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Arena Balance Bank Budddies Castle - Errands Castle - Prison Castle Character creation - Race choice Character creation - Residence Character creation City Courier Customers - Alchemists satisfaction Customers - Approval Customers - Average Satisfaction Customers Daily reward Employment office Encyclopedia Helpers management Ingredient creation Laboratory - Extraction times Laboratory - Ingredients choice Laboratory - Name choice Laboratory - Potion summary Laboratory - Solvent choice Laboratory - Vials choice Laboratory Market - Shops Market Menu - Active effects Menu - Characteristics Office - Evolution bar Office - Filials Office - Infrastructures Office Personal account deletion Personal tabs Personal trip Premium shop Quests Recipes Set helpers destination Shop You can sign up a helper by paying a fee in Alquigems; this will not prevent him from carrying out the usual activities. You can only sign up an helper at a time with a maximum of 5 levels in fighting. When an helper reaches level 30 in fighting he/she will be automatically removed from the arena. When your helper leaves the arena, you will get as prize 1 champions vial for each victory. You can remove an helper from the arena using the
Initially you can see only the general budget, but starting from level 4 of Shop you will also have a detailed budget. The temporary budget is reset every 7 days. Every city has it's own bank, whose funds depends on the coffers of the city itself. The friends window allows you to select a circle of friends with which it will be easier to communicate. To invite a user to become your friend you just need to go to the courier and select the icon The errands are a good way to get fame, money and rank. Depending on your Storage level the nobles of the castle will allow you to access the errands, which are divided into various levels of difficulty.
Mark an errand: From level 12 of Encyclopedia, you can take not of the interesting errands and see them in your encyclopedia. You can track a maximum of 18 errands. Customer invitations: You have a chance to get a customer invitation from an errand. The probability depends on the errand level. There are two types of crimes: game crimes and those related to the infringement of Rules of Conduct. The castle represents and governs any cities. Here you can see and possibly satisfy the errands of the nobles or simply pay a visit, maybe to the convicts languishing in the city prison.
Alchemical dump: Every time you throw away an ingredient or object, it will go to the dump. Every citizen can take items from the dump, but beware: there is a chance to be seen by someone that could report you to the newspaper. If you want to get rid of some ingredients without having to throw them into the dump, you can delete them in your laboratory; that way the ingredient will be destroyed. Character creation - Race choice The choice of race, as well as by an instinctive affinity, must be determined by the type of game you want to lead. Each race has different growing rates on the 3 characteristics: ability, knowledge and commerce. Onlyelves are an exception to this paradigm, being them equally proficient in every characteristics, while not excelling in any. Character creation - Residence Now is time to choose a city where to install your office. Despite not having a significant impact on the game, it is advisable to choose the residence in accordance with its race. Welcome to PotionEmpire. Before entering the game you will need to decide your residence and the features of your character. Choose calmly as you can never change your entries now, except your residence. At each stage, if you want to change the data previously entered, simply click on the back button of your browser. Almost every city in the Empire includes: market, castle, bank, employment office, supplier, courier and the tavern. By stayng in the city page at your residence, it will update automatically when a customer will come in or when a helper returns from an exploration; this makes thecity page the perfect place to go AFK. Thanks to the courier you can communicate with other alchemists. Here is also where you receive official communications. Sending messages and pacels has a cost in trilob depending on the distance between you and the recipient. Customers - Alchemists satisfaction Similarly to the customers, the alchimists who will use your shop will leave suggestion and votes. Starting from level 15 of Shop, alchemists will have the possibility to buy anonymously. The suggestions of anonymous alchemists will be joined together and shown as comming from the same person. When a customer gives you 4 or 5 stars, you will become his respected alchemist. When he/she gives you 1 or 2 stars, you will become his/her despised alchemist. The customers approval affects their willingness to return to your shop; obviously, those who respect you will have a higher probability to come back, and viceversa. The customers approval also influences the rate at which customers enter your shop. Customer invitations: You can use a customer invitation to call a certain customer to your shop. The invited customer will surely come next time a customer enters your shop. The invites are objects and are stored in your storage. Customers - Average Satisfaction When a customer evaluates a stock of potions, he/she will always leave a suggestion and an amount of stars that goes from 0 to 5. Here are the parameters used by customers to assign stars: The Customers page shows all the data related to the last 20 purchases that customers (non-playing characters) and alchemists (playing characters) have done at your shop. Each customer can evaluate and buy a maximum of 6 stocks of potions. Every 24 hours you will be able to claim a daily reward. The reward will be determined by the amount of consecutive claims, as follows:
The daily reward will be deposited into your mail box. Consecutive claims reset: If you allow 48 hours or more to pass since the last claim, the consecutive claims counter will be reset. At the employment office you can hire an helper. Initially you can just pick an inesperienced one, but starting from level 3 of Shop you will be able to hire unemployed helpers, that is, those who once worked for another alchemist. While your Encyclopedia grows, you will be able to hire a growing number of helpers.
The encyclopedia offers an increasingly high amount of information about ingredients you know. An ingredient will be added to your encyclopedia when it will be found, either by your helpers or by you, during a personal exploration.
Effects: The effects are divided into 5 categories: buffers, poison, counterpoisons, elixir and a last special category of effects, which includes the effects Aromatic, Enhance Fighting, Alchemical Pipe and Refreshing. Base recipes: When you save a recipe of a non-rotten potion with 100% of precision, the base recipe of the used ingredients will be written down into your encyclopedia. The base recipe will be saved only if the ingredient was already annotated in your encyclopedia. When you have the base recipe of an ingredient, the right solvent, equipments and extraction times will automatically be drawn from your enciclopedia when you use that ingredient in laboratory. Helpers are very important for an alchemist since they can perform automated tasks, depending on the role you assign to them. ParametersLevels: Helpers can gain experience and levels in 8 different skills: Forest, Plain, Swamp, Coast, Desert, Mountain, Mixing and Fighting. The maximum level for each skill is 100. Disposition: The disposition of an helper represents his mood and is represented in game as a colored bar. When the disposition of an helper reachs 0, he/she will abandon you withouth refunds. To improve the helpers disposition you can gratify them with trilob from time to time. Also, when an helper has luck while exploring or when you buy him/her a mount, the disposition will increase. Buffers: Starting from level 3 of Laboratory you can give buffers to your helpers. Helpers have 3 slots to hold buffers, counterpoisons or war potions. Helpers will drink antidotes to avoid negative events while exploring, will use counterpoisons to neutralize poisons and war potions to enhance their fighting skills. You can free a slot by double-clicking on it; the potion will be lost. Antidotes: Antidotes are used to avoid negative events while exploring. Only 6 effects can be used this way: Agility, Regeneration, Invisibility, Levitation, Magic Shield, Telekinesis. Counterpoisons: Counterpoisons are used to neutralize poisons. Only 6 effects are useful as counterpoison: Enhance Memory: counters Amnesy Courage: counters Dread Tranquilizer: counters Fury Lucidity: counters Hallucinogen Mental Shield: counters Obedience Speed: counters Slow Favourite ingredients: Helpers have 6 slots for favourite ingredients. If an helper still have free slots, every time he/she will find an ingredient, it will be added to his/her favourite ingredients. Helpers will have an higher probability to find a favourite ingredient while exploring. For each 20 skill levels of the helper, you will be able to deactivate (click) or delete (double-click) 1 ingredient from the list. Helpers will try to avoid collecting deactivated ingredients. By paying with alquigems you can set the favourite ingredients using the icon; you can choose any ingredient, provided they are all different from each other.Favourite tool: Although an helper always bring with them all the tools, you can assign a favourite tool to him/her. When collecting an ingredient, if the needed tool matchs helper's favourite tool, he/she will extract 20% more units of that ingredient. The favourite tool will never change until you assign it again. Assigning tool will consume it. RolesHelpers as explorers: Helpers can be sent to find ingredients and this is undoubtedly their most essential function. For more information, check the help in the set helpers destination page. Helpers as alchemists: From level 2 of Laboratory, helpers can make potions. Assign a recipe to an helper and he/she will start producing it, as long as the following requirements are fulfilled:
Helpers as office guards: From level 4 of Shop you can assign your helpers to guard the office. Guards provide protection against thieves, gaininig Fighting experience every time they fight (whether they win or not). A guard loses or gains disposition depending on the result of the fight. Helpers as city guards: From level 7 of Shop, you can assign 1 helper to defend the city. Every time there will be a theft in town, city guards have a chance to intervene joining the office guards. The city guards do not count in the total of helpers of an alchemist. Helpers as shopkeepers: From level 21 of Shop, helpers can be assigned to overlook filials. You can only assign 1 helper to each filial. After concluding the quest number 11 (Creating ingredients), You can create ingredients using Zeld Clay, a special clay that is made by joining: Mordok Clay, Chameleonic Clay, Winds Clay, Druidic Clay and Wishworm Drool. The Zeld Clay must be placed into the main box in order to be used. Equipment: There are 3 equipments: mortar, alembic e cauldron. They represent various stages of processing of the substances, condensing and simplifying a wide range of processes. Laboratory - Ingredients choice The laboratory level determines the amount of slots available for combining ingredients, which can vary from 1 to 6. When choosing ingredients to make a potion, is necessary to take account of six parameters: Properties: There are 3 properties: neutral, beneficial, venomous. When making a potion, ingredients with beneficial or venomous properties can be combined only when they share the same property, otherwise it will produce a rotten potion. The neutral property can be combined with both beneficial or venomous properties. Effects: The potions possess all the effects of the used ingredients. Cost/Value: If you want to make a profitable potion, you must keep an eye on the relation between the cost and the value of the used ingredients. The greater the difference between the two values, the more profit you can get from selling the potion. Amount: By regulationg the amount of used ingredients and vials, you can decide if your potion will be concentrated or diluted. You may want to create diluted potions to give to your helpers, as you should use concentrated potions to sell. The maximum units of ingredient for each slot depends on your laboratory level. Currently, you can use 1 units of ingredient in each slot. Refinations: The Refinations parameter indicates how many times the ingredient has been refined. At each refination the price of the ingredient raises by 100 times. When making up a name, always remember to avoid offensive contents. This is the summary page of the potion you just created, where you can review all the data related to it, inclusive the mistakes. You can also save the recipe, along with a personal note. Ingredients can be combined only if they share the same solvent. Unsing the wrong solvent will result in a rotten potion. Regardless the amount of used vials, each time you create a potion you will use 1 unit of solvent. Choosing the right vial is not just a matter of personal preference. In fact, the vial type (glass, crystal or diamond) can influence the customers approval and the average customers satisfaction. Also, you should use cheap vials when making buffers for your helpers, while you should use expensive vials when you create potions to sell in your shop. The maximum amount of vials you can use each time you make a potion, is determined by your laboratory level. The amount of vials used will influence the final price of the potion. Ingredients must be transfered from storage to laboratory in order to enable the potions creation or ingredients refining. Elixir: Starting from level 11 of Laboratory you will be able to create elixirs. These potions, which are created from some refined ingredients, can be drunk in order to get many benefits in game. An elixir has a minimum duration which changes based on your laboratory level (currently 0 minutes). By adding more ingredients you can extend the duration (currently 0 minutes). Additionally the duration can be affected by the quality of the ingredient: each quality point will increase the duration by 100 times. You can drink only 1 elixir at a time. Destroying ingredients: Ingredients that are deleted from the laboratory get destroyed and not end up into the city dump. With each purchase, you can leave a comment and a vote. it is important not to abuse this right to cause harm to other players intentionally lowering their average satisfaction, or troubling their peace with threatening messages, and instead of using it to highlight any strengths and weaknesses of the owner of shop. The market of a city shows the shops of the resident alchemists, as well as the open filials.
Buying with the getter: The getter can buy stuff for you (ingredients, potions, recipes), but he will ask a fee depending on your Shop level (currently 40%). An alchemist can have one or more active effects on him/her, normally thanks to the assumption of elixirs. For more information about elixirs and their effects, please check the wiki of PotionEpire. Here is a list of the available effects: Alchemical Pipe (not an elixir) Ingredient: Smoke 1 refined Creeper Hemp with an Alchemical Pipe When joining potions and ingredients in storage, average taste will be rounded normally and not round down as usual. Enhanced: There is not an enhanced version of this effect. Arcane Vision Ingredient: Macerated Alquiflora View the content of the storage of an alchemists with lower rank, view the mandator of spies, view anonymous buyers. Enhanced: basic version + view of all cities in the following windows: set helpers destination and personal trip. Authority Ingredient: Morfelinium Sawdust To gratify your helpers costs 40% less. Enhanced: to gratify your helpers costs 80% less. Beauty Ingredient: Rainbow Datura Extract Castle errands do not take into account the color of potions. Enhanced: basic version + castle errands do not take into account the taste of potions. Bribe Ostlers Ingredient: Gladden Flour -12% cost of mounts. Enhanced: -25%. Bribe Criminals Ingredient: Hemlock Gum -12% the cost of criminal services. Enhanced: -25%. Bribe Suppliers Ingredient: Passionfruit Juice -12% cost of vials and solvents. Enhanced: -25%. Charisma Ingredient: Fin Scales Your exploring helpers get a bonus of +15 levels in every ecosystem. Enhanced: your exploring helpers get a bonus of +30 levels in every ecosystem. Charme Ingredient: Dessicated Hedelweiss Customers do not take into account price increases when evaluating your potions. Enhanced: basic version + customers do not take into account vials types when evaluating your potions . Coercion Ingredient: Emerald Gem Customers will despise you with 1 or less satisfaction stars (normal: 2 o less). Enhanced: basic version + customers will respect you with 3 or more satisfaction stars (normal: 4 or more) . Competence Ingredient: Willowmusk Powder Raises by 50% the tolerance to errors in the ingredients extraction times. Enhanced: raises by 100% the tolerance to errors in the ingredients extraction times. Enhance Ability Ingredient: Filtered Druidic Honey You gain ability points 10% faster. Enhanced: you gain ability points 20% faster. Enhance Commerce Ingredient: Aged Gragg Jelly You gain commerce points 10% faster. Enhanced: you gain ability points 20% faster. Enhance Effects Ingredient: Distilled Rock Milk Activates the enhanced version of the elixir effects; it does not work alone or combined only with Extend Time. Enhance Knowledge Ingredient: Dried Mandrake You gain knowledge points 10% faster. Enhanced: you gain ability points 20% faster. Ehance Luck Ingredient: Zeld Clay You become luckier when using dices in chat, halves the possibility for helpers to come across negative events during the exploration. Enhanced: None. Enhance Taste Ingredient: Oyster Mush The taste of created potions increases by 1 point. Enhanced: the taste of created potions increases by 2 point. Extend time Ingredient: Whale Oil Extends the duration of an elixir. Metamorphosis Ingredient: None Changes your race. Omniscience Ingredient: Wise Rock Sand View all the common ingredients in the encyclopedia page. Enhanced: basic version + view all the special ingredients in the encyclopedia page. Teleport Ingredient: Hornmeal You can teleport for free to cities that are inside the Kingdom. Enhanced: basic version + you can teleport for free to cities that are outside the Kingdom. The 3 characteristics,
Growing rate:
Active characteristics: Whenever you perform certain actions (listed below), the relative characteristics will be activated. Only if a characteristic is active, you can gain experience points in that characteristic. A characteristic will remain active for 7 minutes after the last activity. Characteristics can be activated through the following actions: Ability
The evolution bar regulates the flow of experience point you get in the 3 characteristics and must be active in order to gain experience. Starting from level 21 of Shop you will be able to open filials in the cities in which you could tranfer your shop. Filials sell the same stuff you sell in your main shop. The goods that are sold by filials will be taxed accordingly to the laws of your residence city. Every filial must have an assigned helper in order to stay opened. There are 4 infrastructures: Laboratory, Encyclopedia, Shop and Storage. The infrastructures represent your potential as alchemist; the higher the level, the more features you unlock. Infrastructures are tied to your characteristics:
The office is the most important place for an alchemist. Here you have your Laboratory, Enciclopedia, Recipary, Storage and Shop. The office is also where you check your Balance, your Customers suggestions and is where you manage your Helpers. The office, excluding Helpers Management, is available only when you are in your residence city. You can cancel your personal account at any time. Do not rush, because once deleted the data can never be recovered! The personal tabs shows information about you. Starting from level 2 of Encyclopedia you will be able to check personal information about other alchemists and from level 5 of Encyclopedia you will also view their detailed statistics. Starting from level 2 of Encyclopedia you will be able to travel outside your residence city. To teleport to another city click on it in the map or minimap, but before, just make sure you have enough trilobs to back home! In this page are listed the services, items, features that can be bought with Alquigems.
Here you can check the available quests, and the data about your ongoing quests. To start or to complete a quest you must go to the tavern. The recipary is where you manage and put on sale your recipes. It is advantageous to sell recipes because at every sale a copy will be created, leaving the matrix to its rightful owner. You can only sell the recipes you made. The recipes must be non-rotten and with 100% of precision. Using the recipary: You can select one or more elements and apply an action to them using the action buttons. The buttons also have a related shortcut, as follows:
Recipe books: Initially recipes will be saved in the main book, but starting from level 4 of Encyclopedia you will have the ability to create books to organize the recipes. You can create a maximum of 18 books. Click a city on the map to send an helper to explore a region. Keep in mind that every day for helpers corresponds to 60 seconds for you. The shop is where you place you potions, ingredients and recipse waiting for a buyer. While in your shop, items will no longer occupy place in your storage. By stayng in the shop, the page will update automatically when a customer will come in. Taxes: The price you sell your items does not correspond to the trilob you will get... that's because you need to pay taxes. To find out how much you will gain you must check the net price. If you want to know the taxes rate of your city, just go to the castle. Ensign: You can customize the ensign of your shop to attract a certain type of customers. The ensign has a probability of 90% of attracting the wished customer type. The parameters you can modify are: Ensign: Class The available filters are: low, middle, high or all. Ensign: Job The available filters are:
Spies: Starting from level 5 of Encyclopedia you can use spies to obtain information about the other alchemists helpers. At level 11 of Encyclopedia you get advanced information about the alchemists, such as amount of trilob and infrastructure levels.
Thieves: Starting from level 4 of Shop you can hire thieves to rob other alchemists. The storage is where you keep your potion, ingredients and object. Always make sure you have enough capacity in storage; if an helper finds it full while returning from an exploration, he/she will be forced to get rid of the ingredients and/or objects in excess. When the storage is full you will not be allowed to perform certain operations, such creating potions or buying items.
Boxes: You can also create boxes where to organize ingredients. The amount of creatable boxes id determined by your Storage level. To create a box just click on the icon associated to the item you want to move, and specify a box name in the empty field. Joining elements: When you join one or more stocks, it will be made an average of certain numeric values, such as cost. When joining ingredients or potions, the resulting taste will be rounded down. Drinks: From your storage you can drink elixirs and refreshing cocktails. When you drink an elixir it will have a probability to work equal to it's precision; if an elixir fails it will delete all the active effects you have on you. The effects of the last elixir you drunk will be added to your active effects if the total effects sum 6 or less, otherwise they will replace the oldest active effects. Strongbox: You can use Alquigems to buy strongbox slots from the premium shop. The strongbox can hold: ingredients, potions, objects, recipes and trilobs. Items locked in the strongbox cannot be stolen. For each slot in the objects strongbox you will be able to lock 1 item. The tribobs strongbox will automaticallyprotect an amount of trilob equal to (slots^2 * 500.000). If you have the right molds, starting from level 9 of Laboratory you can create vials at the supplier of your city. To do so you will have to use a different amounts of raw ingredients, depending on the vial:
There are 4 solvents: water, oil, alcochol and elixir. Solvents are essential in order to create potions. There are 10 basic tools: spatula, sickle, knife, machete, small pickaxe, tweezers, harvesting vial, gloves, sieve and scissors. The tools are needed to collect the majority of ingredients. A tool have 30% of possibility to break when used. There are 3 types of vials: glass, crystal and diamond. Initially the only available vials are explorers vial and common glass vial; both are glass type. While you advance your Laboratory level, new vials will be available for purchase. Vials with crystal and diamond type will unlock respectively at level 6 and 12 of Laboratory.
This is the place where every alchemist buys vials, solvents and tools. Although there is an average, some items have different prices depending on the city. Visit the supplier of every city to realize the differences. Every city has a tavern. Is the place where you socialize with others alchemists and maybe buy some cocktail. You can simply chat with the entire tavern or engage a private chat with one of your friends. You can personalize your messages by adding one or more emoticons. Thanks to the tutorial you will be able to move your first steps in PotionEmpire. Each one of the 19 tutorials will give you a reward when you conclude it. If the reward is an item, be sure you have enough space in your storage pefore you take it, or it will be lost. |