[spoiler] Toxicology is the creation of deadly toxins from a variety of sources. These toxins can be envenomed upon weapons to deliver ailments and afflictions to an enemy.
Based on what you're making these toxins from, there are two methods for formulating them:
BOILING - For plant-based toxins. HYDRATING - For mineral-based toxins.
Each AB help file will list both the ingredients for each poison.
Place the required ingredients into your pot or alembic with the following command:
Boiling: INPOT <#> <ingredient> IN <pot> Hydrating: COMPOUND <#> <ingredient> IN <alembic>
You may concoct multiple batches of a toxin at once. Multiply the number of each ingredient by the number of batches you want up to forty batches.
Once you have all of the ingredients in the pot/alembic, put it on the ground and:
Boiling: BOIL <pot> FOR <toxin> Hydrating: HYDRATE <alembic> FOR <toxin>
Depending on the skill level of the practitioner, and the container that the toxin is being poured into, a "batch" of a remedy is worth a differing amount of sips:
non-trans trans total practitioner practitioner sips max
Regular vial 40 50 200 Artefact vial 80 120 240
To refill a vial:
Boiling: FILL <vial> FROM <pot> [# times] Hydrating: DECANT <alembic> INTO <vial> [# times] [/spoiler]
We're about to load up some major changes! There will definitely be some lag when we do this, so please make sure you're somewhere safe for the next few minutes!
You did well, boys and girls of the Garden. I came home, with my curly fries and moonshine, and almost within 10 mins, I see the announce. You did very well. @Sarapis, please, pet @Tecton for me, as I don't wish to get the man's sweat on my hands.
The day is here! The much anticipated tradeskill split is upon us! This is the largest single code update we've ever
done; introducing several new class skills, a slew of new trade skills, updates to weapons and armour, and much more.
Here's the list of major changes:
- Class-based tradeskills are now available for all players! This adds another massive area of character customisation,
allowing you to be an Apostate who concocts venomous toxins, or a Bard who harvests primes and minerals. See HELP
TRADESKILLS for more information
- Knight classes have had their forging skill replaced with a new skill, Weaponmastery! This is a new specialisation
based skill that allows four unique fighting styles! Check out HELP WEAPONMASTERY for all of the details. Your skill
level in forging has been directly transferred to the new skill. If you were a journeyman, your chivalry skill level has
been translated across to Weaponmastery.
- We've opened up free Weaponmastery respecialisation for two weeks, and during this time, there is no need for weapon
proficiencies.
- Alchemists have had the Transmutation skill replaced with Formulation! This skill provides Alchemists the ability to
formulate new gasses and liquids (usable only by the creator) that can turn the tide of any battle. See HELP FORMULATION
for further information.
- Magi have had their enchanting skill replaced with Artificing, a new skill in which they create and control a large
crystalline golem! HELP ARTIFICING!
- All lessons invested in previous tradeskills (Cooking, Gathering, Inkmilling, Jewellery, Tailoring) have been
refunded. Any previous permits have been converted back into "a bronze trade seal", this item can be used in place of
the 200cr fee for re-obtaining any tradeskill permit (Cooking, Jewellery, Tailoring). These seals can be traded in for
200cr, should their owner no longer want them.
- Crafters who previously had Cooking, Jewellery, and Tailoring have been gifted with a special item that will allow
them to continue to cook/sew/craft all of their previous designs without learning the skill again. Naturally, they're
free to re-learn the tradeskill to continue designing new items.
- The rapier weapon proficiency has been removed, all adventurers with this proficiency have been gifted "a worn
whetstone", which can be used to learn a new weapon proficiency at no cost.
- Forging has been overhauled! The random element of forging is gone, meaning that if you're after a longsword or a
scimitar, you do not need to spend days or weeks at the forge trying to find that perfect weapon or armour. See HELP
FORGING for more details. All existing weapons and armour have be normalised to their new stats.
- Artefact weapon statistics have been adjusted; they will always be upgrades compared to the new standardised forged
values.
- All artefact knight weapons have been given a one-off switch to another knight weapon of the same level. This is a
***ONE-TIME ONLY SWITCH***, so be especially sure of your choice, as we will not change it after it is done. To do this,
simply EXCHANGE <weapon#> FOR <new weapon type>. e.g. EXCHANGE RAPIER1234 FOR BROADSWORD. If the weapon was customised, you'll receive a figurine to be used for a future customisation. Weapons with the ASP addon will transfer across, assuming the other weapon can support it. In the event you're swapping an ASP'ed sword for a blunt weapon, the ASP fee will be refunded.
- Abilities that are affected by weapon stats have been rebalanced to factor in the new values.
- Class-based armour and shield restrictions still exist, but anyone with the Armoursmithing ability will be able to
forge and sell any armour; fullplate is no longer bound to the forger who made it!
- Armoursmiths and weaponsmiths can modify their forged goods with a variety of descriptors (e.g. "elegant" or
"serrated" can be specified to make "an elegant rapier" or "a serrated broadsword"). As you forge more items, you will
unlock more exclusive descriptors to set your wares apart.
- The way armour and shield resistances are displayed has been modified to be more accurate. Rather than an arbitrary
value, it will show a percentage that is more in-line with the reduction for most attacks. A 100/100 fullplate doesn't
really block 100% of damage, for example. Nothing else has changed with armour, just the way it's displayed.
- Class-only benefits associated with tradeskills (like Concoctions' sip bonus, Enchanting's necklace of purity, and
Transmutations's potash bonus) will not be present in the new tradeskills. They will stay in place for the relevant
classes until they receive their overhaul (i.e. sentinels will still receive the sip bonus until their replacement skill
is implemented).
- Transmutation tonics and balms, and concoctions elixirs and salves have been combined into a new trade skill: Remedies, and have been standardised to the original concoctions names. We've converted all of the vials and tuns of the
transmutation cures over for you, and the server-side curing system has been updated to use these, even with
mineral/transmutation cures enabled.
- All adventurers have been given a trait reset, if they did not have one already!
- The Hammer of Forging artefact has been removed from the game, as it offers no benefit to the new way of forging.
We've given a full refund to anyone who had a hammer at this time.
- Any tradeskill-related artefact purchased within the past 6 months (since June 31, 2014) is eligible for a 100% trade-
in. Please email artefacts@achaea.com to arrange this. Artefacts purchased before this will carry their usual 66% value.
All of the artefacts will continue to work with the new tradeskills.
- To go alongside these, we've also implemented some other relevant changes to classes and combat, which will be coming in a follow up post in the next few minutes.
As mentioned in the opening, this is the single largest code change in Achaea's history! With this many changes, there's
bound to be some quirks! If you encounter anything that seems off, please file a BUG with as much information as
possible!
Penned by My hand on the 12th of Aeguary, in the year 673 AF.
"You have to learn the rules of the game. And then you have to play better than anyone else."
Major props to the team that's here on New Year's Eve working away on the various aspects of pushing such a big change live! Proofreading, coding, last minute bug fixes, help file writing, help file changes, etc etc.
Comments
Results of disembowel testing | Knight limb counter | GMCP AB files
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
Out of context but take that!
(Pathers' Private Party): Tharvis says, "I will murder you."
twitter - @spacemanreno
twitter - @spacemanreno
programmed keyboard so all buttons are F5. I'm posting this from my phone cause my keyboard stopped working.
Album of Bluef during her time in Achaea
https://ada-young.appspot.com/pastebin/97b0fd80
"You have to learn the rules of the game. And then you have to play better than anyone else."
-Albert Einstein
[spoiler]
Toxicology is the creation of deadly toxins from a variety of sources. These
toxins can be envenomed upon weapons to deliver ailments and afflictions to an
enemy.
Based on what you're making these toxins from, there are two methods for
formulating them:
BOILING - For plant-based toxins.
HYDRATING - For mineral-based toxins.
Each AB help file will list both the ingredients for each poison.
Place the required ingredients into your pot or alembic with the following
command:
Boiling: INPOT <#> <ingredient> IN <pot>
Hydrating: COMPOUND <#> <ingredient> IN <alembic>
You may concoct multiple batches of a toxin at once. Multiply the number of
each ingredient by the number of batches you want up to forty batches.
Once you have all of the ingredients in the pot/alembic, put it on the ground
and:
Boiling: BOIL <pot> FOR <toxin>
Hydrating: HYDRATE <alembic> FOR <toxin>
Depending on the skill level of the practitioner, and the container that the
toxin is being poured into, a "batch" of a remedy is worth a differing amount
of sips:
non-trans trans total
practitioner practitioner sips max
Regular vial 40 50 200
Artefact vial 80 120 240
To refill a vial:
Boiling: FILL <vial> FROM <pot> [# times]
Hydrating: DECANT <alembic> INTO <vial> [# times]
[/spoiler]
HELL YES!!!!
Album of Bluef during her time in Achaea
"You have to learn the rules of the game. And then you have to play better than anyone else."
-Albert Einstein
"You have to learn the rules of the game. And then you have to play better than anyone else."
-Albert Einstein
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
FIRST!
Obligatory poke at @Arador for being stuck at a party.
Edit: Seriously, everyone who worked on getting this out on New Years, great job! Ya'll are the best.