Essences
This is a table for producing Essences for Chemistry.
Each Essence takes 10 db of material (e.g. resin) and 10 Spirits to make. Each spirit has a type (Rock-Fish) and a quality (Grey-Ra) (note grey is both a quality and a type any spirits of grey quality are also type grey, and vice versa). Each type of spirit has a temperature. If you add the temperatures of the ten spirits you get the temperature of the end result.
Each macerated item has an ideal temperature value of spirits that will produce the highest quantity of Essences. You will also get a variable quantity of Essence depending on the worst quality of any spirits you use. With the correct temperature and Fire quality you get 6 drops of Essence. Unlike T3 being slightly off does not give consistent results. With fire there is often (but not always) two locations that produce 6 drops and some times changing the temperature by 1 will reduce the yield by 2 instead of 1. Grey Spirits produce a maximum of 3 drops.
For this table all spirits are Fire quality (or Grey quality). And have the following temperatures: Rock 0, Wood 1, Worm 2, Grain 3, Grass 4, Fruit 5, Vegetable 6, Mineral 7, Fish 8, Grey 9.
Essences each have 8 properties, often abbreviated to their first two letters:
- Aromatic (Ar)
- Astringent (As)
- Bitter (Bi)
- Salty (Sa)
- Sour (So)
- Spicy (Sp)
- Sweet (Sw)
- Toxic (To)
Each property has an integer value between -3 and 3. Except for 0, none of these values occur more than once in a given essence. Because of the way the essence values are generated, each essence must have one attribute with a value of -1.
Essences with blue cells have been verified by two independent sources.
Essences with red cells have conflicts between independent sources, and are recommended not to use.
Tools
- Ashen's Essence Research Spreadsheet: This spreadsheet (blank, read-only, make-your-own-copy version) is an essence research aid that does most of the math of figuring out essence stats given sufficient compound litmus data and some starting "common base" stats (where you are able to determine from compound ABCDE what E's value is without yet knowing A, B, C, and D's values). It has features for flagging conflicts with its own data, with wiki data, +/- extract stat calculation, etc. See instructions in the HowTo tab.
Essences
Material (Resin) | Temp | Recipe (Spirits)† | Ar | As | Bi | Sa | So | Sp | Sw | To |
---|---|---|---|---|---|---|---|---|---|---|
Acacia | 11 | 9 Wood, 1 Worm | ||||||||
Acacia Sapling | 9 | 9 Wood, 1 Rock | ||||||||
Acacia Youth | 23 | 7 Worm, 3 Grain | ||||||||
Anaxi | 16 | 6 Wood, 4 Worm | ||||||||
Arconis | 85 | 5 Fish, 5 Grey | ||||||||
Ash Palm | 41 | 5 Grain, 4 Vegetable, 1 Worm | ||||||||
Autumn Bloodbark | 73 | 7 Mineral, 3 Fish | ||||||||
Autumn Bloodbark Sapling | 46 | 5 Grain, 4 Vegetable, 1 Mineral | ||||||||
Autumn Bloodbark Youth | 7 | 7 Wood, 3 Rock | ||||||||
Beetlenut | 55 | 9 Vegetable, 1 Wood | ||||||||
Blaze Maple | 82 | 8 Fish, 2 Grey | ||||||||
Cerulean Blue | 56 | 9 Vegetable, 1 Worm | ||||||||
Chakkanut Tree | 11 | 9 Wood, 1 Worm | ||||||||
Chicory | 56 | 9 Vegetable, 1 Worm | ||||||||
Cinnar | 67 | 7 Mineral, 3 Vegetable | ||||||||
Coconut Palm | 26 | 6 Grain, 4 Worm | ||||||||
Cricklewood | 48 | 6 Vegetable, 4 Grain | ||||||||
Deadwood Tree | 35 | 7 Worm, 3 Mineral | ||||||||
Delta Palm | 3 | 7 Rock, 3 Wood | ||||||||
Dikbas | 37 | 6 Grain, 3 Vegetable, 1 Wood | ||||||||
Dikbas Sapling | 33 | 9 Grain, 1 Vegetable |
Footnotes
† These are not necessarily the only recipes that sum up to these temperatures.
1 Any combination with grey spirits in it will give a maximum output of 3 drops.
2 10 Fish of air quality gives best yield. Any combination with grey produced fewer drops.
3 10 Fish of varying quality was "too cold" and produced 0 drops. 10 Grey produced 3 drops which is best yield when any Grey is used.
4 Both Camel Pheromones appear to break normal attribute rules. It has been observed that both pheromones have 2 attributes that both have a value of 3. Confirmed for T8.