Difference between revisions of "Synthesis"
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The three primes are present throughout the land, and may be drawn from the ground in certain environments. Mountains, the underground, and magma caves all may be used to extract the primes. The amounts of primes per room is limited however, and you will only be capable of extracting each prime once per room. | The three primes are present throughout the land, and may be drawn from the ground in certain environments. Mountains, the underground, and magma caves all may be used to extract the primes. The amounts of primes per room is limited however, and you will only be capable of extracting each prime once per room. | ||
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| bgcolor=#3366CC | '''Stannum''' | | bgcolor=#3366CC | '''Stannum''' |
Latest revision as of 22:41, 31 August 2016
Synthesis is the process of extracting primes from the earth, and synthesising them into an array of curative minerals.
The process is a multi-part one, taking place out in the world, as well as in an alchemy laboratory.
Extracting
A practitioner of this art may draw primes from the very earth in certain environments; mountains, underground areas, and magma caves. When standing in one of these rooms, they may EXTRACT <prime>.
Synthesis
After the primes are collected, head to your closest alchemy laboratory (these are located in the major cities). Once there, they can be converted into curative minerals with TRANSMUTATE <mineral>.
Abilities in Synthesis
Ability | Description |
Metallurgy | Synthesis of the six alchemical metals. |
The basis of transmutation, this ability allows the synthesis of the six alchemical metals from the three primes. In order to perform the synthesis, you must be standing within a metallurgical laboratory in which you have permission to work. You must be holding in your hand the prime you wish to synthesise into metal. Each prime may be converted into two of the six metals: Salt: Lead and iron. Sulphur: Tin and copper. Mercury: Silver and gold. Due to conflicts between alchemical metals and commodity metals, those produced via metallurgy may be manipulated by the name a<metal>. For example, agold or atin. | |
Transmutate | Combine primes and metals to create curative substances. |
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. | |
Ferrum | A mineral to cleanse the blood. |
The ferrum mineral will cure ailments of the blood. | |
Extraction | Draw the primes from the earth. |
The three primes are present throughout the land, and may be drawn from the ground in certain environments. Mountains, the underground, and magma caves all may be used to extract the primes. The amounts of primes per room is limited however, and you will only be capable of extracting each prime once per room. | |
Stannum | Restore sanity with the stannum mineral. |
The stannum mineral will restore sanity to whomever eats it. | |
Dolomite | A milky white mineral. |
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. |
The antimony mineral will combat artificially increased fluid levels in the body. | |
Bisemutum | A mineral to quicken the mind. |
The bisemutum mineral will quicken the speed of learning. | |
Cuprum | A mineral alloy of copper. |
The cuprum mineral will relieve afflictions caused by unnatural altruism. | |
Magnesium | A mineral to return movement to the muscles. |
The magnesium mineral will cure paralysis and slickness. | |
Calamine | Block out sounds with the calamine mineral. |
The calamine mineral will grant deafness to whoever eats it. | |
Malachite | Ground malachite will raise an anti-weapon field. |
When smoked, the malachite mineral will raise an anti-weapons field. | |
Azurite | Link with the realm of the Deathgod. |
The azurite mineral will grant the ability to sense the deaths of others. | |
Plumbum | A leaden mineral to restore mental health. |
The plumbum mineral will heal a number of mental ailments, such as stupidity and impatience. | |
Realgar | A smokable sulphurous mineral. |
When smoked, the realgar mineral will cure afflictions such as slickness and disloyalty. | |
Arsenic | A toxic mineral to induce blindness. |
The arsenic mineral will grant blindness to whoever eats it. | |
Gypsum | Gypsum's physiological properties will prevent sleep. |
The gypsum mineral will make it difficult to fall asleep. | |
Argentum | A silver mineral to relieve mental ailments. |
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. |
The calcite mineral will create a bubble of air if eaten underwater. | |
Potash | Heal your mind and body with potash. |
The potash mineral will heal both health and mana. | |
Quicksilver | Coat yourself in a thin layer of quicksilver. |
The quicksilver mineral, when applied, will create a coat through which a serpent's fangs cannot penetrate. | |
Aurum | Aurum will strengthen your body. |
The aurum mineral will help cure afflictions caused by physical weakness. | |
Quartz | Special quartz crystals provide energy. |
The quartz mineral will provide an abundance of energy, making it easy to wake up. | |
Cinnabar | A mineral of sulphur and mercury. |
When smoked, the cinnabar mineral will cure curse-related afflictions. |