Tonics: Difference between revisions
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Salves instantly mend creatures wounded on Expeditions, with no timer: | Salves instantly mend creatures wounded on Expeditions, with no timer: | ||
* '''Fern Poultice''' — heals one injured creature. | * '''[[Fern Poultice]]''' ([[Alchemy]] 10) — heals '''one''' hurt or injured creature. | ||
* '''Primal Balm''' — heals every injured creature in the | * '''[[Sagebind Salve]]''' (48) — heals every hurt or injured creature in your '''party''' (up to 5). The tool for patching up after an [[Expeditions|expedition]]. | ||
* '''[[Primal Balm]]''' (86) — heals every hurt or injured creature in the '''whole [[Stable]]''' at once. | |||
The Heal buttons spend your '''cheapest''' suitable salve, so keeping the low rungs stocked is safe. See [[Alchemy#The salve ladder|the salve ladder]]. | |||
== See also == | == See also == | ||
Revision as of 21:50, 26 July 2026
Tonics are the brews, elixirs and salves made with the Alchemy skill. They come in several kinds: potions that grant a timed buff when drunk, tranquilizers that pacify wild creatures for Taming, and salves that instantly heal injured tames. Buffs run on a timer and stack with your Equipment and Food.
How tonics work
- A potion grants one buff for a set duration when drunk — a faster skill, doubled yields, more XP, or extra combat stats.
- Buffs tick down in real time and stack with gear and food, letting you stack a skill-speed tonic with a double-yield brew, for example.
- Tranquilizers are consumed to calm and capture wild Creatures during Taming — stronger tranqs handle bigger, tougher beasts.
- Salves are consumed to heal creatures injured on Expeditions.
- Like all items, tonics can be sold for Amber.
Skill-speed tonics
Each of these speeds up one skill for its duration.
| Tonic | Skill | Speed | Duration |
|---|---|---|---|
| Swift Forager Tonic | Foraging | +10% | 20 min |
| Lumber Tonic | Logging | +10% | 20 min |
| Miner's Brew | Mining | +10% | 20 min |
| Angler's Brew | Fishing | +10% | 20 min |
| Chef's Tonic | Cooking | +10% | 20 min |
| Weaver's Tonic | Crafting | +12% | 15 min |
| Forge Tonic | Smithing | +12% | 15 min |
| Hunter's Brew | Hunting | +12% | 15 min |
| Tamer's Brew | Taming | +12% | 15 min |
| Wayfarer Tonic | Expeditions | +20% | 15 min |
Double-yield brews
These give a chance for extra resources from a gathering skill.
| Brew | Skill | Extra Yield | Duration |
|---|---|---|---|
| Forager's Bounty | Foraging | +20% | 10 min |
| Prospector's Luck | Mining | +20% | 10 min |
| Angler's Luck | Fishing | +20% | 10 min |
XP elixirs
These boost the XP you earn from all activity.
| Elixir | XP Boost | Duration |
|---|---|---|
| Sage Elixir | +10% | 30 min |
| Scholar Elixir | +25% | 10 min |
Combat tonics
These raise your attack or defense, or speed your health regeneration, for Hunting and Expeditions.
| Tonic | Effect | Duration |
|---|---|---|
| Ironhide Tonic | +6 defense | 15 min |
| Berserker Brew | +8 attack | 10 min |
| Stoneskin Elixir | +15 defense | 6 min |
| Trollblood Tonic | Faster health regen | 15 min |
| Titan Brew | +20 attack | 15 min |
Tranquilizers
Tranquilizers are the staple of Taming: they settle wild Creatures into a docile state so you can capture them. They come in escalating strengths — the Calming Tonic soothes only small creatures, the Tranquilizer Brew is the everyday taming tool, and the Potent Tranquilizer is strong enough to gentle the largest beasts.
Salves
Salves instantly mend creatures wounded on Expeditions, with no timer:
- Fern Poultice (Alchemy 10) — heals one hurt or injured creature.
- Sagebind Salve (48) — heals every hurt or injured creature in your party (up to 5). The tool for patching up after an expedition.
- Primal Balm (86) — heals every hurt or injured creature in the whole Stable at once.
The Heal buttons spend your cheapest suitable salve, so keeping the low rungs stocked is safe. See the salve ladder.