PDA

View Full Version : Alchemy


Charinida
5th December 2004, 12:33 PM
I haven't the foggiest idea what most of the potions are...

Scroll is easy enough... But they don't give descriptions on the potions... (reminds me of DE's in SWG... We can make droids, but the majority of the people don't know what they do or how to use it)

Original posts are from EQTC2 ... Still lots of blank pages... :?

For right now, if you have info to add to the list please post the following information:
Potion Name
Potion Duration
Effects
---------------------------------------------------

Elixir of Endless Intellect
Duration: 3 Minutes
Effects: +4 Intelligence, +4 Wisdom

Elixir of Swiftness
Duration: 3 Minutes
Effects: +15 Armor Class

Elixir of Champion
Duration: 35 Seconds
Effects: Self Haste (Unknown %)

Elixir of the Stoutheart
Duration: 35 Seconds
Effects: Self Haste (Unknown %)

Elixir of Incandescent Awareness
Duration: ?
Effects: +1 Save vs Cold, +1 Save vs Heat

Spirit of the Brute
Duration: ?
Effects: +1 Strength, +2 Stamina

Elixir of the Myrmidion
Duration: ?
Effects: +4 Power

Elixir of Rejuvenation
Duration: 30 Seconds
Effects: +10 Out of Combat Health Regeneration (May include power as well)

Elixir of Comprehension
Duration: 3 Minutes
Effect: +10 Save vs Mental, +10 Save vs Magic, +10 Save vs Divine

Elixir of Vitality
Duration: Instant
Effects: Instant Heal for unknown amount (At least 20hp)

Elixir of Purity
Duration: 3 Minutes
Effects: +10 Save vs Poison, +10 Save vs Disease

Essence of Treefolk
Duration: Instant
Effects: Cure Poison, Cure Disease

Spirit of the Hunt
Duration: Instant
Effects: Cure Heat, Cure Cold

Alijma's Awakening
Duration: 40 Seconds
Effects: ?

Haldorak's Rejuvenation
Duration: 30 Seconds
Effects: ?

Spirit of the Ox
Duration: Instant
Effects: Cure Crush, Cure Slash, Cure Pierce

Elixir of Enlightenment
Duration: 8 Minutes 15 Seconds
Effects: +1 Wisdom, +1 Intelligence

Elixir of Mental Protection
Duration: 3 Minutes
Effects: +1 Save vs Divine, +1 Save vs Mental, +1 Save vs Magic

Elixir of the Fleetfoot
Duration: 15 Minutes
Effects: +6 Health

Elixir of the Clear Mind
Duration: Instant
Affects: Cure Divine, Cure Magic, Cure Mental

Elixir of Thought
Duration: 30 Seconds
Effects: ?

Elixir of Comprehension
Duration: 3 Minutes
Effects: +10 Save vs Divine, +10 Save vs Magic, +10 Save vs Mental

Concoction of Adventure
Duration: 40 Seconds
Effects: ?

Iony's Revitalization
Duration: 40 Seconds
Effects: ?

Elixir of Resurgence
Duration: Instant
Effects: Instant Heal (100-150 estimate)

Goriba's Reclamation
Duration: Instant
Effects: Cure Crush, Cure Pierce, Cure Slash

Elixir of Thought
Duration: 30 Seconds
Effects: Out of Combat Power Regeneration (Regeneration amount unknown)

transluscent elixer of endless intellect
lasts 3 minutes
+4 int, +4 wis

transluscent elixer of swiftness
3 minutes
+15 AC

transluscent elixer of champion
35 seconds
self haste (dont know percentage, id guess about the same from the scout HO bravos dance)

transluscent elixer of the stoutheart
35 seconds
self haste (seemed to be the same as champion)

transluscent thirst for blood
possibly bugged, it used the same template as the other following 2 poisons, but i get a "item not equippable" when trying to put it in the activate slot

i forgot the pristine naming for these next 2 poisons, im assuming transluscent

transluscent caustic assault
poison, lasts 12 hours
12-16 dmg on initial proc, 20 dmg for 4 ticks after that

transluscent diabolic fury
poison, 12 hours
12 dmg initial proc, 16 dmg for 3 ticks after that

Elixer of Incandesent Awareness (regular)
+1 sv cold +1 sv heat
not sure on time

Clouded Spirit of the Brute (shaped)
+1 str +2 health
not sure on time

Elixer of the Myrmidion (regular)
+4 power
not sure on time

Elixer of Rejuvination (regular)
+10 regen per tick with food. I believe it is the same without food.
This was out of combat regen that I saw, not sure if it has any effect in combat.
30 seconds

Transluscent Elixer of Comprehension
3 minute duration
+10 to resistances; Mental, Magic, Divine

Transluscent Elixer of Vitality
instant heal (dont know amount, i wasnt that hurt at the time, at least 20hp)

Malignant Decay (poison)
12 hour duration
22-26 initial proc.. 14hp/tick for 4 ticks

Bloodburst (poison)
12 hour duration
30-33 initial proc.. 7hp/tick for 4 ticks

transluscent Elixer of Purity
3 minute duration
+10 to Poison and Disease resistance

Essence of Treefolk (regular)
Removes posion effects
Removes disease effects

Spirit of the Hunt (regular)
Removes heat effects
Removes cold effects

Alijma's Awakening (regular)
40 seconds
no effect noticed. Maybe regen, wasn't hurt.

Spirit of the Brute (regular)
3 min
+1 Str +1 Sta +1 Health

Haldorak's Rejuvination (regular)
30 seconds
No effect. Not power regen, maybe health.

Spirit of the Ox (regular)
Removes Crush effects
Removes Slash effects
Removes Pierce effects

Elixir of Enlightenment (regular)
8 min 15 sec
+1 wis +1 int

Translucent Elixir of Mental Protection (pritstine)
3 min
+1 sv divine, mental, magic

Translucent Elixir of the Fleetfoot (pristine)
15 min
+6 health

Translucent Elixir of the Clear Mind (pristine)
Removes Divine effects
Removes Magic effects
Removes Mental effects

Translucent elixer of Thought (pristine)
30 sec
no effect. maybe regen.

__________________
No no no! Get away from me with those feet! I will NOT let you punt me!

Charinida
5th December 2004, 12:44 PM
Another post, for those considering to be an Alchy...

As an alchemist, you really have 5 areas to work in:
Alchemist-Use Reagents (Wild Garlic Oil, Wild Leek Mixture, Hyacinth Compound, etc)
Alchemy Reagents (Temper, Thykaloid's (Oil, Wash, Resin))
Ink
Fighter Skill Essences
Potions & Poisons
Each category has its own advantages and disadvantages.

There are two subcategories of reagents, one is those used by all artisan classes, and the other is the specific washes, oils, resins, etc. that need alot of different and specific items, Wild Leek, Wild Garlic, Hyacinth, etc. It requires a lot of storage to find these and effort to stock up on them. There is no real player demand for these yet.

The demand is for artisan alchemy items such as neolith temper, and thykaloids (oil, wash, resin, etc.). The temper and thykaloids is needed by every artisan class post 20, and they can't make those themselves. What that means is your products will be in high demand, but you will find yourself creating stacks of items that give you no xp in order to help other classes advance. Maybe everyone will face this, but as I did my 200th combine for neolith temper followed by my 200th combine for Thykaloid Oil, at level 23, I started getting a bit bored. I have been able to trade these for tier 3 resources I cant harvest on my own, so thats a big help.

Ink is also a double-edged sword. its needed to craft all spells, runes and essences, but we are the only class that can make it. Its in demand, and all scholars will need it, but its a pain in the ass to make. First you make the wash, then the resin, then the hexanoid, then the dye, then the ink. Again, once you hit 25, there wont be much xp from doing this, but it takes alot of time. However, you can hopefully trade this to other scholars to get your spell / skill upgrades.

Fighter Skill Essences are always in demand. We are the only class that can craft our own spell / skill upgrades, without relying on other classes. Although there is a hefty 6sp cost for the lvl 20-29 upgrades, the sellback cost to a vendor is 12sp, so we don't lose out. Keep in mind that putting 10 essences on a vendor means that you will have about 70sp tied up in these until they are purchased.

Potions and Poisons? Currently fun, but not required for adventuring, and a bit of a money sink. Its frustrating right now because the recipes and results haven't been tuned yet. We are missing recipes and resources, some results aren't activatable or do nothing. At lvl 20+, these also cost about 6sp to make and require a component made by a jeweller, a glass or a vial. I haven't seen anyone who really WANTED a potion or poison I make, and its hard to justify spending 10sp on a potion that lasts for 30 secs or 3 mins. Each combine also produces only a single use item, even pristine (translucent). So If I have to buy a 5.5sp component to make a potion or a poison, I need to sell it minimum 10sp to make a profit. Maybe people will want potions and poisons to help them with their solo quests, such as the hallmark ones, I'm sure it would make it easier. Also, vendors sell poisons and potions and we haven't tested vendor poisons versus player made yet to see the difference.

With all that taken into consideration, I'm enjoying alchemist, but its a lot of hard work.

Crim
6th December 2004, 10:09 AM
I was kind of dissapointed to see how short the durations of the buff potions are. It takes so long to make the potions that while the component cost is cheap, I don't fell that there's much value in them. I'd like to see some potions with a 30 min or 1 hour duration. That would make it woth the time spent on the series of combines needed for each potion. As the current exist, I doubt that I'd even want to use the inventory slot to carry them. Hopefully the T3 potions will have a longer duration.

Charinida
1st January 2005, 08:57 PM
Orig: Alchmist Guide from 20-30 (http://p205.ezboard.com/fcastlemistmoorefrm39.showMessage?topicID=1.topic)

***

Ok so you have just dinged to lvl 20 and are a full fledged alchemist. Now what? I can only tell you what I did to accomplish level 35+

20-30 was nothing but carbon inks. It’s the fastest way to get levels and make that quick cash you need to buy more regents. Making pristine carbon inks require 4 subcombines then the final combine. Yes that 5 combines to yield 1 Pristine Carbon ink, however at level 20-25 you will get decent experience. Just creating 1 stack of pristine carbon inks will net you about 30% exp. The joy of the inks are that you can use them for our spells. In the average we get about 4 spells a level, not including Advanced Alchemy XX.

So lets say you make 1 stack of pristine Carbon inks. Already after the 5 sub combines of each you have gained about 30% exp into 20. Then you have 4 new spells for level 20. Using the pristine inks, solution and candle you then create four 1st time spells. Each of them will net you at least 5% per. So in total you are already half way to 21.

That leaves you with 16 more inks to use at your disposal. From here it is up to you what you want to do. You can either create more spells, which will net you 2-3% per or you can sell the pristine carbons inks for a VERY hefty price. I sell my pristine for no lower then 40sp per.
40x16= 6g40s

Granted prices per very on market, but I have had no problem selling the 200 pristine inks I have made for 40sp per each.

If you are diligent with this for 10 levels you can make a lot of gold and gain levels pretty quickly. Also bear in mind the profit you get from the inks is going to be gone in a matter of mins as you have to put it back into your stash to start the vicious cycle again. I make it a point to keep ½ of my profit in the bank rounded to the nearest gold, so in the example above I would bank 2gp and use the other 4gp40sp for regents.

Basically rinse and repeat until you hit level 30.

Few tips and tricks I have learned over the past few weeks in grinding out levels.

Tip 1:
Belladonna, Carbonite Clusters and Severed Ash.

Buy it all up. Don’t spend more then 3.5sp per. Blow everything you have to get your stocks of this.

But isn’t 3sp.5cp a lot for regents. Yes it is but look at this break down.

3sp.5cp for 1 belladonna root
6cp for candle
18cp for water
For a total of 3sp.39cp per combine.

There about a 60% chance you should get 4 oils/washes out of this. Each of them sells for 2sp. So right off the bat you gain 8sp per 1 belladonna or a 5sp41cp profit per combine.

It’s a sellers market.

Every other class is dependant on us with exception to cooking type of people. Your making over 100% profit on the combine for selling them at 2sp per. I suggest if you want repeat customers you never go higher then that, in fact its good to even sell them for 1.5 each. It cuts into your profit but builds you a nice solid rep which you will have to have once you get to tier 4 crafting.

Tip 2:
Thylakoid Resins are the cheapest to make because they require severed ash or belladonna. Never use belladonna for this combine. Only use Ash. Its about 2sp cheaper then belladonna.

Tip 3:
Rough Agate vs Carbonite clusters.
Metal regents are superior in creating pristine items over their organic counter parts. Carbonite clusters have a higher durability then Agate. So always go for the metal regents first.

Tip 4:
Don’t price gouge. It is not worth it. People will remember you and will not buy from you. When you get to tier 4 and above its even more critical to make repeat buyers. It’s the only way to survive especially when 1 regent costs 7sp per.

Tip 5:
If someone offers you regents for tempers/oil etc give them a price break. Typically I sell my stuff for 5sp per without regents, but if someone provides me the regents I sell it to them for 2sp per. Win win situation.

Anyway just food for thought for all your alchemists out there. Good luck.

Charinida
1st January 2005, 09:00 PM
Orig: Alchemist Guide 30-35 (http://p205.ezboard.com/fcastlemistmoorefrm39.showMessage?topicID=2.topic)

***

Ok so you have followed my other guide and have gotten to 30.

Now what.

More clicking that’s what. A lot more mind numbing clicking.

This will be more comprehensive then the last guide. While the method is the same there are a lot more factors involved in gaining levels.

Reputation
By now you should have some repeat customers and if you have treated them right your name should be known as a good alchemist. Ask your self this question have you received this type of tell?

"Hey man I hear you do combines. Are you able to do tier 4 stuff yet?"

If that is you and if you have gotten a tell then understand people are waiting for you to level up. Use that to your advantage by doing the following.

Tell them once you hit 30 you will do combines for them if they provide the material. Offer to pay them 5sp per.*server price may vary* Buy it all. Remember when I said you should keep 1/2 your profits rounded down? Well that stash is soon to be spent. All you want to do is buy as much stuff up as possible then turn it around just as soon as you make it.

Offer bulk pricing for people. Right now I normally sell all my tier 4 regents for 5sp and any order over 250 I drop it to 4sp per. I’m still making about a nice profit in doing so.

With the combo of a good reputation you will notice a few select people who always have tier 4 regents available. You know the ones I am talking about. The people who have like stacks and stacks of stuff but never openly sell it or use it. They are you new best friend. As a 35th level alchemist, but level 15th advent, I have to depend on others to help me out. Be aggressive. Send that person a tell and explain to them your situation. Tell them if they harvest and only sell to you, you will buy it all. This is a great situation for both parties. He gets the instant cash he wants and you get the regents you need. Bear in mind if you’re known as a price gouger then you won’t get any of help.

Be fair.


Research Research.
At level 30 an entire new playing field opens up for you. 1st thing you should do is head to the broker and do a search on Granum and Paleolith. Make a mental note of what they are selling for. My server sells them for 5sp each. For ease of this guide I will use 5sp for all regents. Next do a search for Tussah roots, Fey clusters, severed briarwood. Again make a mental note. On my server they sell for 5sp, again I’m going to use that number here.

Granum resins/oils/washes. Same basic concept as thylakoid series.

Resins use:
Tussah roots or Severed Briarwood

Again much like thylakoid resins you want to use the cheap(er) regent to create it. Briarwood sells about 2sp less then tussah roots. I can tell you from my own experience that there is a HUGE lack of tussah roots on the server; either that or I just suck at getting them. Stock up and constantly buy them whenever you see them.

Oils and washes only use Tussah roots. Looking at the math.

I normally buy tussah roots for 5sp per and get an average of 3 tempers per root. I sell my stuff for 5sp which nets me an extra 10sp. Not a bad lil profit. Talk to the other alchemist if at all possible and try to work with them. Try not to undercut them and if you do make sure you understand you may be cutting your throat in the long run. Right now to be honest I undercut all tier 4 alchemists on the server. Ill explain why later on.

Price breaks
Truth be told I am in it for 2 reasons. Levels and Money. Not in that order either =). I’m level 36th as I finish this up, I have 3 plat to my name. That is a ton of money. I didn’t get here by sky pricing my stuff or being nice to others. I got here because I priced my stuff lower then most so they would ONLY buy from me. The more I sell the more I can buy and by virtue of that the more I can create and level up.

Ive said it once and Ill say it again. You need to have repeat customers. Give them price breaks. The more quantity they want give them a lower rate. You will be surprised how a 50 copper difference can make in a deal.

Word to the wise. DO NOT TRADE YOUR SKILL FOR SOME OTHER PLAYER MADE STUFF…unless you KNOW exactly their cost in making that item. If you do this make sure you figure out your costs vs. their costs. NOT you’re cost vs. their selling price. I fell into this trap. Never again. Don’t do it. You have the ability to lose out if you don’t know what you’re doing.

Creating items if they provide the rare/material. This is all up to you. Remember it’s your time. Me personally if they give me a stack of tussah and want it all then cool I have no problem giving it to them, however I will tell them I want 3sp per wash given.

Creating inks if they provide the rare. That’s all up to you.

The following is for power gamers and those that want to move up as quickly as possible. Those casual or sensitive people need not read on because I know you will be offended.

Success breeds competition, competition breeds….power curves?
In order to be successful and make lots of plat you need to be ahead of the power curve. What I mean by this is, head to your broker and do a search for thylakoid stuff. If you get 5+ pages then you’re behind the power curve, and then do a search for granum. If only 2 pages come up that means you need to power thru to get ahead of the curve. *see carbon ink method*

How the curve helps is alchemists aren’t dependant on anyone at all. Every other artisan class needs our stuff to advance. So that being said alchemists advance faster then any other artisan class. So if the majority of alchemists are doing tier 3 stuff that means the majority of other classes are in tier 3 about to hit tier 4 or in tier 2 about to hit tier 3. Either way you can win in this case.

If you’re doing tier 3 with lots of competition do what you can to churn out your exp and product. Lowball other alchemists if need be. Basically you need to do whatever it takes to get ahead of the curve. You want to be tier 4 prior to all the other artisans hit tier 4 product. You also want to make sure you set the pace for the price on tier 4 items and more importantly you want to buy every tier 4 regent now, not when people decide to overprice everything.

Yes this sounds a bit cut throat, but you have to do what you can do make sure you are successful in your venture. You want to set the pace and not get left in the dirt.

Good luck and as soon as I hit 40 Ill post another guide. I will tell you that 40-50 will be impossibility because not many people are harvesting yet.


In closing just be fair. Use common judgment in pricing.




Maemae
15th Cleric
35th Alchmist
Mistmoore

Charinida
1st January 2005, 09:33 PM
Orig: Comprehensive T3 and T4 Pricing for Inks and Mainstream Sub-components (http://eqiiforums.station.sony.com/eq2/board/message?board.id=a13&message.id=1337)

***

Tier 3:
Cost for 1 stack of ink -- Assumes raw resources cost you on average 3sp each (Wholesaler Quest/Writ Price)
1 stack of oil: 5 raw resources (3sp) + 5 Candle (6cp) + 5 Water (6cp) = 15.60sp
2 stacks of wash: 10 raw resources (3sp) + 10 Candle (6cp) + 10 Water (6cp) = 31.20sp
1 stack of *Reagent: 20 Gold/Agate (3sp) + 20 Candle (6cp) = 61.20sp
1 stack of Dye: 20 Candle (6cp) = 1.20sp
1 stack of Ink: 20 Candle (6cp) = 1.20sp
TOTAL COST: 15.60sp + 31.20sp + 61.20sp + 1.20sp +1.20sp - Loam (20sp) = 90sp
**Loam sells back to merchants at 1sp and change to a merchant or you can bring it to a Jeweler to have them make glass and you can make approx 3-4 silver per combine off the glass making potions if you sell the potions back to the vendor.

Total combines to make that 1 stack of ink: 75
You(Sage/Jeweler/Alchemist) get 20 combines out of our 75 combines.

Now if an alchemist isn't making ink they will sell on average a wash/resin/oil/temper at 2sp per or 40sp a stack.

Cost of raw resource: 60 sp @ 3sp each
Cost of 20 candles: 1.20sp
Cost of 20 waters: 1.20sp
Cost to make 4 stacks of resin/wash/oil/temper: 62.40sp
4 stacks will sell for 1.60gp on the broker fairly fast. I sell out nearly every night.

Total combines to make 4 stacks of oil/resin/wash/temper: 20
Profit: Approximately 1gp <--- we will call this the T3 Alchemist's standard rate for a stack of combines.

Tier 4:
Cost for 1 stack of ink -- Assumes raw resources cost you on average 8sp each (Wholesaler Quest/Writ Price)
1 stack of oil: 5 raw resources (8sp) + 5 Candle (6cp) + 5 Water (6cp) = 40.60sp
2 stacks of wash: 10 raw resources (8sp) + 10 Candle (6cp) + 10 Water (6cp) = 81.20sp
1 stack of *Reagent: 20 Velium/Opaline (8sp) + 20 Candle (6cp) = 1gp 61.20sp
1 stack of Dye: 20 Candle (6cp) = 1.20sp
1 stack of Ink: 20 Candle (6cp) = 1.20sp
TOTAL COST: 40.60sp + 81.20sp + 1gp61.20sp + 1.20sp +1.20sp = 2gp 84sp 40sp

Total combines to make that 1 stack of ink: 75
You(Sage/Jeweler/Alchemist)get 20 combines out of our 75 combines.

Now if an alchemist isn't making ink they will sell on average a wash/resin/oil/temper at 6-7sp per or 1.20gp to 1.4gp a stack.

Cost of raw resource: 1gp 60sp @ 8sp per raw resource
Cost of 20 candles: 1.20sp
Cost of 20 waters: 1.20sp
Cost to make 4 stacks of resin/wash/oil/temper: 1gp 62.40sp
4 stacks will sell for 3gp 20sp to 4gp on the broker fairly well.

Total combines to make 4 stacks of oil/resin/wash/temper: 20
Profit: 4.8gp to 5.6gp (gross income) - 1gp 62sp 40cp (cost) = 3.8gp to 3.98gp
***OR***
Approximately 4gp per 20 combines <--- we will call this the T4 Alchemist's standard rate for a stack of combines.

Now, I can see a pattern developing here. Each tier's expected profit increases by a factor of 4. The vendors payed 2sp for our poison/potion sub components in T3, and it just so happens that the vendors pay 8sp for our poison/potion sub components in T4. Seems that the factor of 4 is the artificial number that Sony has set for us to increase our prices by as we progress through at least from T3 to T4.

So if we carry our expected profit per 20 combines over to the 75 combines it takes for us to make ink instead of the mainstream sub components, we have to multiply our expected profit in T3 and T4 by 3.75 (75/20).

So looking at Ink costs for T3 and T4 I come up with these values:

T3 Ink:
Cost - 90sp
Combines - 75
Charge per 20 combines - 1gp
Final Price = 90sp (cost) + Standard Rate(1gp) * 3.75 (75/20) = 4.65gp per stack of inks OR 23.25sp per ink

T4 Ink:
Cost - 2.84 gp
Combines - 75
Charge per 20 combines - 4gp
Final Price = 2.84gp (cost) + Standard Rate (4gp) * 3.75 (75/20) = 17.84gp per stack of inks OR 89.20sp per ink

A few notes:

Obviously if you harvest your own components, you can charge much less than the above indicated prices. Much much less in fact as your cost only lies in candles and water.

The Wholesaler quest artificially sets our raw resource price as the rock bottom number a full time harvester would sell their product for on the broker without the harvester taking a loss. Also note harvesting is pure profit to the harvester and they get paid for their time by bringing the raw resources to the Wholesaler which promptly removes them from the player market. You should not expect to pay more than the Wholesaler would pay for a raw resource unless the harvester values their time more than the Wholesaler is willing to pay them hence the price gouging we see from time to time on the Broker.

These prices are from the Permafrost server.

This is to help people understand how pricing should work in comparison to our other marketable products.

This does not take into consideration Loam at T4 as there are two possible ways to level:
Make Ink, pay for suspensions, make Essences
Make Reagents, Have a jeweler refine loam to glass, make poison/potions. You can then refine reagents to ink for your profit.
**The first option is actually more expensive, but faster where as the second option I believe gives you a SMALL profit but much slower xp curve and currently is not even remotely marketable on the broker**

These prices are what I would consider to be fair prices following your Tier progression and our expected profit margin that is set not by us, but by the willingness of most professions to pay what they do for our mainstream sub components. This then sets our ink prices where they are at unless we are willing to take a significant loss in profit to make inks for resale. Not withstanding however you wish to factor in the loss of xp you will get by not refining the inks you make into essences which I do not factor in my pricing at all.

**EDIT**
Changed some language and a few grammatical errors

**DISCLAIMER**
All this information I gathered myself and is not expected to be law, but a comprehensive guide to all alchemists as well as our customers to help better understand our pricing. All information is subject to be changed as patches change our tradeskill dynamics.
Message Edited by Bewts on 12-31-2004 03:48 PM

Greebo
3rd January 2005, 03:08 PM
Consolidated thread on Alchemy.