Difference between revisions of "Alchemy (skill)"

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{{SkillHeader}}
{{SkillHeader}}
{{SkillTableRow |Volatility |Inept |0 |Capitalise upon the volatility of chemical reactions. }}
{{SkillTableRow |Volatility |Inept |0 |Capitalise upon the volatility of chemical reactions. }}
Line 5: Line 6:
{{SkillTableRow |Recall |Inept |0 |An Alchemist's weapon is never far from reach. }}
{{SkillTableRow |Recall |Inept |0 |An Alchemist's weapon is never far from reach. }}
{{SkillTableRow |Clarify |Apprentice |25 |Clear the air of obfuscations. }}
{{SkillTableRow |Clarify |Apprentice |25 |Clear the air of obfuscations. }}
{{SkillTableRow |Catalyse |Apprentice |50 |Utilise a catalyst to induce the effects of volatility.  
{{SkillTableRow |Catalyse |Apprentice |50 |Utilise a catalyst to induce the effects of volatility. }}
}}
{{SkillTableRow |Corrosive |Capable |0 |A corrosive gas capable of shredding barriers. }}
{{SkillTableRow |Corrosive |Capable |0 |A corrosive gas capable of shredding barriers. }}
{{SkillTableRow |Virulent |Capable |50 |Diffuse a venom into your crystallised gas. }}
{{SkillTableRow |Virulent |Capable |50 |Diffuse a venom into your crystallised gas. }}
{{SkillTableRow |Upset |Adept |0 |Muddle their balance, sending them sprawling. }}
{{SkillTableRow |Upset |Adept |0 |Muddle their balance, sending them sprawling. }}
{{SkillTableRow |Intrusive |Adept |33 |A compound that binds with elixirs, reducing their efficacy.  
{{SkillTableRow |Intrusive |Adept |33 |A compound that binds with elixirs, reducing their efficacy. }}
}}
{{SkillTableRow |Electroshock |Adept |66 |Therapy comes in many forms. }}
{{SkillTableRow |Electroshock |Adept |66 |Therapy comes in many forms. }}
{{SkillTableRow |Incendiary |Skilled |0 |An ignitable gas that takes but a small spark to wreak  
{{SkillTableRow |Incendiary |Skilled |0 |An ignitable gas that takes but a small spark to wreak havoc. }}
havoc. }}
{{SkillTableRow |Malignant |Skilled |50 |A malignant formula capable of poisoning curatives. }}
{{SkillTableRow |Malignant |Skilled |50 |A malignant formula capable of poisoning curatives. }}
{{SkillTableRow |Discorporate |Gifted |0 |When the mind is broken, the body soon follows. }}
{{SkillTableRow |Discorporate |Gifted |0 |When the mind is broken, the body soon follows. }}
Line 20: Line 18:
{{SkillTableRow |Neurotic |Expert |0 |A formula designed to strike at mental function. }}
{{SkillTableRow |Neurotic |Expert |0 |A formula designed to strike at mental function. }}
{{SkillTableRow |Overcharge |Expert |50 |The lightning has to go somewhere. }}
{{SkillTableRow |Overcharge |Expert |50 |The lightning has to go somewhere. }}
{{SkillTableRow |Condensate |Expert |75 |Imbue gas with elemental ice to create rain-bearing clouds.
{{SkillTableRow |Condensate |Expert |75 |Imbue gas with elemental ice to create rain-bearing clouds. }}
}}
{{SkillTableRow |Currents |Virtuoso |0 |They will complete your circuit. }}
{{SkillTableRow |Currents |Virtuoso |0 |They will complete your circuit. }}
{{SkillTableRow |Resuscitation |Virtuoso |33 |Reinvigorate your body when it is on the brink of death. }}
{{SkillTableRow |Resuscitation |Virtuoso |33 |Reinvigorate your body when it is on the brink of death. }}
Line 28: Line 25:
{{SkillTableRow |Rousing |Fabled |33 |Awaken the senses with a rousing compound. }}
{{SkillTableRow |Rousing |Fabled |33 |Awaken the senses with a rousing compound. }}
{{SkillTableRow |Pathogen |Fabled |66 |Concoct a deadly pathogen to blight your enemy. }}
{{SkillTableRow |Pathogen |Fabled |66 |Concoct a deadly pathogen to blight your enemy. }}
{{SkillTableRow |Asphyxiant |Mythical |0 |A fusion of expedited growth, to asphyxiate the hapless.  
{{SkillTableRow |Asphyxiant |Mythical |0 |A fusion of expedited growth, to asphyxiate the hapless. }}
}}
{{SkillTableRow |Accelerant |Mythical |50 |Induce a burst of volatility to rapidly attack. }}
{{SkillTableRow |Accelerant |Mythical |50 |Induce a burst of volatility to rapidly attack. }}
{{SkillTableRow |Preparation |Transcendent |0 |Prepare a compound for use at a moment's notice. }}
{{SkillTableRow |Preparation |Transcendent |0 |Prepare a compound for use at a moment's notice. }}
|}
|}
{{Anchor|Volatility}}
{{Skill_detail
|skill = Volatility
|description = Capitalise upon the volatility of chemical reactions
|syntax = ALCHEMY VOLATILITY
|detail = Volatility is a natural side effect that accompanies the mixing of compounds and chemical
reactions; a trained Alchemist can both measure and capitalise on this. Volatility is measured in
units with 5 being the maximum, and unless utilized, will fade to diminishing levels over time.
Most abilities will make use of volatility, however the effects are not always as obvious as it
might seem. The below will provide a common guide for most abilities.
Effects for the following keywords:
Generate - Generates volatility, adding it to the available pool.
Reduces - Consumes volatility, removing it from the available pool.
Threshold - Having less then the threshold lengthens equilibrium use.
Requires - You must have equal to or more than the volatility required.
You will need to read each AB file in Alchemy for further information on how it will interact with
volatility.
|cooldown =
|target =
|required =
}}
{{Anchor|Conduit}}
{{Skill_detail
|skill = Conduit
|description = Fashion a transmutation conduit for use in scientific endeavours
|syntax = ALCHEMY CONDUIT
|detail = While standing within a mountainous location, you may draw metals from the earth and
transmute them into an alchemical conduit. This signature weapon of the Alchemist is a multifaceted
piece of equipment, capable of transmuting chemical formulae, agitating gaseous compounds, and even
conducting electrical currents.
|cooldown =
|target =
|required =
}}
{{Anchor|Static}}
{{Skill_detail
|skill = Static
|description = Channel static through your conduit
|syntax = ALCHEMY STATIC <target>
|detail = Generates 1 volatility.
By utilising your conduit as a catalyst, you may gather the latent static energy from the air and
channel it as an arc of lightning to strike at your enemy.
Catalysed effect:
The damage will be greater and, if the target is not a denizen, the equilibrium time will be
shorter.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Recall}}
{{Skill_detail
|skill = Recall
|description = An Alchemist's weapon is never far from reach
|syntax = ALCHEMY RECALL
|detail = Provided your conduit lies upon your current continent, you may recall it to your hand as
needed.
|cooldown =
|target =
|required =
}}
{{Anchor|Clarify}}
{{Skill_detail
|skill = Clarify
|description = Clear the air of obfuscations
|syntax = ALCHEMY CLARIFY
|detail = If there is fog within the atmosphere, you may simply transmute it into clear air,
dispersing the obscuring mist.
|cooldown =
|target =
|required =
}}
{{Anchor|Catalyse}}
{{Skill_detail
|skill = Catalyse
|description = Utilise a catalyst to induce the effects of volatility
|syntax = ALCHEMY CATALYSE
|detail = Requires 1 volatility.
Reduces volatility by 1.
Capitalise on the volatility present by introducing a catalyst into the equation, eliciting greater
reactions from your various abilities. This ability requires equilibrium but does not consume it.
To see the effects of a catalyst used on any given ability, check that ability's AB file.
|cooldown =
|target =
|required =
}}
{{Anchor|Corrosive}}
{{Skill_detail
|skill = Corrosive
|description = A corrosive gas capable of shredding barriers
|syntax = ALCHEMY CORROSIVE <target>
|detail = Threshold of 1 volatility.
If your opponent is protected by a magical shield, you can send forth a corrosive gas that will
greedily dissolve it. If they are not protected by a shield, then the gas will instead strip a
random defence from them.
Catalysed effect:
The formula will corrode the flesh, dealing cutting-based damage and causing bleeding.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Virulent}}
{{Skill_detail
|skill = Virulent
|description = Diffuse a venom into your crystallised gas
|syntax = ALCHEMY VIRULENT <target> [venom]
|detail = Generates 1 volatility (except when a catalyst is used).
Assault your foe with a poisonous gas that will crystallise upon inhalation, causing cutting-based
damage, delivering a single venom diffused through the gas, and making them bleed. The bleeding and
armour penetration is increased for each crystallised fragment embedded in their skin.
* If no venom is specified, it will deal the loki venom by default.
* No rags of venom are needed in order to make use of the venom component.
Catalysed effect:
The equilibrium recovery time is reduced.
If there are at least 3 units of volatility present when striking with the catalysed effect, the
virulent gas will plunge crystallised fragments into the target. If they obtain 3 fragments in
total, then it will give them haemophilia and be uncurable while 3 fragments remain. You may only
embed a maximum of 3 fragments in your target.
Fragments may be removed by attempting to PULL FRAGMENTS FROM BODY.
|cooldown =
|target =
|required =
}}
{{Anchor|Upset}}
{{Skill_detail
|skill = Upset
|description = Muddle their balance, sending them sprawling
|syntax =
|detail = Syntax: ALCHEMY UPSET <target> [6-12 seconds]
Threshold of 3 volatility.
Reduces volatility by 1.
By utilising your conduit as a focus, you may elicit an alchemical explosion which will upset your
target's balance and knock them to the ground.
Catalysed effect:
The effect is delayed by the amount of time specified and will additionally knock them off balance.
If no time is specified, it will default to six seconds.
|cooldown =
|target =
|required =
}}
{{Anchor|Intrusive}}
{{Skill_detail
|skill = Intrusive
|description = A compound that binds with elixirs, reducing their efficacy
|syntax = ALCHEMY INTRUSIVE <target>
|detail = Threshold of 2 volatility.
Generates 1 volatility.
The intrusive compound is one that binds itself to elixirs when present, reducing their efficacy
when consumed. For a short time after inhaling this compound, the target will find that recovery by
elixirs will be reduced, and non-natural healing will be reduced even more.
Catalysed effect:
The impact of the compound will also cause plodding in your target.
|cooldown =
|target =
|required =
}}
{{Anchor|Electroshock}}
{{Skill_detail
|skill = Electroshock
|description = Therapy comes in many forms
|syntax = ALCHEMY ELECTROSHOCK <target>
|detail = Threshold of 3 volatility.
Reduces volatility by 1.
Focus your conduit on delivering a potent electric shock to the target, fraying their nerves such
that they will suffer paresis and stupidity. A short while later, if the subject remains plagued
with stupidity, they will suffer a burst of electric damage.
Catalysed effect:
The shock will fry the target's nerves even further, causing a short blackout.
|cooldown =
|target =
|required =
}}
{{Anchor|Incendiary}}
{{Skill_detail
|skill = Incendiary
|description = An ignitable gas that takes but a small spark to wreak havoc
|syntax = ALCHEMY INCENDIARY <target> <direction>
|detail = By liberally wafting flammable gases towards any target that is in line-of-sight from
your current location and then igniting it with a spark from your conduit, the ensuing explosion
will deal fire-based damage to your opponent. For your own safety, they must not be in the same
location as you.
Catalysed effect:
The damage will be increased, set your target ablaze, and knock them off their feet with the force
of the explosion.
|cooldown =
|target =
|required =
}}
{{Anchor|Malignant}}
{{Skill_detail
|skill = Malignant
|description = A malignant formula capable of poisoning curatives
|syntax = ALCHEMY MALIGNANT <target>
|detail = Threshold of 2 volatility.
Generates 1 volatility (except when catalysed).
By administering this malignant formula to your target, they will be infected with the vitalbane
affliction, causing the consumption of curative pills or poultices to inflict the target with the
loki venom half of the time.
The vitalbane affliction will only fade after it has inflicted the target with loki at least two
times, otherwise it will persist until it does so.
Catalysed effect:
The impact of the bane will also cause idiocy in your victim.
|cooldown =
|target =
|required =
}}
{{Anchor|Discorporate}}
{{Skill_detail
|skill = Discorporate
|description = When the mind is broken, the body soon follows
|syntax = ALCHEMY DISCORPORATE <target>
|detail = Your prowess in the field of physiological studies is such that when facing a target
beset with mental maladies, you may induce significant failure in their body's vital systems,
eventually causing death.
In order to achieve this, the target must first be significantly weakened in their state of mind,
afflicted by at least five phobias and suffering from a dreadful prognosis (see AB EXPERIMENTATION
PROGNOSIS). The prognosis must originate from you.
The following afflictions count as phobias:
Fear, agoraphobia, claustrophobia, vertigo, loneliness, shyness, paranoia, or superstition.
Once cast, the target becomes disabled and there is a short delay before they are slain. If they
leave their current location through some form of means, then the ability will fail.
|cooldown =
|target =
|required =
}}
{{Anchor|Fulmination}}
{{Skill_detail
|skill = Fulmination
|description = Bring forth a fulminated lightning strike
|syntax = ALCHEMY FULMINATION <target>
|detail = Threshold of 3 volatility.
Reduces volatility by 2.
Unleash a powerful blast of focused lightning through your conduit. The fulminant explosion will
stun your opponent and deal heavy electric-based damage.
Catalysed effect:
Instead of the above, your conduit will drastically increase the air pressure and infuse it with
electricity, causing a localised thunderstorm to form with three charges. Every so often, the
fulmination will expend one of its charges to release a further blast of electricity, dealing minor
electric-based damage.
If you strike them with the Alchemy-ability Static while the target is plagued by the fulminant
thunderstorm, it will boost the damage of the skill, stun the target, and consume a charge.
Please view AB ALCHEMY STATIC for more information on this ability.
|cooldown =
|target =
|required =
}}
{{Anchor|Neurotic}}
{{Skill_detail
|skill = Neurotic
|description = A formula designed to strike at mental function
|syntax = ALCHEMY NEUROTIC <target>
|detail = Threshold of 3 volatility.
This formula, when administered, will rapidly atrophy your target's mental faculties, causing
confusion and impatience.
Catalysed effect:
In addition to the aforementioned afflictions, the target will also begin to hallucinate, though
they will not be aware that they are so plagued.
|cooldown =
|target =
|required =
}}
{{Anchor|Overcharge}}
{{Skill_detail
|skill = Overcharge
|description = The lightning has to go somewhere
|syntax = ALCHEMY OVERCHARGE <target>
|detail = Threshold of 3 volatility.
Reduces volatility by 2.
By overcharging your conduit with a massive amount of electrical energy, discharging it towards a
target will cause the focused lightning to violently attempt to ground itself, leaping to five
additional random enemies in your location. This will inflict electrical damage to them all.
Catalysed effect:
Those struck by the additional arcs will receive up to two random afflictions that are shared from
the main target. The afflictions will be hidden from their knowledge.
|cooldown =
|target =
|required =
}}
{{Anchor|Condensate}}
{{Skill_detail
|skill = Condensate
|description = Imbue gas with elemental ice to create rain-bearing clouds
|syntax = ALCHEMY CONDENSATE
|detail = By infusing the locale's natural gases and latent energy with elemental ice, the reaction
will bring about an increase in air pressure, causing rain clouds to form across the sky. This will
cause the weather in your locale to rain for a short while, but only if the skies are already clear
of phenomena.
|cooldown =
|target =
|required =
}}
{{Anchor|Currents}}
{{Skill_detail
|skill = Currents
|description = They will complete your circuit
|syntax = ALCHEMY CURRENTS <target>
|detail = Threshold of 3 volatility.
Reduces volatility by 1.
Combine a conductive mixture with an explosive discharge of electrical energy to shock your foe and
inflict a random mental malady. While the conductive mixture remains in effect, the target will be
forced into an electrical circuit and be struck down for a second time. The afflictions mirroring,
mental disruption, patterns and dread are excluded from this.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
Catalysed effect:
The current will activate one additional time before fading and the afflictions will become masked.
|cooldown =
|target =
|required =
}}
{{Anchor|Resuscitation}}
{{Skill_detail
|skill = Resuscitation
|description = Reinvigorate your body when it is on the brink of death
|syntax = ALCHEMY RESUSCITATION
|detail = Your expertise in physiology is such that you may prepare your conduit to revive you when
your body suffers heavy damage. Should you find yourself near death, your conduit will become
enlivened and shock you back to life, granting you one volatility while your wounds rapidly
regenerate.
Cooldown (when triggered): 180 seconds
|cooldown =
|target =
|required =
}}
{{Anchor|Parity}}
{{Skill_detail
|skill = Parity
|description = Your wounds are also theirs
|syntax = ALCHEMY PARITY <target>
|detail = Threshold of 4 volatility.
Reduces volatility by 2.
By diagnosing your own wounds, you may quickly estimate the level of pain you suffer from and
accurately twist your target's physiology to inflict shadow damage to them equal to the amount of
health you are missing. This attack may not exceed 40% of the target's maximum health.
Catalysed effect:
Parity now confers a negative effect as well, bestowing the justice affliction upon your hapless
victim. This will be hidden from their view.
|cooldown =
|target =
|required =
}}
{{Anchor|Infiltrative}}
{{Skill_detail
|skill = Infiltrative
|description = A susceptible foe is one that falls faster
|syntax = ALCHEMY INFILTRATIVE <target>
|detail = Threshold of 1 volatility.
Generates 1 volatility.
The infiltrative serum is an insidious one, infesting your target with a disease that causes their
nervous system to become volatile and agitated. The Alchemist may then utilise this extraneous
volatility to empower themselves. When attacking a target suffering from this infiltrative
infestation, volatility will not be reduced by abilities that typically consume it.
Catalysed effect:
The target is no longer infested immediately. Instead, the affliction is delayed until a few
seconds after casting.
|cooldown =
|target =
|required =
}}
{{Anchor|Rousing}}
{{Skill_detail
|skill = Rousing
|description = Awaken the senses with a rousing compound
|syntax = ALCHEMY ROUSING <target>
|detail = Threshold of 1 volatility.
This salt-based formula will drastically heighten the senses of its target, rousing an ally from
injury or overwhelming an enemy's senses by both restoring them in full and inducing sensitivity.
Be warned that it will harm yourself in the process.
Catalysed effect:
On an ally, this formula will additionally cure them of a random affliction. Otherwise, it will
stun the target instead.
|cooldown =
|target =
|required =
}}
{{Anchor|Pathogen}}
{{Skill_detail
|skill = Pathogen
|description = Concoct a deadly pathogen to blight your enemy
|syntax = ALCHEMY PATHOGEN <target>
|detail = Threshold of 1 volatility.
Generates 1 volatility.
By concocting a deadly pathogen, you may then transmute the contents into something far more
volatile and deadly, infecting your target with a disease that will harm their body with poison
when they move to a new location.
Catalysed effect:
The target is no longer blighted immediately. Instead, the affliction is delayed until a few
seconds after the ability is used.
|cooldown =
|target =
|required =
}}
{{Anchor|Asphyxiant}}
{{Skill_detail
|skill = Asphyxiant
|description = A fusion of expedited growth, to asphyxiate the hapless
|syntax = ALCHEMY ASPHYXIANT <target>
|detail = Threshold 3 volatility.
Reduces volatility by 1.
By soaking plant cuttings in a noxious formula, with the aid of your conduit you can bring forth
unnaturally expedited growth, causing the specimens to transmutate into bulbous creeper vines that
will latch on to a prone enemy in an attempt to strangle them to death until they writhe out. If
your target is labouring under the effects of crystallised fragments from a virulent concoction,
they will suffer dramatically more damage and also bleed.
Catalysed effect:
This will allow your creepers to overcome the flame tattoo without being affected.
|cooldown =
|target =
|required =
}}
{{Anchor|Accelerant}}
{{Skill_detail
|skill = Accelerant
|description = Induce a burst of volatility to rapidly attack
|syntax = ALCHEMY ACCELERATE <target>
|detail = Requires 5 volatility.
Reduces volatility by 5 when used.
Infuse your conduit with an accelerant, causing the next three Alchemy abilities used against the
specified target to incur their catalysed effects and be cast as if at maximum volatility.
Activating this will consume all your accrued volatility, and you will not be able to gain
volatility while it is in use.
The defence will fade if you are not in the same room as your target for longer than ten seconds.
|cooldown =
|target =
|required =
}}
{{Anchor|Preparation}}
{{Skill_detail
|skill = Preparation
|description = Prepare a compound for use at a moment's notice
|syntax = ALCHEMY PREPARE <ability>        ALCHEMY EDUCE <target>
|detail = As a master Alchemist, you are fully cognisant of the benefits that adequate preparation
can provide. As such, you are now able to prepare an alchemical attack in advance, storing it for
ease of use at a later point. Once said preparation is made, you may then educe the effect upon
your target for one time only, after which you will need to prepare another. Educed abilities will
deal half the damage and bleeding of a standard attack.
The following abilities may be prepared in advance:
Static, Virulent, Intrusive, Malignant, Currents, Electroshock, Pathogen, and Infiltrative.
You may educe an ability while off equilibrium, however there is still an equilibrium cost attached
in doing so.
|cooldown =
|target =
|required =
}}

Latest revision as of 18:34, 25 September 2024

Skill Rank Percent Description
Volatility Inept 0 % Capitalise upon the volatility of chemical reactions.
Conduit Inept 0 % Fashion a transmutation conduit for use in scientific endeavours.
Static Inept 0 % Channel static through your conduit.
Recall Inept 0 % An Alchemist's weapon is never far from reach.
Clarify Apprentice 25 % Clear the air of obfuscations.
Catalyse Apprentice 50 % Utilise a catalyst to induce the effects of volatility.
Corrosive Capable 0 % A corrosive gas capable of shredding barriers.
Virulent Capable 50 % Diffuse a venom into your crystallised gas.
Upset Adept 0 % Muddle their balance, sending them sprawling.
Intrusive Adept 33 % A compound that binds with elixirs, reducing their efficacy.
Electroshock Adept 66 % Therapy comes in many forms.
Incendiary Skilled 0 % An ignitable gas that takes but a small spark to wreak havoc.
Malignant Skilled 50 % A malignant formula capable of poisoning curatives.
Discorporate Gifted 0 % When the mind is broken, the body soon follows.
Fulmination Gifted 50 % Bring forth a fulminated lightning strike.
Neurotic Expert 0 % A formula designed to strike at mental function.
Overcharge Expert 50 % The lightning has to go somewhere.
Condensate Expert 75 % Imbue gas with elemental ice to create rain-bearing clouds.
Currents Virtuoso 0 % They will complete your circuit.
Resuscitation Virtuoso 33 % Reinvigorate your body when it is on the brink of death.
Parity Virtuoso 66 % Your wounds are also theirs.
Infiltrative Fabled 0 % A susceptible foe is one that falls faster.
Rousing Fabled 33 % Awaken the senses with a rousing compound.
Pathogen Fabled 66 % Concoct a deadly pathogen to blight your enemy.
Asphyxiant Mythical 0 % A fusion of expedited growth, to asphyxiate the hapless.
Accelerant Mythical 50 % Induce a burst of volatility to rapidly attack.
Preparation Transcendent 0 % Prepare a compound for use at a moment's notice.

Volatility Capitalise upon the volatility of chemical reactions
Syntax: ALCHEMY VOLATILITY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Volatility is a natural side effect that accompanies the mixing of compounds and chemical

reactions; a trained Alchemist can both measure and capitalise on this. Volatility is measured in units with 5 being the maximum, and unless utilized, will fade to diminishing levels over time.

Most abilities will make use of volatility, however the effects are not always as obvious as it might seem. The below will provide a common guide for most abilities.

Effects for the following keywords: Generate - Generates volatility, adding it to the available pool. Reduces - Consumes volatility, removing it from the available pool. Threshold - Having less then the threshold lengthens equilibrium use. Requires - You must have equal to or more than the volatility required.

You will need to read each AB file in Alchemy for further information on how it will interact with volatility.

Note: {{{note}}}

Conduit Fashion a transmutation conduit for use in scientific endeavours
Syntax: ALCHEMY CONDUIT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While standing within a mountainous location, you may draw metals from the earth and

transmute them into an alchemical conduit. This signature weapon of the Alchemist is a multifaceted piece of equipment, capable of transmuting chemical formulae, agitating gaseous compounds, and even conducting electrical currents.

Note: {{{note}}}

Static Channel static through your conduit
Syntax: ALCHEMY STATIC <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Generates 1 volatility.

By utilising your conduit as a catalyst, you may gather the latent static energy from the air and channel it as an arc of lightning to strike at your enemy.

Catalysed effect: The damage will be greater and, if the target is not a denizen, the equilibrium time will be shorter.

Note: {{{note}}}

Recall An Alchemist's weapon is never far from reach
Syntax: ALCHEMY RECALL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Provided your conduit lies upon your current continent, you may recall it to your hand as

needed.

Note: {{{note}}}

Clarify Clear the air of obfuscations
Syntax: ALCHEMY CLARIFY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If there is fog within the atmosphere, you may simply transmute it into clear air,

dispersing the obscuring mist.

Note: {{{note}}}

Catalyse Utilise a catalyst to induce the effects of volatility
Syntax: ALCHEMY CATALYSE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requires 1 volatility.

Reduces volatility by 1.

Capitalise on the volatility present by introducing a catalyst into the equation, eliciting greater reactions from your various abilities. This ability requires equilibrium but does not consume it.

To see the effects of a catalyst used on any given ability, check that ability's AB file.

Note: {{{note}}}

Corrosive A corrosive gas capable of shredding barriers
Syntax: ALCHEMY CORROSIVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 1 volatility.

If your opponent is protected by a magical shield, you can send forth a corrosive gas that will greedily dissolve it. If they are not protected by a shield, then the gas will instead strip a random defence from them.

Catalysed effect: The formula will corrode the flesh, dealing cutting-based damage and causing bleeding.

Note: {{{note}}}

Virulent Diffuse a venom into your crystallised gas
Syntax: ALCHEMY VIRULENT <target> [venom]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Generates 1 volatility (except when a catalyst is used).

Assault your foe with a poisonous gas that will crystallise upon inhalation, causing cutting-based damage, delivering a single venom diffused through the gas, and making them bleed. The bleeding and armour penetration is increased for each crystallised fragment embedded in their skin.

  • If no venom is specified, it will deal the loki venom by default.
  • No rags of venom are needed in order to make use of the venom component.

Catalysed effect: The equilibrium recovery time is reduced.

If there are at least 3 units of volatility present when striking with the catalysed effect, the virulent gas will plunge crystallised fragments into the target. If they obtain 3 fragments in total, then it will give them haemophilia and be uncurable while 3 fragments remain. You may only embed a maximum of 3 fragments in your target.

Fragments may be removed by attempting to PULL FRAGMENTS FROM BODY.

Note: {{{note}}}

Upset Muddle their balance, sending them sprawling
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: ALCHEMY UPSET <target> [6-12 seconds]

Threshold of 3 volatility. Reduces volatility by 1.

By utilising your conduit as a focus, you may elicit an alchemical explosion which will upset your target's balance and knock them to the ground.

Catalysed effect: The effect is delayed by the amount of time specified and will additionally knock them off balance. If no time is specified, it will default to six seconds.

Note: {{{note}}}

Intrusive A compound that binds with elixirs, reducing their efficacy
Syntax: ALCHEMY INTRUSIVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 2 volatility.

Generates 1 volatility.

The intrusive compound is one that binds itself to elixirs when present, reducing their efficacy when consumed. For a short time after inhaling this compound, the target will find that recovery by elixirs will be reduced, and non-natural healing will be reduced even more.

Catalysed effect: The impact of the compound will also cause plodding in your target.

Note: {{{note}}}

Electroshock Therapy comes in many forms
Syntax: ALCHEMY ELECTROSHOCK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 3 volatility.

Reduces volatility by 1.

Focus your conduit on delivering a potent electric shock to the target, fraying their nerves such that they will suffer paresis and stupidity. A short while later, if the subject remains plagued with stupidity, they will suffer a burst of electric damage.

Catalysed effect: The shock will fry the target's nerves even further, causing a short blackout.

Note: {{{note}}}

Incendiary An ignitable gas that takes but a small spark to wreak havoc
Syntax: ALCHEMY INCENDIARY <target> <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By liberally wafting flammable gases towards any target that is in line-of-sight from

your current location and then igniting it with a spark from your conduit, the ensuing explosion will deal fire-based damage to your opponent. For your own safety, they must not be in the same location as you.

Catalysed effect: The damage will be increased, set your target ablaze, and knock them off their feet with the force of the explosion.

Note: {{{note}}}

Malignant A malignant formula capable of poisoning curatives
Syntax: ALCHEMY MALIGNANT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 2 volatility.

Generates 1 volatility (except when catalysed).

By administering this malignant formula to your target, they will be infected with the vitalbane affliction, causing the consumption of curative pills or poultices to inflict the target with the loki venom half of the time.

The vitalbane affliction will only fade after it has inflicted the target with loki at least two times, otherwise it will persist until it does so.

Catalysed effect: The impact of the bane will also cause idiocy in your victim.

Note: {{{note}}}

Discorporate When the mind is broken, the body soon follows
Syntax: ALCHEMY DISCORPORATE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your prowess in the field of physiological studies is such that when facing a target

beset with mental maladies, you may induce significant failure in their body's vital systems, eventually causing death.

In order to achieve this, the target must first be significantly weakened in their state of mind, afflicted by at least five phobias and suffering from a dreadful prognosis (see AB EXPERIMENTATION PROGNOSIS). The prognosis must originate from you.

The following afflictions count as phobias: Fear, agoraphobia, claustrophobia, vertigo, loneliness, shyness, paranoia, or superstition.

Once cast, the target becomes disabled and there is a short delay before they are slain. If they leave their current location through some form of means, then the ability will fail.

Note: {{{note}}}

Fulmination Bring forth a fulminated lightning strike
Syntax: ALCHEMY FULMINATION <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 3 volatility.

Reduces volatility by 2.

Unleash a powerful blast of focused lightning through your conduit. The fulminant explosion will stun your opponent and deal heavy electric-based damage.

Catalysed effect: Instead of the above, your conduit will drastically increase the air pressure and infuse it with electricity, causing a localised thunderstorm to form with three charges. Every so often, the fulmination will expend one of its charges to release a further blast of electricity, dealing minor electric-based damage.

If you strike them with the Alchemy-ability Static while the target is plagued by the fulminant thunderstorm, it will boost the damage of the skill, stun the target, and consume a charge.

Please view AB ALCHEMY STATIC for more information on this ability.

Note: {{{note}}}

Neurotic A formula designed to strike at mental function
Syntax: ALCHEMY NEUROTIC <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 3 volatility.

This formula, when administered, will rapidly atrophy your target's mental faculties, causing confusion and impatience.

Catalysed effect: In addition to the aforementioned afflictions, the target will also begin to hallucinate, though they will not be aware that they are so plagued.

Note: {{{note}}}

Overcharge The lightning has to go somewhere
Syntax: ALCHEMY OVERCHARGE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 3 volatility.

Reduces volatility by 2.

By overcharging your conduit with a massive amount of electrical energy, discharging it towards a target will cause the focused lightning to violently attempt to ground itself, leaping to five additional random enemies in your location. This will inflict electrical damage to them all.

Catalysed effect: Those struck by the additional arcs will receive up to two random afflictions that are shared from the main target. The afflictions will be hidden from their knowledge.

Note: {{{note}}}

Condensate Imbue gas with elemental ice to create rain-bearing clouds
Syntax: ALCHEMY CONDENSATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By infusing the locale's natural gases and latent energy with elemental ice, the reaction

will bring about an increase in air pressure, causing rain clouds to form across the sky. This will cause the weather in your locale to rain for a short while, but only if the skies are already clear of phenomena.

Note: {{{note}}}

Currents They will complete your circuit
Syntax: ALCHEMY CURRENTS <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 3 volatility.

Reduces volatility by 1.

Combine a conductive mixture with an explosive discharge of electrical energy to shock your foe and inflict a random mental malady. While the conductive mixture remains in effect, the target will be forced into an electrical circuit and be struck down for a second time. The afflictions mirroring, mental disruption, patterns and dread are excluded from this.

Look at HELP TYPES for more information on what is regarded as a mental affliction.

Catalysed effect: The current will activate one additional time before fading and the afflictions will become masked.

Note: {{{note}}}

Resuscitation Reinvigorate your body when it is on the brink of death
Syntax: ALCHEMY RESUSCITATION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your expertise in physiology is such that you may prepare your conduit to revive you when

your body suffers heavy damage. Should you find yourself near death, your conduit will become enlivened and shock you back to life, granting you one volatility while your wounds rapidly regenerate.

Cooldown (when triggered): 180 seconds

Note: {{{note}}}

Parity Your wounds are also theirs
Syntax: ALCHEMY PARITY <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 4 volatility.

Reduces volatility by 2.

By diagnosing your own wounds, you may quickly estimate the level of pain you suffer from and accurately twist your target's physiology to inflict shadow damage to them equal to the amount of health you are missing. This attack may not exceed 40% of the target's maximum health.

Catalysed effect: Parity now confers a negative effect as well, bestowing the justice affliction upon your hapless victim. This will be hidden from their view.

Note: {{{note}}}

Infiltrative A susceptible foe is one that falls faster
Syntax: ALCHEMY INFILTRATIVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 1 volatility.

Generates 1 volatility.

The infiltrative serum is an insidious one, infesting your target with a disease that causes their nervous system to become volatile and agitated. The Alchemist may then utilise this extraneous volatility to empower themselves. When attacking a target suffering from this infiltrative infestation, volatility will not be reduced by abilities that typically consume it.

Catalysed effect: The target is no longer infested immediately. Instead, the affliction is delayed until a few seconds after casting.

Note: {{{note}}}

Rousing Awaken the senses with a rousing compound
Syntax: ALCHEMY ROUSING <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 1 volatility.

This salt-based formula will drastically heighten the senses of its target, rousing an ally from injury or overwhelming an enemy's senses by both restoring them in full and inducing sensitivity. Be warned that it will harm yourself in the process.

Catalysed effect: On an ally, this formula will additionally cure them of a random affliction. Otherwise, it will stun the target instead.

Note: {{{note}}}

Pathogen Concoct a deadly pathogen to blight your enemy
Syntax: ALCHEMY PATHOGEN <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold of 1 volatility.

Generates 1 volatility.

By concocting a deadly pathogen, you may then transmute the contents into something far more volatile and deadly, infecting your target with a disease that will harm their body with poison when they move to a new location.

Catalysed effect: The target is no longer blighted immediately. Instead, the affliction is delayed until a few seconds after the ability is used.

Note: {{{note}}}

Asphyxiant A fusion of expedited growth, to asphyxiate the hapless
Syntax: ALCHEMY ASPHYXIANT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Threshold 3 volatility.

Reduces volatility by 1.

By soaking plant cuttings in a noxious formula, with the aid of your conduit you can bring forth unnaturally expedited growth, causing the specimens to transmutate into bulbous creeper vines that will latch on to a prone enemy in an attempt to strangle them to death until they writhe out. If your target is labouring under the effects of crystallised fragments from a virulent concoction, they will suffer dramatically more damage and also bleed.

Catalysed effect: This will allow your creepers to overcome the flame tattoo without being affected.

Note: {{{note}}}

Accelerant Induce a burst of volatility to rapidly attack
Syntax: ALCHEMY ACCELERATE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requires 5 volatility.

Reduces volatility by 5 when used.

Infuse your conduit with an accelerant, causing the next three Alchemy abilities used against the specified target to incur their catalysed effects and be cast as if at maximum volatility. Activating this will consume all your accrued volatility, and you will not be able to gain volatility while it is in use.

The defence will fade if you are not in the same room as your target for longer than ten seconds.

Note: {{{note}}}

Preparation Prepare a compound for use at a moment's notice
Syntax: ALCHEMY PREPARE <ability> ALCHEMY EDUCE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: As a master Alchemist, you are fully cognisant of the benefits that adequate preparation

can provide. As such, you are now able to prepare an alchemical attack in advance, storing it for ease of use at a later point. Once said preparation is made, you may then educe the effect upon your target for one time only, after which you will need to prepare another. Educed abilities will deal half the damage and bleeding of a standard attack.

The following abilities may be prepared in advance: Static, Virulent, Intrusive, Malignant, Currents, Electroshock, Pathogen, and Infiltrative.

You may educe an ability while off equilibrium, however there is still an equilibrium cost attached in doing so.

Note: {{{note}}}