Orup Mepple

Discussion in 'Accepted Characters' started by Ribitta, Aug 11, 2011.

  1. Ribitta

    Ribitta What would you ask of me? reg

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    Name: Orup Mepple

    Age: 47

    Gender: Male

    Race: Hylian

    Place of Origin: Western Caves

    PWC:
    1/4/3
    Power *
    Wisdom ****
    Courage ***

    Treasures:
    Skills:
    Level 7 Alchemist
    Mixology
    Sense
    (Create) Deku Baba Potion
    (Create) Baba Snake Potion
    (Create) Potion of Flight
    (Create) Red Potion

    Items:
    Red Potion x 0

    Height: 5'9"

    Weight: 260lb

    Equipment:

    Like many after fleeing their homes in Southern Hyrule, Orup owns few personal possessions. His clothes, like himself, are quite simple. Cut from a rough but durable fabric, he wears a large orange shirt that covers his large upper body, sleeves making it halfway to his forearms. Hemmed at the edges and cut around the neck in a "V"-shaped pattern, the shirt is relatively lightweight and is meant to be covered by the vest Orup usually sports as well. The blue material it is made of is thicker and heavier, not providing any sort of protection from attack but mostly from the elements. Lined with pockets on both the inside and out, it is uncommon to see the man wearing anything different.

    Below that, though, he wears a white cord around his waist to support his dark brown breeches, designed primarily for insulation as they puff out with his heavy legs and end slightly above his ankles. Sturdy brown boots cover his feet with more white wrappings covering the gap between his shoes and pants, overall providing him with a comfortable attire for traveling different terrains and climates. While his weight keeps him quite warm most of the time, Orup also does possess a worn, gray cloak that covers most of his body when draped over his shoulders, designed to protect him when the weather is at its fiercest.

    On his back is a large satchel containing most everything else that Orup travels with. He keeps his cloak in here, most of the time, but other things that one might find of interest include his recipe book and alchemy equipment. While producing large quantities of potions is best done over a large cauldron, Orup has collected the supplies to create most potions and elixirs that he is capable of crafting while away from home. His recipe book also comes in handy. Large, leather-bound, and worn, the book is still only partially filled, with many pages still completely blank should he come across more concoctions in his career and travels. The book is quite heavy with no lettering on the front and can be found on Orup's person at almost all times.

    Besides all this, he also keeps a large kitchen knife in a leather cover on his belt. Often quite sharp, this is Orup's main means of defense should he be on his own, though that is quite weak to say the least. He rarely does use it for offensive purposes, though, relying on it mostly for cutting up larger plants or seeds. It has been used by him for some time and is getting worn, though it carries little to no sentimental value with the alchemist.

    Appearance:

    While Orup Mepple would prefer to be thought of as "stout" or "filled", his body can only be seen as cumbersome at best. Standing at a modest five feet and nine inches, the amount of weight his frame carries is still reasonable, though clearly unhealthy. His life, especially after the butchering of Kakariko Village, has tempered him to be fairly durable, though. While it will take some time to tire him out, and he can spend long days stooping and standing as he collects herbs and seeds, his body is far from fit. Especially compared to the younger men and women who have faced a lifetime of fight and fear, Orup is noticeably less equipped to stand up to challenges than many others, especially with his growing age.

    His hair, or rather what is left of it, is quite dark, but it only layers in small increments across his head. Two rows on either side of his head extend from above his forehead to behind his skull, creating a very wide horseshoe-shaped pattern of baldness. Usually clean shaven, Orup's balding head is only supporting less and less hair as the years go on. Sagging with a bit too much flesh, his chin is relatively undefined by this point, never really starting or stopping as his face melds with his neck. Round like the rest of him, his head often sports a clean shine when there's sunlight to be had. Thanks to living in a system of caves for the last fifteen or so years, his skin is not as tan as it once was, though just short of sallow. Despite all the signs of aging and weathering, though, his countenance as a whole is quite friendly . With light, hazel colored eyes set above his plump cheeks, the man most resembles a friendly store clerk ready to offer a compliment or a suggestion.

    Weighing in just upwards of 250 pounds, though, Orup is perhaps one of the more rounded individuals in the Western Caves. His shoulders are not particularly wide, giving way to his overall circular torso. Belly clearly stretching the hem of his pants, the man appears quite large, for his height, though not necessarily in an uncomfortable way. Arms relatively sturdy from the lifestyle he has been forced to adapt, Orup overall looks quite sturdy, even if he is quite out of shape. His lower body is much the same, round and cylindrical all the way down to his slightly smaller than average feet, which are usually in some deal of aching while supporting his weight.

    Thanks to his profession as an herb collector and alchemist, Orup's body is quite flexible for his size. While obviously not an athlete in any sense, he has become accustomed to spending long days over potion mixtures or weaseling his way through caves to find different mushrooms or fungi that grow in the uncommon patches of sunlight. Overall, though, his body is quite supple from head to toe. Usually sporting a grin on his face, the man is often a source of general comfort for those around him with his jovial, rounded form completing his entire person.

    Residence: n/a - Western Caves

    Backstory:

    Unlike many of the younger residents in the Western Caves of Southern Hyrule, Orup's home was Kakariko Village for the majority of his life until he, like all others, were forced out of the place. Born into a merchant family of some affluence, his childhood could not be called anything other than ordinary, without so much as thinking of monsters and the such for the first thirty-two years of his life. Like any other, he received a standard education amongst the other children who could afford it in Kakariko, and at the age of sixteen he was to choose his trade.

    While his father had been a traveling merchant for the bulk of his own life, he quickly convinced his son, Orup, that there was little to gain from following his path, saying that despite his own success, there could be more in settling down early and excelling in one specific area. Orup took his father's words to heart, closely bonding himself with Kakariko Village and thoroughly exploring the trade options he could follow. The decision was not particularly challenging for him though, having adored everything from the way plants bloomed to the way certain weeds triumphed over others on the sides of street stones. Alchemy was a clear choice for him, and he quickly proved to be very successful at it.

    His late teens and early twenties were a time of triumph for Orup as he quickly mastered his handling with alchemy within the boundaries of Kakariko. As the only calling for an alchemist were pharmaceutical, Orup would not have been entitled with grandness anywhere else, but when it came to providing balms for bruises or tonics for upset stomachs, there were few others who could provide the services he could. His work consumed him, expanding his shop and hiring helpers, eventually becoming engaged with a lovely young girl named Tessle.

    After he had been engaged for a short number of months, though, the comfort and stability began to give way underneath Orup's life. In the same district his shop resided in, another Alchemist moved in as well. Tall, handsome, and rugged, this Northern Hylian brought recipes in from abroad, and Orup's own business stuttered in progress. While his general good-nature caused him to keep his dedicated customers, Orup's competition began to take the new ones. Caught up in worry that this new man would run him out of business, Orup's life quickly became filled with stress and worry of which he would not admit to any other.

    His relationship with Tessle became strained to the point of breaking, and his stress was doubled with the fear that he would lose her as his success failed. While he was indeed losing her, it could only be attributed to his lack of communication and increasing moodiness. Trapped in his own convoluted reality, it did Orup no good when he caught his fiancée entering the other alchemist's shop late at night. Fueled by both rage and sorrow, Orup crafted a toxin that would prove fatal if consumed, embedding it into a loaf of bread that he sent the other alchemist's way as a gift.

    The following morning, the other alchemist was found dead at his dinner table, accompanied by Tessle and a half eaten supper. The news destroyed Orup; not only had his fiancée left him for another man, but in his distress he had killed what he had assumed would be the love of his life. His grief was so great that he was hardly suspected for the crime, much less convicted, and Orup received what he had asked for at the price of his soul. With no competition and no distraction, he could freely expand his shop as much as he needed to with the entire market going through him now. His ambition, though, had died with Tessle. Realizing what his greed had brought about, Orup was shut down internally. Any friendships he had quickly became either artificial or nonexistent, and he hardly stirred when both his parents died over the next few years.

    Putting on weight was perhaps the only thing that really showcased Orup's internal failings, for externally he appeared to recover from this tragedy in a respectable amount of time, returning to be the familiar and friendly grocer that many in the district had come to know and appreciate. His potions continued to retain superior quality, but no longer really improved. In a sense, Orup rested his head, closed his eyes, and waited for the judgment he knew he deserved. Soon enough, it came, though not specifically for him as he felt it should.

    At the age of thirty-two, Orup's remaining comfort was unstrung as Ganon struck through Southern Hyrule, quickly encroaching on Kakariko Village and consuming it. Running for his life, Orup fled like everyone else, gathering the essentials of his trade and his now sparse belongings and leaving everything behind. Witnessing death for a second time, Orup found himself quite numb on the surface now, incapable of truly caring for those who were raped and slaughtered by Ganon's dark army.

    Because of his emotional immunity, Orup quickly became, to many, a positive force amongst the refugees, encouraging and helping others. While he still felt the need to give penance for his actions all those years ago, Orup could still not really be thought of as a selfless person, even though he acted as such. In truth, his actions and good deeds were merely to reinforce the image that both adult and child alike held, thinking of him as a soul that had experienced pain and did not want others to see it as well.

    Amidst the new community, many of which did not even know his public story, Orup claimed identity once more in his work and title, enjoying the kind words and returning his own, easily fulfilling his newfound role of as a caring, warmhearted person. Slowly but surely, he acclimated to his new life in the Western Cave complex, once again becoming comfortable in his position and relaxing himself to it. Slowly, though, over fifteen years of continued stagnation, his history with the community began to come back to haunt him.

    With his aging, others in the community touched on alchemy as well as they grew larger, and that soft spot of ambition and competition was touched in a rather irritable fashion. Beginning to travel further from the caves, in the recent months Orup has been making longer and longer excursions to find rarer and rarer herbs and seeds, returning late at night often after fleeing danger he could not fight. Unsatisfied by his title and artificial relationships, Orup has become restless in the Western Caves, wishing to finally depart from them for something different.

    History added to - May 10, 2012

    Fueled by his restlessness, Orup began to look for more options in his field, first traveling to a lone outpost with a bodyguard by the name of Rua Dragonheart. The trip took two days and a night to arrive, and the whole excursion was relatively quiet, but rewarding find of a journal unveiled more of the secrets to alchemy. While his relationship with Dragonheart was not particularly ideal, he nevertheless contracted the man for a second mission, which proved much more interesting.

    Heading deep into the Western Caves, Orup and Rua followed a chain of roots all the way to its center, discovering a mad alchemist and a monstrous plant. Mostly at the cost of the bodyguard's suffering, the two were able to defeat the plant, learn from the previous alchemist, and even gather some seeds from the defeated. Faced with the prospect of potential breakthroughs in his field, Orup began to find himself more and more inclined to face the world, danger and all. With a whiff of his ambition rekindled, Orup desires to venture out even further into the unknown, likely alongside Rua, a newly fostered friendship.

    Personality:

    Much like his appearance, Orup's personality is typically round and good-natured. Even from the earliest days as a shop owner in Kakariko Village, he built up a good reputation of being a well-liked man with a good customer relationship. Ready to take a little longer to perfect a potion for a customer or give them a discount because times were tough, he was always a friendly face for people to be greeted by in his small potion shop.

    No longer very ambitious, Orup's business never particularly thrived, and as such neither did he. While he is often the one to tell others to keep their chin up, reinforcing with encouragement and advice or keeping things light with chiding comments and playful teasing, there is a bit of a darker streak that marks his character from his past pains and sorrows.

    While plenty of his customers adored and recommended his services, he never moved beyond that arm's length that was expected. After the death of Tessle, intermingling with others in a deeper level became out of the question and. As time passed, it became clear to those around him that looked close at all that Orup's good nature descended very little from its topmost layer. Beneath the surface, the kindness falters into a man who primarily wants to be left alone with his selfish ambitions.

    Stingy and perhaps a bit of a coward, deep down Orup is just as selfish as the rest of them. A sucker for praise and reassuring remarks, most kind things that stem from his actions are really just to keep his reputation strong or so that he may feel better about himself. Far too uncomfortable to ever truly know anyone, especially with his ever-present aging, he is doing very little emotionally besides slowly decaying inside, his cynicism rising to the surface occasionally and his mind constantly critiquing those he interacts with. Typically disliking other people and, above all, himself, Orup is a genuinely fake person to most he interacts with.

    Personality added to - May 10, 2012

    Two separate adventures, both with Rua Dragonheart, have brought Orup into an interesting transitional phase. On the one hand, the man still struggles with his age and desire for comfort. For him, though, much of life's solace stems from being recognized and respected, by those close and far, and his unhappiness with his current lot has begun to grate on his love for comfort. This coupled with the adrenaline from actually adventuring has put the older man in a sore spot, trapped between the desire to move and stay. With his new friendship with a very unlikely man, though, Orup is becoming more and more drawn to the wonders of the world at large. For the first time in years the man finds himself tasting ambition once more.

    Profession (open)
    Alchemist Profession
    Level 1: At level one of the Alchemist Profession, the following treasures, when bought, instead give the user a potion under the same name (ie. Gale Seeds to Gale Potion). Each of these potions may be used twice, as opposed to once, as per their seed counterpart. This applies to the following treasures: Razor Seeds, Gale Seeds, Pegasus Seeds, Guardian Acorns, Ember Seeds, Scent Seeds, Chill Seeds, and Hyoi Pears. In the case of Scent Seeds, Ember Seeds, Chill Seeds, and Hyoi Pears, a single nut must be purchased—the [Stock] equivalent of each of these items does not work.

    Additionally, a level one Alchemist receives the skill Mixology.

    Level 3: At level three of the Alchemist Profession, the user may begin combining potions, in order to create new potions. The Alchemist has also found recipes for entirely new potions. The Alchemist may learn the recipe of one such potion at zero cost. All level three potions, and above, have only one use. The Alchemist also learns the potion skill Deku Baba Potion.

    Level 5: At level five of the Alchemist Profession, the alchemist is now able to craft the Red Potion; the user is able to craft a Red Potion for free within one quest. The Alchemist also gains access to evolutions of the Deku Baba Potion, and may now learn either the Baba Bird, or the Baba Snake. The Alchemist must choose one or the other. Finally, the Alchemist gains access to new potions.

    Level 7: At level seven of the Alchemist Profession, the alchemist is nearing the peak of their prime. The Alchemist can learn how to create a Toado, which may evolve into a Deku Toad, under the right circumstances. Only one Deku Toad may be under the control of the Alchemist at a time. Finally, the Alchemist may learn a new set of potions.

    Level 10: The Alchemist has reached the peak of their prime, able to create something from nothing. The Alchemist gains the skill Elixir Extraction. Finally, the Alchemist may learn the either Baba Bird, or Baba Snake, whichever they did not learn. Both the Baba Bird, and the Baba Snake gain new abilities as well.

    *Concerning the Deku Baba, Baba Snake, and Baba Bird, up to four Deku Babas may be controlled at the same time, while Baba Snakes and Baba Birds count for two Deku Babas each.

    List of Skills:

    Alchemy Level 1:

    `Mixology
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Stock], [Potion]

    0 Rupees

    Prerequisite to obtain & use: Alchemist Level 1

    Due to their profession, the user is never out of stock of potion making items. This includes a mortar and pestle, various sizes of flasks, and glass bottles, but is not limited to these. These items are to be kept in a singular form of containment, to be pulled out at the user's discretion.

    Alchemy Level 3:

    `Deku Baba Potion
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Deku], [Potion]

    0 Rupees

    Prerequisite to obtain & use: Alchemist Level 3, Deku Nut or Deku Nut Production

    Using a Deku Nut, the user can now create potions carrying the embryo of a Deku Baba. Upon exposure to oxygen, the Deku Baba will latch onto the nearest surface and will instantly grow to normal size. The Deku Baba cannot differentiate between friend and foe, though they will not attack the Alchemist themselves. Up to three Deku Babas may be under control at the same time.

    Upon death, a Deku Baba will relinquish a Deku Stick.

    `Potion of Flight
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion]

    W5: 16 rupees
    W4: 20 rupees
    W3: 30 rupees
    W2: 40 rupees
    W1: 80 rupees

    Prerequisite to obtain & use: Alchemist Level 3, Gale Potion, Pegasus Potion

    Through the combination of one use of a Gale Potion, and one use of a Pegasus Potion, the Alchemist is able to create the Potion of Flight. The Flight Potion, upon use, will allow the user to run through the air, as if wearing Hover Boots. However, they may gain in altitude, as opposed to falling like the Hover Boots. In order to maintain their altitude, however, the user must continue running. This effect may be ended at any time, but has a time limit of ten minutes.

    `Potion of Guardian Winds
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion], [Wind]

    C5: 16 rupees
    C4: 20 rupees
    C3: 30 rupees
    C2: 40 rupees
    C1: 80 rupees

    Prerequisite to obtain & use: Alchemist Level 3, Gale Potion (Or Wind Enchantment), Armor Potion

    Through the combination of one use of a Gale Potion, and one use of an Armor Potion, the Alchemist is able to create the Potion of Guardian Winds. The Potion of Guardian Winds, upon breaking, will surround its breaking point in a large sphere of wind, approximately three yards in radius. The winds are intense, and will immediately block entry or exit of any object into or from the sphere. However, the skill Straight Shooting may bypass this, as well as any spell that does not physically pass through the barrier. This potion lasts for approximately half a minute.

    `Potion of Lynel
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion]

    C5: 16 rupees
    C4: 20 rupees
    C3: 30 rupees
    C2: 40 rupees
    C1: 80 rupees

    Prerequisite to obtain & use: Alchemist Level 3, Razor Potion, Pegasus Potion

    Through the combination of both uses of a Razor Potion, and one use of a Pegasus Potion, the Alchemist is able to create the Potion of Lynel. The Potion of Lynel, upon use, will allow the user to run at an incredibly fast pace, as if they were a Lynel themselves, and will give the drinker amazing sword-wielding abilities (equivalent to Power Score of 5). This potion also gives the drinker access to the skill Power Beam. Finally, if the the user does not own a sword or blade-type weapon, a magical blade, incapable of being broken, will appear in their hand. This blade may be of any type. During the duration of this potion, no Wisdom based treasures may be used. This potion lasts for one minute.

    `Flame Tube
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion]

    P5: 16 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    Prerequisite to obtain & use: Alchemist Level 3, Razor Potion, Ember Potion

    Through the combination of one use of a Razor Potion, and a bomb, or a Fire Enchantment, the Alchemist is able to create a Flame Tube. The Flame Tube, upon removing the cork from the test tube, will create a strong, concentrated flame, that shoots out from the tube. The chemicals react with oxygen, and as such, they are lit on fire. The Flame Tube acts much like the modern day blowtorch, and can be used as a source of lighting, as a fire starter, as a weapon, and for anything else requiring a small, concentrated flame. The Flame Tube lasts for ten minutes. The flames are approximately half a foot in length.

    Alchemy Level 5:


    `Baba Snake Potion
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Deku], [Potion]

    0 Rupees

    Prerequisite to obtain & use: Alchemist Level 5, Deku Nut or Deku Nut Production, Alchemist Level 10

    Once the Alchemist has reached level five, they may create a Baba Snake, which is essentially a Deku Baba. However, the Baba Snake is not stationary, may burrow underground, and is also amphibious. The Baba Snake is generally smarter than the Deku Baba, and can differentiate between friend and foe. Up to two Baba Snakes may be under control at the same time. Either Baba Snake, or Baba Bird must be chosen at Alchemist level five.

    Upon death, a Baba Snake will relinquish a Deku Stick.

    At Alchemist Level 10, the Baba Snake gains the ability Hydra. Upon death, the Baba Snake will split into two smaller, and therefore faster and easier to kill, Baba Snakes. These smaller Baba Snakes do not split upon death. Splitting can prevented by using fire or ice to kill the Baba Snake.

    `Baba Bird Potion
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Deku], [Potion]

    0 rupees

    Prerequisite to obtain & use: Alchemist Level 5, Deku Nut or Deku Nut Production, Alchemist Level 10

    Once the Alchemist has reached level five, they may create a Baba Bird, which is essentially a Deku Baba. However, this Deku Baba has fully functional wings made of Deku Leaves, allowing it flight speeds rivaling that of a Rito. However, the Baba Bird may not land, after lifting off, and cannot go underwater. The Baba Bird is smarter than the Deku Baba, and will not attack the allies of the Alchemist unless told to do so. Up to two Baba Birds may be under control at the same time. Either Baba Bird, or Baba Snake must be chosen at Alchemist level five.

    Upon death, a Deku Baba will relinquish a Deku Stick.

    At Alchemist Level 10, the Baba Bird gains the ability Condor. The Baba Bird is capable of picking up medium sized objects with its roots, such as bombs, and can drop them at the command of the Alchemist. If the Baba Bird is not holding an object, it may simply drop Deku Nuts.

    `Potion of Darknut
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion]

    P5: 22 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    Prerequisite to obtain & use: Alchemist Level 5, Razor Potion, Armor Potion

    Through the combination of both uses of a Razor Potion, and both uses of an Armor Potion, the Alchemist is able to create the Potion of Darknut. The Potion of Darknut, upon use, will bestow upon the drinker the strength and weapons skill of a Darknut. This is equivalent to having a Power Score of 5, and a Courage Score of 5. The user can use any weapon as if they were a master. However, the user loses all access to any Treasures, except treasures with the [WeaponBase] tag they may have, until this potion wears off. If the user is in possession of a magical weapon (such as a blade, bow, dagger, etc.), they may still use this weapon. This potion lasts for approximately two minutes, but may be ended at the drinker's discretion.

    `Potion of Unyielding Flames
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion], [Fire]

    P5: 22 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    Prerequisite to obtain & use: Alchemist Level 5, Gale Potion, Ember Potion

    Through the combination of both uses of a Gale Potion, and both uses of an Ember Potion, the Alchemist is able to create the Potion of Unyielding Flames. This potion, upon use, will explode, sending powerful flames out in a ten foot diameter, coating said area in napalm. These flames cannot be doused through the use of normal water; magical water, the Ice Enchantment, or through a means of suffocating the flames will cause the flames to die out normally. The Alchemist has no control over these flames. The flames will last until they die out, or no longer have fuel to consume.

    `Potion of Tongues
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion]
    W5: 22 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 60 rupees
    W1: 120 rupees

    Prerequisite to obtain & use: Alchemist Level 5, Hyoi Pear Potion, Scent Potion

    Through combining both uses of a Hyoi Pear Potion, and both uses of a Scent Potion, the Alchemist makes the Potion of Tongues. Upon consumption, the Potion of Tongues grants the drinker the ability to speak with animals and monsters, as well as understand them. This allows them to give simple creatures (such as a small bird) nearly irresistible commands, though if the command involves significant danger to aforementioned creature, it may not listen. This potion lasts for a minute.

    `Fireworks
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion], [Fire]

    C5: 22 rupees
    C4: 30 rupees
    C3: 45 rupees
    C2: 60 rupees
    C1: 120 rupees

    Prerequisite to obtain & use: Alchemist Level 5, Scent Potion, Deku Nut (or Deku Nut Production)

    Combining a Scent Seed with a Deku Nut, the Alchemist can now create fireworks. This potion acts the same as any other [Stock] treasure, in that the Alchemist may have an infinite amount of fireworks, and need not create them. Upon impact, this potion acts much the same as both a Deku Nut and Scent Seed; spores are sent outward in a cloud, each spore creating a tiny flash. This does not have any explosive power, but is capable of generating great amounts of light.

    `Create Red Potion
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion]

    0 Rupees

    Prerequisite to obtain & use: Alchemist Level 5

    An Alchemist may now craft one Red Potion per quest, without paying a fee. Any Red Potions bought or created after this first Red Potion must be paid for as normal.

    Alchemy Level 7:

    `Toado Potion
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Deku], [Potion]

    100 rupees

    Prerequisite to obtain & use: Alchemist Level 7, Deku Nut or Deku Nut Production

    Much like the Deku Baba Potion, this potion contains the embryo of a Toado, the form of a young Deku Toad. When the potion is broken, however, the Toado will not grow into a Deku Toad immediately. Given the right conditions, meaning a dark, watery area, the Toado will grow into a full grown Deku Toad. This usually takes several days to occur. Due to its unnatural origins, this Deku Toad is incapable of spawning. The Deku Toad is also completely loyal to its master, and can be used as a mount, etc. Only one Deku Toad can be under control of the Alchemist at a time.

    `Potion of Wizzrobe
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion]

    W5: 30 rupees
    W4: 40 rupees
    W3: 50 rupees
    W2: 80 rupees
    W1: 160 rupees

    Prerequisite to obtain & use: Alchemist Level 7, Gale Potion, Armor Potion

    Through the combination of two Gale Potions, and two Armor Potions, the Alchemist is able to create the Potion of Wizzrobe. The Potion of Wizzrobe, upon use, will give the drinker access to the following spells: Fire, Wizzwarp, and Thunder. Thunder may only be used once during the duration of this potion. However, there are severe effects to drinking this potion. Once this potion has worn off, the user is left comatose for half a minute, and is unable to take any action at all. During the duration of this potion, the user also does not have access to any weapons, or any items they may carry, and are restricted completely to using spells. This potion lasts for approximately four minutes, but may be ended at the drinker's discretion.

    `Potion of Eternal Waters
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion], [Water]

    W5: 30 rupees
    W4: 40 rupees
    W3: 50 rupees
    W2: 80 rupees
    W1: 160 rupees

    Prerequisite to obtain & use: Alchemist Level 7, Gale Potion, Red Potion, Chill Potion

    Combining a Gale Potion, a Red Potion, and a Chill Potion, the Alchemist can create the Potion of Eternal Waters. Upon being broken, a magical storm will appear above the area, though it may take several minutes, and even up to an hour if the potion is broken in the middle of a desert, to form. This storm will rain magical waters down upon everything in the near vicinity. This rain has half the effect of a Red Potion, but does not discriminate between friend and foe.

    `Bombling Potion
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion], [Explosive]

    P5: 30 rupees
    P4: 40 rupees
    P3: 50 rupees
    P2: 80 rupees
    P1: 160 rupees

    Prerequisite to obtain & use: Alchemist Level 7, Bomb Bag, Magic Bean Supply

    Combining a Bomb and a Magic Bean, the Alchemist can now create a potion, that upon breaking will cause a Bombling to grow at the point of impact. It must have sufficient water, as well as nutrients, to grow. Like any other Bombling plant, the Bombling can be removed and used as an explosive, and a new Bombling will grow. The Alchemist may only have one Bombling plant. If another is planted, the first will automatically die, as the surrounding area will not have enough nutrients to support both.

    `Sticky Bomb
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion], [Explosive]

    C5: 30 rupees
    C4: 40 rupees
    C3: 50 rupees
    C2: 80 rupees
    C1: 160 rupees

    Prerequisite to obtain & use: Alchemist Level 7, Slicker, Bomb Bag

    Combining a Bomb and a Slicker, the Alchemist can create a bomb with a sticky coating. The bomb will stick to nearly any surface if it is not wet. However, the adherent of the bomb is not particularly strong, which means the bomb may be removed if it rubbed off onto another object. The sticky bomb has the same length of fuse of a normal bomb.

    Alchemy Level 10:

    `Elixir Extraction
    Original (WillowtheWhisp), Skill – Utility
    [Profession], [Seed], [Potion]

    0 Rupees

    Prerequisite to obtain & use: Alchemist Level 10

    The Alchemist is now the definitive authority on potion making, whose skill and knowledge cannot be surpassed. Because of this, the Alchemist can now make “Elixirs” instead of “Potions”. The following items have an additional use to their potion equivalent, placing them at three uses: Razor Seeds, Gale Seeds, Pegasus Seeds, Guardian Acorns, Ember Seeds, Scent Seeds, Chill Seeds, and Hyoi Pears. Rather than receiving potions when buying one of these seeds, the Alchemist receives an Elixir (Razor Seeds to Razor Potion to Razor Elixir).
    Rising Dragon likes this.
  2. WillowtheWhisp

    WillowtheWhisp Admin admin

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    3DS Friend Code:
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    Yeah, this all checks out. Don't forget that you get Deku Baba Potion for free, though, at Alchemist Level 3
  3. Ribitta

    Ribitta What would you ask of me? reg

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    Level 4 Alchemist received for completing quest "Outpost Assistance"

    Also, added "Potion of Flight" because I neglected this perk of Alchemy Level 3 on character creation:

    "The Alchemist may learn the recipe of one such potion at zero cost."

    25 additional rupees remaining [50 (base) + 15 (profession bonus) - 40 (cost of treasure)]
  4. Ribitta

    Ribitta What would you ask of me? reg

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    Updated profile.

    History and Personality section expanded.

    Added treasures: Create Red Potion, Baba Snake Potion, and Alchemy Level 5
    + 20 Rupees (All from thread To the Roots)

    Adjusted PWC for promotion to HC Regular.
  5. Ribitta

    Ribitta What would you ask of me? reg

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    Level 6 Alchemist achieved from quest Rush to a Rescue

    +15 Rupees leftover

    Also 1 Red Potion added as created in thread.