Salves, draughts, tonics, poultices and catalysts.
Apothecary works herbs, fish oil and alcohol into remedies. Salves cure one ailment, draughts ward one off for a while, tonics guard against an element, poultices heal slowly over time, and catalysts help an Alchemist's Pharmacy succeed.
It is the trade every party is glad of. Most of what you make goes in a belt pouch, not a bank.
Find the Apothecary Guildmaster in Al De Baran and ask to join. Your first making trade is free. The guildmaster hands you an Apothecary's Mortar and puts it in your profession equipment.
Your work skill sits at the top of your trade's skill tab. Use it anywhere you can sit, pick a recipe and how many to make, and stay seated until the batch is done. Walking off stops the batch, and nothing you had not started on is lost.
The Apothecary Guildmaster stands in Al De Baran
Every recipe shows its chance, the time a dose takes and the EXP it pays, all worked out for you: your level, skills and tool are already counted. Each level you stand above a recipe adds 1% to its chance, up to 10%.
Before a batch you choose a bench action. Normal is the usual chance and time. Steady is 15% surer and a quarter slower. Careful keeps three quarters of the materials when an attempt fails, but a failure then teaches nothing and the work is 40% slower. Rush is 35% faster and 10% less sure, and a failure teaches nothing.
Each item in a batch also rolls a bench condition as it starts: now and then it goes 30% faster, or with steadier hands for +10%, or through a dull stretch 20% slower. The progress bar tells you which.
Every recipe needs at least one guild ingredient, marked in the list below. That ingredient must come from a profession, gathered, caught, grown or made. The same item bought from a shop or dropped by a monster will not count for it, though it still works for the recipe's other ingredients.
All 39 recipes. The chance shown is before your skills and level, the EXP is for one made, and the gold ingredient is the guild ingredient that must come from a profession.
Oil rendered from gills: the base of catalysts, salves and tonics.
A material for Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
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3 | Fishing Apprentice 15 (a profession only) |
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1 | Adventure Shop in Inside Prontera |
| Ingredient | For one | Comes from |
|---|---|---|
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2 | Forestry Apprentice 1 (a profession only) |
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1 | Forestry Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
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1 | Adventure Shop in Inside Prontera |
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1 | Forestry Apprentice 1 (a profession only) |
Drunk before brewing, it steadies the mixture.
Pharmacy success +5% for 3 minutes.
One catalyst at a time: a new one replaces the last.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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1 | Apothecary Apprentice 1 |
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2 | Herbalism Apprentice 1, Farming Apprentice 25 |
Red herb crushed in oil and bound on.
Restores 500 HP over a minute, a little every 3 seconds.
It keeps working while you fight.
One poultice at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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3 | Herbalism Apprentice 1, Farming Apprentice 10 |
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1 | Apothecary Apprentice 1 |
Rubbed on the throat, it brings a voice back.
Cures Silence.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
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2 | Herbalism Apprentice 1, Farming Apprentice 7 (a profession only) |
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1 | Farming Apprentice 31 |
| Ingredient | For one | Comes from |
|---|---|---|
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2 | Adventure Shop in Inside Prontera |
|
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1 | Apothecary Apprentice 1 |
A cool salve for the eyelids.
Cures Blindness.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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2 | Herbalism Apprentice 1, Farming Apprentice 16 |
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1 | Apothecary Apprentice 1 |
A green salve for bites and open wounds.
Cures Poison and Bleeding.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
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1 | Herbalism Apprentice 1, Farming Apprentice 7 |
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1 | Herbalism Apprentice 1, Farming Master 1 |
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1 | Apothecary Apprentice 1 |
Bitter, and it keeps your feet under you.
Stun resistance +10% for 3 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
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2 | Herbalism Apprentice 1, Farming Apprentice 16 |
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1 | Apothecary Apprentice 1 |
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1 | Adventure Shop in Inside Prontera |
Holy water worked into a paste of white herb.
Cures Curse.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
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2 | Herbalism Apprentice 1, Farming Apprentice 25 (a profession only) |
|
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1 | Monsters |
Pressed to the temples, it clears the head slowly.
Restores 80 SP over a minute, a little every 3 seconds.
It keeps working while you fight.
One poultice at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
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2 | Farming Apprentice 19 |
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2 | Herbalism Apprentice 1, Farming Apprentice 7 |
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1 | Apothecary Apprentice 1 |
It burns all the way down and stays there.
Freeze resistance +10% for 3 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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3 | Herbalism Apprentice 1, Farming Apprentice 10 |
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1 | Apothecary Apprentice 1 |
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1 | Adventure Shop in Inside Prontera |
Yellow and white herb, laid on thick.
Restores 1200 HP over a minute, a little every 3 seconds.
It keeps working while you fight.
One poultice at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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3 | Herbalism Apprentice 1, Farming Apprentice 16 |
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1 | Herbalism Apprentice 1, Farming Apprentice 25 |
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1 | Apothecary Apprentice 1 |
Nobody nods off after a mouthful of this.
Sleep resistance +10% for 3 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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3 | Herbalism Apprentice 1, Farming Apprentice 7 |
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1 | Apothecary Apprentice 1 |
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1 | Adventure Shop in Inside Prontera |
Ground pearl in oil, for the difficult brews.
Pharmacy success +10% for 3 minutes.
One catalyst at a time: a new one replaces the last.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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1 | Apothecary Apprentice 1 |
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1 | Fishing Apprentice 30 |
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1 | Herbalism Apprentice 1, Farming Apprentice 35 |
Sharp enough to clear a spinning head.
Cures Confusion and Hallucination.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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1 | Herbalism Apprentice 1, Farming Apprentice 35 |
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2 | Herbalism Apprentice 1, Farming Apprentice 7 |
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1 | Apothecary Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
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2 | Herbalism Apprentice 1 (a profession only) |
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2 | Herbalism Apprentice 1 |
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1 | Adventure Shop in Inside Prontera |
| Ingredient | For one | Comes from |
|---|---|---|
|
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1 | Apothecary Master 1 |
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1 | Herbalism Apprentice 1, Farming Apprentice 10 (a profession only) |
| Ingredient | For one | Comes from |
|---|---|---|
|
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1 | Apothecary Master 1 |
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1 | Herbalism Apprentice 1, Farming Apprentice 35 (a profession only) |
It burns going down and nothing much burns after.
Fire resistance +10% for 10 minutes.
One tonic at a time: a new one replaces the last.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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1 | Apothecary Apprentice 1 |
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1 | Herbalism Apprentice 1, Farming Apprentice 10 |
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1 | Mining Apprentice 1, Jewelcrafting Apprentice 20 |
A warmth that stays in the chest.
Water resistance +10% for 10 minutes.
One tonic at a time: a new one replaces the last.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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1 | Apothecary Apprentice 1 |
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1 | Herbalism Apprentice 1, Farming Apprentice 35 |
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1 | Mining Apprentice 1, Jewelcrafting Apprentice 23 |
Bitter roots, steady feet.
Earth resistance +10% for 10 minutes.
One tonic at a time: a new one replaces the last.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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1 | Apothecary Apprentice 1 |
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1 | Herbalism Apprentice 1, Farming Apprentice 7 |
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1 | Jewelcrafting Apprentice 30 |
It makes the hair lie flat.
Wind resistance +10% for 10 minutes.
One tonic at a time: a new one replaces the last.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Apprentice 1 |
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1 | Herbalism Apprentice 1, Farming Apprentice 16 |
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1 | Jewelcrafting Apprentice 27 |
It thickens the blood before the blade arrives.
Bleeding resistance +10% for 3 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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2 | Herbalism Apprentice 1, Farming Apprentice 10 |
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1 | Herbalism Apprentice 1, Farming Master 1 |
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1 | Apothecary Apprentice 1 |
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1 | Adventure Shop in Inside Prontera |
Aloe and blue herb in a dressing that soaks deep.
Restores 2400 HP and 120 SP over a minute, a little every 3 seconds.
It keeps working while you fight.
One poultice at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Herbalism Apprentice 1, Farming Apprentice 25 |
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1 | Herbalism Apprentice 1, Farming Apprentice 35 |
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1 | Herbalism Apprentice 1, Farming Master 1 |
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1 | Apothecary Apprentice 1 |
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1 | Excavation Apprentice 1 |
It tastes of ash and candle wax, and curses slide off it.
Curse resistance +10% for 3 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Herbalism Apprentice 1, Farming Apprentice 25 |
|
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1 | Monsters |
|
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1 | Apothecary Apprentice 1 |
|
|
1 | Adventure Shop in Inside Prontera |
A little of the poison, to teach the body.
Poison resistance +10% for 10 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
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1 | Apothecary Apprentice 1 |
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1 | Herbalism Apprentice 1, Farming Apprentice 7 |
|
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1 | Herbalism Apprentice 1 |
It dulls the sting of holy light.
Holy resistance +10% for 10 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Apprentice 1 |
|
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1 | Herbalism Apprentice 1, Farming Apprentice 25 |
|
|
1 | Monsters |
Ash of burnt wood in oil, against the dark.
Shadow resistance +10% for 10 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Apprentice 1 |
|
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1 | Herbalism Apprentice 1, Farming Apprentice 35 |
|
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1 | Forestry Apprentice 1 |
It keeps the body sure of where it ends.
Ghost resistance +10% for 10 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Apprentice 1 |
|
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1 | Herbalism Apprentice 1, Farming Master 5 |
|
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1 | Herbalism Apprentice 1, Farming Master 10 |
Alcohol run twice through izidor and leaf.
An Apothecary's strongest tonics are made on it.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Master 1 |
|
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1 | Herbalism Apprentice 1, Farming Master 15 |
|
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1 | Herbalism Apprentice 1 (a profession only) |
Distilled hot and drunk cold.
Fire resistance +12% for 20 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Master 32 |
|
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1 | Herbalism Apprentice 1, Farming Apprentice 10 |
|
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1 | Mining Apprentice 1 |
It warms the blood for an hour.
Water resistance +12% for 20 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Master 32 |
|
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1 | Herbalism Apprentice 1, Farming Apprentice 35 |
|
|
1 | Mining Apprentice 1 |
Oil rendered from gills: the base of catalysts, salves and tonics.
A material for Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
8 | Fishing Apprentice 15 (a profession only) |
|
|
2 | Fishing Apprentice 15 |
|
|
4 | Adventure Shop in Inside Prontera |
The hair stays down after it.
Wind resistance +12% for 20 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Master 32 |
|
|
1 | Herbalism Apprentice 1, Farming Apprentice 16 |
|
|
1 | Monsters |
Heavy on the tongue and steady on the feet.
Earth resistance +12% for 20 minutes.
One tonic or draught at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Master 32 |
|
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1 | Herbalism Apprentice 1, Farming Apprentice 7 |
|
|
1 | Monsters |
Essence, white herb and a clean bandage.
Restores 3200 HP and 160 SP over a minute, a little every 3 seconds.
It keeps working while you fight.
One poultice at a time.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Master 32 |
|
|
2 | Herbalism Apprentice 1, Farming Apprentice 25 |
|
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1 | Herbalism Apprentice 1, Farming Master 1 |
|
|
1 | Excavation Apprentice 1 |
A pearl dissolved with a seed of the world tree.
Your Pharmacy succeeds 15% more often for 10 minutes.
One catalyst at a time: a new one replaces the last.
Made by Apothecaries.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Master 32 |
|
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1 | Fishing Apprentice 30 |
|
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1 | Herbalism Apprentice 1 |
Every level gives one skill point for this tree, 39 by Apprentice 40 and 88 by Master 50. The Apprentice skills are open to everyone; the two masteries each have their own four. Click a skill to read it, and use the plus and minus to plan your points.
| Skill | Levels | What it does | At its top level |
|---|---|---|---|
| Compound | 1 | Set out your bench and open your work list. Pick what to make and how many, and stay seated until they are done. Needs an Apothecary's Mortar worn in your profession equipment. | Opens your work list. |
| Apothecary Mastery | 10 | Recipes succeed more often. | Success +15.0% |
| Steady Hands | 10 | Each dose takes less time. | 40% faster |
| Double Dose | 10 | A success may make a second dose. | 20% chance of a second dose |
| Careful Measure | 5 | A failed attempt may leave its materials. | 50% chance a failure keeps its materials |
| Pharmacist's Aid | 5 | Your own Pharmacy succeeds more often, on top of any catalyst. | Pharmacy success +2.5% |
| Long Draught | 5 | A tonic, draught, poultice or catalyst you take lasts longer. | They last 40% longer for you |
| Full Rack | 10 | Make more in one batch. | Up to 25 in a batch |
| Skill | Levels | What it does | At its top level |
|---|---|---|---|
| Exact Dose | 10 | Master recipes succeed more often. | Success +20% on Master recipes |
| Fine Measure | 10 | A Master recipe may use none of its materials. | 20% chance a Master recipe uses no materials |
| Second Vial | 10 | A Master recipe may make a second dose. | 30% chance of a second dose from Master recipes |
| Twin Tonic | 10 | What you make for taking may come out as two. | 20% chance of a second dose of anything made to be taken |
| Skill | Levels | What it does | At its top level |
|---|---|---|---|
| Quick Batches | 10 | Apprentice recipes take less time. | 50% faster on Apprentice recipes |
| Spare Stock | 10 | An Apprentice recipe may make a second dose. | 40% chance of a second dose from Apprentice recipes |
| Waste Not | 10 | An attempt may use no materials. | 30% chance an attempt uses no materials |
| Market Sense | 10 | Apothecary guild orders pay more Guild Marks. | Guild Marks +20% |
Each trade has four slots of its own in the Equipment window's Professions tab, beside your normal gear: a tool, an outfit, a charm and a supply. Better pieces come from tasks, the Mark shop and other trades.
A plain mortar. An Apothecary cannot mix without one.
Given by the guildmaster when you join.
Work 5% faster.
Reward for the Apprentice 20 task. Mark shop, 250 Marks at 1 heart.
Work 10% faster.
Mark shop, 700 Marks at 3 hearts.
Work 6% faster.
Reward for the Apprentice 30 task. Mark shop, 500 Marks at 2 hearts.
4% chance of one more piece.
Mark shop, 600 Marks at 3 hearts.
The first time you make anything pays three times its EXP, so a new recipe is always worth one batch. A recipe pays its full EXP until you are ten levels past it, half until twenty levels past, and then nothing, so keep moving up the list.
Make 25 of a recipe and its batches can run to 99 at once.
Apothecary: a first task
8 Guild Herbal Catalyst
6 Guild Herb Poultice
Pays 40 Guild Marks and 1,500 EXP.
Apothecary: a journeyman's task
12 Guild Antidote Salve
8 Guild Eyebright Salve
Pays 60 Guild Marks and a Fine Mortar.
Apothecary: the guild's order
24 Guild Thick Poultice
8 Guild Warming Draught
Pays 80 Guild Marks and a Apothecary's Gown.
Apothecary: the masterpiece
20 Guild Steadying Salve
12 Guild Pearl Catalyst
Pays 150 Guild Marks. Delivering it opens the way to Master.
The five guild clients order goods from every trade. These are what they ask a Apothecary hand for, and the level at which each order starts to appear. A delivery pays Guild Marks and trade EXP and wins the client's regard. You can deliver 12 orders a week, and each guildmaster has one request a day on top.
A draught wards off its ailment for its time. One of each kind works at once.
You hold one gathering trade and one making trade at the same time. Apothecary takes your making place.
Your first trade of each kind is free. Changing later costs 100,000 zeny, and the trade you leave keeps its level, skills and log, so you can come back to it.
Reach Apprentice 40 and deliver your guildmaster's masterpiece. You then choose Physician or Supplier, and your levels start again from Master 1 with your skill points kept. A guildmaster changes your mastery later for 300 Guild Marks and 300,000 zeny.
Yes. Your guildmaster resets every skill in their trade for 200,000 zeny and gives all the points back to spend, Apprentice and mastery skills alike. Your level and mastery stay. Changing mastery also refunds that mastery's skills.
What a trade gathers or makes is guild goods. It works in every recipe and quest and trades freely between players, but shops pay 1 zeny for it, so professions never print zeny. Sell to other players or deliver it to the guild clients for Marks.
Yes. Their goods and Marks stay inside the Hardcore economy.
The Professions achievements are kept on the account, and reaching Master 50 earns this trade's title.