Difference between revisions of "Transmutation"

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The skill of '''Transmutation''' allows an [[alchemist]] to create medicinal cures from the alchemical [[primes]] and metals. Two main types of remedies may be created: solid [[:category:minerals|minerals]], which may be eaten or smoked; and liquid [[:category:balms|balms]] and [[:category:tonics|tonics]], which may be applied and drunk, respectively. Transmutation of minerals requires the Alchemist's presence in a properly stocked [[metallurgy lab]], while creation of tonics and balms may be done from anywhere, assuming the alchemist possesses an [[alembic]].
This page is a history lesson, and Transmutation now provides ready to consume curatives.
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The pinnacle of Transmutation is the creation of the Philosopher's Stone, though little is known about the mystic properties of this highly desired substance.
Prior to the re-organization of [[trade skills]], the skill of '''Transmutation''' once allowed an [[alchemists|alchemist]] to create medicinal cures from the alchemical [[primes]] and metals. Through this skill, two main types of remedies were created: solid [[:category:minerals|minerals]], which may be eaten or smoked; and liquid [[:category:balms|balms]] and [[:category:tonics|tonics]], which may be applied and drunk, respectively. Transmutation of minerals required the Alchemist's presence in a properly stocked [[Laboratory|metallurgy lab]], while creation of tonics and balms could be done from anywhere, assuming the alchemist possessed an [[alembic]].


''Use of Transmutation requires having learned the Metallurgy [[ability]] in the [[Alchemy]] [[skill]]. Transmutation will not function, in any capacity, without first obtaining this skill.''
The pinnacle of Transmutation was the creation of the Philosopher's Stone, though little is known about the mystic properties of this highly desired substance.
 
''Use of Transmutation required having learned the Metallurgy ability in the [[Alchemy]] skill. Transmutation would not function, in any capacity, without first obtaining this skill.''


===[[:Category:Abilities|Abilities]] in Transmutation===
===[[:Category:Abilities|Abilities]] in Transmutation===
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'''[[Category:Skills]]'''
'''[[Category:Lost skills]]'''

Latest revision as of 16:14, 9 April 2020

This page is a history lesson, and Transmutation now provides ready to consume curatives.


Prior to the re-organization of trade skills, the skill of Transmutation once allowed an alchemist to create medicinal cures from the alchemical primes and metals. Through this skill, two main types of remedies were created: solid minerals, which may be eaten or smoked; and liquid balms and tonics, which may be applied and drunk, respectively. Transmutation of minerals required the Alchemist's presence in a properly stocked metallurgy lab, while creation of tonics and balms could be done from anywhere, assuming the alchemist possessed an alembic.

The pinnacle of Transmutation was the creation of the Philosopher's Stone, though little is known about the mystic properties of this highly desired substance.

Use of Transmutation required having learned the Metallurgy ability in the Alchemy skill. Transmutation would not function, in any capacity, without first obtaining this skill.

Abilities in Transmutation

Ability Description
Transmutate Combine primes and metals to create curative substances.
Known: Yes
Syntax: TRANSMUTATE <mineral>
TRANSMUTATE <#> <fluid> IN <alembic>
DECANT <alembic> INTO <vial/tun>
Extra Information: NOTE: THIS ABILITY REQUIRES THE METALLURGY ABILITY IN ALCHEMY!
Details:

Using transmutation, you may combine and convert alchemical primes and metals into curative, if not particularly appetising, minerals and fluids.

TRANSMUTATE <mineral> will create solid minerals which are either eaten or smoked. This must be done in your city's metallurgy lab, and you must possess the appropriate ingredients and ability in Transmutation.

TRANSMUTATE <#> <fluid> IN <alembic> will create fluids which may be sipped or applied. This can be done anywhere, but requires possession of an alembic. The # in the command represents the number of fills produced via transmutation; five fills are needed to completely fill a regular vial. This requires the appropriate ingredients and ability in Transmutation.

DECANT <alembic> INTO <vial/tun> [<#> TIMES] will fill a vial or tun (if you have permission to fill the tun) from an alembic. If you do not specify the number of fills, you will fill it once. This requires the alembic to have sufficient fluid inside.

Ferrum A mineral to cleanse the blood.
Known: Yes
Syntax: None
Extra Information: Ingredients: 1 sulphur, 2 iron.
Details:

The ferrum mineral will cure ailments of the blood.

Stannum Restore sanity with the stannum mineral.
Known: No (6 lessons required)
Syntax: None
Extra Information: Ingredients: 1 salt, 2 tin.
Details:

The stannum mineral will restore sanity to whoever eats it.

Dolomite A milky white mineral.
Known: No (15 lessons required)
Syntax: None
Extra Information: Ingredients: 1 salt, 1 lead, 1 iron.
Details:

The dolomite mineral will grant the gift of the third eye, allowing the ability to see both invisible people, and the locations of others on WHO.

Antimony Antimony will protect against hydropsy.
Known: No (33 lessons required)
Syntax: None
Extra Information: Ingredients: 1 salt, 1 lead, 1 silver.
Details:

The antimony mineral will combat artificially increased fluid levels in the body.

Bisemutum A mineral to quicken the mind.
Known: No (61 lessons required)
Syntax: None
Extra Information: Ingredients: 1 sulphur, 1 iron, 1 tin.
Details:

The bisemutum mineral will quicken the speed of learning.

Cuprum A mineral alloy of copper.
Known: No (88 lessons required)
Syntax: None
Extra Information: Ingredients: 1 salt, 2 copper.
Details:

The cuprum mineral will relieve afflictions caused by unnatural altruism.

Antigen A tonic to neutralise the deadly voyria poison.
Known: No (118 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 lead, 1 silver.
Details:

The antigen tonic will purge the deadly voyria venom.

Magnesium A mineral to return movement to the muscles.
Known: No (148 lessons required)
Syntax: None
Extra Information: Ingredients: 1 sulphur, 1 tin, 1 silver.
Details:

The magnesium mineral will cure paralysis and slickness.

Calamine Block out sounds with the calamine mineral.
Known: No (177 lessons required)
Syntax: None
Extra Information: Ingredients: 1 sulphur, 1 iron, 1 gold.
Details:

The calamine mineral will grant deafness to whoever eats it.

Sensory A balm to cure superficial afflictions.
Known: No (205 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 iron, 1 tin.
Details:

The sensory balm will cure exterior afflictions, such as blindness and deafness.

Malachite Ground malachite will raise an anti-weapon field.
Known: No (233 lessons required)
Syntax: None
Extra Information: Ingredients: 2 salt, 2 copper.
Details:

When smoked, the malachite mineral will raise an anti-weapons field.

Azurite Link with the realm of the Deathgod.
Known: No (261 lessons required)
Syntax: None
Extra Information: Ingredients: 1 sulphur, 2 copper.
Details:

The azurite mineral will grant the ability to sense the deaths of others.

Mentality A tonic to restore the mind.
Known: No (288 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 tin, 1 copper.
Details:

The mentality tonic will restore mana.

Plumbum A leaden mineral to restore mental health.
Known: No (321 lessons required)
Syntax: None
Extra Information: Ingredients: 1 sulphur, 2 lead.
Details:

The plumbum mineral will heal a number of mental ailments, such as stupidity and impatience.

Realgar A smokable sulphurous mineral.
Known: No (355 lessons required)
Syntax: None
Extra Information: Ingredients: 2 sulphur, 2 tin.
Details:

When smoked, the realgar mineral will cure afflictions such as slickness and disloyalty.

Vitality A tonic to recover health.
Known: No (388 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 copper, 1 gold.
Details:

The vitality tonic will restore health.

Arsenic A toxic mineral to induce blindness.
Known: No (422 lessons required)
Syntax: None
Extra Information: Ingredients: 1 salt, 1 lead, 1 tin.
Details:

The arsenic mineral will grant blindness to whoever eats it.

Gypsum Gypsum's physiological properties will prevent sleep.
Known: No (466 lessons required)
Syntax: None
Extra Information: Ingredients: 1 sulphur, 1 iron, 1 silver.
Details:

The gypsum mineral will make it difficult to fall asleep.

Argentum A silver mineral to relieve mental ailments.
Known: No (511 lessons required)
Syntax: None
Extra Information: Ingredients: 1 salt, 2 silver.
Details:

The argentum mineral will heal several mental afflictions, such as claustrophobia or recklessness.

Calcite When reacted with water, calcite will surround you with an air bubble.
Known: No (555 lessons required)
Syntax: None
Extra Information: Ingredients: 1 salt, 1 iron, 1 copper.
Details:

The calcite mineral will create a bubble of air if eaten underwater.

Potash Heal your mind and body with potash.
Known: No (599 lessons required)
Syntax: None
Extra Information: Ingredients: 1 sulphur, 1 silver, 1 gold.
Details:

The potash mineral will heal both health and mana.

Quicksilver Coat yourself in a thin layer of quicksilver.
Known: No (676 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 silver.
Details:

The quicksilver mineral, when applied, will create a coat through which a serpent's fangs cannot penetrate.

Aurum Aurum will strengthen your body.
Known: No (754 lessons required)
Syntax: None
Extra Information: Ingredients: 1 sulphur, 2 gold.
Details:

The aurum mineral will help cure afflictions caused by physical weakness.

Toxin A tonic to gain resistance to poison via exposure.
Known: No (831 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 lead, 1 iron.
Details:

The toxin tonic will provide a resistance to poison damage.

Endothermia A tonic that protects from fire.
Known: No (909 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 iron, 1 copper.
Details:

The endothermia tonic will provide a resistance to fire damage.

Exothermic A balm to keep out the chill.
Known: No (1004 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 copper, 1 silver.
Details:

The exothermic balm will provide insulation against freezing.

Hovering A tonic to keep you off the ground.
Known: No (1098 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 tin, 1 gold.
Details:

The hovering tonic will keep the sipper floating on a small bubble of air.

Renewal A balm to heal damaged limbs.
Known: No (1193 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 iron, 1 silver.
Details:

The renewal balm will heal light bodily damage.

Density A balm to increase your mass.
Known: No (1288 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 lead, 1 gold.
Details:

The density balm will grant a great increase in mass.

Decompound A way to devolve Talisman Pieces into pure gold.
Known: No (1288 lessons required)
Syntax: DECOMPOUND <number> <Talisman piece name> <piece level>
Works on/against: None
Details:

Decompounding is unlike other abilities in Transmutation as it does not require metals or primes, but Talisman pieces, which are decompounded into gold based on the rarity of the piece type you're working with. You must be in the presence of an equipped metallurgic lab.

Haste A tonic to speed you through time.
Known: No (1378 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 tin, 1 silver.
Details:

The haste tonic will grant speed, making dodging easier and defending against aeon-like attacks.

Quartz Special quartz crystals provide energy.
Known: No (1436 lessons required)
Syntax: None
Extra Information: Ingredients: 1 salt, 1 tin, 1 gold.
Details:

The quartz mineral will provide an abundance of energy, making it easy to wake up.

Cinnabar A mineral of sulphur and mercury.
Known: No (1557 lessons required)
Syntax: None
Extra Information: Ingredients: 2 sulphur, 2 mercury.
Details:

When smoked, the cinnabar mineral will cure curse-related afflictions.

Reconstructive A balm to recover from serious bodily damage.
Known: No (1647 lessons required)
Syntax: None
Extra Information: Ingredients: 2 mercury, 1 silver, 1 gold.
Details:

The reconstructive balm will heal heavy bodily damage.

PhilosopherStone The pinnacle of Alchemical learning.
Known: No (1736 lessons required)
Syntax: TRANSMUTATE PHILOSOPHER'S STONE
Details:

The Philosopher's Stone is the pinnacle of Alchemical learning and mastery. The Stone is created in four steps, with each step providing increased power and insight to the Alchemist who creates it. The nigredo, or blackening comes first. Following this is the albedo, the whitening. Then the citrinitas, or yellowing. The final step is the rubedo, or reddening.

Most Alchemists will only be able to ever complete the nigredo, and none have ever completed the final step of rubedo. What powers it ultimately holds is unknown, but many theories have been whispered in the vaunted halls of the Cauda Pavonis.

Completion of the nigredo requires travel to your home city's metallurgy laboratory. Once there, simply TRANSMUTATE PHILOSOPHER'S STONE. The creation of the Stone will grant knowledge allowing a higher yield when transmutating minerals and fluids; more minerals will be created, and only four fills will be needed to fill a vial. Additionally, your fundamental physiology will change, allowing faster metabolism of the potash mineral (but not irid moss!).


See also


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