KCD ROLEPLAYthe wiki of the realm

Life in the realm

Contraband and the hidden still

The underworld of 1403: 10 forbidden draughts, salves and powders, brewed in hiding from herbs no honest gatherer sees, sold from hand to hand, and taken for a real edge - in a fight, at work, at the market. Every dose has its price: a crash, a craving that grows, and the watch.

10forbidden draughts
1 a dayforbidden herbal, a server
1 + 1a still and a vat a player
1-2 hof effect, then 30 min of crash
0merchants who sell or buy it

The trade, from the herb to the vial

  1. Learn a recipe

    Nobody knows one to begin with. A forbidden herbal - the rarest find of the land - teaches one, or you watch a brewer at work for a whole batch. Your Alchemy level gates the still's draughts, your Brewing level the vat's ale and wine.

  2. Gather what no one sells

    Knowing a recipe opens your eyes: henbane, the opium poppy, wolfsbane, hemp and ergot come into your gathering, fly agaric at the old stumps, saltpetre in the ore, toads on the riverbanks, fat from the hunt.

  3. Set up a hidden still

    A carpenter makes it, or you buy it for 50 KCD Points. F2 > Illegal brewing sets it down anywhere - the wilds, a cellar, a room - for a week.

  4. Distil, or brew

    Press the use key on it: the still opens the Alchemy window, the vat the Brewing window. Your known recipes wait there under their own red Contraband heading, with what each does. It smokes while it works.

  5. Sell it under the table

    Never to a merchant: face a buyer, open the action wheel and offer the draught, how many and your price. A card comes up for them - they shake on it, or not.

  6. Drink, and pay for it

    An hour or two of a real edge, then the crash. Every dose hooks you a little more. And the watch can search your pack.

The ten draughts

Each card tells what the draught does and for how long, the crash that follows, how hard it hooks you, and how it is made. The fight's draughts work in every fight, against players too.

Henbane Alethe fight

Brewers threw henbane in the mash for a wilder drunk - the reason the towns wrote their first beer laws.

+16% damage dealt (about +4 Strength), no flinch - 1 h 30

then 30 min of crash: -8% damage dealt, a sore head

Habit
low
Made
Brewing 2, at a hidden vat (or a still)
Takes
3 henbane, 2 hops, 2 barley malt, 6 gr.
A batch
2 doses, 30 s

Fly Agaric Brewthe fight

The red mushroom boiled in malt - the berserk's brew, all rage and no guard.

berserk: +24% damage dealt (about +6 Strength), 12% more damage taken - 1 h

then 30 min of crash: -10% damage dealt

Habit
low
Made
Alchemy 3, at a hidden still
Takes
3 fly agaric, 1 barley malt, 6 gr.
A batch
1 dose, 30 s

Wolfsbane Tincturethe fight

Aconite, the poison of the wolf-baits, in a drop small enough to make a soldier fearless instead of dead.

+16% damage dealt (about +4 Warfare), stamina kept up - 1 h

then 30 min of crash: 10% more damage taken, health slowly drains

Habit
medium
Made
Alchemy 7, at a hidden still
Takes
3 wolfsbane, 2 nettles, 1 saltpetre, 14 gr.
A batch
1 dose, 45 s

Dwalewounds and breath

The barber-surgeons' sleeping draught: poppy, henbane and wine, enough to cut a man and too much to wake him.

30% less damage taken, health comes back, pain dulled - 1 h

then 30 min of crash: 10% more damage taken

Habit
high
Made
Alchemy 6, at a hidden still
Takes
2 opium poppy, 2 henbane, 2 grapes, 12 gr.
A batch
1 dose, 45 s

Saint Vitus Dropswounds and breath

Saint Vitus drops: ergot and wolfsbane, the dancers' plague bottled - you will not tire, and you will not sit still.

stamina kept up, tireless - 1 h

then 30 min of crash: -5% damage dealt

Habit
high
Made
Alchemy 6, at a hidden still
Takes
2 ergot rye, 1 wolfsbane, 1 honey, 12 gr.
A batch
1 dose, 40 s

Poppy Milkwounds and breath

The opium poppy's tears in milk and honey - the apothecaries' strongest secret, sold to no one.

25% less damage taken (as a quarter more health), health comes back - 2 h

then 30 min of crash: 15% more damage taken

Habit
very high
Made
Alchemy 8, at a hidden still
Takes
4 opium poppy, 1 honey, 15 gr.
A batch
1 dose, 50 s

Hemp Smokethe trades

Smoked hemp flowers and honey: the craftsman's quiet hour, the hands steady and the mind on the work.

+20% crafting XP - 2 h

no crash to speak of

Habit
low
Made
Alchemy 3, at a hidden still
Takes
8 hemp, 1 honey, 8 gr.
A batch
1 dose, 40 s

Miner's Dustthe trades

Ergot rye ground with charcoal, chewed in the deep galleries of Kuttenberg to dig on past the bell.

+30% a load when mining and woodcutting - 2 h

then 30 min of crash: -10% a load

Habit
medium
Made
Alchemy 5, at a hidden still
Takes
6 ergot rye, 3 charcoal, 1 saltpetre, 14 gr.
A batch
1 dose, 50 s

Mandrake Winethe trades

Mandrake root steeped in wine, said to make the woods give up their game and their herbs.

+20% a load for herbalists, fishers and hunters - 2 h

then 30 min of crash: -5% a load

Habit
medium
Made
Brewing 5, at a hidden vat (or a still)
Takes
2 mandrake root, 4 grapes, 2 henbane, 14 gr.
A batch
1 dose, 50 s

Witch's Salvethe night

Belladonna, mandrake and toad in fat: the flying ointment of the trials, rubbed on to see what others cannot.

sees in the dark, quick fingers - 1 h

then 30 min of crash: 6% worse prices with merchants

Habit
low
Made
Alchemy 5, at a hidden still
Takes
3 belladonna, 1 mandrake root, 1 toads, 2 animal fat, 10 gr.
A batch
1 dose, 40 s

On your screen

What works on you shows as small rings at the bottom right of the screen, beside the game's own effect icons: each its sign and its name, the time left running round it. A new one shows what it does for a few seconds. /effects says it all in words.

Dwale
Henbane Ale
Fly Agaric (crash)
Blessed
Craving for Dwale

A draught's time counts only while you are in the realm: log out and it waits for you - the boost is not wasted, and a crash cannot be slept off. It comes back with you after a reconnect, a server restart or a crash of the game.

Dependence

Every dose hooks you a little - the habit-forming ones more (the red pips on each card). Past a point you crave it: your hands shake, you deal and gather a little less, until the next dose, a service's blessing, or time - the dependence wears off slowly while you stay clean.

The ingredients

No merchant sells them and no market buys them: they are gathered by the trades. Only someone who knows a contraband recipe knows what to look for - the forbidden herbs come to their gathering alone, never to an honest gatherer's sack.

IngredientWho finds it
Henbane, opium poppy, wolfsbane, hemp, ergot ryeThe herbalist, among the herbs - a load in ten together. A still takes them from the sack alone: a herb picked by hand in the wild does not do.
Belladonna, mandrakeThe herbalist, as ever.
Fly agaricThe woodcutter, now and then at an old stump.
SaltpetreThe miner, a rare find in the ore.
ToadsThe fisher, on the riverbanks.
Animal fatThe hunter, from a deer, a stag or a boar.
Hops, malt, grapes, honey, sage, nettles, charcoalThe usual way: gathered or bought at a market.

Learning a recipe

  1. A forbidden herbal

    The rarest find of the land: at most one a day on each server, on a brigand's body or in a chest of the land opened for the first time. Read it (from the pack) to learn one recipe you do not know, at random among those your level reaches. It can be traded or sold like any book.

  2. A brewer who knows it

    Stand within 5 m of the still for the whole batch while someone brews it: you learn it as the batch ends, if your level in its craft is high enough. Whoever stands that close learns it - choose your company.

  3. The staff

    may teach recipes, or take them back.

Every recipe, by level
DraughtLevelWhereTakesMakes
Henbane AleBrewing 2a hidden vat (or still)3 henbane, 2 hops, 2 barley malt, 6 gr.2 a batch
Fly Agaric BrewAlchemy 3a hidden still3 fly agaric, 1 barley malt, 6 gr.1 a batch
Hemp SmokeAlchemy 3a hidden still8 hemp, 1 honey, 8 gr.1 a batch
Mandrake WineBrewing 5a hidden vat (or still)2 mandrake root, 4 grapes, 2 henbane, 14 gr.1 a batch
Miner's DustAlchemy 5a hidden still6 ergot rye, 3 charcoal, 1 saltpetre, 14 gr.1 a batch
Witch's SalveAlchemy 5a hidden still3 belladonna, 1 mandrake root, 1 toads, 2 animal fat, 10 gr.1 a batch
DwaleAlchemy 6a hidden still2 opium poppy, 2 henbane, 2 grapes, 12 gr.1 a batch
Saint Vitus DropsAlchemy 6a hidden still2 ergot rye, 1 wolfsbane, 1 honey, 12 gr.1 a batch
Wolfsbane TinctureAlchemy 7a hidden still3 wolfsbane, 2 nettles, 1 saltpetre, 14 gr.1 a batch
Poppy MilkAlchemy 8a hidden still4 opium poppy, 1 honey, 15 gr.1 a batch

The hidden still and vat

The brewer's bench: a hidden still (every draught) and a hidden vat (the ale and the wine). A carpenter makes them; order one or buy it from another player in the furniture catalogue, or buy it at once for 50 KCD Points.

How it stands
AnywhereThe only furniture you may set down anywhere: the wilds, a cellar, a town's street, a house, a room - but never in another's house or room.
One of eachOne still and one vat placed at most for each player: they brew different draughts.
A weekIt stands seven days, then comes back to your decorations. Take it back sooner to place it elsewhere.
SmokeA batch at work smokes: whoever is within 30 m catches it, and a night watchman smells it from further.
  1. Place it

    F2 > Illegal brewing > Place it here - moved and set down like any furniture. The same menu finds it (on your compass) or takes it back.

  2. Work it

    The use key on it (within 3 m): Distil on the still opens the Alchemy window, Brew on the vat the Brewing window. A still makes the vat's ale and wine too.

  3. The doses

    come into your pack, each its own vial with a red skull. Drink one from your pack (double click, or Drink it) or in the game's own inventory.

Selling under the table

Nothing forbidden is sold to a merchant. Stand beside someone, open the action wheel (Z) or their menu: Under the table opens a window - pick the draught, how many, and your price. A card comes up on their screen with the draught, what it does and for how long, its crash, how habit-forming it is, your price and their purse; they have a minute to shake on it or decline (/accept works too). The coins and the very vials change hands, and those around see you shake hands on it.

The watch

A member of the watch may, from the action wheel or /search player:

What the watch does
Inspect packA window of the pack and the sack: the contraband set apart and marked in red, the lawful things and the purse beside it. Confiscate all takes the contraband - destroyed, and written down.
Check the eyesTells whether a draught works on someone now - by what shows (the pupils, the breath), never its name.
Seize a stillThe use key on someone else's still or vat: taken down for good, its owner told.

The game's own potions

Some of the game's potions were stronger than anything brewed in secret, and are not made in the realm: Aqua Vitalis, Artemisia, the stamina potion, the Bard's potion, in every quality. No apothecary brews them, no merchant sells them, and one found or brewed at the game's own alchemy table is taken away. The other potions of the game - Marigold, Chamomile, the Embrocation, the Bowman's Brew and the rest - are made and sold as ever, and the craft window tells what each one does.

⚗

For the brewer

Keep your still out of sight and away from the roads: the smoke carries 30 m. Brew with friends near only - whoever watches the whole batch learns the recipe.

⚖

For the watch

The eyes give a user away, the smoke a brewer. A search is a window: everything forbidden is set apart in red.

☩

For the Church

A Mass (2 a day) blesses those who stay, and holds the cravings off for an hour - a priest can keep a whole town on its feet.

⚜

For the buyer

Read the card before you shake on it: the habit and the crash are on it. Two of the same, or a bad mix, and you are on the ground.

KCD Roleplay is a community server for Kingdom Come: Deliverance II, played through KCD:MP. It is not affiliated with or endorsed by Warhorse Studios, Deep Silver or PLAION. This wiki is written from the server's own code, so what it says is what the realm does.