Alchemy

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Skill Herbalism.png

Alchemy is an active skill in Pillars of Eternity II: Deadfire.

Description[edit | edit source]

Items in italics are quoted directly from the game.
Alchemy deals with the natural and supernatural properties of plants, body parts, and gemstones. It affects the use of all drugs, poisons, and antidotes. (Generally increasing potency and duration of effect)

Effects[edit | edit source]

Alchemy has the following effects:

  • Increases the power level of all consumed Drugs and Potions by Alchemy level x 1 (1 per point).
  • Increases the power level of all used Poisons by Alchemy level x 0.5 (0.5 per point).
  • Reduces the severity of the crash effects for most drugs.

As with all other skills, Alchemy can be checked during conversations and scripted interactions.

Power level[edit | edit source]

Each power level in potions, drugs, and poisons has the following effect (where applicable):

  • +5% all durations, including over time effects.
  • +5% healing done (drugs and potions only).
  • +5% damage (poisons only).
  • +1 Accuracy
    • Half points (i.e. from poison power levels) are rounded down to nearest integer (truncated)
    • Excludes accuracy granted to self, accuracy bonus is to determine whether the attack lands on the attack target. Most potions and drugs don't use this (Potion of Ryngrim's Repulsive Visage seems to be the only one), but all poisons do.

At 10 Alchemy, the power level for drugs and potions would be 10, and for poisons 5 (excluding other potential power-level altering factors). At power level 10, drugs and potions gain +50% healing done, +50% duration. Note that power levels are rounded down to the nearest whole number, so a character with Alchemy 3 would add 1.5 power levels to used poisons, but the calculation will round this down to 1.

Drug and potion power level bonuses
Power
level
Bonuses to drugs + potions
Healing / Duration Accuracy
0 0 - -
1 1 +5% +1
2 2 +10% +2
3 3 +15% +3
4 4 +20% +4
5 5 +25% +5
6 6 +30% +6
7 7 +35% +7
8 8 +40% +8
9 9 +45% +9
10 10 +50% +10
... ... ... ...
Poison power level bonuses
Power level Bonuses to poisons
Actual Rounded Damage / Duration Accuracy
0 0 0 - -
1 0.5
2 1.0 1 +5% +1
3 1.5
4 2.0 2 +10% +2
5 2.5
6 3.0 3 +15% +3
7 3.5
8 4.0 4 +20% +4
9 4.5
10 5.0 5 +25% +5
11 5.5
... ... ... ... ...


Initial bonuses[edit | edit source]

The following bonuses are applied as a result of a character's class and background.

Class bonuses:
Druid +2
Monk +2
Priest +2
Ranger +2
Background bonuses:
Colonist +1
Hunter +1
Midwife* +1

Buffs[edit | edit source]

Passive effects[edit | edit source]

unlimited – obtained during gameplay

Name Modifier Duration
Mark Van Der Bij's Training +1 Permanent

Equipment[edit | edit source]

unlimited – bonus while equipped

Type Item Enchantment Modifier
Gloves Apothecary's Gloves Holistic Precision +2
Belt Physicker's Belt Healer's Touch +1
Belt The Amazing and Truly Incredible Instant Potion Belt Alchemist's Cache +2

Consumable items[edit | edit source]

unlimited – for the user for a duration (sometimes only in combat)

Type Item Modifier Duration
Unguent Arcanist's Balm +2 120 sec

Notable uses[edit | edit source]


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