Alchemy

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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.
Known: Yes
Syntax: EDUCE <symbol> [args]
Works on/against: Adventurers and denizens
Details:

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.
Known: Yes
Syntax: EDUCE LEAD
Extra Information: Symbol: Two concentric circles.
Works on/against: Self
Details:

Calling upon the energy of lead, the lowest of the alchemical metals, will grant great density to your body.

Seek Find another through the ether.
Known: No (6 lessons required)
Syntax: ETHER SEEK <target>
Works on/against: Adventurers
Details:

By folding a small window into the ether, you may seek the location of another.

Robes The mystic garb of the Alchemist.
Known: No (15 lessons required)
Syntax: ROBES SUMMON
ROBES CALL
ROBES IMBUE WITH <up to four symbols>
ROBES IMBUE SLOT <1-4> <symbol>
ROBES CLEAR
ROBES EXAMINE
Works on/against: Self
Details:

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.
Known: No (22 lessons required)
Syntax: EDUCE IRON <target>
Extra Information: Symbol: Two isosceles triangles set base-to-base.
Works on/against: Adventurers and denizens
Details:

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.
Known: No (88 lessons required)
Syntax: EDUCE SALT
Extra Information: Symbol: A bisected circle.
Works on/against: Self
Details:

The energy of salt, first of the primes, will purge your body of afflictions.

Tin Tin will grant you a reflective barrier.
Known: No (177 lessons required)
Syntax: EDUCE TIN
Extra Information: Symbol: Two parallel line segments connected by diagonals.
Works on/against: Self
Details:

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.

Extraction Draw the primes from the earth.
Known: No (233 lessons required)
Syntax: EXTRACT <prime>
Works on/against: Room
Details:

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.

It is not necessary to know the corresponding Alchemy ability to extract, though having such knowledge will allow a greater yield to the learned alchemist.

Copper Shatter an enemy's defence with copper's energies.
Known: No (288 lessons required)
Syntax: EDUCE COPPER <target>
Extra Information: Symbol: Two overlapping hexagons.
Works on/against: Adventurers and denizens
Details:

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.
Known: No (377 lessons required)
Syntax: DISSECT <rat corpse>
Works on/against: Self
Details:

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..
Known: No (422 lessons required)
Syntax: EDUCE SULPHUR
Extra Information: Symbol: Two tangent semicircles.
Works on/against: Self
Details:

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.
Known: No (511 lessons required)
Syntax: ETHER DISPLACE <target>
Works on/against: Adventurers
Details:

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.
Known: No (599 lessons required)
Syntax: EDUCE SILVER <target>
EDUCE SILVER
Extra Information: Symbol: A crescent tangent to a line segment.
Works on/against: Adventurers
Details:

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.
Known: No (702 lessons required)
Syntax: PHLOGISTICATE <target>
Works on/against: Adventurers
Details:

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.
Known: No (805 lessons required)
Syntax: EDUCE GOLD <target> <2-5000>
Extra Information: Symbol: A circumscribed star.
Works on/against: Adventurers
Details:

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.
Known: No (840 lessons required)
Syntax: ETHERCHANNEL <anchor>
Extra Information: Reagents: 2 metals of the same element.
Works on/against: Self
Details:

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.
Known: No (909 lessons required)
Syntax: EDUCE MERCURY
Extra Information: Symbol: A circle inscribed within a square.
Works on/against: Adventurers
Details:

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.
Known: No (1035 lessons required)
Syntax: ASTRONOMY FOCUS <celestial body>
ASTRONOMY EMPOWER <target|ME>
ASTRONOMY STATUS
Works on/against: Adventurers
Details:

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.
Known: No (1162 lessons required)
Syntax: VITRIFY <target>
Works on/against: Adventurers
Details:

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.

Metallurgy Synthesis of the six alchemical metals.
Known: No (1288 lessons required)
Syntax: SYNTHESISE <metal>
Details:

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.

This ability is also necessary for the transmutation of alchemical curatives. See AB TRANSMUTATION TRANSMUTATE.

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.

Revivification Grant life to the deceased.
Known: No (1438 lessons required)
Syntax: REVIVE <target>
Works on/against: Adventurers
Details:

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.
Known: No (1587 lessons required)
Syntax: ETHER DISRUPT
Works on/against: Room
Details:

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.
Known: No (1736 lessons required)
Syntax: AURIFY <target>
Works on/against: Adventurers
Details:

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.

See also