All about alchemy in the beta
Seeing as how Alchemy is not yet officially implemented in the Wrath beta, we don't know all of what's in store for the masters of elixirs, flasks, potions, and transmutation. However, we can get some idea, given that the spells themselves seem to be in the game files, so we know the names of some alchemy spells and products, if not their actual effects (though some recipes are easy enough to guess).
That's it for new flasks so far, though I wouldn't be surprised if more were to come. Endless Rage looks pretty easy to guess at what it does, but I don't have much of a clue on the other three. Any ideas? The mats for them follow the same pattern as the mats for old-world and BC flasks: seven of one herb, three of another, one of a third, and a vial.
There are also lots of potions, including the expected healing and mana ("Runic" is the new "Super") as well as elemental protection potions. But there are also a few with odd names that make me very curious:
- Potion of Nightmares
- Potion of Speed
- Potion of Wild Magic
- Crazy Alchemist's Potion (isn't "crazy alchemist" a bit redundant?)
- Indestructible Potion
Not much in the way of interesting elixirs has come to light yet. We do have a set of fairly obvious ones:
- Elixir of Mighty Defense
- Elixir of Mighty Agility
- Elixir of Spirit
- Elixir of Mighty Fortitude
- Elixir of Mighty Strength
- Elixir of Toughness
- Spellpower Elixir
- Wrath Elixir
So that'll be nice, I guess. If Spirit is guardian and Spellpower is battle, that will probably be my combo of choice on my priest for both healing and DPS. The one elixir I can find that doesn't say what it does on the tin is Guru's Elixir, which sounds...possibly interesting?
Alchemists will also, at long last, be able to create Pygmy Oil. Seriously, what the heck is that? Maybe it makes you small.
Finally, we now know what the elemental transmutations will be like for Eternal elements, which will take the place of Primals. First of all, there is no mention anywhere of an Eternal Mana; it might just not be implemented yet, or it might not be an element in Wrath. We do have Eternal Earth, Fire, Air, Water, Life, Shadow, and Might. For reference, the current transmutations (in BC) look like this:

By contrast, the transmutations in Wrath look to be as follows (all on a 20-hour cooldown, like in BC):

That's a big difference. Everything forms a nice, neat circle, and all transmutes are two-way. This means that, although cooldowns will be an issue, the prices of the various Eternals should be roughly on par with each other, since they'll all be convertible into each other with significantly less trouble than is the case now.
Overall, Alchemy seems to have some decent stuff in store for it, and I assume we will see more (like new stones) as the beta progresses.
Filed under: Alchemy, Wrath of the Lich King






Reader Comments (Page 1 of 1)
Zep Jul 18th 2008 2:41PM
Water, Fire, and Life will be very much desired in end-game Wrath, I hope (like in BC now). I am looking forward to insanely expensive eternal water to fish up from Eternal Water pools or something XD
yousum Jul 18th 2008 2:41PM
Guru? might have something to do with wisdom or intellect
darrinjc Jul 18th 2008 2:43PM
Any hint of any eternals similar to primal might: a combination of the individual components?
Eliah Hecht Jul 18th 2008 2:55PM
Yes, although it doesn't look like it's quite finished yet: http://wotlk.wowhead.com/?spell=54020
makishima Jul 18th 2008 3:02PM
From the post
"We do have Eternal Earth, Fire, Air, Water, Life, Shadow, and Might"
Danny Jul 21st 2008 5:48PM
Am I missing something, are Mana Primals not going to be in WotLK? They are missing in your pretty circle graphic. :(
Eliah Hecht Jul 18th 2008 2:54PM
There is no mention of an Eternal Mana anywhere that I can find.
thanagarious Jul 18th 2008 3:02PM
i could be wrong, but i think "Crazy Alchemist's Potion" is probably the new version of the current "Mad Alchemist's Potion"
steve Jul 18th 2008 3:09PM
Didn't see anything about the new cauldrons so i'll link them here, from what i hear the top lvl cauldrons will include spell power, attack power. ect
From what i understand after placed on the ground party and raid members can click to grab a flask. might be wrong thats about all the info i have.
http://www.mmo-champion.com/index.php?page=762
jurandr Jul 18th 2008 3:13PM
So.. when level 90 comes around, what's next? I think it's a bit tough to get past 'eternal.' Ever-lasting, ect... I think that's a tough word to move on from.
Blackhorn Jul 18th 2008 3:26PM
There are plenty of half baked fantasy terms to plow through. We're good.
Eternalpayn Jul 20th 2008 7:21PM
Runic elements? Or maybe they'll just say fuck it, we can't get past eternal. Then we'll get stuff like "Murloc Mana," which will stack in stacks of 9001.
zappo Jul 18th 2008 3:19PM
Danny - Well technically there is no primal might listed there either.
One of my primary concerns at the moment are with alchemists stones. Currently we do Philosopher's Stone -> Alchemist's Stone -> specialized Stone. However since you require revered with the Sha’tar, who is going to do that post TBC? That would severely suck, and I hope that the old stones aren't needed as a reagent for whatever new one they come up with.
Thander Jul 18th 2008 3:49PM
Chances are patch 3.0 will remove a lot of the requirements for crafting professions. For instance, when 2.0 came out they extended the range players could gain crafting skill from items the trainer provides and added some recipes to the trainers. This way, no one had to farm old dungeons for crafting recipes just to get up to BC level.
Iwanttobeasleep Jul 18th 2008 3:34PM
I'm guessing pygmy oil will be the new fishing/alchemy thing, like Blackmouth and Stoneskin oil.
Although an elixir to make you small would be awesome.
sphynx Jul 18th 2008 5:44PM
"This means that, although cooldowns will be an issue, the prices of the various Eternals should be roughly on par with each other, since they'll all be convertible into each other with significantly less trouble than is the case now."
I don't think this will be true. Like it is now, I expect most of the 'Eternals' to come from other things than transmutations, so there will always be price differences. And that means you have to be crazy not to do the most profitable one every cooldown (currently earth -> water on my server).
It's the gathering that determines the price of these items, transmutation just gives alchemists some quick cash. Maybe they've perfectly balanced all the drops of these eternals, but that would completey remove the point of transmutation! (Gems aside).
Eternalpayn Jul 20th 2008 7:24PM
Actually, that would change the point of transmutation. Let's say I'm questing in an area that drops Eternal Life, but I need Eternal Fire for my new recipe. I have my Eternal Life, and I find an alchemist to transmute it for me. That way it saves me time, and the alchemist gets a tip. It's still not a 4g Primal Earth to 34g Primal Water transmute that helps alchemists a lot, but it's more balanced for non-alchemists.
Nibbit Jul 20th 2008 3:13AM
'But there are also a few with odd names that make me very curious:
* Potion of Nightmares'
I’d suggest some kind of fear buff?
ladyshiva Jul 21st 2008 6:09AM
With a 20 hour cooldown, I'd imagine that transmuting won't effect the prices as much as you seem to think. If I need 20 eternal fire for a recipe, I'm certainly not going to spend 20 days transmuting them from eternal water, OR track down 20 alchemists. The ability to transmute primal water from a 3g primal earth never made primal water drop down in price, and I doubt this will either.