Alchemy
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Alchemy is a form of "low magic" that combines skill at crafting with an understanding of the innate magical properties of ingredients and objects in the world around us. Unlike Magicians who channel magic from the world and infuse their own essence to bind spells into objects, alchemists use special tools to combine ingredients that already possess magical properties. Alchemists can create many different products, including such things as potions, toxins, and powders to long burning torches, sticky bombs, or even golems!
When a character takes the Alchemy proficiency, it is assumed that they receive some form of training, either from another alchemist or a book with detailed instruction. For each rank in crafting a character learns a number of recipes equal to their Intelligence stat bonus with a minimum of one; this is not retroactive if their Intelligence increases in the future. Alchemy is a difficult and precise vocation, and it takes a great deal of practice to master the creation of alchemical products. It is possible to create an alchemical product from a recipe, but by default the crafting check is at minus one Edge. Learning the Alchemy proficiency negates this penalty, and mastering a recipe grant plus one Edge to future checks to craft that item. Alchemists will record their recipes in journals or acquire copies of books and journals that they can work from. The player and GM should consult with each other to come up with the character's starting recipes. They will need to acquire new recipes in order to learn them - they don't just get to choose from the list of products below and automatically know how to make them.
In addition to the recipe, the character must acquire the necessary ingredients. Some ingredients may be available for purchase, but other ingredients must be sought after or discovered during their adventures. Alchemy also requires special tools. Each recipe below lists the tools and materials needed, along with time and difficulty to create. Prices listed are what characters can commonly expect to pay at a shop.
Potion Crafting Rules
Requirements
- Skill: Crafting
- Proficiency: Alchemy grants +1 Edge, base difficulty is -1 Edge, Mastering a recipe is +1 Edge.
- Alchemy Kit: Required. Each potion consumes 1 use
- Workspace: Heat source, tools, clean water
- Ingredients: As per recipe
- Time: 1 hour per ingredient
Alchemy Kit
- Holds 10 uses
- Each potion brewed consumes 1 use
Potion Shelf Life
Potions are volatile mixtures of alchemical reagents and magical essence. Unless specially stabilized, these mixtures gradually lose potency over time.
A potion normally remains viable for 30 days after brewing. After this time, the potion becomes inert and no longer produces its intended effect.
Some potions may remain stable longer if preserved through special techniques or magical means.
Alchemists may extend the shelf life of potions through the use of Formula modifications during brewing.
| Base Name | Type | Price | Crafting DL | Description |
|---|---|---|---|---|
| Distilled Aetherwater | Purified arcane water | 5 | 10 | Perfectly clear liquid that accepts magic without resistance, the standard base for most potions |
| Alchemical Spirit | Refined alcohol solvent | 10 | 15 | Sharp, volatile spirit that drives magic rapidly into the bloodstream |
| Vitriol of Salts | Mineral acid solution | 25 | 20 | Biting mineral solution that forces latent properties to the surface |
| Oil of Binding | Arcane oil / unguent | 50 | 15 | Thick, viscous oil that clings to objects. |
| Royal Aqua | Composite alchemical water | 100 | 25 | Closely guarded solution capable of dissolving even the most stubborn essences |
| Potion Crafting Results | ||
|---|---|---|
| Natural 20 and success by 5 or more | Critical Success | Potion is 20% more effective as determined by the GM. |
| Roll DL or Greater | Success | |
| Fail by 4 or less | Near Success | Lose 1 Alchemy Kit use and 30 minutes of work: roll again. |
| Fail by 5 or more | Failure | Lose 1 Alchemy Kit use and waste the ingredients. |
| Natural 1 and Fail by 5 or more | Critical Failure | Lose 1 Alchemy Kit use, waste the ingredients, and roll on the Alchemy Mishaps table. |
| Potion Crafting Mishaps | |
|---|---|
| 1-2 | Burn the mixture; choking fumes cause nausea (+5 cloud vs Poison Save in 15' diameter)  |
| 3 | Equipment burst - +5 puncture attack, 1-4. Potion bottle wasted. |
| 4 | Magic venting - magic properties release in a cloud of steam. +5 magic attack to apply potion effect on crafter. |
| 5 | Failure not detected. Potion looks fine, but is inert. |
| 6 | Failure not detected. Potion looks fine but is toxic. Ingesting results in +5 poison attack (3 stages, indigestion, vomiting, 1d6 poison damage) over 3 minutes.  |
| Potion Name & Category | Potion Type | Price | Active Ingredient | 2nd Active Ingredient | Base | Effect | Ingredient Cost | Ingredient Cost | Base Cost | Alchemist Cost |
|---|---|---|---|---|---|---|---|---|---|---|
| Healing & Recovery | Healing & Recovery | |||||||||
| Blindness cure | Blindness cure | 145 | Bitterneedle Bark | Oil of Binding | Applied to the eyes, restores sight loss from magic or toxins. Does not 'heal' or replace eyes. | 75 | 0 | 50 | 20 | |
| Cure disease | Cure disease | 100 | Dawnmire Lotus | Distilled Aetherwater | Cures Severity 1-5 Diseases. | 75 | 0 | 5 | 20 | |
| Cure poison | Cure poison | 50 | Milkthistle Resin | Distilled Aetherwater | 25 | 0 | 5 | 20 | ||
| Sailor's Draught | Cures Nausea | 50 | Seaflower | Distilled Aetherwater | Prevents nausea for 8 hours. | 25 | 0 | 5 | 20 | |
| Flow Stop Potion | Stop Bleeding | 165 | Bloodbind Reed | Oil of Binding | Reduces bleeding 1 / round for 1 hour. | 75 | 0 | 50 | 40 | |
| Basic healing | Lesser healing | 50 | Bitterleaf | Distilled Aetherwater | Heals 2 per/round for 3 rounds | 25 | 0 | 5 | 20 | |
| Healing | Moderate healing | 55 | Bitterleaf | Silverdew | Alchemical Spirit | Heals 2 per/round for 5 rounds | 25 | 0 | 10 | 20 |
| Greater healing | Greater healing | 215 | Heartwood Amber | Vitriol of Salts | Heals 2 per/round for 10 rounds | 150 | 0 | 25 | 40 | |
| Paralysis immunity | Paralysis immunity | 460 | Nightroot Venom | Royal Aqua | Imbiber is immune to chemical or enchanted paralysis for 8 hours. | 300 | 0 | 100 | 60 | |
| Restore vitality | Restore vitality | 330 | Soulroot Knot | Deepcurrent Pearl | Royal Aqua | Restores 1d6 Spirit | 150 | 0 | 100 | 80 |
| Remove curse | Remove curse | 480 | Veil of the Forgotten | Royal Aqua | 300 | 0 | 100 | 80 | ||
| Stabilization | Stabilization | 50 | Golden Oatmilk | Distilled Aetherwater | +1 HP and stabilizes a body in shock. | 25 | 0 | 5 | 20 | |
| Short Rest | Remove Fatigue | 50 | Clearwater Bloom | Distilled Aetherwater | -1 fatigue per round for 3 rounds | 25 | 0 | 5 | 20 | |
| Wake Me Up | Restore Consciousness | 125 | Clearpulse Nectar | Alchemical Spirit | Heals 1 HP and restores consciousness from non-magic injury or effects. | 75 | 0 | 10 | 40 | |
| Physical Enhancement | Physical Enhancement | |||||||||
| Increase strength | Increase strength | 105 | Sunburst Resin | Alchemical Spirit | +2 Strength for 4 hours | 75 | 0 | 10 | 20 | |
| Increase dexterity | Increase dexterity | 105 | Windroot Fiber | Alchemical Spirit | +2 Dexterity for 4 hours | 75 | 0 | 10 | 20 | |
| Increase endurance | Increase endurance | 70 | Gravelcap | Vitriol of Salts | +1 Athletics & Conditioning Checks for 4 hours. | 25 | 0 | 25 | 20 | |
| Increase speed | Increase speed | 105 | Wanderer's Reed | Alchemical Spirit | +1 Move for 4 hours | 75 | 0 | 10 | 20 | |
| Crafter's Clarity | Hand Eye Skills | 100 | Sunfire Bloom | Distilled Aetherwater | +1 Edge to Crafting for 4 hours. | 75 | 0 | 5 | 20 | |
| Stone skin | Stone skin | 215 | Stoneroot Powder | Vitriol of Salts | Bludgeoning/Crushing Resistance for 1 hour | 150 | 0 | 25 | 40 | |
| Bark Skin Potion | Bark Skin | 70 | Ironroot Shavings | Vitriol of Salts | +1 DR for 1 hour, then +1 Fatigue | 25 | 0 | 25 | 20 | |
| Giant strength | Giant strength | 215 | Sunburst Resin | Lionseed | Royal Aqua | +4 Strength for 4 hours | 75 | 0 | 100 | 40 |
| Great Dexterity | Great Dexterity | 240 | Sunpepper Seed | Windroot Fiber | Royal Aqua | +4 Dexterity for 4 hours | 25 | 75 | 100 | 40 |
| Mental & Social | Mental & Social | |||||||||
| Increase intelligence | Increase intelligence | 105 | Silverstem | Alchemical Spirit | +2 Intelligence for 4 hours | 75 | 0 | 10 | 20 | |
| Increase wisdom | Increase wisdom | 100 | Seabright Algae | Distilled Aetherwater | +2 Wisdom for 4 hours | 75 | 0 | 5 | 20 | |
| Increase charisma | Increase charisma | 105 | Cloudmoss | Alchemical Spirit | +2 Charisma for 4 hours | 75 | 0 | 10 | 20 | |
| Enhance focus | Enhance focus | 50 | Whisperreed Sap | Distilled Aetherwater | +1 Edge on Discipline checks for 1 hour. | 25 | 0 | 5 | 20 | |
| Mental clarity | Mental clarity | 50 | Cloudmint Leaf | Distilled Aetherwater | +1 Edge to stay awake for 8 hours. | 25 | 0 | 5 | 20 | |
| Fear immunity | Fear immunity | 330 | Ironwill Mycelium | Royal Aqua | 150 | 0 | 100 | 80 | ||
| Charm resistance | Charm resistance | 330 | Mindward Crystal | Royal Aqua | 150 | 0 | 100 | 80 | ||
| Truth sensing | Truth sensing | 100 | Truthspine Thistle | Distilled Aetherwater | +1 Edge on Read Emotions for 8 hours. | 75 | 0 | 5 | 20 | |
| Memory recall | Memory recall | 120 | Sun’s Eye Bulb | Vitriol of Salts | +1 Edge on Knowledge checks for 1 hour | 75 | 0 | 25 | 20 | |
| Calm emotions | Calm emotions | 50 | Lavender Mint | Distilled Aetherwater | 25 | 0 | 5 | 20 | ||
| Perception & Awareness | Perception & Awareness | |||||||||
| Night Sight | Night Sight | 55 | Glowcap Spore | Alchemical Spirit | Grants Night Vision and +2 Perception for 1 hour. | 25 | 0 | 10 | 20 | |
| Detect magic | Detect magic | 100 | Veilcap Extract | Distilled Aetherwater | Imbiber can see magic in a spectrum of colors, and gains +1 Edge to Arcane Sight checks for 1 hour. | 75 | 0 | 5 | 20 | |
| See invisibility | See invisibility | 175 | Mirrorfern Frond | Distilled Aetherwater | Grants ability to see invisible creatures or objects as ghostly shapes for 1 hour. | 150 | 0 | 5 | 20 | |
| Heightened hearing | Heightened hearing | 100 | Silverear Fungus | Distilled Aetherwater | Enhances hearing and grants +1 Edge to Hearing-based Perception checks for 1 hour. | 75 | 0 | 5 | 20 | |
| Danger sense | Danger sense | 310 | Riftmoss | Royal Aqua | +1 Edge to Alertness checks to detect ambushes or hidden threats for 4 hours. | 150 | 0 | 100 | 60 | |
| Movement & Environment | Movement & Environment | |||||||||
| Water breathing | Water breathing | 105 | Tidecap Fungus | Alchemical Spirit | Breathe water for 1 hour. | 75 | 0 | 10 | 20 | |
| Spider climbing | Spider climbing | 100 | Fleetmoss | Distilled Aetherwater | +1 Edge to Climbing; imbiber can climb any surface with a DL5, but must have bare hands and feet; lasts 1 hour. | 75 | 0 | 5 | 20 | |
| Fire Proofing Oil | Fire resistance | 145 | Ashveil Powder | Oil of Binding | Items or skin coated with oil gain DR5 versus fire for 24 hours. | 75 | 0 | 50 | 20 | |
| Cold resistance | Cold resistance | 145 | Emberpetal | Oil of Binding | Items or skin coated with oil gain DR5 versus cold for 24 hours. | 75 | 0 | 50 | 20 | |
| Poison Resistance | Poison Resistance | 50 | Miremoss | Distilled Aetherwater | +2 vs Poisons for 4 hours | 25 | 0 | 5 | 20 | |
| Poison Resistance, Greater | Poison Resistance | 55 | Miremoss | Foxberry | Alchemical Spirit | +5 vs Poisons for 8 hours | 25 | 0 | 10 | 20 |
| Stealth & Utility | Stealth & Utility | |||||||||
| Invisibility draft | Invisibility draft | 310 | Ghostcap Mushroom | Royal Aqua | Imbiber and worn items become invisible for one hour. | 150 | 0 | 100 | 60 | |
| Shadow blending | Shadow blending | 145 | Veilthorn Resin | Oil of Binding | 75 | 0 | 50 | 20 | ||
| Sleeping Potion | Sleep Enducement | 100 | Snowcap Fungus | Distilled Aetherwater | Induces sleep for 4 hours; +5 Body attack. | 75 | 0 | 5 | 20 | |
| Walk Softly Potion | Walk Softly Potion | 165 | Whisper Moss | Oil of Binding | Apply oil to feet or shoes; +1 Edge on Stealth checks for 1 hour. | 75 | 50 | 40 | ||
| Arcane & Magical Defense | Arcane & Magical Defense | |||||||||
| Magic resistance | Magic resistance | 330 | Mindward Crystal | Royal Aqua | +5 resistance versus indirect magic attacks for 8 hours. | 150 | 0 | 100 | 80 | |
| Hocus Focus Potion | Spell Concentration | 120 | Mindlace Vine | Distilled Aetherwater | +1 Edge on Discipline checks to prevent spell casting mishaps for 1 hour. | 75 | 5 | 40 | ||
| Equipment & Item Enhancement | Equipment & Item Enhancement | |||||||||
| Brightblade Oil | Weapon enchantment | 145 | Ironweed | Oil of Binding | Coated weapon becomes +1 magic for one hour. | 75 | 0 | 50 | 20 | |
| Cinderglow Paste | Item enhancement | 95 | Cinderbrush | Oil of Binding | Coated on torches makes them burn twice as long. | 25 | 0 | 50 | 20 | |
| Armor fortification | Armor fortification | 145 | Pearl Fern | Oil of Binding | Coated armor gains +1 DR for one hour. | 75 | 0 | 50 | 20 | |
| Blade sharpening | Blade sharpening | 145 | Dustthorn | Oil of Binding | Coated weapon inflicts +1 damage for one hour, and first injury is always bleeding.. | 75 | 0 | 50 | 20 | |
| Gear mending | Gear mending | 145 | Goldenflax | Oil of Binding | Slow application repairs 3 points of damage to a piece of equipment. Does not replace missing pieces, but will join broken parts. | 75 | 0 | 50 | 20 | |
| Resource & Ability Interaction | Resource & Ability Interaction | |||||||||
| Mana restoration | Mana restoration | 310 | Starbloom | Royal Aqua | Restores 6 points of magic. | 150 | 0 | 100 | 60 | |
| Power Restoration | Power Restoration | 55 | Grainflower | Alchemical Spirit | Restores 6 points of power. | 25 | 0 | 10 | 20 |
Alchemy Ingredient Gathering Rules
1. Finding Ingredients (Discovery)
Characters can Forage for magical ingredients.
- Survival (Foraging) Check:
- Modifiers:
- +2 if referencing a field guide, +4 if the specific herb is documented in their own guide. 
- -1 Edge during rain, inclement weather
- -1 Edge after dark
- -1 Edge if close proximity to a settlement (within 1 mile) or traveling on a road (unless either is considered abandoned.)
- -1 Edge if actively traveling; reduce overland speed to slow. 
- Time Required:
- Minimum 4 hours for a foraging attempt.
- Can extend to 8 hours for a second check.
| Alchemical Foraging Chart | ||
|---|---|---|
| Rarity | DL | Found per 4 hours |
| Common | 10 | 4 +1 per 5 over |
| Uncommon | 15 | 3 +1 per 5 over |
| Rare | 20 | 2 +1 per 5 over |
| Very Rare | 25 | 1 +1 per 5 over |
| Legendary | 30 | 1 +1 per 10 over |
| Non-Selective | 20 | 3 +1 per 5 over |
2. Harvesting the Ingredient
Once located:
- Harvesting Check: Roll Survival (Foraging) or Crafting (Horticulture) at DL listed for each herb discovered.
- +4 if they have an Herbalism Kit.
- Failure mean ruining the ingredient.
- Success acquires ingredient and allows for adding the item to personal field guide. 
| Rarity | Foraging DL |
| Common | 10 |
| Uncommon | 15 |
| Rare | 20 |
| Very Rare | 25 |
| Legendary | 30 |
Selective Searching
Jaelin, a ranger with Foraging proficiency, seeks Ghost Cap Mushrooms in a deep forest.
- Ghost cap mushrooms are rare, so the DL is 20. 
- She is searching for a single ingredient, so the DL is based on the specific ingredient; she has a field guide +2, her Survival skill is +8, and she has the Foraging proficiency, so she rolls with +1 Edge.
- She makes a Survival check after searching 4 hours and rolls a 6 and a 12. Keeping the 12, she adds +2 and +8 for a total of 22. She finds 2 mushrooms, just missing finding a 3rd by 3 points.
- She must make two harvesting checks; Ghost Cap Mushrooms required Skilled checks at DL15. She has an Herbalist Kit which provides +4. Again, rolling with +1 Edge, she gets a 2 and a 9. 9+8+4=21, a success. She rolls even higher the second time around, so she has successfully found and harvested two mushrooms. 
Non-Selective Searching*
Having found what she wanted, Jaelin decides to check the area for other ingredients, doing a non-selective search. She searches another 4 hours. She rolls a 12 and an 18. 18+2 for her field guilde+8=28. This results in finding 4 ingredients. Referencing the Search column on the chart, she sees that Forests (Temperate / Mixed) have many possible results. She rolls a D20 4 times, getting 1, 4, 16, and 17. From the chart she finds one does of Ashveil Powder, Bitterleaf, Veilcap Extract and Veilthorn Resin. She then must make a harvest check for each of these separately.
*If a region only has one possible ingredient, or all the regional ingredients are Rare or higher, then a non-selective search is not an option. 
Alchemical Flora
| Name | Rarity | Harvest DL | Price | Category | Primary Effect | Compatible Base | Search | Biome/Source | Description |
|---|---|---|---|---|---|---|---|---|---|
| Bloodbind Reed | Uncommon | Average | 75 | Healing | Stop Bleeding | Oil of Binding | 1-2 | Coastal / Wetlands | Dark red reeds that stain fingers when cut |
| Clearwater Bloom | Common | Average | 25 | Restoration | Remove Fatigue | Distilled Aetherwater | 3-6 | Coastal / Wetlands | A pale blue-white flower that opens only at dawn, its petals always cool and damp. |
| Pearl Fern | Uncommon | Easy | 75 | Equipment | Armor fortification | Oil of Binding | 7-8 | Coastal / Wetlands | White pearl-shaped bulbs |
| Seabright Algae | Uncommon | Average | 75 | Enhancement | Increase wisdom | Distilled Aetherwater | 9-10 | Coastal / Wetlands | Increases Wisdom and Mental focus |
| Seaflower | Common | Easy | 25 | Healing | Lesser healing | Distilled Aetherwater | 11-14 | Coastal / Wetlands | Small blue flowers that grow on banks; sweet smelling nectar. |
| Tidecap Fungus | Uncommon | Skilled | 75 | Enhancement | Water breathing | Alchemical Spirit | 15-16 | Coastal / Wetlands | Key to underwater potions. |
| Whisperreed Sap | Common | Skilled | 25 | Clarity | Enhance focus | Distilled Aetherwater | 17-20 | Coastal / Wetlands | Clear, viscous sap that hums softly when exposed to air. |
| Glowcap Spore | Common | Skilled | 25 | Perception | Low-light vision | Alchemical Spirit | 1-6 | Deep Caverns | Fine, faintly luminescent powder harvested from pale blue mushrooms. |
| Ironwill Mycelium | Rare | Skilled | 150 | Clarity | Fear immunity | Royal Aqua | 7-9 | Deep Caverns | Thick white fungal threads knotted like rope |
| Mindward Crystal | Rare | Professional | 150 | Clarity | Charm resistance | Royal Aqua | 10-12 | Deep Caverns | Faceted clear crystal with cloudy core |
| Mirrorfern Frond | Rare | Skilled | 150 | Perception | See invisibility | Distilled Aetherwater | 13-15 | Deep Caverns | Silver-green fronds that reflect light unnaturally |
| Nightroot Venom | Very Rare | Professional | 300 | Poison | Paralysis immunity | Royal Aqua | 16 | Deep Caverns | Dark purple sap that stains black |
| Silverear Fungus | Uncommon | Skilled | 75 | Perception | Heightened hearing | Distilled Aetherwater | 17-20 | Deep Caverns | Thin, ear-shaped silver-gray caps |
| Sun’s Eye Bulb | Uncommon | Average | 75 | Enhancement | Memory recall | Vitriol of Salts | x | Deserts (Hot / Cold) | Sharpen memory to recall information. |
| Lavender Mint | Common | Easy | 25 | Healing | Calm & Sleep Aid | Distilled Aetherwater | x | Farmlands / Managed Gardens | Common sleep remedy. |
| Ashveil Powder | Uncommon | Skilled | 75 | Resistance | Fire resistance | Oil of Binding | 1-2 | Forests (Temperate / Mixed) | Fine gray powder that dulls flame briefly; from Ashbark trees. |
| Bitterleaf | Common | Easy | 25 | Healing | Lesser healing | Distilled Aetherwater | 3-6 | Forests (Temperate / Mixed) | A dark green, jagged-edged leaf with a sharp, medicinal scent and an intensely bitter taste |
| Ghostcap Mushroom | Rare | Skilled | 150 | Enhancement | Invisibility draft | Royal Aqua | 7 | Forests (Temperate / Mixed) | Only found under ancient trees. |
| Heartwood Amber | Rare | Skilled | 150 | Healing | Greater healing | Vitriol of Salts | 8 | Forests (Temperate / Mixed) | Deep amber resin with veins resembling muscle fibers |
| Ironroot Shavings | Common | Easy | 25 | Protection | Iron body | Vitriol of Salts | 9-12 | Forests (Temperate / Mixed) | Dense, fibrous root fragments with a reddish-brown hue and metallic taste. |
| Sunburst Resin | Uncommon | Professional | 75 | Enhancement | Increase strength | Vitriol of Salts | 13-14 | Forests (Temperate / Mixed) | Golden resin that hardens in sunlight extracted from the sunburst bush, recognizable by its orangle leaves. |
| Veilcap Extract | Uncommon | Skilled | 75 | Perception | Detect magic | Distilled Aetherwater | 15-16 | Forests (Temperate / Mixed) | Milky liquid distilled from translucent mushrooms |
| Veilthorn Resin | Uncommon | Skilled | 75 | Stealth | Shadow blending | Oil of Binding | 17-18 | Forests (Temperate / Mixed) | Black resin that smears like ink, extracted from a thorny vine. |
| Whisper Moss | Uncommon | Average | 75 | Enhancement | Walk Softly Potion | Oil of Binding | 19-20 | Forests (Temperate / Mixed) | Deep purple vine that wraps around deeply shaded trees. |
| Mindlace Vine | Uncommon | Professional | 75 | Clarity | Enhances concentration and spell focus | Distilled Aetherwater | x | Jungles, dense forests | Thin violet vine with faintly glowing veins |
| Riftmoss | Rare | Skilled | 150 | Enhancement | Danger sense | Royal Aqua | 1 | Magical Zones | Dark green moss that twitches when disturbed |
| Starbloom | Rare | Skilled | 150 | Restoration | Mana Restoration | Royal Aqua | 2 | Magical Zones | Large, star-shaped flower that glows in the dark. |
| Cloudmint Leaf | Common | Average | 25 | Clarity | Mental clarity | Distilled Aetherwater | 1-6 | Mountains | Pale green leaves with silvery veins and a crisp, cooling aroma. |
| Cloudmoss | Uncommon | Professional | 75 | Enhancement | Increase charisma | Alchemical Spirit | 7-9 | Mountains | Wispy plant, needs careful brewing. |
| Emberpetal | Uncommon | Average | 75 | Resistance | Cold resistance | Oil of Binding | 10-12 | Mountains | Deep red petals warm to the touch, faintly glowing at the edges. |
| Fleetmoss | Uncommon | Skilled | 75 | Enhancement | Spider climbing | Distilled Aetherwater | 13-15 | Mountains | Dense green moss with fibrous tendrils |
| Stoneroot Powder | Rare | Professional | 150 | Protection | Reduces damage from crushing or falling impacts | Vitriol of Salts | 16 | Mountains | Fine gray powder heavy for its volume, derived from grinding up stoneroot bark. |
| Windroot Fiber | Uncommon | Professional | 75 | Enhancement | Increase dexterity | Alchemical Spirit | 17-20 | Mountains | Pale, threadlike roots that sway even in still air. |
| Bitterneedle Bark | Uncommon | Average | 75 | Healing | Blindness cure | Oil of Binding | 1 | Pine Forests (Northern / Boreal) | Harsh-tasting of the Bitterneedle tree. |
| Snowcap Fungus | Uncommon | Professional | 75 | Healing | Sleep Enducement | Distilled Aetherwater | 2 | Pine Forests (Northern / Boreal) | Sleep-inducing spores; delicate harvesting. |
| Cinderbrush | Common | Average | 25 | Crafting | Item enhancement | Oil of Binding | 1-2 | Plains & Grasslands | A prickly shrub with dull red stem and roots. |
| Clearpulse Nectar | Uncommon | Average | 75 | Recovery | Restore Consciousness | Alchemical Spirit | 3 | Plains & Grasslands | Bright yellow nectar that pulses faintly |
| Dustthorn | Uncommon | Skilled | 75 | Enhancement | Weapon enchantment | Oil of Binding | 4 | Plains & Grasslands | Dark brown prickles that are difficult to harvest. |
| Golden Oatmilk | Common | Average | 25 | Recovery | Lesser healing | Distilled Aetherwater | 5-6 | Plains & Grasslands | Thick, creamy liquid with a warm golden hue and mild sweetness. |
| Goldenflax | Uncommon | Average | 75 | Equipment | Gear mending | Oil of Binding | 7 | Plains & Grasslands | Large plant with oily golden leaves. |
| Grainflower | Common | Easy | 25 | Restoration | Power Restoration | Alchemical Spirit | 8-9 | Plains & Grasslands | Common among grain fields. |
| Ironweed | Uncommon | Average | 75 | Enhancement | Weapon enchantment | Oil of Binding | 10 | Plains & Grasslands | Stiff, metallic stems. |
| Milkthistle Resin | Common | Average | 25 | Recovery | Cure poison | Distilled Aetherwater | 11-12 | Plains & Grasslands | Sticky white resin with a faintly sweet, herbal aroma. |
| Silverstem | Uncommon | Average | 75 | Enhancement | Increase intelligence | Alchemical Spirit | 13 | Plains & Grasslands | Thin silvery vines, extremely potent. |
| Soulroot Knot | Rare | Skilled | 150 | Restoration | Repairs damage to vitality caused by curses or drain | Royal Aqua | 14 | Plains & Grasslands | Twisted white root knotted like bone |
| Sunfire Bloom | Uncommon | Average | 75 | Enhancement | Hand Eye Skills | Distilled Aetherwater | 15 | Plains & Grasslands | A bright orange flower with a yellow pistil. |
| Sunpepper Seed | Common | Easy | 25 | Enhancement | Increase dexterity | Alchemical Spirit | 16-18 | Plains & Grasslands | Small golden seeds that radiate faint warmth when crushed. |
| Truthspine Thistle | Uncommon | Average | 75 | Clarity | Truth sensing | Distilled Aetherwater | 19 | Plains & Grasslands | Pale thistle with rigid, needle-straight spines |
| Wanderer's Reed | Uncommon | Average | 75 | Enhancement | Increases movement speed and agility | Alchemical Spirit | 20 | Plains & Grasslands | Tall thin reeds that rattle in the breeze. |
| Gravelcap | Common | Skilled | 25 | Protection | Increase endurance | Vitriol of Salts | x | Rocky areas / quarries | Short, squat mushroom with a stone-gray cap and brittle flesh. |
| Veil of the Forgotten | Very Rare | Skilled | 300 | Restoration | Removes deep curses, geasa, and lingering magical bindings | Royal Aqua | x | Ruins | Wispy vine with pustule-like grey bulbs that contain a matching ichor. |
| Dawnmire Lotus | Uncommon | Professional | 75 | Recovery | Cure disease | Distilled Aetherwater | 1 | Swamps / Wetlands | White-pink lotus that closes after sunrise |
| Miremoss | Common | Easy | 25 | Resistance | Poison resistance | Distilled Aetherwater | 2 | Swamps / Wetlands | Thick, spongy green moss with dark veins and an earthy odor. |