Primary Profession. Allows an alchemist to brew basic, standard, amazing, astounding, or extraordinary potions up to a maximum potential skill of X. Requires Herbs found with the Herbalism skill.
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.
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
As of 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
Alchemist's transmutations of various Essences into other EssencesAlchemist's transmutations of various Primals into other Primals 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-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.
The newest (as of patch 4.0.3a) non-elemental transmute, and most sought after, is [Truegold].
Discoveries
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
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 interpet it as 0.050625%, 0.3375%, 2.25%, 15%, 82.361875% then it would be approx. 1.20 items).
Changing Specializations after Patch 4.3
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]
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:
Equip: Increases defense rating by 54. Equip: Increases the effect that healing and mana potions have on the wearer by 40%. This effect does not stack.
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."
Equip: Increases spell power by 59. Equip: Improves haste rating by 50. Equip: Increases the effect that healing and mana potions have on the wearer by 40%. This effect does not stack.
Equip: Increases attack power by 100. Equip: Improves critical strike rating by 50. Equip: Increases the effect that healing and mana potions have on the wearer by 40%. This effect does not stack.
Equip: Increases your mastery rating by 233. Equip: Increases the effect that healing and mana potions have on the wearer by 40%. This effect does not stack.