Difference between revisions of "Alchemy"
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Calling upon the energy of lead, the lowest of the alchemical metals, will grant great density to your body. | Calling upon the energy of lead, the lowest of the alchemical metals, will grant great density to your body. | ||
You may also target this at another adventurer flying in the sky above you, dragging them back to earth by drastically increasing their weight | |||
for a short time. | |||
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| bgcolor=#999999 | '''Seek''' | | bgcolor=#999999 | '''Seek''' |
Revision as of 23:54, 24 February 2018
Alchemy is the primary study of the Alchemist class, focusing on the manipulation of the ether and the alchemical energies that flow through it. The skill is based on three main primes; salt, sulphur, and mercury; extracted from the earth itself, which may be synthesised into various metals for curing.
Abilities in Alchemy
Ability | Description |
Symbology | Draw upon the alchemical energies. |
The power of symbology allows alchemists to tap into the ether and draw upon the alchemical energies of the primes and metals. Each symbol corresponds to one of the primes or metals, and each has a differing effect. The different symbols you may call upon become available with increased training in Alchemy. See AB ALCHEMY LEAD as an example. | |
Lead | Density from the lowest of the metals. |
Calling upon the energy of lead, the lowest of the alchemical metals, will grant great density to your body. You may also target this at another adventurer flying in the sky above you, dragging them back to earth by drastically increasing their weight for a short time. | |
Seek | Find another through the ether. |
By folding a small window into the ether, you may seek the location of another. | |
Robes | The mystic garb of the Alchemist. |
Robes are the traditional garb of the alchemist, and alchemists may weave from the ether a set of specially crafted robes able to offer protection from damage. ROBES SUMMON will weave a new set of robes from strands of the ether. ROBES CALL will return your robes to you, should they be lost. Each pair of robes may be imbued with the symbols of up to four primes or metals, each offering protection from one type of damage. It is possible to imbue your robes from scratch using ROBES IMBUE WITH <symbols>, wiping away any previous imbuements and applying new ones. It is also possible to imbue a single "slot", using ROBES IMBUE SLOT <1-4> <symbol>. Finally, one may remove all symbols from their robes using ROBES CLEAR, and view the status of any slots using ROBES EXAMINE. Note that a symbol may only appear once on a pair of robes, and using a symbol requires knowing the appropriate ability in Alchemy. The symbols and the damage type they protect against are: Lead: Blunt Iron: Cutting Salt: Magic Tin: Psychic Copper: Electric Sulphur: Asphyxiation Silver: Cold Gold: Fire Mercury: Poison | |
Iron | Strike with the power of iron. |
The energy of iron will surround your target with flames possessing the cold bite of a sword. This ability may be used against both adventurers and denizens. | |
Salt | The first prime will cleanse your body. |
The energy of salt, first of the primes, will purge your body of afflictions. | |
Tin | Tin will grant you a reflective barrier. |
The energies of tin will raise a reflective barrier around your body, which will return a portion of the damage you would receive to your attacker. Note that this is ineffective versus unblockable damage. | |
Copper | Shatter an enemy's defence with copper's energies. |
The energies of copper will allow you to shatter an opponent's magical shield. This ability may be used on both adventurers and denizens. | |
Extispicy | The future is found in unexpected places. |
Though but simple vermin, the internal anatomy of rats is a sure indicator of future events. By dissecting and studying any rat found throughout the cities of Sapience, you may gain glimpses of what is yet to come, allowing an increased chance of critical strikes. | |
Sulphur | The second prime will quicken your healing.. |
The energy of sulphur will allow you to metabolise vitality tonics more efficiently, causing an increase in health gained. This effect will not last indefinitely, however. Additionally, this ability will NOT increase healing from health elixirs. | |
Displace | Drag another through the ether. |
By funnelling a most precise amount of matter through the ether, you may draw another across an area to stand before you. This requires your target to remain within the same location until your attempt is completed. This will take some time, during which your concentration is required. | |
Silver | The light of silver reveals all. |
The energy of silver will bathe another in a radiant light, negating the effects of shrouding for a time. This effect will last much longer if applied during the night. If you do not specify a target, this ability will attempt to draw those who are astralformed or blackwinded in your location back to a physical state. | |
Phlogistication | Burn your enemy from the inside out. |
This ability will cause an enemy's internal anatomy to begin a controlled form of combustion for a time. Fuelled by the use of equilibrium, this will render moss and potash temporarily inert when eaten. Note that this effect will stack if your opponent is already off balance from eating moss or potash, but only to a limited ceiling. This effect is mutually exclusive with that of vitrification. | |
Gold | The highest of the metals allows you to share your wisdom. |
Utilising the power of gold, the highest of the metals, you may transfer your willpower to another, with some restrictions. First, half of the willpower transferred will be lost. Second, if transferring willpower brings the Alchemist below half of his or her maximum, there is a chance that all willpower will be lost, and the beneficiary will gain none. | |
Etherchannel | Part the ether for expedient travel. |
This ability will allow an Alchemist to pass through the ether to any of the alchemical anchors across Sapience. Any action while channelling this ability will interrupt it. Iron: The Granite Hills. Tin: The Eastern Wilderness. Copper: The Northern Vashnar Mountains. Silver: The Southern Vashnar Mountains. Gold: The Siroccian Mountains. | |
Mercury | The third prime will bolster your mind. |
This ability will allow you to metabolise mentality tonics more efficiently, causing an increase in mana gained. This effect will not last indefinitely, however. Additionally, this ability will NOT increase the healing from mana elixirs. | |
Astronomy | The power of the cosmos is yours. |
Each city maintains, within an astronomical laboratory, an orrery specifically designed to resonate with the alchemical energies and the celestial bodies which share this affinity. It is possible to focus this orrery upon one of these celestial bodies, and once three alchemists from your city have done so, you may empower any non-forestal citizen with its power. This focus will be reset every Sarapin, when Ethian's Crossing disrupts the energies across Sapience. The focusing must be done from the appropriate laboratory, and the empowering may be done from anywhere. The celestial bodies, the energy with which they resonate, and their empowered effects are: The sun - Gold - Increased health regeneration. The moon - Silver - Increased mana regeneration. The Nebula Coronae (nebula) - Copper - Increased endurance and willpower regeneration. Ethian - Tin - Increased damage versus denizens. | |
Vitrification | Turn an opponent's skin into glass. |
This ability will cause an enemy's skin to partially transmutate into glass for a time. Abilities that use balance will cause bleeding, with the amount scaling upward with the length of balance loss. This effect is mutually exclusive with that of phlogistication. | |
Decompound | A way to devolve Talisman Pieces into pure gold. |
This ability allows the skilled alchemist to decompose talisman pieces into gold. The amount of gold produced is dependent on the rarity and level of the piece being decomposed. | |
Revivification | Grant life to the deceased. |
Using the alchemical energies and a catalyst of five pieces of the salt prime, you may return a corpse to life. Ensure that the corpse is whole and in good condition, lest the results be less than desirable. | |
Disrupt | Send ripples through the ether. |
By sending ripples through the ether, you may temporarily disrupt telepathic communications into and out of the surrounding area. This will require a long period during which you may not perform any actions, and comes with a very steep mana and willpower cost. | |
Aurification | Immortalise your enemies in gleaming gold. |
The pinnacle of offensive Alchemy, this ability will turn an enemy into a lovely golden statue if his or her health and mana are both at or below sixty percent of their maximums. |