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 [[minerals]], which may be eaten or smoked; and liquid [[balms]] and [[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]].
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]].


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.
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.

Revision as of 15:25, 6 May 2013

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 minerals, which may be eaten or smoked; and liquid balms and 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.

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.

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.

Abilities in Transmutation

Ability Description
Transmutate Combine primes and metals to create curative substances.
Ferrum A mineral to cleanse the blood.
Stannum Restore sanity with the stannum mineral.
Dolomite A milky white mineral.
Antimony Antimony will protect against hydropsy.
Bisemutum A mineral to quicken the mind.
Cuprum A mineral alloy of copper.
Antigen A tonic to neutralise the deadly voyria poison.
Magnesium A mineral to return movement to the muscles.
Calamine Block out sounds with the calamine mineral.
Sensory A balm to cure superficial afflictions.
Malachite Ground malachite will raise an anti-weapon field.
Azurite Link with the realm of the Deathgod.
Mentality A tonic to restore the mind.
Plumbum A leaden mineral to restore mental health.
Realgar A smokable sulphurous mineral.
Vitality A tonic to recover health.
Arsenic A toxic mineral to induce blindness.
Gypsum Gypsum's physiological properties will prevent sleep.
Argentum A silver mineral to relieve mental ailments.
Calcite When reacted with water, calcite will surround you with an air bubble.
Potash Heal your mind and body with potash.
Quicksilver Coat yourself in a thin layer of quicksilver.
Aurum Aurum will strengthen your body.
Toxin A tonic to gain resistance to poison via exposure.
Endothermia A tonic that protects from fire.
Exothermic A balm to keep out the chill.
Hovering A tonic to keep you off the ground.
Renewal A balm to heal damaged limbs.
Density A balm to increase your mass.
Haste A tonic to speed you through time.
Quartz Special quartz crystals provide energy.
Cinnabar A mineral of sulphur and mercury.
Reconstructive A balm to recover from serious bodily damage.
PhilosopherStone The pinnacle of Alchemical learning.