A Brief Guide to Elixirs

edited June 2021 in Guides

Elixirs are consumable medicines which have permanent effects on the imbiber's attributes. Each elixir affects one attribute: Strength, Essence, Wisdom, Constitution, and Dexterity.

An imbibed elixir will modify its corresponding attribute by a random amount, positive or negative, with higher-level elixirs having stronger maximum possible positive or negative effects. An elixir may provide a permanent increase to an attribute, but it may also decrease it. If you end up with a negative modifier after consuming an elixir, you can try the same one again later, and hope for a better roll next time.

There are 10 levels of elixirs for each attribute. Except for the level 1 elixir, which anyone can consume, you can't consume an elixir unless you've already consumed at least one of each level below it.

Each level of elixir you've already taken has an independent value, so if you want to maximize your attributes, you should try for high modifiers with every level of an attribute's elixirs. Obtaining the best possible result on all 10 levels of an attribute's elixir will permanently increase that attribute by 55.

Each elixir you take increases your intoxication level, which reduces your chances of positive effects from elixirs as it increases. Only time will reduce intoxication, so it's inadvisable to take multiple elixirs at once.

Level 1 elixirs can be purchased from clinics near clan bases, and level 2 elixirs can be found in the Resource menu, by trading in level 1 elixirs. Higher-level elixirs are mainly found in dungeons, but can pop up in many other unexpected places.

Supplementary Elixirs

These specialized medicines provide better results when taken with normal elixirs. Neutralizers reduce the maximum possible magnitude of negative effects if they are generated, Softeners increase the chance of a positive effect, and Fortifiers cause positive effects to give even higher attribute bonuses (but not beyond the maximum for that level).

You must take the supplementary elixir before the normal elixir, and only one supplementary elixir can be used at a time. A supplementary elixir's bonus applies to the next elixir you take, and while it doesn't have a time limit, the effect will be wasted if you log out of your character before consuming a normal elixir.

Elixir Min/Max Modifiers By Level

Level 1: +/-2

Level 2: +/-3

Level 3: +/-4

Level 4: +/-5

Level 5: +/-6

Level 6: +/-6

Level 7: +/-6

Level 8: +/-6

Level 9: +/-7

Level 10: +/-10

Comments

  • Would be good if you could include a table of what the bonuses for each level elixir are e.g. level 1 can give (+1 or +2), level 2 can give?? etc.

    Would also be nice to know the probabilities we are working with (for elixirs, and all items in game as guides continue to be released).

  • Unfortunately I'm not allowed to release %'s for things like refinement and random boxes (and companies won't do it unless there are laws making them).

    The text formatting on our forums is pretty meh, but I'll see if I can add the level bonuses and keep them readable.

    Thanks for the feedback.

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