Dungeon Rats: Alchemy: Potions, Vials, Bombs



Alchemy Recipes


In Dungeon Rats alchemy, potions and bombs are concocted or assembled from base reagents or base reagents and an additional reagent (ingredients). Most ingredients are acquired from flora (oases) or looted from the corpses or wreckages of enemies.

No base reagents or ingredients can be purchased (there are no merchants), and itemization is limited. Thus, resource management is paramount (not wasting ingredients or potions and bombs). In addition, some ingredients are rare and some might not be found at all, unless one is thorough in exploration (such as Dragon's Blood Extract).

Only the Healing Salve can be concocted at a skill level of just one. Other concoctions and assemblies have a skill level requirement. In addition, with the exception of the Regeneration Potion, the potency of concoctions and bombs (their effectiveness) scales to the skill level of the alchemist (the character doing the concocting).

For example, a Healing Salve concocted at skill level 1 heals 5 HPs whereas one concocted at skill level 10 heals 40. Several factors scale, and there are also tiers (extended, strong etc.)

Alchemy is powerful. Characters buffed with neurostimulants can move across more squares per turn and execute more attacks per turn. Weapons laced with poison are more deadly than ones that aren't, since the poison stacks with each hit (and is also cumulative with bleeding). And well-placed bombs can reshape the landscape of battles and dictate the outcomes of combat encounters.

Items are listed alphabetically. Format is: Potion / Bomb: Reagent + Additional Reagent (if any).

By scales, I mean that a concoction or assembly increases in potency with Alchemy skill level; that it scales with Alchemy skill level.

Antidote Recipe


Kadura Leaves + Avatera Sprouts

The decrease in poison level scales from 20-100. Can be used in combat to stop poison damage.

Acid Vial


Sulfur

The DR reduction scales from 3-5, but HP damage is static at 3-3. 

Good for softening up tanky, heavily armored mobs. To be clear, AVs are not about dmg but DR reduction.

Acid Vial (Splash)


Sulfur + Fools' Gold

The DR reduction scales from 2-5, but HP damage is static at 2-2.

Acid Vial (Strong)


Sulfur + Salt Petrae

The DR reduction scales from 7-8, but HP damage is static at 4-4.
Note that salt petrae is not found until the very end of the game (Part XIV).

Berserk Potion


Blood Mushroom

The damage bonus scales from 30%-40%, the THC penalty from 25%-10%, but the duration is static at 3 turns.

Berserk Potion (Extended)


Blood Mushroom + Emoryl Roots

The damage bonus scales from 30%-40%, the THC penalty from 20%-10%, and the duration from 4-5 turns.

Berserk Potion (Hemostasis)


Blood Mushrooms + Fennah Berries

The DR bonus scales from 2-3, the HP loss from 10-5, but the duration is static at 3 turns.

Black Powder Bomb


Black Powder

The damage range scales from 15-20 to 25-30 but the AoE and Hardness are static at 5 tiles and 75%. 

Black Powder Bomb (Frag)


Black Powder + Iron Balls

The damage range scales from 15-20 to 25-30, but the AoE and Hardness are static at 5 tiles and 125%. 

Black Powder Bomb (Strong)


Black Powder + Salt Petrae

The damage range scales from 20-25 to 25-30, but the AoE and Hardness are static at 75%.
Note that salt petrae is not found until the very end of the game (Part XIV).

Healing Salve


Cassava Root

The HP healing scales from 5-40. 
Can be used in combat to stop bleeding damage, and can also be handy if ration stocks fall low. 

Liquid Fire Vial


Rock Oil

The damage range scales from 2-5 to 6-12.

Liquid Fire Vial (Strong)


Rock Oil + Sulfur

The damage range scales from 8-12 to 11-17.

Liquid Fire Vial (Burning)


Rock Oil + Quicklime

The damage range scales from 4-9 to 6-12, but burning damage and duration are static at 1-3 for 3 turns.

Neurostimulant


Quicksilver Root

AP bonus scales from 2-6, but duration is static at 2 turns. 
One of the most powerful potions, since increasing the AP pool grants +mobility and +attack rate.

Neurostimulant (Extended)


Quicksilver Root + Emoryl Root

AP bonus scales from 2-6, and duration scales from 3-4 turns.

Neurostimulant (Eagle Eye)


Quicksilver Roots + Dragon Blood Extract

AP bonus scales from 3-6, THC bonus from 15-20, but duration is static at 2 turns.

Poison Vial


Poisoned Stinger or Kadura Leaves

The damage scales from 3-11. The no. of strikes and duration are static at 20 and 3 turns. 
An invaluable weapon buff, since poison damage stacks.

Poison Vial (Potent)


Poisoned Stinger or Kadura Leaves + Emoryl Root

The damage scales from 9-11. The no. of strikes and duration are static at 20 and 5 turns. 

Regeneration Potion


Cassava Root + Amaranthus Extract

Permanently lowers max HP by 5, but grants a permanent 1 HP regeneration per turn. No-brainer trade-off.
Alchemy score of >=7 required.

Restorative Liniment


Cassava Root + Goldenberry

Stat penalty healing scales from 1-5. Can't be used in combat.

Most common to least common reagents (rarest)


  • Avatera Sprouts x35
  • Kadura Leaves x26
  • Cassava Root x23
  • Sulfur x16
  • Poisoned Stinger x13
  • Goldenberry x12
  • Rock Oil x12
  • Blood Mushroom x12
  • Quicksilver Roots x12
  • Quicklime x8
  • Fools' Gold x8
  • Black Powder x8
  • Iron Balls x8
  • Emoryl Root x6
  • Fennah Berries x4
  • Salt Petrae x4
  • Dragon Blood Extract x3
  • Amaranthus Extract x1

cRPG Blog 4. Barca 9. Scaurus 14. Praefectus
Dungeon Rats Walkthrough 5. Old Town 10. Enforcer 15. Centurion
1. Rock Bottom 6. Roxana 11. Construct 16. Alchemy Dungeon Rats
2. Bug Hunt 7. Elder Worm 12. Guardian Demon 17. Companions Dungeon Rats
3. Fire Ant Queen 8. Democritus 13. Emperor 18. Arms & Armor Dungeon Rats

2 comments:

  1. I'm fairly sure Healing Salve could be used in combat to stop bleeding, same with antidote and poison. Maybe I just played an earlier version of the game.

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