Alchemy table - WayofTime/BloodMagic GitHub Wiki
Alchemy Table {#alchemy-table}
The Alchemy Table is a highly versatile part of your equipment as a sanguimancer. It can double ores, produce basic ingredients from other less-useful items, and even create Anointments!
The Alchemy Table {#the-alchemy-table}
The Alchemy Table crafts items using LP from a Soul Network. The Soul Network used and Tier of recipes available are determined by the Blood Orb inserted on the right side of the GUI.
The Alchemy Table is used to craft a handful of Blood Magic components, and provides alternate recipes for some vanilla items as well.
When looking at Alchemy Table recipes in this book (or in JEI), please hover over the arrow with an "LP" label to view Time, LP drain, and Tier information.
The Alchemy Table can be inserted into or extracted from using these buttons.
The Alchemy Table has a number of buttons on its right hand side. These are, in order, Down, Up, North, South, West, and East. To use them, first click on any slot in the Alchemy Table. (Here, we have selected the central 'finished item' slot, for demonstration.)
Next, click on one of these six buttons to toggle whether or not the Alchemy Table should allow Hoppers, pipes, or other such external interference from this face.
To return to the table's normal function, simply click the slot again to deselect it. The icon displayed in the slot shows whether it is accepting inputs or providing outputs. In the example picture, we are allowing pipes to take from our central slot only on the Down slot, and any attempts to extract items from other sides will not succeed.
The Alchemy Table will tell you when something is wrong.
The two most common reasons for a recipe to not work in the Alchemy Table are as follows:
- Orb Error: Either there is no Blood Orb present in the relevant slot, or the Orb you are trying to use is not a high enough level for this recipe.
- Soul Network Error: The orb is of a valid level, but either you have not bound it to yourself (right click while holding it), or your Soul Network does not have enough LP in it.
The following pages document a number of recipes currently available for the Alchemy Table.
The Lava and Water Sigils are not consumed in either of these recipes. What's more, the Water Sigil can be used in place of a Water Bucket in any Alchemy Table Recipe
Anointments {#anointments}
Anointments are essentially potions for your tools, weapons, and even your Charges. By holding right click with the anointment in one hand, it will be applied to the item in your other hand, if possible. Not all anointments work on all equipment!
Unlike potions, anointments aren't timed; rather, they wear off a bit at a time as your tool or weapon is used.
A sturdy Vial that can contain otherwise uncontainable mixtures.
Potion Crafting
The basics of Potion Crafting are known to all and sundry throughout the land. Even common Clerics and Witches have a firm grasp of the basics of brewing - take a handful of semi-rare ingredients, mix them together in the correct proportions, and consume the result (while holding your nose, if needed), or throw it at your foes.
The addition of Life Essence and some frankly ingenious Sanguimancy has allowed you to turbocharge the practice, however.
By imbuing ordinary Glass Bottles with your powers, you are able to hold far more than a single swig of liquid, and with the use of various Catalysts you have figured out how to combine multiple effects in one flask without them muddying together and cancelling out.
A sturdy Flask that is far more capacious than any measly bottle!
Of course, a bottle, no matter how advanced, is all but useless without something to fill it.
Alongside all the usual well known Effects such as Water Breathing, Regeneration, or Night Vision, we have also perfected a variety of other, more specialised recipes, such as Flight, Obsidian Cloak, or even Passive. These potions and many more are documented further on in the book.
Once you have used up any kind of Alchemy Flask, simply wash out and refill it with water, to get a fresh new flask ready for use.
Flasks also have their equivalent to _Splash _and Lingering Potions.
You may recall me mentioning the ability to make multiple effects in a single Flask. Luckily, this process couldn't be easier. Simply brew up a potion, and use the resulting Flask in place of your empty Flask in the second brewing. For example, if you made a Flask of Bounce, then took that flask and used it as an ingredient in a flask of Night Vision, you'd end up with an 8-dose Flask that gives you Bounce and Night Vision with every swig!
Next up, we have Catalysts. There are a few kinds of catalyst, with a few different effects, so let's start off with the simplest three - Simple Catalyst, Small Power Catalyst, and Small Lengthening Catalyst. Of these, the first is the most straightforward - it provides a base to almost every Alchemical Potion, much as Nether Wart does for standard Potions.
A good base for nearly any effect. Stock up, you'll want a lot of these.
Power Catalysts increase the potency of the topmost Effect inside the Flask, while decreasing the duration of the effect. It is roughly analogous to Glowstone in more standard potions. If the most recently applied effect cannot accept the catalyst, it will attempt to boost the second topmost, and so on.
_Lengthening Catalysts _increase the duration of the topmost effect inside the Flask. It is roughly analogous to Redstone in more standard potions. If the most recently applied effect cannot accept the catalyst, it will attempt to boost the second topmost, and so on.
Combinational Catalysts are a little more niche - they take two defined effects and synthesise a third, related effect from them. For example, a Flask with Suspended and Levitation would, when brewed with this catalyst, produce a Flask of Flight.
Filling Agents can be used to refresh the contents of a Flask, at the cost of losing some of the effects - the Weak Filling Agent can only preserve the topmost effect on the Flask. If you wish to preserve a different effect, consider using the Simple Cycling Catalyst.
The Cycling Catalyst can be used to alter the order of effects inside the Flask, and thus change which effect will be altered by another Catalyst or Agent.
Potion Crafting 201
If the potions you've crafted so far just aren't enough for you, then perhaps you need to do a little exploring? With some Glow berries, some Cobbled Deepslate and a sprinkling of $(l:bloodmagic:dungeons/demonite)Hellforged Sand, you can boost the duration and power of your flasks significantly.
A more potent base for more potent catalysts.
The Standard Lengthening Catalyst will increase the duration of the topmost effect from 3:00 to 21:20. Multiply that by the 8 doses each flask provides, and that's a heck of a long time!
The Standard Power Catalyst is a souped-up version of the Small Power Catalyst, allowing you to get up to level III potion effects in your flask, while reducing the duration to just 45 seconds per dose.
Anointments {#anointments}
Archer's Polish {#archer's-polish}
Increases the velocity of fired arrows by 50%. This also increases the damage dealt by your arrows proportionally. Also stacks with Vanilla enchantments.
**Valid items: **Bows, Crossbows
**Applies: **Sniping I (256 shots)"
Archer's Polish L
This upgraded version of the anointment lasts four times longer.
Applies: Sniping I (1024 shots)
Archer's Polish II
This upgraded version of the anointment increases the velocity by 100% instead.
**Applies: **Sniping II (256 shots)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Sniping I (4096 shots)
This upgraded version of the anointment increases the velocity by 150% instead.
Applies: Sniping III (256 shots)
Dexterity Alkahest {#dexterity-alkahest}
Lowers the draw time of bows and crossbows by 33%.
Valid items: Bows, Crossbows
**Applies: **Deft Hands I (256 shots)
Dexterity Alkahest L
This upgraded version of the anointment lasts four times longer.
**Applies: **Deft Hands I (1024 shots)
Dexterity Alkahest II
This upgraded version of the anointment lowers the draw time of bows and crossbows by 50%.
Applies: Deft Hands II (256 shots)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Deft Hands I (4096 shots)
This upgraded version of the anointment lowers the draw time of bows and crossbows by 67%.
Applies: Deft Hands III (256 shots)
Fortuna Extract {#fortuna-extract}
Increases the yield of some harvested blocks. Also stacks with the Fortune enchantment.
Valid items: Tools, Swords, Charges.
**Applies: **Fortunate I (256 blocks)
Fortuna Extract L
This upgraded version of the anointment lasts four times longer.
**Applies: **Fortunate I (1024 blocks)
Fortuna Extract II
This upgraded version of the anointment increases the yield.
**Applies: **Fortunate II (256 blocks)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Fortunate I (4096 blocks)
This upgraded version of the anointment increases the yield.
Applies: Fortunate III (256 blocks)
Holy Water {#holy-water}
Temporarily increases the melee damage dealt to undead mobs by +5.
**Valid items: **Tools, Swords
Applies: Holy Light I (256 hits)
Holy Water L
This upgraded version of the anointment lasts four times longer.
Applies: Holy Light I (1024 hits)
Holy Water II
This upgraded version of the anointment increases melee damage dealt to undead mobs by +10.
Applies: Holy Light II (256 hits)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Holy Light I (4096 hits)
This upgraded version of the anointment increases melee damage dealt to undead mobs by +15.
Applies: Holy Light III (256 hits)
Honing Oil {#honing-oil}
Temporarily increases the melee damage dealt by +3.
**Valid items: **Tools, Swords.
Applies: Whetstone I (256 hits)
Honing Oil L
This upgraded version of the anointment lasts four times longer.
Applies: Whetstone I (1024 hits)
Honing Oil II
This upgraded version of the anointment increases melee damage dealt by +6.
Applies: Whetstone II (256 hits)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Whetstone I (4096 hits)
This upgraded version of the anointment increases melee damage dealt by +9.
Applies: Whetstone III (256 hits)
Iron Tip {#iron-tip}
Increases the damage of fired arrows by 25%. Also stacks with Vanilla enchantments.
**Valid items: **Bows, Crossbows.
Applies: Heavy Shot I (256 shots)
Iron Tip L
This upgraded version of the anointment lasts four times longer.
Applies: Heavy Shot I (1024 shots)
Iron Tip II
This upgraded version of the anointment increases the damage by 50% instead.
**Applies: **Heavy Shot II (256 shots)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Heavy Shot I (4096 shots)
This upgraded version of the anointment increases the damage by 75% instead.
Applies: Heavy Shot III (256 shots)
Miner's Secrets {#miner's-secrets}
Exp-dropping blocks drop extra exp on successful harvest. Drops +2exp per block. Consumed when extra exp dropped.
Valid items: Tools, Swords, Charges.
Applies: Miner's Secrets I (256 exp-dropping blocks)
Miner's Secrets L
This upgraded version of the anointment lasts four times longer.
**Applies: **Miner's Secrets I (1024 exp-dropping blocks)
Miner's Secrets II
This upgraded version of the anointment increases the yield to +4exp per block.
**Applies: **Miner's Secrets II (256 exp-dropping blocks)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Miner's Secrets I (4096 exp-dropping blocks)
This upgraded version of the anointment increases the yield to +6exp per block.
Applies: Miner's Secrets III (256 exp-dropping blocks)
Plunderer's Glint {#plunderer's-glint}
Increases the drops from killed mobs. Also stacks with the Looting enchantment.
**Valid items: **Tools, Swords.
**Applies: **Plundering I (256 hits)
Plunderer's Glint L
This upgraded version of the anointment lasts four times longer.
**Applies: **Plundering I (1024 hits)
Plunderer's Glint II
This upgraded version of the anointment further increases the drops from killed mobs.
Applies: Plundering II (256 hits)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Plundering I (4096 hits)
This upgraded version of the anointment further increases the drops from killed mobs.
Applies: Plundering III (256 hits)
Repairing Salve
Repairs damaged tools by 1 point when tool is used.
Valid items: Tools, Swords.
Applies: Regular Maintenance I (256 blocks)
This upgraded version of the anointment lasts four times longer.
Applies: Regular Maintenance I (1024 blocks)
This upgraded version of the anointment repairs the tool by 2 points for every point of damage taken. Does not activate if doing so would waste some of the repair bonus.
Applies: Regular Maintenance II (256 blocks)
This upgraded version of the anointment lasts sixteen times longer.
**Applies: **Regular Maintenance I (4096 blocks)
This upgraded version of the anointment repairs the tool by 3 points for every point of damage taken. Does not activate if doing so would waste some of the repair bonus.
Applies: Regular Maintenance III (256 blocks)
Slow-burning Oil {#slow-burning-oil}
Uses heat to smelt harvested blocks.
Valid items: Tools, Swords, Charges.
**Applies: **Heated Tool I (256 blocks)
Slow-burning Oil L
This upgraded version of the anointment lasts four times longer.
Applies: Heated Tool I (1024 blocks)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Heated Tool I (4096 blocks)
Soft Coating {#soft-coating}
Applies Silk Touch to blocks harvested. Does not stack with the vanilla enchantment.
Valid items: Tools, Swords, Charges.
**Applies: **Soft Touch I (256 blocks)
Soft Coating L
This upgraded version of the anointment lasts four times longer.
Applies: Soft Touch I (1024 blocks)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Soft Touch I (4096 blocks)
Void Essence
Deletes simple blocks on mining, such as stone, dirt, and netherrack.
Valid items: Tools, Swords, Charges.
Applies: Voiding I (256 blocks)
This upgraded version of the anointment lasts four times longer.
Applies: Voiding I (1024 blocks)
This upgraded version of the anointment lasts sixteen times longer.
Applies: Voiding I (4096 blocks)
Potion Flasks {#potion-flasks}
Many different effects exist, so in the interests of organisation, you’ve tried to sort them by their source.
Blood Magic Effects {#blood-magic-effects}
These effects can only be crafted with the touch of a true sanguimancer.
Bounce {#bounce}
If the target would take fall damage, Bounce will instead cause them to spring harmlessly off the ground. Whee!
Crouching before impact will prevent you from bouncing.
Flight {#flight}
Flight gives the target a temporary dose of creative-style Flight, similar to if they were within the range of the Reverence of the Condor ritual. Higher levels increase flight speed.
It's created from a flask containing both the Suspended and Levitation effects.
Adding Standard Catalysts can further boost your potions.
Gravity {#gravity}
Gravity causes the target to fall faster and take more damage on landing. It does not reduce jump height, however.
It's created from a flask containing both the Grounded and Slow Falling effects.
Adding Standard Catalysts can further boost your potions.
Grounded {#grounded}
Grounded prevents the target from jumping. Swimming is unaffected, however.
It's made from a potion of Jump Boost.
Hard Cloak {#hard-cloak}
Hard Cloak provides 3 points of Armour Toughness per level when used.
Adding Standard Catalysts can further boost your potions.
Heavy Heart {#heavy-heart}
Heavy Heart drags the target steadily downwards, making flying and swimming significantly more difficult.
It's created from a flask containing both the Gravity and Instant Health effects.
Adding Standard Catalysts can further boost your potions.
Obsidian Cloak {#obsidian-cloak}
Obsidian Cloak reduces all damage taken from non-magical sources by 20% per level.
Adding Standard Catalysts can further boost your potions.
Passive {#passive}
Passive prevents the affected target from attacking. Players are unaffected, however.
Spectral Sight
Spectral Sight illuminates nearby creatures as though they had the Glowing buff. The base range is 24 blocks, and higher levels increase the range by an additional 32 blocks per level.
It's made from a potion of Night Vision.
Adding Standard Catalysts can further boost your potions.
Suspended {#suspended}
Suspended prevents the target from jumping, falling, or being affected by gravity in any way whatsoever. They can still move, however, sliding about as though on a flat, never-ending plane of ice.
It's made from a potion of Gravity.
Vanilla Effects {#vanilla-effects}
These effects can be replicated by a standard $(item)Brewing Stand$(), though obviously not nearly as efficiently.
Fire Resistance {#fire-resistance}
Fire Resistance makes the target immune to most fire-based damage.
Instant Damage {#instant-damage}
Instant Damage inflicts 6 points of Magic Damage to the target per level. If the target is Undead, they will be healed for 6 points per level instead.
It’s made from a potion of either Instant Health or Poison.
Adding Standard Catalysts can further boost your potions.
Instant Health {#instant-health}
Instant Health heals the target for 4 points per level. If the target is Undead, they will be harmed for 4 points per level instead.
Invisibility {#invisibility}
Invisibility causes the target to disappear from view, making it harder for them to be spotted. This effect does not extend to any Armour or held items, any of which may be a give-away as to the target's location.
It’s made from a potion of Night Vision.
Jump Boost {#jump-boost}
Jump Boost increases the target's jump height by 50% per level. It also reduces fall damage by 1 point per level.
Adding Standard Catalysts can further boost your potions.
Levitation {#levitation}
Levitation causes the target to float up into the air.
It’s made from a potion of Slow Falling.
Adding Standard Catalysts can further boost your potions.
Night Vision {#night-vision}
Night Vision increases the target's ability to see in darkness and underwater.
Poison {#poison}
Poison deals damage over time to the target, but cannot kill them on its own. Higher levels deal faster damage.
Adding Standard Catalysts can further boost your potions.
Regeneration {#regeneration}
Regeneration heals the target over time. Higher levels increase the rate of healing.
Adding Standard Catalysts can further boost your potions.
Slow Falling {#slow-falling}
Slow Falling causes the target to fall slowly and take no fall damage, akin to a chicken.
Slowness {#slowness}
Slowness decreases the target's movement speed by 15% per level.
It’s made from a potion of either Speed or of Jump Boost.
Adding Standard Catalysts can further boost your potions.
Adding Standard Catalysts can further boost your potions.
Speed {#speed}
Speed increases the target's movement speed by 20% per level.
Adding Standard Catalysts can further boost your potions.
Strength {#strength}
Strength increases the target's attack damage by 3 points per level.
Adding Standard Catalysts can further boost your potions.
Water Breathing {#water-breathing}
Water Breathing allows the target to breathe underwater.
Weakness {#weakness}
Weakness decreases the target's attack damage by 4 points per level.
Adding Standard Catalysts can further boost your potions.