Alchemy

What is crafted from what, and what it does. Five tiers: D, C, B, A and M — caches drop from mobs and break down into reagents, and reagents feed the rest of the branch.

Caches

Reagents (from caches)

Positions

Potions, elixirs, oils, tonics, scrolls and everything in between — 439 entries.

Potions / buffs · 16

Single buffs (potions) · 94

Combat elixirs · 44

Bane Elixir
Higher chance to land control effects and debuffs
Elixir of Execution: Arcana
Magic crit rate and damage, less Max HP
Elixir of Execution: Steel
Physical crit rate and damage, less Max HP
Reprisal Elixir
More defense, part of damage taken is reflected

Exp scrolls · 20

Slayer's Oil · 54

Animal Slayer's Oil
More damage to Animal-type monsters
Beast Slayer's Oil
More damage to Beast-type monsters
Bug Slayer's Oil
More damage to Bug-type monsters
Construct Slayer's Oil
More damage to Construct-type monsters
Dark Elf Slayer's Oil
More damage to Dark Elf-type monsters
Demonic Slayer's Oil
More damage to Demonic-type monsters
Divine Slayer's Oil
More damage to Divine-type monsters
Dragon Slayer's Oil
More damage to Dragon-type monsters
Dwarf Slayer's Oil
More damage to Dwarf-type monsters
Elemental Slayer's Oil
More damage to Elemental-type monsters
Elf Slayer's Oil
More damage to Elf-type monsters
Fairy Slayer's Oil
More damage to Fairy-type monsters
Giant Slayer's Oil
More damage to Giant-type monsters
Human Slayer's Oil
More damage to Human-type monsters
Humanoid Slayer's Oil
More damage to Humanoid-type monsters
Orc Slayer's Oil
More damage to Orc-type monsters
Plant Slayer's Oil
More damage to Plant-type monsters
Undead Slayer's Oil
More damage to Undead-type monsters

Warding Tonic · 54

Animal Warding Tonic
Less damage taken from Animal-type monsters
Beast Warding Tonic
Less damage taken from Beast-type monsters
Bug Warding Tonic
Less damage taken from Bug-type monsters
Construct Warding Tonic
Less damage taken from Construct-type monsters
Dark Elf Warding Tonic
Less damage taken from Dark Elf-type monsters
Demonic Warding Tonic
Less damage taken from Demonic-type monsters
Divine Warding Tonic
Less damage taken from Divine-type monsters
Dragon Warding Tonic
Less damage taken from Dragon-type monsters
Dwarf Warding Tonic
Less damage taken from Dwarf-type monsters
Elemental Warding Tonic
Less damage taken from Elemental-type monsters
Elf Warding Tonic
Less damage taken from Elf-type monsters
Fairy Warding Tonic
Less damage taken from Fairy-type monsters
Giant Warding Tonic
Less damage taken from Giant-type monsters
Human Warding Tonic
Less damage taken from Human-type monsters
Humanoid Warding Tonic
Less damage taken from Humanoid-type monsters
Orc Warding Tonic
Less damage taken from Orc-type monsters
Plant Warding Tonic
Less damage taken from Plant-type monsters
Undead Warding Tonic
Less damage taken from Undead-type monsters

Noblesse Scroll · 7

Blank Noblesse Scroll
Blank for the Noblesse Scroll, sold by the alchemist

Ash of Reckoning · 10

Caches · 9

Proof of Mastery · 13

Compounds and cores · 71

Tincture
First step: reagent → simple compound
Unsealing Catalyst
Breaks the seal on equipment's hidden power

Materials from the alchemist · 43

Augment Base
Goes into the Augment Stone
Noblesse Ink
Goes into Noblesse Scrolls
Unsealing Base
Goes into the Unsealing Catalyst

other · 4

Augment Stone
Grafts an Essence onto a piece of armor
Slag
Left after a Cauldron failure, can be reclaimed

How it works

Alchemy on Lu4 is a separate progression track that runs alongside your level: from 20 to 75.

The chain is simple:

monster → cache → reagent → compound → buff, elixir, experience scroll.

Your own character does all of it — any class, no crafter and no dwarf required.

Below: how the whole system fits together, what costs adena and where the reagents go. The composition of every item and its full craft tree live on that item’s page in the catalog above; here they are folded under the paragraphs so they don’t get in the way of reading.

In short

  • Alchemy replaces a buffer, it doesn’t stack with one.
    Its buffs take the same slots as a buffer’s: they don’t add up, they overwrite each other, and the buffer’s are slightly stronger. In a party with a buffer alchemy is unnecessary; solo, you put all ten buffs on yourself.

  • Reagents drop only from monsters — as sealed caches.
    NPCs don’t sell them, but you can buy them from players, like everything brewed out of them.

  • The right monster is marked by a skill.
    Cache carriers have Reagent Carrier as the last skill in their list. No skill — no cache will ever drop, however long you farm it.

  • Five tiers, each with its own pass — a sigil.
    The alchemist sells the first one for adena; the other four come only through crafting a Proof; the fifth unlocks at level 70.

How it is set up

The scheme is the same on all five tiers; only item names and quantities change from tier to tier.

1. Sigil

Everything starts at the alchemist Sa Izzuruk, the Unquenched — her house stands in the Swampland marsh. She sells the first sigil, Ashen Sigil D, from level 20 for 100,000 adena.

Without a sigil caches don’t drop and the recipe shop is closed. The sigil stays on the character forever: it can’t be sold, dropped or put in the warehouse.

2. Caches

A monster with Reagent Carrier has a chance to drop a sealed cache; inside is one reagent of the same tier.

  • The monster’s level must be close to yours: too strong or too weak and the cache won’t drop — the same restriction as quest items.
  • In a party the cache goes to a random member who has a sigil, not to whoever landed the last hit. A group doesn’t give more caches — it just kills faster.

3. Recipes

The alchemist’s shop is split by tier. A recipe is bought once: after learning it stays with the character forever and can’t be transferred.

Access to tiers is gated by the passive skill Alchemical Expertise:

Rank Level
1 20 (dwarves — from 5)
2 40
3 56
4 65
5 70

4. Craft anywhere

Brewing runs through the Alchemist’s Cauldron skill, which every character has from level 1. No NPC needed — you can brew right on the spot between packs.

Regular recipe crafting never fails: whatever materials you put in, you get the result.

5. Exchange at the alchemist

Besides recipes she has a consumables tab and an exchange tab: reagents plus adena — and you get a finished hunting potion. No recipe needed for that.

6. The Cauldron

Stands next to the alchemist; it is the only place where alchemy can let you down. Cores of tiers B, A and M and Gilded Augment Stone A go through it — at 70 % (65 % for the stone), 10 points higher with a stabilizer.

A failure takes everything you put in the Cauldron and leaves slag of that tier instead. Details in “Cauldron, slag and stabilizer”.

7. Proof of Mastery

Moving to the next tier takes the level, the current sigil and a Proof that you brew yourself — it can’t be bought anywhere. Hand the Proof to the alchemist and you get the next tier’s sigil.

Tiers and sigils

Sigils aren’t consumed, sold or transferred; the only way to remove them from the inventory is all at once, via the urn by the Cauldron (see the end).

Lower-tier caches don’t go away as you level: with only the first sigil, tier D caches keep dropping even from level 75 monsters.

Tier Sigil Levels What it unlocks
D Ashen Sigil D 20–39 seven of the ten buffs, the whole reagent chain, the first core
C Argent Sigil C 40–55 Noblesse, the remaining three buffs, buff cocktails, the first experience scroll
B Lunar Sigil B 56–64 oils and tonics against monster types, simple elixirs, the first Cauldron craft
A Gilded Sigil A 65–69 greater elixirs, alternative A-grade unsealing, an armor augment stone
M Aetheric Sigil M 70–75 supreme elixirs, the last experience scroll

You buy the first sigil; the rest are given for the previous tier’s Proof. The Proof itself brews without risk, but it contains a core, and cores of tiers B and A go through the Cauldron.

What each sigil costs is visible in its Proof’s breakdown:

What one craft really takes: Proof of Ashen Mastery D
Reagents from monsters Bitter Salt ×32Cinder Dust ×48Mire Resin ×48Pale Ichor ×48Red Caustic ×32
From the alchemist for adena Ashen Crucible Seal ×1 (15,000)Ashen Proof Vellum ×1 (35,000)
Craft tree →
What one craft really takes: Proof of Argent Mastery C
Reagents from monsters Argent Dust ×121Glass Ichor ×110Mercurial Salt ×88Pale Vitriol ×76Verdigris Resin ×110
From the alchemist for adena Argent Crucible Seal ×2 (60,000)Argent Proof Vellum ×1 (75,000)
Craft tree →
What one craft really takes: Proof of Lunar Mastery B
Reagents from monsters Moonstone Sliver ×165Night Resin ×165Quicksilver Bead ×126Sulfur Bloom ×114Umbral Bile ×165
From the alchemist for adena Lunar Crucible Seal ×3 (135,000)Lunar Proof Vellum ×1 (120,000)
Craft tree →
What one craft really takes: Proof of Gilded Mastery A
Reagents from monsters Auric Cinder ×242Black Mercury ×176Dusk Resin ×242Gilding Salt ×180Gilt Flake ×253
From the alchemist for adena Gilded Crucible Seal ×3 (180,000)Gilded Proof Vellum ×1 (165,000)
Craft tree →

Which tier drops

A cache’s tier is decided by two limits at once:

  • the monster’s level — which tiers are possible at this spot at all;
  • your sigils — which of those you can actually get.

With the second sigil on level 30 monsters you only get D. On level 50 monsters without the second sigil — also only D.

If caches keep dropping lower than you want, changing the spot won’t help — you need the next sigil.

The shares below are for a character with all sigils. If you lack the higher sigils, their share goes to the tiers available to you.

Monster level D C B A M
20–39 100 % — — — —
40–55 35 % 65 % — — —
56–64 15 % 30 % 55 % — —
65–69 5 % 15 % 25 % 55 % —
70+ 5 % 10 % 20 % 25 % 40 %

Zone lists with cache carriers are on the cache pages themselves: Ashen Reagent Cache D, Argent Reagent Cache C, Lunar Reagent Cache B, Gilded Reagent Cache A, Aetheric Reagent Cache M.

There is no hard “location — tier” binding: if a zone’s monsters sit on the border of level ranges, it yields caches of two tiers.

Reagents and the craft chain

Every cache holds five possible reagents:

Kind How many kinds Chance each
base 3 24 %
reactive 2 14 %

Volume comes from the base ones; the bottleneck is the reactive: a recipe needs few of them, but they drop almost half as often. The chances are listed in the cache description; server rates and premium don’t affect them.

From there it’s regular recipe crafting, every step guaranteed:

reagent → simple compound → complex compound → core.

On tier D that is Cinder Dust D → Cinder Tincture D → Ashen Distillate D → Ashen Quintessence D.

From tier C the core has one more derivative — Trace: a splinter of the core that goes into Noblesse and top recipes. Don’t confuse it with the core itself; it’s the next step.

Scale. One tier D potion is 11 base reagents, 2 reactive ones and a cheap base from the alchemist’s shop. Compounds and cores follow the same logic one step up; on higher tiers it’s dozens of reagents per item.

Reagents are heavy. It pays to convert them into compounds as they accumulate rather than haul them by the hundreds.

What one craft really takes: Potion of Combat D
Reagents from monsters Bitter Salt ×2Cinder Dust ×11
From the alchemist for adena Ashen Tonic Base ×1 (500)
Craft tree →
What one craft really takes: Ashen Quintessence D
Reagents from monsters Bitter Salt ×32Cinder Dust ×48Mire Resin ×48Pale Ichor ×48Red Caustic ×32
From the alchemist for adena Ashen Crucible Seal ×1 (15,000)
Craft tree →

Transmutation: old reagents into new

Moved to a new tier with old reagents left over? The Cauldron has Transmute Reagents.

You put in You get Chance
a full set of the previous tier: 2 of each base and 1 of each reactive — 8 pieces one reagent of the tier above, random in the same proportions as the cache 60 %

A failure burns the set. You can’t skip a tier, and the sigil needed is already the new tier’s.

Arithmetic. 8 reagents per attempt at 60 % — on average 13 old for one new. As a farming method it doesn’t work: higher-tier caches start dropping anyway as soon as you take the sigil.

Transmutation is a way to use up leftovers. The other option is to sell lower reagents to lower-level players: the demand never ends.

What gets brewed

Single buffs: ten effects for 20 minutes

Tier D gives seven buffs, tier C adds three more — and the set is complete. Higher tiers unlock nothing new; they strengthen the same ten effects.

Buff What it gives D C B A M
Combat P. Atk. and P. Def. +7 % +11 % +12 % +13 % +14 %
Magic M. Atk. and M. Def. +30 % +50 % +60 % +68 % +71 %
Critical physical crit rate and damage +13 % +20 % +25 % +27 % +28 %
Rampage attack speed and lifesteal +15 % +24 % +27 % +30 % +33 %
Acumen casting speed +20 % +25 % +30 % +30 % +30 %
Clarity skill MP cost — −20 % −27 % −32 % −35 %
Condition max HP and MP — +15 % +25 % +30 % +32 %
Movement speed and evasion +25 +28 +30 +32 +33
Mental Shield resistance to hold, sleep, mental attacks — +20 % +30 % +40 % +50 %
Berserker Spirit attack and all speeds up, defense and evasion down +4 % +5 % +6 % +7 % +8 %

Movement is in speed points, the rest in percent. Potion of Combat D of tier D and Potion of Combat M of tier M are the same potion with different numbers; the full figures are on each potion’s page.

Cocktails: seven buffs in one click

Tier C brings two combined potions:

Cocktail What’s inside
Physical Draught C Combat, Rampage, Critical, Condition, Movement, Mental Shield, Clarity
Magical Draught C Combat, Magic, Condition, Movement, Acumen, Mental Shield, Clarity

The buffs are as strong as the single ones. The gain is convenience: one click and one stack in the bag instead of seven.

What one craft really takes: Physical Draught C
Reagents from monsters Argent Dust ×39Glass Ichor ×39Mercurial Salt ×12Pale Vitriol ×9Verdigris Resin ×13
From the alchemist for adena Argent Bundling Wax ×1 (3,600)Argent Tonic Base ×7 (14,000)
Craft tree →

Elixirs: a short boost for a fight

Elixirs unlock from tier B — short, powerful effects for a specific fight.

Rank Tier Duration
Simple B 2 min
Greater A 2.5 min
Supreme M 3 min

The cooldown is shared by the whole elixir group — 15 minutes — and only one can be active: you can’t drink a second one while the first is running or on cooldown, and a lower elixir can’t override a higher one. With regular buffs elixirs coexist without conflict.

Elixir What it does Tiers
Predation more damage and attack/cast speed at the cost of defense B A M
Bulwark cuts all incoming damage B A M
Resolve resistance to debuffs B A M
Clarity MP savings and faster MP regen B A M
Vitality HP pool, regen and heals received A M
Celerity faster running and slow resistance, but weaker defense A M
Siphoning lifesteal from all damage, heals received are weaker A M
Reprisal tougher defense and reflection of part of the damage taken M
Bane control and debuffs (stun, sleep, poison, bleed, paralysis, hold) land more often M
Execution: Steel stronger and more frequent physical crits, less max HP M
Execution: Arcana stronger and more frequent magic crits, less max HP M

A simple elixir example — Simple Predation Elixir B; a greater one — Greater Predation Elixir A.

Experience scrolls

A scroll has one recipe, but the result is random:

Rarity Chance Exp bonus
Common 70 % +10 %
Uncommon 25 % +12 %
Rare 5 % +15 %

Duration — 30 minutes, cooldown — 30 minutes. Character level doesn’t affect the bonus.

Scrolls differ only in their allowed level range, which is in the name: 1–40, 41–52, 53–65, 66–70, 71–75. The first is available on tier C (Scroll of Experience (1-40) (Common) C), the last on M.

Outside the range the scroll simply won’t activate. This is the most common reason for “it doesn’t work”.

What one craft really takes: Scroll of Experience (1-40) (Common) C
Reagents from monsters Argent Dust ×66Glass Ichor ×55Mercurial Salt ×46Pale Vitriol ×38Verdigris Resin ×55
From the alchemist for adena Argent Crucible Seal ×1 (30,000)Blank Ascension Codex I ×1 (7,000)
Craft tree →

Oils and tonics against monster types

From tier B — for a specific spot. Each of the 18 monster types has its own pair:

Item What it does B A M
Slayer’s Oil applied to the weapon, boosts your damage against the chosen type the type’s racial weakness + another 3 % + another 5 %
Warding Tonic the mirror effect — reduces the damage you take from that type −3 % −6 % −10 %

Both effects last 30 minutes. Neither is brewed by recipe — the alchemist hands them out in exchange for reagents. For example, Dragon Slayer's Oil B and Dragon Warding Tonic B.

Noblesse

The only way on the server to keep your buffs through death.

Scroll Tier Duration
Noblesse Scroll C C 20 min
Greater Noblesse Scroll B B 40 min
Grand Noblesse Scroll A A 60 min

The recipe takes a Trace of its tier and two consumables from the alchemist’s shop: Blank Noblesse Scroll C and Noblesse Ink C. The scroll itself brews without risk, but for Greater and Grand you first need a core from the Cauldron.

What one craft really takes: Noblesse Scroll C
Reagents from monsters Argent Dust ×55Glass Ichor ×55Mercurial Salt ×42Pale Vitriol ×38Verdigris Resin ×55
From the alchemist for adena Argent Crucible Seal ×1 (30,000)Blank Noblesse Scroll ×1 (7,500)Noblesse Ink ×1 (2,500)
Craft tree →

Ash of Reckoning: writing off PK

Ash is brewed by its tier’s recipe from reagents and a seal from the alchemist’s shop, and the Black Judge “burns” it, removing PK.

How much comes off per burn is a random number from a range; the bounds are set by the ash tier and the character’s current level: within its tier’s levels the ash works at full strength, on outgrown levels it weakens.

Ash 20–39 40–55 56–64 65–69 70–75
Ash of Reckoning D 1–3 1–2 1 1 1
Ash of Reckoning C 2–4 2–4 1–3 1–2 1
Ash of Reckoning B 3–5 3–5 3–5 2–4 1–3
Ash of Reckoning A 3–6 3–6 3–6 3–6 2–5
Ash of Reckoning M 3–7 3–7 3–7 3–7 3–7

Along with the removed PK comes a 20-minute effect:

  • usually — Reckoning: P. Def. and M. Def. −5 %;
  • occasionally — Absolution: +2 % exp and +2 MP regen.

Which one you get is unpredictable; burning again refreshes the effect. The regular PK write-off mechanic keeps working as before — ash is just a second route to the same thing.

What one craft really takes: Ash of Reckoning D
Reagents from monsters Bitter Salt ×9Cinder Dust ×4Mire Resin ×4Pale Ichor ×4Red Caustic ×12
From the alchemist for adena Ashen Penance Seal ×1 (30,000)
Craft tree →

The rest

Cauldron, slag and stabilizer

Everything in alchemy that can fail happens in the Cauldron.

Craft Chance With stabilizer
Core 70 % 80 %
Gilded Augment Stone A 65 % 75 %

A failure takes the whole batch — compounds, the seal and the stabilizer if you added one — and leaves slag of that tier: Lunar Slag B, Gilded Slag A, Aetheric Slag M.

Outside the Cauldron there is nowhere to lose materials: regular recipe crafting doesn’t fail.

Slag is worth hoarding. Three pieces of one tier plus an inexpensive consumable from the alchemist make a stabilizer (Lunar Fixative B, Gilded Fixative A, Aetheric Fixative M), and it adds 10 points to the chance. In effect, every failure partly pays for the next attempt.

Slag and stabilizers trade freely — if you like, it’s easier to buy them than to save up.

There is no “guarantee after N failures” in the system. All probabilities are open in advance — in the cache descriptions and in the Cauldron window itself.

What one craft really takes: Lunar Quintessence B
Reagents from monsters Moonstone Sliver ×110Night Resin ×110Quicksilver Bead ×84Sulfur Bloom ×76Umbral Bile ×110
From the alchemist for adena Lunar Crucible Seal ×2 (90,000)
Craft tree →

What it costs in adena

You don’t pay for reagents — you farm them. Adena goes to three things:

  1. the starting sigil;
  2. recipes;
  3. the alchemist’s consumables, spent with every craft.

Reagents at market prices

If you buy caches from players instead of farming, the reference for 16.09.2026 is this.

Gamma Black White Carmine
Ashen Reagent Cache (D) 175 77 127 85
Argent Reagent Cache (C) 1 294 808 599 (09.09) 600 (07.09)
Lunar Reagent Cache (B) 1 999 (14.09) 2 037 1 977 —
Gilded Reagent Cache (A) 7 102 — — —
Aetheric Reagent Cache (M) 15 000 (12.09) — — —
one tier D buff (Potion of Combat) ≈ 8 500 ≈ 4 000 ≈ 2 800 ≈ 4 400
tier D Proof → second sigil ≈ 90 000 ≈ 89 000 ≈ 124 000 ≈ 69 000
tier C Proof → third sigil ≈ 950 000 ≈ 800 000 ≈ 3.9kk —
tier B Proof → fourth sigil ≈ 2.1kk ≈ 2.0kk ≈ 1.9kk —
tier A Proof → fifth sigil ≈ 16kk — — —

How to read the table:

  • price — the midpoint between the best sell and the best buy offer;
  • date in brackets — no listings that day, the last sale within two weeks is taken;
  • "—" — the cache isn’t traded on that server yet;
  • ≈ — cost computed from the caches and compounds that were on sale; where the cache itself isn’t on the market, the price is assembled from intermediate compounds and is rougher.

Gamma is the old server with its own economy; the other three launched recently, and the higher tiers barely trade there.

How prices behave

Don’t trust a single day’s figure — the cache market jumps around. Here’s how, from the history since early September.

Tier D caches — thousands in circulation, one lot knocks the minimum down.

Server Minimum spread Median
Gamma 222 → 777 → 4 444 within a week 300–450
Black, Carmine 80–200 ~100–190
White 100–350 ~300–1 000

Go by the median, not by the bottom line of the list.

Tier C caches — steadier, with isolated spikes.

Server Usual corridor Spike
Gamma 1 500–2 000 —
Black 600–1 100 15.09 — median 2 111 with 11 000 pcs. on offer
White 600–800 13.09 — a single lot at 4 555 with 216 pcs.
Carmine 600–990 —

Such spikes live a day or two: someone listed a batch high or was left the only seller.

Tier B caches — a regular item on Gamma, still a rarity on the fresh servers.

Server Price Volume
Gamma 2 000–3 000 hundreds to thousands
Black 7 999 (12.09) → 4 799 → 2 775 (17.09) 200–1 300
White 2 750–3 000 130–210
Carmine no listings —

This is the usual trajectory of a new tier: while only a handful of players farm the cache, the price sits three times above where it will settle in a couple of weeks.

Tier A and M caches — Gamma only.

Cache Sell Volume per listing
Gilded (A) 8 200–10 000 up to 2 800
Aetheric (M) 15 000–17 500 140–1 000

Buy offers are 2–3 times below sell everywhere, and several times below on the higher tiers.

Cache, server Sell Buy
Aetheric (M), Gamma 15 000 2 000–4 500
Gilded (A), Gamma 8 400 5 700
Lunar (B), Gamma 2 000 1 250
Ashen (D), White 100–200 10–25

The higher the tier, the fewer the deals and the wider the gap. For A and M the “fair price” in the table above is a convention: a quick sale only happens at the buy price.

Live figures for any item are in the alchemy calculator.

Recipes

There are 128 in total, and buying them all comes to about 18.3kk:

Tier Recipes Price
D 15 307 000
C 23 909 000
B 27 2.37kk
A 32 7.78kk
M 31 6.9kk

There is no point buying everything: a recipe is bought once and only for yourself. Buy for what you actually intend to brew — especially since each tier’s shop opens only with its sigil.

Sigils

The first — 100,000. The other four aren’t sold, but the core and the Proof need service materials from the alchemist:

Sigil Consumables at the alchemist
second (C) about 50 000
third (B) 135 000
fourth (A) 210 000
fifth (M) 285 000
the whole ladder 680 000 with successful crafts, around 770 000 adjusted for Cauldron failures

Total

Leveling alchemy from scratch and buying all 128 recipes — about 19kk adena, and almost all of it is recipes.

After that the recurring spend is consumables only: every potion, elixir and core comes with its own cheap base, and Noblesse takes Blank Noblesse Scroll C at 7 500 and Noblesse Ink C at 2 500. This money goes with every unit brewed, not once.

Current reagent market prices and estimates that account for caches are in the alchemy calculator and on the “Alchemy” tab of the Money section.

What is personal and what trades

Not transferable Trades freely
sigils caches
Proof of Mastery reagents, compounds, cores
learned recipes slag and stabilizers
finished potions, elixirs, scrolls

A newcomer without a sigil can perfectly well buy finished buffs from someone who brews them.

How to quit alchemy

Next to the Cauldron there is a Destroy all Sigils command — the red button. After two confirmations the character loses all sigils at once: you can’t remove just one, and you can’t get them back.

What happens next:

  • caches stop dropping;
  • skills, learned recipes, stocks of reagents and compounds, cores and everything already brewed stay with you.

Change your mind — and you start from the very beginning: Ashen Sigil D for 100,000 again and the whole sigil ladder anew.

Craft cost, reagent prices and the cache-opening plan — in the service.