longer exists.

In Patch 4.3, Alchemy Specialization quests have been moved to the Alchemy trainers and the old quests have been removed. The three new quests and rough costs from Auction House prices for materials are:[1]

[Potion Master]

Total AH Materials Cost: approx. 450 Gold

[Transmutation Master]

Total AH Materials Cost: approx. 2200 Gold

[Elixir Master]

Total AH Materials Cost: approx. 900 Gold

Changing Specializations pre-Patch 4.3 Edit

Players can unlearn and relearn a specialization repeatedly. The cost to unlearn is one hundred and fifty gold. To unlearn a specialization a character must speak with the NPC who teaches that specialization. Once you are unspecialized again, you can see any of the three specialization trainers and specialize without additional cost or questing. It may be worth considering taking Potion mastery, as you will generally make all the needed quest items in the course of leveling Alchemy, and then switching to Transmutation or Elixir.

Note: You must speak to the correct specialist to learn and unlearn that specialization. The NPC in Shattrath City no longer offers all 3 quests to re-specialize and is only the elixir master.


Note: Each of the Mastery quests below has an optional lead-in quest available from:

Master of Potions Edit

Trained by Lauranna Thar'well in Cenarion Refuge, Zangarmarsh [80, 64]. This quest requires:

Master of Elixirs Edit

Note: Flasks also benefit from Elixir Mastery. Trained by Lorokeem in Shattrath City [45, 21]. This quest requires:

Master of Transmutation Edit

Trained by Zarevhi in Stormspire, Netherstorm [44.1, 36.6]. This quest requires:

Items only usable by alchemists Edit

Artisan Edit

Trinkets


Master Bc icon Edit

Potions
Inv potion 28 55
  • Mad Alchemist's Potion
  • Item Level 75Disenchants into:
    Not disenchantable
  • Requires Level 60
  • Requires Alchemy (315)
  • Use: Restores 1650 to 2750 mana and health. Sometimes has side effects.
  • 1 Charges
  • Sell Price: 70 Silver


Trinkets


Grand Master Wrath-Logo-Small Edit

Potions
  • Crazy Alchemist's Potion
  • Item Level 80Disenchants into:
    Not disenchantable
  • Requires Level 70
  • Requires Alchemy (400)
  • Use: Restores 3100 to 3500 health and 4200 to 4400 mana. Sometimes has the effect of an additional random potion.
  • Sell Price: 25 Silver
  • Flask of the North
  • Item Level 80Disenchants into:
    Not disenchantable
  • Binds when picked up
  • Requires Alchemy (400)
  • Use: Increases your spell power by 47, attack power by 80, or Strength by 40 for 1.00 hour. Counts as both a Battle and Guardian elixir. Effect persists through death.
  • "Can be used in arenas. This potent flask is not consumed when used, but is unaffected by Mixology."


Trinkets


Illustrious Grand Master Cataclysm-Logo-Small Edit

Trinkets


Mount Cataclysm-Logo-Small Edit

With the [Vial of the Sands], which only Illustrious Grand Master alchemists can make, anyone will be able to transform into a [Sandstone Drake] that will be able to carry another person. This mount costs approx. 29,000 Gold in vendor materials (5000 Gold for [Pyrium-Laced Crystalline Vial] and for 8 [Sands of Time] at 3000 Gold each), in addition to 8 each of [Flask of the Winds], [Flask of Titanic Strength], and [Deepstone Oil], as well as 12 bars of [Truegold]. The recipe for this mount is received through max-level [Archeology] sites, inside an item called a [Canopic Jar]. The recipe only appears for grand master alchemists (Alchemy level 450 or greater).

The [Vial of the Sands] is not restricted to those with Alchemy only. It is not Bind on Pickup anymore and can be traded and sold on the auction house. It is the prerequisite of the Inv alchemy potion 06  [Vial of the Sands] achievement.

Patch changes Edit

See also Edit

ReferencesEdit

External links Edit

For leveling guides please visit Tradeskill leveling guides
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