Utilised by members of the Druid, Sylvan, and Sentinel classes, Concoctions enables adventurers to brew healing elixirs and salves from a variety of medicinal herbs. Concoctionists may also harvest these herbs themselves, provided the corresponding ability in Groves or Woodlore has been learned. Concoctionists often find the artefact Gloves of Harvesting a useful aid in their quest to fill up their rift with plants.
In the past, some other elixirs were known, but with the discovery of herbs with similar healing properties during the second century AF, mortals lost the ability to create these.
Abilities in Concoctions
Ability | Description |
Boiling | Learn the art of boiling. |
This will allow you to boil mixtures, to form valuable concoctions. | |
Ginseng | An herb that may purify the blood when eaten. |
Ginseng, a forest-growing herb, may be eaten to purify the blood, curing certain ailments such as haemophilia. | |
Ash | A swamp-dwelling tree with bark that restores sanity. |
Prickly ash is a small, squat tree that grows in the swamps. Its bark may be consumed to restore many sanity-imperiling afflictions, like dementia and confusion. | |
Echinacea | The purple-coneflower that grows in the forests. |
Echinacea is a purple coneflower that grows in the forests. Eating it will give you the gift of the third eye, which will allow you to see where people are when you type 'who' as well as allow you to see otherwise invisible people. | |
Ginger | A low-lying forest plant. |
This forest-dwelling herb is much prized for its value in certain concoctions. Additionally, it also has the peculiar medicinal property of countering abnormally high fluid levels in the body. | |
Burdock | A dark root of the burdock plant. |
Very little is known about this mysterious root. | |
Myrrh | A sticky bush that, when eaten, increases scholasticism. |
The gum of the myrrh bush may be eaten to increase your learning potential. | |
Planting | Planting herbs and plants in new locations. |
Your harmony with the forest has reached a level that, with this ability, you may transplant plants from one place to another. After you harvest a plant, you will have 1 hour in which to PLANT it somewhere else. After this period of time is up, the plant will not be able to be planted. Further, you cannot put the plant in your rift or pocketbelt. It is important to remember to re-plant things only in the type of environment that you harvested it from, or it will quickly die. The exception is kelp, which can be planted in river, freshwater, or ocean environments. In order to see what environment type a room is, use the SURVEY ability, which is an ability in Survival. | |
Bellwort | A wildflower that counters the effects of altruism. |
The bellwort flower grows in the swamps and, when eaten, will counter the effects of many altruistic-based afflictions, such as generosity and peace. | |
Sac | The venom sac of a snake. |
The venom sacs of rattlesnakes, marsh and wood vipers can only be harvested after the snake is dead. When it is dead, HARVEST SAC, with the snake on the ground, will remove its venom sacs for your use. | |
Immunity | A brew to help you shrug off deadly poisons. |
The immunity elixir will protect you from poisons that kill. | |
Lastharvest | The ability to see who last harvested in a room. |
Whenever a plant is harvested, or, indeed, anything that is alive is changed, traces are left in the fabric of life-energy that sustains all living beings. The lastharvest ability allows you to tap into those energies for a short time to see who last harvested from each plant in your location. | |
Naturalism | Discover who exterminated a room last. |
Naturalism allows you to detect the foul stain of a Necromancer's soul on an exterminated room, letting you see who did it. | |
Bloodroot | An underground root that can cure paralysis, among others. |
A root that grows underground, the bloodroot has reactive properties that allow you to break out of paralysis, as well as cure the slickness affliction. | |
Hawthorn | The berry of the hill-dwelling hawthorn bush. |
The hawthorn bush grows in the hills of Sapience, when eaten it will cause deafness and its berries are prized for their use in concocting salves and elixirs. | |
Kuzu | The fast-growing jungle vine. |
The fast-growing kuzu vine of the jungles has thickening properties that make it a necessary ingredient in all salves. | |
Epidermal | A salve to cure certain exterior afflictions. |
The epidermal salve is used to cure afflictions on the exterior of your body, such as deafness and blindness. | |
Skullcap | This downy plant has an interesting effect when smoked. |
This downy, jungle-dwelling plant can produce an aura of weapons-rebounding when smoked. Also will give you the ability to see death when eaten. | |
Slipper | The lady's slipper plant is found in the Savannah. |
This grasslands-dwelling plant is used in various concoctions. | |
Mana | A brew to replenish your mental strength. |
The mana elixir will replenish your mana when sipped. | |
Goldenseal | This Savannah-dwelling plant restores harmony when eaten. |
The goldenseal plant of the grasslands has the ability, when eaten, to restore harmony to your mind and body, healing afflictions such as stupidity, epilepsy, impatience, and dizziness, among others. | |
Valerian | A mountain-dwelling plant with smokeable properties. |
The mountain-dwelling blue valerian plant can be smoked to cure both slickness and disfigurement. | |
Health | A brew that will heal your wounds. |
The health elixir is a powerful and useful one that will replenish some of your health. | |
Bayberry | A hill-dwelling tree with valuable bark. |
Growing in places such as the Dakhota and Shamtota hills, the bayberry bush has valuable bark which when eaten will cause blindness. | |
Cohosh | The curiously white plant that induces insomnia. |
Black cohosh, which is actually a white plant, may be eaten to induce insomnia. You will find it growing primarily in swampy regions. | |
Lobelia | A beautiful scarlet wildflower with therapeutic properties. |
A gorgeous, scarlet wildflower that grows in the forests, the lobelia is rumoured to have therapeutic properties, curing such ailments as berserking, recklessness, vertigo, and other phobias and mental illnesses. | |
Pear | The fruit of the prickly pear cactus. |
The desert-dwelling prickly pear cactus has a lovely fruit necessary in certain concoctions. | |
Weed | The mind-altering cactus weed. |
Discovered long ago by Viper, the cactus weed, when smoked, produces mind-altering effects. | |
Irid | Iridescent moss growing underground. |
Irid moss, an incandescent moss growing underground, may be eaten to restore some health and mana. | |
Sileris | A lush, berry-bearing plant which grows in valleys. |
The valley-dwelling sileris berry may be applied (APPLY SILERIS) to yourself in order to create a thin, waxy coating which will prevent serpents from biting you. | |
Kelp | The grass of the sea. It has strengthening attributes. |
Kelp is often called the grass of the sea, and for good reason. Large kelp beds bear an uncanny resemblance to grassy plains. Kelp contains powerful proteins and strengtheners which can restore fitness when eaten. | |
Venom | A brew to increase your resistance to poison damage. |
The venom elixir has the power to increase your resistance to damage from poison. | |
Frost | A mixture to increase your resistance to fire. |
This powerful elixir will help keep the body temperature down protecting you from fire. | |
Caloric | A salve to increase your resistance to the cold. |
The caloric salve, when applied to the body, will help protect you from intense cold. | |
Levitation | A mixture that allows you to hover. |
The levitation elixir when sipped will cause you to float a couple inches off the ground. This cushion of air will help protect you from great falls and several ground based attacks. | |
Feathers | The feathers of various birds. |
This will allow you to pluck feathers from an eagle, for use in your concoctions. | |
Diamond | Powdered diamond dust. |
Inpotting powdered diamond dust. | |
Mending | A salve to repair your broken body. |
The salve of mending can be used to heal minor broken limbs as well as putting your body out if you are on fire. | |
Mass | A salve that will greatly increase your weight. |
The salve of mass will cause your body to become extremely heavy making it more difficult for others to attempt to move you. The extra weight can also have adverse effects if you try running too fast. | |
Sidewinder | The powdered skin of a sidewinder. |
When you encounter a dead sidewinder, you will be able to strip its skin from it. | |
Speed | An elixir to slow your perception of time. |
The speed elixir can increase your ability to dodge some attacks, such as tekura and weapon attacks. | |
Kola | The nut of this jungle tree can keep you quite alert. |
The kola tree of the jungle bears nuts which, when eaten, make the user feel quite awake and alert. | |
Elm | Slippery elm from the red elm tree. |
Slippery elm, from the red elm tree, may be smoked to cure various strange afflictions, like the aeon and hellsight afflictions. | |
Gold | Liquid gold. |
Inpotting gold works slightly differently. You will always inpot in increments of 20 gold. Obviously, you must have at least 20 gold on your person. INPOT 3 GOLD IN pot123 would put 60 gold in the pot. | |
Restoration | A necessary salve for healing mutilated body parts. |
A restorative salve is used to heal limbs that have been badly damaged. It may sometimes take two uses to fully heal a limb. It may be applied to any of the six body parts. |