Europa Universalis IV

Europa Universalis IV

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Anbennar - Dwarvem Knowledge - Alchemy Ingridients and Effects
By KING
If you don`t have time or just don`t wanna spend on exploring and remembering effects of potions, which ones you can make using mod Dwarven Knowledge, this is list of ingridients and effects just for you!
   
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Introduction
First, I will briefly describe what alchemy is and how to increase its level, followed by a list of ingredients, their effects, and toxicity.

Also, an important clarification: if you want to discover and explore everything on your own, it is better not to read this guide so as not to spoil the experience and ruin the feeling of discovery (...what?).

So, let's start with the Metallurgy Interface. There are five types of experience: Metallurgy, Mechanical, Alchemy, Arcane Arts and Medicine. We are interested in the third one. It can be obtained using the methods described on the mod's main page, namely:
"Secondary Technologies: Technologies not represented by Administrative, Diplomatic, or Military but by other types of knowledge. These include Arcane Arts, Metallurgy, Alchemy, Medicine, Mechanics. You can obtain experience for each of these technologies through having certain buildings or, if you are dwarven, by finding blueprints and runes in the serpentspine and reverse engineer. Once a certain amount of exp is accumulated you will be able to level up the relative tech lvl through the Metallurgy interface

- Arcane Buildings: Buildings which require Secondary Technologies, Elemental Magic, Steam power or even Electricity, to be built. Some give Secondary Technologies Experience.
"

Once you have gained enough experience (1000), you can upgrade alchemy to the first level, which will allow you to combine 2 ingredients. You can add a third ingredient to the combination after reaching the second level (2500), and a fourth after the fourth (not sure, but it seems to be 10,000). You can always see what effects the potion will have when you select the ingredients and hover over the icon.

Now let's figure out the types of unexplored ingredients and how to unlock them. There are three types of ingredients: common, rare, and legendary. All of them spawn randomly and can appear in any province on the map (not only in the mountains, but there are exceptions, which we will discuss separately for each specific ingredient).

- Common ingredients are displayed with an icon on the left (in the province modifiers section; you can also enable Trade map mode to see icons) and are very common (I wonder why...). There are 11 types in total, and in their unexplored form, they give +0.05 Trade Power and +1 Local Unrest. After exploration, they always give +1 Trade Power.

- Rare ingredients are marked with an icon on the left. There are as many as 56 types of them! Unexplored, they give +0.10 Trade Power and +2 Local Unrest. After exploration, they can give various bonuses (some add small debuffs in addition), which we will examine in more detail below.

- Legendary ingredients are marked with an icon on the left. There are only 9 types of them, and they are very rare. Unexplored ingredients give +0.20 Trade Power and +4 Local Unrest. Same as with rare ingredients - various bonuses, which we will look at below.

You can research ingredients by clicking on the icon below. It is located in the province window above the construction window.


Each ingredient has its own discovery cost:

- For common ingredients - 50 coins, 1000 manpower, and 20 diplomatic power. The process takes about 15 days.


- For rare ingredients: 100 coins, 2,000 manpower, and 40 diplomatic power. The process takes about 90 days.


- For legendary ingredients - 200 coins, 5000 manpower, and 80 diplomatic power. The process takes about 120 days.


All ingredients provide different bonuses. There are 38 different bonuses in total! You can mix several legendary materials, and they will all give their legendary effect to the potion. We will also look at them separately. You can combine up to 4 identical effects and get a 4x multiplier on the effects. However, it is possible to get a maximum 5x multiplier, but I am not familiar with this method.

Now about toxicity - when you select ingredients for creating a potion, you can see how much toxicity it gives. The higher the toxicity, the worse the debuffs. After creating and using the potion, 4 years later you will receive an event where you will be asked to continue making the same potion (which will increase its toxicity) or stop the current production and start creating a new potion (you can do the same and then there will be no additional toxicity). For 1 level of toxicity, you will receive a debuff of -1% manpower recovery speed. For the maximum level of toxicity (level 100), the country will receive -100% manpower recovery speed and +0.60 global monthly devastation.

On to the ingredients!
List of Ingredients
Here is a list of all the ingredients to make them easier to find CTRL+F.


Common Ingredients (11 types) (appears everywhere):

Ironroot
Silverleaf
Sageleaf
Embergrass
Glowberry
Duskfern
Stormvine
Honeyroot
Shadowmoss
Golden Thistle
Bloodflower


Rare Ingredients (56 types; unique effects - *; unique spawn: DW - Deep Woods; S - Serpentspine; B - Bulwar; SW - Shadow Swamp; FP- Forbidden Plains; F - Fangula):

Crypt Shroom (appears less frequently than the others)
Mandrake Root (appears less frequently than the others)
Basilisk Fang (appears less frequently than the others)
Azure Lotus (appears less frequently than the others)
Nightshade Amethyst (vulcanic, coastal, woods/forests/wet regions, caverns/mountains/dwarven holds/roads)
DW Drasil Bark (this is also rare everywhere else)
DW Fey Amber
Manticore Quill (appears less frequently than the others)
S Healing Slimes *
S Hook Horrors *
S Living Crystals *
S Ironweave Skitterers silk *
S Logrhundr *
S Purple Worm blood *
Griffon Feathers (Marrhold / Escan)
Tchoken scales (Sarhal)
B Almiras
B Basmu
B Chamrus
B Umu Dabrutu
B Asigallu *
B Girtablullu *
B Kusarikku *
B Sibargal *
SW The Last Wish *
SW Hattiatia *
FP Almruk Spikes *
FP Kircha Ot laf *
FP Rock Crab legs *
FP Roc feathers *
FP Dire Hyena tooth *
FP Barzoazh blood *
FP Bo hide *
FP hadhavar horns *
FP Tlalusk Tusks *
F Elemental fire *
F Elemental water *
F Elemental air *
F Elemental earth *
F Guiamala *
F Eloko *
F Kadda *
F Devouring Gourd *
F Asanbosam *
F Hydras *
F Ninki Nanka *
F Aziza *
F Abada *
F Were Leopard *
F Rom *
F Adze *


Legendary Ingredients (9 types) (all of them have unique effects and 6 of them spawn in unique locations):

Heart of the World - appears in provinces with Damestear or Precursor relics in it; also with this terrain type: Bloodgroves, Gladeway, Fey Gladeway, Ancient Forest, Mushroom Forest terrain or Shadow Swamp terrain
Black Sun Shard - appears in Yezel Mora (Shadow Swamp region)
Leviathan Scales - appears in coastline provinces
Phoenix Feather - appears everywhere
Starheart Core - appears everywhere
Whispering Crown - appears everywhere
Dragon remains - Win in magic duel against Nimrith's Child (Khugdihr Hold)
Giant remains - Explore Krakdhumvror lvl 2
Lich remains - Win against Lich in magic duel (Verkal Kozenad Hold)
Common Ingredients
Ironroot



Effects
Toxicity I
Consitution I
Strength I




Silverleaf



Effects
Toxicity I
Charisma I
Wisdom I




Sageleaf



Effects
Toxicity I
Wisdom I
Clarity I




Embergrass



Effects
Toxicity I
Strength I
Consitution I




Glowberry



Effects
Toxicity I
Charisma I
Clarity I




Dusckfern



Effects
Toxicity I
Mindfog I
Wisdom I




Stormvine



Effects
Toxicity I
Dexterity I
Charisma I


Honeyroot



Effects
Toxicity I
Charisma I
Mindfog I


Shadowmoss



Effects
Toxicity I
Mindfog I
Dexterity I


Golden Thistle



Effects
Toxicity I
Charisma I
Intelligence I


Bloodflower



Effects
Toxicity I
Strength I
Dexterity I


Rare Ingredients PT I
Crypt Shroom

Appears everywhere but rare



Effects
Toxicity II
Mindfog I
Beast Instinct I
Corruptable Heart I


Mandrake root

Appears everywhere but rare



Effects
Toxicity II
Charisma I
Unyielding Spirit I
Battle Frenzy I


Basilisk Fang

Appears everywhere but rare



Effects
Toxicity II
Strength I
Iron Skin I
Bloodthirst I


Azure Lotus

Appears everywhere but rare



Effects
Toxicity II
Wisdom I
Vitality I
Wanderer Lore I


Nightshade Amethyst

Appears in vulcanic, coastal, woods/forests/wet regions, caverns/mountains/dwarven holds/roads



Effects
Toxicity II
Intelligence I
Arcane Affinity I
Hyperfocus I


Crimson Thistle

Appears in a province after battle with a small chance (3%)



Effects
Toxicity II
Strength I
Bloodthirst I
Battle Frenzy I


Drasil Bark

Appears everywhere but rare



Effects
Toxicity II
Constitution I
Iron Skin I
Battle Frenzy I


Fey Amber

Appears everywhere but rare



Effects
Toxicity II
Charisma I
Vitality I
Unyielding Spirit I


Manticore Quill

Appears everywhere but rare



Effects
Toxicity II
Constitution I
Beast Instinct I
Adaptive Combat I


Healing Slimes

Appears only in Serpentspine

Unique province effects:
Local Trade Power +4
Local Manpower Modifier +15%
Possible Number of Buildings -1



Effects
Toxicity II
Constitution I
Vitality I
Gemial Madness I


Hook Horrors

Appears only in Serpentspine

Unique province effects:
Local Unrest +4
Local Trade Power +4
Local Manpower Modifier -15%
Possible Number of Buildings -1



Effects
Toxicity II
Dexterity I
Night Veil I
Bloodthirst I


Living Crystal

Appears only in Serpentspine

Unique province effects:
Local Trade Power +4
Local Manpower Modifier +15%
Possible Number of Buildings -1



Effects
Toxicity II
Intelligence I
Corruptable Heart I
Architect Vision I


Ironweave Skitterers

Appears only in Serpentspine

Unique province effects:
Local Unrest +2
Local Trade Power +4
Local Manpower Modifier -10%
Possible Number of Buildings -1



Effects
Toxicity II
Clarity I
Farsight I
Architect Vision I


Logrhundr

Appears only in Serpentspine

Unique province effects:
Local Unrest +2
Local Trade Power +4
Local Manpower Modifier -10%
Possible Number of Buildings -1



Effects
Toxicity II
Strength I
Genial Madness I
Fanatic Fervor I


Purple Worm

Appears only in Serpentspine

Unique province effects:
Local Unrest +6
Local Development cost -15%
Local Trade Power +10
Local Manpower Modifier -15%
Local Defensiveness -50%
Possible Number of Buildings +4



Effects
Toxicity II
Constitution I
Architect Vision I
Iron Skin I


Griffon Feathers

Appears only in Marrhold/Escan



Effects
Toxicity II
Dexterity I
Adaptive Combat I
Battle Focus I


Tchoken Sacles

Appears only in Sarhal



Effects
Toxicity II
Mindfog I
Iron Skin I
Vitality I


Almiras

Appears only in Bulwar



Effects
Toxicity II
Strength I
Battle Frenzy I
Bloodthirst I


Basmu

Appears only in Bulwar



Effects
Toxicity II
Dexterity I
Farsight I
Beast Instinct I


Chamrus

Appears only in Bulwar



Effects
Toxicity II
Intelligence I
Arcane Affinity I
Adaptive Combat I


Umu Dabrutu

Appears only in Bulwar



Effects
Toxicity II
Clarity I
Adaptive Combat I
Battle Focus I


Asigallu

Appears only in Bulwar

You will have 2 choices:

Produce Ingredient



OR integrate them for obtaining Local Trade Power +1 and Local Manpower Modifier +15%



Effects when produced
Toxicity II
Constitution I
Fanatic Fervor I
Corruptable Heart I


Girtablullu

Appears only in Bulwar

You will also have 2 choices:

Produce ingredient



OR integrate them for obtaining Local Trade Power +1 and Local Manpower Modifier +15%



Effects when produced
Toxicity II
Mindfog I
Iron Skin I
Beast Instinct I


Kusarikku

Appears only in Bulwar

You will also have 2 choices

Produce ingredient



OR integrate them for obtaining Local Trade Power +1 and Local Manpower Modifier +15%



Effects when produced
Toxicity I
Constitution I
Battle Focus I
Vitality I


Sibargal

Appears only in Bulwar

You will also have 2 choices:

Produce ingredient



OR integrate them for obtaining Local Trade Power +1 and Local Manpower Modifier +15%



Effects when produced
Toxicity II
Mindfog I
Iron Skin I
Fanatic Fervor I


The Last Wish

Appears only in Shadow Swamp

Unique province effects:
Local Unrest -10
Local Trade Power +6
Local Production Efficiency -25%
Local Tax Modifier -25%



Effects
Toxicity II
Mindfog I
Corruptable Heart I
Genial Madness I


Hattiatia

Appears only in Shadow Swamp

Unique province effects:
Local Unrest -2
Local Trade Power +2



Effects
Toxicity II
Mindfog I
Arcane Affinity I
Night Veil I


Almruk Spilkes

Appears only in Forbidden Plains

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1



Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I


Kircha ot`laf

Appears only in Forbidden Plains

Unique province effects:
Local Unrest +4
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1



Effects
Toxicity II
Clarity I
Battle Focus I
Hyperfocus I
Rare Ingredients PT II
Roc Crabs

Appears only in Forbidden Plains

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1



Effects
Constitution I
iron Skin I
Vitality I


Roc Feathers

Appears only in Forbidden Plains

Unique province effects:
Local Unrest +4
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1



Effects
Toxicity II
Strength I
Hyperfocus I
Farsight I


Dire Hyena tooth

Appears only in Forbidden Plains

Unique province effects:
Local Unrest +4
Local Manpower Modifier -10%
Local Trade Power +4
Possible Number of Buildings -1


Effects
Toxicity II
Mindfog I
Battle Frenzy I
Beast Instinct I




Barzoazh Blood

Appears only in Forbidden Plains

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +4
Possible Number of Buildings -1

Effects
Toxicity II
Constitution I
Vitality I
Unyielding Spirit I




Bo Hide

Appears only in Forbidden Plains

Unique province effects:
Local Unrest +4
Local Manpower Modifier -10%
Local Trade Power +4
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Night Veil I
Battle Frenzy I




Shadhfvar horns

Appears only in Forbidden Plains

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +4
Possible Number of Buildings -1

Effects
Toxicity II
Wisdome I
Wanderer Lore I
Farsight I




Tlalusk Tusks

Appears only in Forbidden Plains

Unique province effects:
Local Unrest +4
Local Manpower Modifier -10%
Local Trade Power +4
Possible Number of Buildings -1

Effects
Toxicity II
Strength I
Vitality I
Iron Skin I




Fire Elementals

Appears everywhere, but most common in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Water Elementals

Appears everywhere, but most common in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Air Elementals

Appears everywhere, but most common in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Earth Elementals

Appears everywhere, but most common in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Guiamala

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Eloko

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Kadda

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Devouring Gourd

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Asanbosan

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Hydras

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Ninki Nanka

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Aziza

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Abada

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Were Leopard

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Rom

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I




Adze

Appears only in Fangula

Unique province effects:
Local Manpower Modifier -10%
Local Trade Power +2
Possible Number of Buildings -1

Effects
Toxicity II
Dexterity I
Beast Instinct I
Farsight I

Legendary Ingredients
Reusing legendary ingredients will not affect the unique effect of that ingredient, but will increase its normal, rare, and toxicity effects.


Heart of the World

Appears in provinces with Damestear or Precursor relics in it; also with this terrain type: Bloodgroves, Gladeway, Fey Gladeway, Ancient Forest, Mushroom Forest terrain or Shadow Swamp terrain

Unique province modifiers:
Local Unrest -2
Local Development cost -15%
Local Manpower Modifiers +20%
Possible Number of Buildings -1
Possible Number of Manufactories -1
War Score Cost +15%

Effects
Toxicity III
Constitution I
Vitality I
Hyperfocus I
Hyper Regeneration





Black Sun Shard

Appears only in Yezel Mora (Shadow Swamp region)

Unique province modifiers:
Local Unrest +6
Possible Number of Buildings -1
Possible Number of Manufactories -1
War Score Cost +15%

Effects
Toxicity III
Genial Madness I
Corruptable Heart I
Mindfog I
Demonic Charm




Leviathan Scales

Appears only in сoastal provinces

Unique province modifiers:
Local Unrest +6
Local Sailors Modifier +25%
Block Slave Raids
Blockade Force Required +200%
Hostile Disembark Time +100%
Hostile Fleet Attririon +5
Possible Number of Buildings -1
Possible Number of Manufactories -1
War Score Cost +15%

Effects
Toxicity III
Wisdom I
Beast Instinct I
Water Affinity I
Leviathan




Phoenix Feathers

Unique province modifiers:
Local Trade Power +10
Possible Number of Buildings -1
Possible Number of Manufactories -1
War Score Cost +15%

Effects
Toxicity III
Dexterity I
Fire Affinity I
Unyielding Spirit I
Rejuvanation




Starheart Core

Unique province modifiers:
Local Goods Produced +1
Possible Number of Buildings -1
Possible Number of Manufactories -1
War Score Cost +15%

Effects
Toxicity III
Constitution I
Earth Affinity I
Iron Skin I
Unbreakable




Whispering Crown

Unique province modifiers:
Local Unrest -2
Possible Number of Buildings -1
Possible Number of Manufactories -1
War Score Cost +15%

Effects
Toxicity III
Charisma I
Air Affinity I
Wanderer Lore I
Whispers of Eternity




Dragon Remains

Appears in Khugdihr Hold after victory in magic duel against Nimrith's Child

Unique province modifiers:
Monthly Splendor +1

Effects
Toxicity III
Strength I
Arcane Affinity I
Iron Skin I
Draconic Power




Giant Remains

Appears after exploring level 2 of Krakdhumvror Hold

Unique province modifiers:
Monthly Splendor +1

Effects
Toxicity III
Vitality I
Constitution I
Iron Skin I
Giant Might




Lich Remains

Appears in Verkal Kozenad Hold after victory in magic duel against Lich

Unique province modifiers:
Monthly Splendor +1

Effects
Toxicity III
Intelligence I
Arcane Affinity I
Genial Madness I
Lich Secrets

Common Effects
Consitution

For each level you will recieve

Shock damage Received -2.5%
Fire Damage Received -2.5%
Illnes Fighting Efficiency = 2
Monarch lifespan +5%


Strength

For each level you will recieve

Land Forcelimit Modifier +2%
Shock Damage +2.5%
Infantry Shock +0.05
Infantry Combat ability +1%


Dexterity

For each level you will recieve

Infantry Combat ability +1%
Movement speed +2%
Spy Network Construction +2.5%


Intelligence

For each level you will recieve

Technology Cost -2%
Advisor Cost -2%


Wisdom

For each level you will recieve

Stability Cost Modifier -5%
Idea Cost -2%
Trade Efficiency +1%
Yearly Corruption -0.01
Yearly Inflation Reduction +0.01


Charisma

For each level you will recieve

Diplomatic Reputation +0.2
Manpower Recovery Speed +2%
Improve Relations 2.5%
Aggressive Expation Impact -2%


Mindfog

For each level you will recieve

National Unrest -1
Years of Nationalism -1
State Maintenance Modifier +5%


Clarity

For each level you will recieve

Production Efficiency +5%
Administrative Efficiency +2%
Rare Effects
Battle Focus

For each level you will recieve

Discipline +2%
Shock Damage Received -1.5%
Fire Damage Received -1.5%


Arcane Affinity

For each level you will recieve

Yearly Mana Generation +1



Iron Skin

For each level you will recieve

Shock Damage Received -2.5%
Fire Damage Received -2.5%



Unyielding Spirit

For each level you will recieve

Morale Damage Received -2.5%
Land Morale +2.5%


Adaptive Combat

For each level you will recieve

Army Drill Gain Modifier +15%
shock_damage_received -2%


Beast Instinct

For each level you will recieve

National Unrest +1
Infantry Shock +0.1


Vitality

For each level you will recieve

Monarch Lifespan +5%
Manpower Recovery Speed +2.5%
Reinforce Speed +2.5%


Farsight

For each level you will recieve

Siege Ability +2.5%


Hyperfocus

For each level you will recieve

Discipline +2%
Administrative Efficiency +2%
Production Efficiency +2%


Architect Vision

For each level you will recieve

Constraction Cost -2%
Constraction Time -2%


Wanderer Lore

For each level you will recieve

Global Institution Spread +10%


Fire Affinity

For each level you will recieve

Production Efficiency +2.5%
Land Morale +2%
National Unrest +0.5


Water Affinity

For each level you will recieve

Global Monthly Devastation -0.01
National Unrest -0.5


Air Affinity

For each level you will recieve

Trade Efficiency +1.5%
Movement Speed +1.5%


Earth Affinity

For each level you will recieve

Goods Produced Modifier +0.5
Shock Damage Received -1%
Fire Damage Received -1%


Battle Frenzy

For each level you will recieve

Shock Damage +2.5%
Morale Damage +2%
Morale Damage Received -2%


Bloodthirst

For each level you will recieve

Discipline -2%
Land Morale +6%


Night Veil

For each level you will recieve

Spy Network Constraction +5%
Spy Detection +2.5%


Corruptable Heart

For each level you will recieve

Core Creation Cost -2.5%
Missionary Strength +0.5%
Years of Nationalism -1
Yearly Corruption +0.05
Trade efficiency -2.5%


Fanatic Fervor

For each level you will recieve

Missionary Strength +0.5%
Land Morale +2.5%
Tolerance of Heretic -0.5
Tolerance of Heathen -1


Genial Madness

For each level you will recieve

Idea Cost -4%
Technology Cost -4%
Innovativeness Gain +0.15%
National Unrest +4
Tebel Suppression Efficiency -15%
Legendary Effects
Hyper Regeneration

Manpower Recovery Speed +15%
Reinforce Speed -15%
Reinforce Cost -15%
Average Monarch Lifespan +50%

Вemonic Сharm

Diplomatic Reputation +2
Improve Relations +25%
Diplomatic Annexation Cost -10%
Monarch Diplomatic Skill +1


Leviathan

Combat Penalty when landing -1
Disembark Speed +100%
Naval Morale Damage Recieved -10%


Rejuvenation

Advisor Cost -10%
General Cost -10%
Infantry Shock +0.20
Average Monarch Lifespan +100%


Unbreakable

Fire Damage Recieved -5%
Shock Damage Recieved -5%
Morale Damage Recieved -2.5%


Whisper of Eternity

Trade Efficiency +5%
Production Efficiency +5%
Blockade Efficiency +10%
Embargo Efficiency +25%
Rebel Support Efficiency +50%
Privateer Efficiency +25%
Administrative Efficiency +2.5%
Rebell Supression Efficiency +25%
Parliament Debate Backing Chance +5%


Draconic Power

Land Leader Shock +1
Shock Damage +20%
Infantry Shock +0.35
Max General Shock +1


Giant Might

Infantry Shock +0.5
Cavalry Shock +0.2
Artillery Shock +0.2


Lich Secrets

Monarch Military Skill +1
Max General Shock +2
Land Leader Shock +2
Conlusion
Well, now you know all the ingredients. How to use them is up to you. I can't provide a detailed guide yet, as I don't have much gaming experience in either EU4 or this mod. For example: effects have affinities - light and dark. And I don't know how to get a 5x effect modifier either. And in metallurgy, this is still taboo. But the mod is very interesting. I recommend it to everyone. I'm sure you found it interesting to read all this, and if there are any errors or shortcomings (well, that's just impossible), write in the comments.


Link to the mod on Steam https://steamproxy.com/workshop/filedetails/?id=2967823492
Link to the mod's Discord https://discord.com/invite/FBhtrSAgNY