Here it is, seems like a mixture of bombs/vibes: Too bad there are no phials to be found anywhere
Abilities in Formulation: ------------------------------------------------------------------------------- Mask Craft yourself a protective mask. Amalgamate Combine minerals to create potent compounds. Endorphin Soothe the body with a potent endorphin. Nutritional A potent nutritional supplement. Corrosive An acid to eat away at various defences. Petrifying Partial petrification comes with many advantages. Incendiary Sear flesh from bone with this lethal compound. Alteration Modify various properties of your compounds. Scrutinise Determine specifics about your compounds. Insufflate This compound will allow you to convert water into oxygen. Devitalisation The air itself turns against your victims. Intoxicant Paralyse the lungs of the unprotected. Vapourisation A compound that reacts violently with water. Phosphorous A compound to create a blinding flash. Monoxide A gas to disorientate your subjects. Concussive A compound that reacts violently when exposed to the air. Mayology The culmination of the Mayan experiment. Enhancement A formula to enhance your physiology. Bolster Force your body beyond its limits. Philosopherstone The pinnacle of Alchemical learning. -------------------------------------------------------------------------------
For the purposes of getting better at forging particular descriptors and really everything else, weaponsmithing and armoursmithing are two sides of the same coin.
Abilities in Inkmilling: ------------------------------------------------------------------------------- Milling Mill reagents to create inks. Reagents Knowledge of the common ingredients. Redink Create a red ink. Fluidity Mastery of inkmilling increases tattooing speed. Blueink Create a blue ink. Dyeing Ability to dye white letters with inks. Yellowink Create a yellow ink. Warpaint Create warpaints for people to wear. Greenink Create a green ink. Calligraphy Further mastery of inkmilling increases tattooing speed. Purpleink Create a purple ink. Poster Posters that can be hung in rooms like graffiti. Goldink Create a gold ink. Mastery Expert milling techniques can produce an extra ink. Blackink Create a black ink. Potency Absolute mastery of inkmilling gives tattoos more charges. -------------------------------------------------------------------------------
Abilities in Cooking: ------------------------------------------------------------------------------- Prepare Prepare existing recipes. Grain Use grain to prepare new ingredients. Recipes Create your own new recipes. Milk Use milk to prepare new ingredients. Preserve Salt your food to increase its life span. Alteration Make minor alterations to recipes you prepare. Portions Wasting less means larger portions. -------------------------------------------------------------------------------
Abilities in Gathering: ------------------------------------------------------------------------------- Clay Red clay occasionally contains flakes of gold. Saltwater Pure essence of the ocean. Fruit Delicious and juicy edibles. Grain Wheat, rice, corn, maize, barley, oats, rye... Vegetables Healthy food to help you grow big and strong. Eggs Boil 'em, fry 'em, put 'em in a souffle. Milk It does a body good! Nuts Crunchy garnishes for your meals. Olives Versatile fruit grown in fertile soil. Sugarcane Sweet-tasting plant that rots your teeth. Lumic Blue moss growing underground. Cacao Cacao pods that can be refined into chocolate. Refining Turn ordinary items into something extraordinary. Dust Valuable diamond dust gathered underground. Butchering Select the choicest cuts of meat from your prey. -------------------------------------------------------------------------------
Abilities in Armoursmithing: ------------------------------------------------------------------------------- Fire How to set forges to burning. Buckler The smallest shield. Leatherarmour A suit of leather armour. Cavalry A small shield, but more effective than the buckler. Ringmail Armour composed of overlapping rings of metal. Banded A shield of reasonable effectiveness. Scalemail Armour made of overlapping scales of metal and leather. Kite A large, protective shield. Chainmail Armour made of interlocking rings of metal. Tower The largest and most cumbersome shield. Splintmail Good armour made of strips of metal and leather. Tank The deadly weapons of war. Fullplate The most magnificent armour. See AB FORGING FULLPLATE. -------------------------------------------------------------------------------
Abilities in Weaponsmithing: ------------------------------------------------------------------------------- Fire How to set forges to burning. Dirk A weapon made for stabbing. Spear The standard weapon of the footman. Halberd The simplest of the polearms. Shortsword A smaller version of the longsword. Mace The Basilican maces. Axe The handaxe; made for throwing. Bardiche Another polearm. More complicated than the halberd. Dagger Obsidian throwing daggers. Whip The feared weapon of those who practice serpentry. Talons Steel talons to equip falcons with. Morningstar An iron ball connected to a handle by a chain. Warhammer A large bludgeoning weapon. Rapier The weapon of the cultured urbanite. Javelin Nothing hurts quite as much as being hit by a javelin. Flail A wicked-looking variation on a morningstar. Trident Oftentimes the favourite weapon of gladiators. Battleaxe Favoured weapon of the mountain dwarves. Bastard The famous Delosian bastard swords. Lance Weapon of the mounted knight. Scimitar A very effective curved sword favoured in the south. Broadsword A popular variation on the longsword. Longsword The standard against which all is based. -------------------------------------------------------------------------------
Abilities in Harvesting: ------------------------------------------------------------------------------- Harvest The ability to harvest plants for Concoctions. Ginseng An herb that may purify the blood when eaten. Ash A swamp-dwelling tree with bark that restores sanity. Echinacea The purple-coneflower that grows in the forests. Ginger A low-lying forest plant. Burdock A dark root of the burdock plant. Myrrh A sticky bush that, when eaten, increases scholasticism. Planting Planting herbs and plants in new locations. Bellwort A wildflower that counters the effects of altruism. Sac The venom sac of a snake. Lastharvest The ability to see who last harvested in a room. Bloodroot An underground root that can cure paralysis, among others. Hawthorn The berry of the hill-dwelling hawthorn bush. Kuzu The fast-growing jungle vine. Skullcap This downy plant has an interesting effect when smoked. Slipper The lady's slipper plant is found in the Savannah. Goldenseal This Savannah-dwelling plant restores harmony when eaten. Valerian A mountain-dwelling plant with smokeable properties. Bayberry A hill-dwelling tree with valuable bark. Cohosh The curiously white plant that induces insomnia. Lobelia A beautiful scarlet wildflower with therapeutic properties. Pear The fruit of the prickly pear cactus. Weed The mind-altering cactus weed. Irid Iridescent moss growing underground. Sileris A lush, berry-bearing plant which grows in valleys. Kelp The grass of the sea. It has strengthening attributes. Feathers The feathers of various birds. Diamond Powdered diamond dust. Kola The nut of this jungle tree can keep you quite alert. Elm Slippery elm from the red elm tree. -------------------------------------------------------------------------------
Abilities in Remedies: ------------------------------------------------------------------------------- Boiling Learn the art of boiling. Transmutate Combine primes and metals to create curative substances. Immunity A brew to help you shrug off deadly poisons. Epidermal A salve to cure certain exterior afflictions. Mana A brew to replenish your mental strength. Health A brew that will heal your wounds. Venom A brew to increase your resistance to poison damage. Frost A mixture to increase your resistance to fire. Caloric A salve to increase your resistance to the cold. Levitation A mixture that allows you to hover. Mending A salve to repair your broken body. Mass A salve that will greatly increase your weight. Speed An elixir to slow your perception of time. Gold Liquid gold. Restoration A necessary salve for healing mutilated body parts. -------------------------------------------------------------------------------
Abilities in Conjuration: ------------------------------------------------------------------------------- Worrystone An unpredictable magical item. Fist The fist sigil. Flame The flame sigil. Brooch Create a brooch of Thoth. Key The key sigil. Eye A sigil dealing with souls and other dimensions. Knife The knife sigil. Comprehension Understand all mortal languages for a time. Mushroom The mushroom sigil. Whirlwind The roaring whirlwind of Vastar. Concealment The obfuscating orb of concealment. Bauble A magically scented bauble to attract falcons. Monolith The monolith sigil. Dreamcatcher Increase regeneration while sleeping. Negation The powerful gem of negation. Cube The vibration-dampening cube sigil. Pestilence Create a ring of pestilence. Stasis Items in the bag of stasis decay more slowly. Orb The chaos-destroying orb sigil. -------------------------------------------------------------------------------
Abilities in Augmentation: ------------------------------------------------------------------------------- Firelash A lash of burning fire. Hearing Hear while otherwise deaf. Cold Enchant rings with the power to resist cold. Waterwalk Enchant shoes with the power to walk on water. Electric Enchant rings with electric resistance. Firewall Create a wall of fire. Augment Increase the power of weapons and armour. Meteor Turn arrows into flaming meteors. Magic Enchant rings with magic resistance. Icewall Create a blocking wall of ice. Fire Enchant rings with fire resistance. Scabbard Enchant a scabbard of stasis. Imbue Imbue scrolls with transferrable enchantments. -------------------------------------------------------------------------------
Abilities in Synthesis: ------------------------------------------------------------------------------- Metallurgy Synthesis of the six alchemical metals. Transmutate Combine primes and metals to create curative substances. Ferrum A mineral to cleanse the blood. Stannum Restore sanity with the stannum mineral. Dolomite A milky white mineral. Antimony Antimony will protect against hydropsy. Bisemutum A mineral to quicken the mind. Cuprum A mineral alloy of copper. Magnesium A mineral to return movement to the muscles. Calamine Block out sounds with the calamine mineral. Malachite Ground malachite will raise an anti-weapon field. Extraction Draw the primes from the earth. Azurite Link with the realm of the Deathgod. Plumbum A leaden mineral to restore mental health. Realgar A smokable sulphurous mineral. Arsenic A toxic mineral to induce blindness. Gypsum Gypsum's physiological properties will prevent sleep. Argentum A silver mineral to relieve mental ailments. Calcite When reacted with water, calcite will surround you with an air bubble. Potash Heal your mind and body with potash. Quicksilver Coat yourself in a thin layer of quicksilver. Aurum Aurum will strengthen your body. Quartz Special quartz crystals provide energy. Cinnabar A mineral of sulphur and mercury. -------------------------------------------------------------------------------
Abilities in Toxicology: ------------------------------------------------------------------------------- Boiling Learn the art of boiling. Mixing Combine minerals and inks to form lethal poisons. Xentio Loss of coordination. Oleander Blindness. Eurypteria Gives the victim delusions of invulnerability. Kalmia Inhibits the respiratory system. Digitalis Causes unbearable shyness. Darkshade Makes the victim allergic to sunlight. Curare A venom of muscular paralysis. Epteth Shrivel up the arms of your unlucky victim. Prefarar Increase the recipient's sensitivity. Monkshood Disfigure your victim, causing disloyalty in those around. Euphorbia Induces spasmodic vomiting. Colocasia Gives blindness and deafness. Oculus Forces the recipient's eyelids open. Vernalius A venom that weakens the muscles. Epseth Cause the legs of your victim to become useless. Larkspur Causes great dizziness. Slike Give the curse of anorexia to your victim. Voyria The deadliest venom known to mankind. Delphinium Put your victim to sleep. Vardrax Grants an insatiable addiction. Loki An unpredictable toxin. Aconite Cause sheer stupidity in your opponent. Selarnia Forcing your victim back into mortal form. Gecko Causes the recipient to become foully oily. -------------------------------------------------------------------------------
Ok my question is this, Serpents had milking, now they don't supposedly, -Note it still shows in AB VENOMS MILKING-, so that means the trade skill I previously had, I no longer have? Because I don't have Toxicology showing up at all. So now what?
Ok my question is this, Serpents had milking, now they don't supposedly, -Note it still shows in AB VENOMS MILKING-, so that means the trade skill I previously had, I no longer have? Because I don't have Toxicology showing up at all. So now what?
It's supposed to be replaced (eventually) with some other skill for Serpents as I understand, they were just trying to come up with something balanced.
Ok my question is this, Serpents had milking, now they don't supposedly, -Note it still shows in AB VENOMS MILKING-, so that means the trade skill I previously had, I no longer have? Because I don't have Toxicology showing up at all. So now what?
It's supposed to be replaced (eventually) with some other skill for Serpents as I understand, they were just trying to come up with something balanced.
So it isn't instantaneous like everyone elses? o.O
So let me get this straight. We were told the Philosopher's Stone was out in the old thread.
Now it's the end ability for Formulations. So the benefit to those who will have synthesis is only available for those who ALSO trans Formulation?
@Amarillys would also be interested in if that's as intended. She wanted nothing to do with Formulations in exchange for keeping her lessons in Syn/Rem only.
Ok my question is this, Serpents had milking, now they don't supposedly, -Note it still shows in AB VENOMS MILKING-, so that means the trade skill I previously had, I no longer have? Because I don't have Toxicology showing up at all. So now what?
It's supposed to be replaced (eventually) with some other skill for Serpents as I understand, they were just trying to come up with something balanced.
So it isn't instantaneous like everyone elses? o.O
Yes. They're not rolling out all the classes at once (it would have taken another two months). They rolled out three (well, five really, there's three knight classes) today (which, Magi was a surprise, we were only expecting Alchemist and Knights), the rest are supposed to be coming in the next weeks/months. Until then you keep your old tradeskill for now.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
I am confused by Tecton's offer of a direct skill-level transfer.
Can I retain my tradeskill instead of the replacement class skill? We'll handle this manually in cases where a particular player would rather the miniskills in place of the replacement skill. Once your class tradeskill split has been completed, just email support@achaea.com, and we'll make the appropriate adjustments. This will be a direct skill level switch, not a 100% refund on lessons.
Does this mean that I go from 70% (1118 lessons spent) in this new skill that I got from spending lessons in the skill I intended to spend lessons in to 70% in one tradekill (693 lesson total) meaning that I'd be losing MORE than HALF of my lessons already spent?
Does it mean I go to 70% in two tradeskills?
And, I'm curious, do they have to be the two tradeskills that add up to what I originally invested lessons into? Or do I get to at least spend my lessons without an additional 50 cr to enjoy we were granted access to?
For those curious about Imbue in Augmentation, I got lovely @Malaphus to tell me about its AB:
Malaphus tells you, "Your mastery in the field of augmenting items has progressed to such a degree that you are now able to imbue scrolls with enchantments rather than standard items. This is done in the normal way, simply by substituting one of the enchantable scrolls for the target item. \\ Once you have enchanted a scroll, you anyone may recite the scroll on an item, transferring the stored enchantment to that item. This will destroy the scroll, and normal limitations apply (such as only being able to recite the scroll on footwear if it is storing the walk on water enchantment). \\ You may purchase scrolls from most general stores around Sapience."
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
I am confused by Tecton's offer of a direct skill-level transfer.
Can I retain my tradeskill instead of the replacement class skill? We'll handle this manually in cases where a particular player would rather the miniskills in place of the replacement skill. Once your class tradeskill split has been completed, just email support@achaea.com, and we'll make the appropriate adjustments. This will be a direct skill level switch, not a 100% refund on lessons.
Does this mean that I go from 70% (1118 lessons spent) in this new skill that I got from spending lessons in the skill I intended to spend lessons in to 70% in one tradekill (693 lesson total) meaning that I'd be losing MORE than HALF of my lessons already spent?
Does it mean I go to 70% in two tradeskills?
And, I'm curious, do they have to be the two tradeskills that add up to what I originally invested lessons into? Or do I get to at least spend my lessons without an additional 50 cr to enjoy we were granted access to?
You get whichever skill level you were at, I think. And probably some bonus lessons.
I like my steak like I like my Magic cards: mythic rare.
Do you need to forge journeyman level materials to get to blacksmith, and do you need to forge blacksmith level materials to get artisan? Or can you forge a lot of apprentice to get to artisan?
Do you need to forge journeyman level materials to get to blacksmith, and do you need to forge blacksmith level materials to get artisan? Or can you forge a lot of apprentice to get to artisan?
The system doesn't care what rank you are for the purposes of progressing in Forging, so nope to your first question and yes to your second.
Do size 1 items (which appear to have no effect on mastery and little consideration towards commodity cost) provide advancement in forging rank? Like, does forging a tower shield actually do anything for you in terms of mastery OR rank? Will consideration be given towards adjusting these size values? Like leatherarmour is size 3 and costs less in commodities (usually) than tower shields, and leatherarmour gives 1 mastery % while tower gives <1.
It seem that i cannot use most of conjuration when i tried to create some one of conjuration item. it tell me that I don't have sufficient magic knowledge. Is it because I'm not a mage/sorceror/warlock/etc? @Tecton@Sarapis
2015/01/12
Tecton, the Terraformer has bestowed His divine favour upon you. It will last for approximately 1 Achaean month.
Has anyone taken augmentation? Does it have the new ability (to replace augment) in yet, and if so what is it?
I took it and transed it. Available abilities for me at present with AB AUGMENTATION are:
Abilities in Augmentation: ------------------------------------------------------------------------------- Firelash A lash of burning fire. Hearing Hear while otherwise deaf. Cold Enchant rings with the power to resist cold. Waterwalk Enchant shoes with the power to walk on water. Electric Enchant rings with electric resistance. Firewall Create a wall of fire. Meteor Turn arrows into flaming meteors. Magic Enchant rings with magic resistance. Icewall Create a blocking wall of ice. Fire Enchant rings with fire resistance. Scabbard Enchant a scabbard of stasis. Imbue Imbue scrolls with transferrable enchantments. -------------------------------------------------------------------------------
Curiously, however, if I do AB AUGMENTATION AUGMENT, I get this:
Augment (Augmentation) Known: No (68 lessons required) ------------------------------------------------------------------------------- Syntax: BEGIN ENCHANTMENT OF <armour/weapon> WITH AUGMENTATION Details: Enchanted onto armour or weapons. Stackable.
Augment can be used to increase the effectiveness of weapon or armour. It will raise a random statistic on the item, but each time you put an enchantment on it, there is a chance of it being destroyed. This chance depends on your skill in enchantment and how many enchantments are on the item. -------------------------------------------------------------------------------
It shows up even though it's not on the actual ability list. I assume that this is some sort of bug, or the skill is still in there for the moment but has had its lesson requirement shifted to something beyond any ability to reach (since I'm transed, but it says I need another 68 lessons).
- (Eleusis): Ellodin says, "The Fissure of Echoes is Sarathai's happy place." - With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely." - (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")." - Makarios says, "Serve well and perish." - Xaden says, "Xaden confirmed scrub 2017."
It seem that i cannot use most of conjuration when i tried to create some one of conjuration item. it tell me that I don't have sufficient magic knowledge. Is it because I'm not a mage/sorceror/warlock/etc? @Tecton@Sarapis
Was just a small hiccup with the changeover, should be fixed in the next couple of minutes.
I am happy. Finally. But it took me ~5000 lessons and 100 credits. Whatever though. Hooray! Thanks to Tecton for fixing the bug with Conjuration as quickly as he could!
"Mummy, I'm hungry, but there's no one to eat! :C"
It seem that i cannot use most of conjuration when i tried to create some one of conjuration item. it tell me that I don't have sufficient magic knowledge. Is it because I'm not a mage/sorceror/warlock/etc? @Tecton@Sarapis
Was just a small hiccup with the changeover, should be fixed in the next couple of minutes.
Was trying to test getting a magic resistance augmentation in the Tasur'ke caves:
-->begin enchantment of ring133267 with magical resistance
Your knowledge of magic is not great enough to perform that spell.
Same problem?
- (Eleusis): Ellodin says, "The Fissure of Echoes is Sarathai's happy place." - With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely." - (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")." - Makarios says, "Serve well and perish." - Xaden says, "Xaden confirmed scrub 2017."
It seem that i cannot use most of conjuration when i tried to create some one of conjuration item. it tell me that I don't have sufficient magic knowledge. Is it because I'm not a mage/sorceror/warlock/etc? @Tecton@Sarapis
Was just a small hiccup with the changeover, should be fixed in the next couple of minutes.
Was trying to test getting a magic resistance augmentation in the Tasur'ke caves:
-->begin enchantment of ring133267 with magical resistance
Your knowledge of magic is not great enough to perform that spell.
Comments
Abilities in Formulation:
-------------------------------------------------------------------------------
Mask Craft yourself a protective mask.
Amalgamate Combine minerals to create potent compounds.
Endorphin Soothe the body with a potent endorphin.
Nutritional A potent nutritional supplement.
Corrosive An acid to eat away at various defences.
Petrifying Partial petrification comes with many advantages.
Incendiary Sear flesh from bone with this lethal compound.
Alteration Modify various properties of your compounds.
Scrutinise Determine specifics about your compounds.
Insufflate This compound will allow you to convert water into oxygen.
Devitalisation The air itself turns against your victims.
Intoxicant Paralyse the lungs of the unprotected.
Vapourisation A compound that reacts violently with water.
Phosphorous A compound to create a blinding flash.
Monoxide A gas to disorientate your subjects.
Concussive A compound that reacts violently when exposed to the air.
Mayology The culmination of the Mayan experiment.
Enhancement A formula to enhance your physiology.
Bolster Force your body beyond its limits.
Philosopherstone The pinnacle of Alchemical learning.
-------------------------------------------------------------------------------
For the purposes of getting better at forging particular descriptors and really everything else, weaponsmithing and armoursmithing are two sides of the same coin.
-------------------------------------------------------------------------------
Milling Mill reagents to create inks.
Reagents Knowledge of the common ingredients.
Redink Create a red ink.
Fluidity Mastery of inkmilling increases tattooing speed.
Blueink Create a blue ink.
Dyeing Ability to dye white letters with inks.
Yellowink Create a yellow ink.
Warpaint Create warpaints for people to wear.
Greenink Create a green ink.
Calligraphy Further mastery of inkmilling increases tattooing speed.
Purpleink Create a purple ink.
Poster Posters that can be hung in rooms like graffiti.
Goldink Create a gold ink.
Mastery Expert milling techniques can produce an extra ink.
Blackink Create a black ink.
Potency Absolute mastery of inkmilling gives tattoos more charges.
-------------------------------------------------------------------------------
Abilities in Cooking:
-------------------------------------------------------------------------------
Prepare Prepare existing recipes.
Grain Use grain to prepare new ingredients.
Recipes Create your own new recipes.
Milk Use milk to prepare new ingredients.
Preserve Salt your food to increase its life span.
Alteration Make minor alterations to recipes you prepare.
Portions Wasting less means larger portions.
-------------------------------------------------------------------------------
Abilities in Gathering:
-------------------------------------------------------------------------------
Clay Red clay occasionally contains flakes of gold.
Saltwater Pure essence of the ocean.
Fruit Delicious and juicy edibles.
Grain Wheat, rice, corn, maize, barley, oats, rye...
Vegetables Healthy food to help you grow big and strong.
Eggs Boil 'em, fry 'em, put 'em in a souffle.
Milk It does a body good!
Nuts Crunchy garnishes for your meals.
Olives Versatile fruit grown in fertile soil.
Sugarcane Sweet-tasting plant that rots your teeth.
Lumic Blue moss growing underground.
Cacao Cacao pods that can be refined into chocolate.
Refining Turn ordinary items into something extraordinary.
Dust Valuable diamond dust gathered underground.
Butchering Select the choicest cuts of meat from your prey.
-------------------------------------------------------------------------------
Abilities in Armoursmithing:
-------------------------------------------------------------------------------
Fire How to set forges to burning.
Buckler The smallest shield.
Leatherarmour A suit of leather armour.
Cavalry A small shield, but more effective than the buckler.
Ringmail Armour composed of overlapping rings of metal.
Banded A shield of reasonable effectiveness.
Scalemail Armour made of overlapping scales of metal and leather.
Kite A large, protective shield.
Chainmail Armour made of interlocking rings of metal.
Tower The largest and most cumbersome shield.
Splintmail Good armour made of strips of metal and leather.
Tank The deadly weapons of war.
Fullplate The most magnificent armour. See AB FORGING FULLPLATE.
-------------------------------------------------------------------------------
Abilities in Weaponsmithing:
-------------------------------------------------------------------------------
Fire How to set forges to burning.
Dirk A weapon made for stabbing.
Spear The standard weapon of the footman.
Halberd The simplest of the polearms.
Shortsword A smaller version of the longsword.
Mace The Basilican maces.
Axe The handaxe; made for throwing.
Bardiche Another polearm. More complicated than the halberd.
Dagger Obsidian throwing daggers.
Whip The feared weapon of those who practice serpentry.
Talons Steel talons to equip falcons with.
Morningstar An iron ball connected to a handle by a chain.
Warhammer A large bludgeoning weapon.
Rapier The weapon of the cultured urbanite.
Javelin Nothing hurts quite as much as being hit by a javelin.
Flail A wicked-looking variation on a morningstar.
Trident Oftentimes the favourite weapon of gladiators.
Battleaxe Favoured weapon of the mountain dwarves.
Bastard The famous Delosian bastard swords.
Lance Weapon of the mounted knight.
Scimitar A very effective curved sword favoured in the south.
Broadsword A popular variation on the longsword.
Longsword The standard against which all is based.
-------------------------------------------------------------------------------
Abilities in Harvesting:
-------------------------------------------------------------------------------
Harvest The ability to harvest plants for Concoctions.
Ginseng An herb that may purify the blood when eaten.
Ash A swamp-dwelling tree with bark that restores sanity.
Echinacea The purple-coneflower that grows in the forests.
Ginger A low-lying forest plant.
Burdock A dark root of the burdock plant.
Myrrh A sticky bush that, when eaten, increases scholasticism.
Planting Planting herbs and plants in new locations.
Bellwort A wildflower that counters the effects of altruism.
Sac The venom sac of a snake.
Lastharvest The ability to see who last harvested in a room.
Bloodroot An underground root that can cure paralysis, among others.
Hawthorn The berry of the hill-dwelling hawthorn bush.
Kuzu The fast-growing jungle vine.
Skullcap This downy plant has an interesting effect when smoked.
Slipper The lady's slipper plant is found in the Savannah.
Goldenseal This Savannah-dwelling plant restores harmony when eaten.
Valerian A mountain-dwelling plant with smokeable properties.
Bayberry A hill-dwelling tree with valuable bark.
Cohosh The curiously white plant that induces insomnia.
Lobelia A beautiful scarlet wildflower with therapeutic properties.
Pear The fruit of the prickly pear cactus.
Weed The mind-altering cactus weed.
Irid Iridescent moss growing underground.
Sileris A lush, berry-bearing plant which grows in valleys.
Kelp The grass of the sea. It has strengthening attributes.
Feathers The feathers of various birds.
Diamond Powdered diamond dust.
Kola The nut of this jungle tree can keep you quite alert.
Elm Slippery elm from the red elm tree.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Boiling Learn the art of boiling.
Transmutate Combine primes and metals to create curative substances.
Immunity A brew to help you shrug off deadly poisons.
Epidermal A salve to cure certain exterior afflictions.
Mana A brew to replenish your mental strength.
Health A brew that will heal your wounds.
Venom A brew to increase your resistance to poison damage.
Frost A mixture to increase your resistance to fire.
Caloric A salve to increase your resistance to the cold.
Levitation A mixture that allows you to hover.
Mending A salve to repair your broken body.
Mass A salve that will greatly increase your weight.
Speed An elixir to slow your perception of time.
Gold Liquid gold.
Restoration A necessary salve for healing mutilated body parts.
-------------------------------------------------------------------------------
Abilities in Conjuration:
-------------------------------------------------------------------------------
Worrystone An unpredictable magical item.
Fist The fist sigil.
Flame The flame sigil.
Brooch Create a brooch of Thoth.
Key The key sigil.
Eye A sigil dealing with souls and other dimensions.
Knife The knife sigil.
Comprehension Understand all mortal languages for a time.
Mushroom The mushroom sigil.
Whirlwind The roaring whirlwind of Vastar.
Concealment The obfuscating orb of concealment.
Bauble A magically scented bauble to attract falcons.
Monolith The monolith sigil.
Dreamcatcher Increase regeneration while sleeping.
Negation The powerful gem of negation.
Cube The vibration-dampening cube sigil.
Pestilence Create a ring of pestilence.
Stasis Items in the bag of stasis decay more slowly.
Orb The chaos-destroying orb sigil.
-------------------------------------------------------------------------------
Abilities in Augmentation:
-------------------------------------------------------------------------------
Firelash A lash of burning fire.
Hearing Hear while otherwise deaf.
Cold Enchant rings with the power to resist cold.
Waterwalk Enchant shoes with the power to walk on water.
Electric Enchant rings with electric resistance.
Firewall Create a wall of fire.
Augment Increase the power of weapons and armour.
Meteor Turn arrows into flaming meteors.
Magic Enchant rings with magic resistance.
Icewall Create a blocking wall of ice.
Fire Enchant rings with fire resistance.
Scabbard Enchant a scabbard of stasis.
Imbue Imbue scrolls with transferrable enchantments.
-------------------------------------------------------------------------------
Abilities in Synthesis:
-------------------------------------------------------------------------------
Metallurgy Synthesis of the six alchemical metals.
Transmutate Combine primes and metals to create curative substances.
Ferrum A mineral to cleanse the blood.
Stannum Restore sanity with the stannum mineral.
Dolomite A milky white mineral.
Antimony Antimony will protect against hydropsy.
Bisemutum A mineral to quicken the mind.
Cuprum A mineral alloy of copper.
Magnesium A mineral to return movement to the muscles.
Calamine Block out sounds with the calamine mineral.
Malachite Ground malachite will raise an anti-weapon field.
Extraction Draw the primes from the earth.
Azurite Link with the realm of the Deathgod.
Plumbum A leaden mineral to restore mental health.
Realgar A smokable sulphurous mineral.
Arsenic A toxic mineral to induce blindness.
Gypsum Gypsum's physiological properties will prevent sleep.
Argentum A silver mineral to relieve mental ailments.
Calcite When reacted with water, calcite will surround you with an air bubble.
Potash Heal your mind and body with potash.
Quicksilver Coat yourself in a thin layer of quicksilver.
Aurum Aurum will strengthen your body.
Quartz Special quartz crystals provide energy.
Cinnabar A mineral of sulphur and mercury.
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Abilities in Toxicology:
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Boiling Learn the art of boiling.
Mixing Combine minerals and inks to form lethal poisons.
Xentio Loss of coordination.
Oleander Blindness.
Eurypteria Gives the victim delusions of invulnerability.
Kalmia Inhibits the respiratory system.
Digitalis Causes unbearable shyness.
Darkshade Makes the victim allergic to sunlight.
Curare A venom of muscular paralysis.
Epteth Shrivel up the arms of your unlucky victim.
Prefarar Increase the recipient's sensitivity.
Monkshood Disfigure your victim, causing disloyalty in those around.
Euphorbia Induces spasmodic vomiting.
Colocasia Gives blindness and deafness.
Oculus Forces the recipient's eyelids open.
Vernalius A venom that weakens the muscles.
Epseth Cause the legs of your victim to become useless.
Larkspur Causes great dizziness.
Slike Give the curse of anorexia to your victim.
Voyria The deadliest venom known to mankind.
Delphinium Put your victim to sleep.
Vardrax Grants an insatiable addiction.
Loki An unpredictable toxin.
Aconite Cause sheer stupidity in your opponent.
Selarnia Forcing your victim back into mortal form.
Gecko Causes the recipient to become foully oily.
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Now it's the end ability for Formulations. So the benefit to those who will have synthesis is only available for those who ALSO trans Formulation?
@Amarillys would also be interested in if that's as intended. She wanted nothing to do with Formulations in exchange for keeping her lessons in Syn/Rem only.
Also... Phials? Phials anyone?
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
Does this mean that I go from 70% (1118 lessons spent) in this new skill that I got from spending lessons in the skill I intended to spend lessons in to 70% in one tradekill (693 lesson total) meaning that I'd be losing MORE than HALF of my lessons already spent?
Does it mean I go to 70% in two tradeskills?
And, I'm curious, do they have to be the two tradeskills that add up to what I originally invested lessons into? Or do I get to at least spend my lessons without an additional 50 cr to enjoy we were granted access to?
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
@Tecton @Sarapis
Abilities in Augmentation:
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Firelash A lash of burning fire.
Hearing Hear while otherwise deaf.
Cold Enchant rings with the power to resist cold.
Waterwalk Enchant shoes with the power to walk on water.
Electric Enchant rings with electric resistance.
Firewall Create a wall of fire.
Meteor Turn arrows into flaming meteors.
Magic Enchant rings with magic resistance.
Icewall Create a blocking wall of ice.
Fire Enchant rings with fire resistance.
Scabbard Enchant a scabbard of stasis.
Imbue Imbue scrolls with transferrable enchantments.
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Curiously, however, if I do AB AUGMENTATION AUGMENT, I get this:
Augment (Augmentation) Known: No (68 lessons required)
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Syntax: BEGIN ENCHANTMENT OF <armour/weapon> WITH AUGMENTATION
Details:
Enchanted onto armour or weapons. Stackable.
Actions:
15, 3x11, 3x3, 6, 2x14, 2x1, 9, 17, 4, 5, 3x15, 3x16
Comms:
2 diamond dust, 1 silver, 1 gold
Augment can be used to increase the effectiveness of weapon or armour. It will raise a random
statistic on the item, but each time you put an enchantment on it, there is a chance of it being
destroyed. This chance depends on your skill in enchantment and how many enchantments are on the
item.
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It shows up even though it's not on the actual ability list. I assume that this is some sort of bug, or the skill is still in there for the moment but has had its lesson requirement shifted to something beyond any ability to reach (since I'm transed, but it says I need another 68 lessons).
- With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely."
- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
- Makarios says, "Serve well and perish."
- Xaden says, "Xaden confirmed scrub 2017."
| Tailoring 100% ######################### Transcendent |
| InkMilling 100% ######################### Transcendent |
| Cooking 100% ######################### Transcendent |
| Gathering 100% ######################### Transcendent |
| Conjuration 100% ######################### Transcendent |
| Synthesis 100% ######################### Transcendent |
I am happy. Finally. But it took me ~5000 lessons and 100 credits. Whatever though. Hooray! Thanks to Tecton for fixing the bug with Conjuration as quickly as he could!
-->begin enchantment of ring133267 with magical resistance
Your knowledge of magic is not great enough to perform that spell.
Same problem?
- With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely."
- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
- Makarios says, "Serve well and perish."
- Xaden says, "Xaden confirmed scrub 2017."