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. |
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. |
The ferrum mineral will cure ailments of the blood. | |
Stannum | Restore sanity with the stannum mineral. |
The stannum mineral will restore sanity to whoever 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. | |
Antigen | A tonic to neutralise the deadly voyria poison. |
The antigen tonic will purge the deadly voyria venom. | |
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. | |
Sensory | A balm to cure superficial afflictions. |
The sensory balm will cure exterior afflictions, such as blindness and deafness. | |
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. | |
Mentality | A tonic to restore the mind. |
The mentality tonic will restore mana. | |
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. | |
Vitality | A tonic to recover health. |
The vitality tonic will restore health. | |
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. | |
Toxin | A tonic to gain resistance to poison via exposure. |
The toxin tonic will provide a resistance to poison damage. | |
Endothermia | A tonic that protects from fire. |
The endothermia tonic will provide a resistance to fire damage. | |
Exothermic | A balm to keep out the chill. |
The exothermic balm will provide insulation against freezing. | |
Hovering | A tonic to keep you off the ground. |
The hovering tonic will keep the sipper floating on a small bubble of air. | |
Renewal | A balm to heal damaged limbs. |
The renewal balm will heal light bodily damage. | |
Density | A balm to increase your mass. |
The density balm will grant a great increase in mass. | |
Decompound | A way to devolve Talisman Pieces into pure gold. |
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. |
The haste tonic will grant speed, making dodging easier and defending against aeon-like attacks. | |
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. | |
Reconstructive | A balm to recover from serious bodily damage. |
The reconstructive balm will heal heavy bodily damage. | |
PhilosopherStone | The pinnacle of Alchemical learning. |
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
'