Difference between revisions of "Alchemy"

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| Gives the alchemy a frightening hallucinogenic effect. Causes the user to hallucinate shadowy figures surrounding them and hear the pained voices of loved ones, causing disorientation and fear, lasting 2 minutes.
 
| Gives the alchemy a frightening hallucinogenic effect. Causes the user to hallucinate shadowy figures surrounding them and hear the pained voices of loved ones, causing disorientation and fear, lasting 2 minutes.
 
|-
 
|-
| Gardu
+
| Saharfaki
 
| 15
 
| 15
 
| Gives the alchemy an anesthetic effect. Causes the user to fall unconscious after 10 seconds of inhaling or ingesting the alchemy directly from the bottle. This ingredient has no area of effect, and MUST be used right next to the face.
 
| Gives the alchemy an anesthetic effect. Causes the user to fall unconscious after 10 seconds of inhaling or ingesting the alchemy directly from the bottle. This ingredient has no area of effect, and MUST be used right next to the face.
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| Gives the alchemy an amnesiatic effect. Renders the user unable to recall distinguishing features of faces, voices, and locations encountered over the past 24 hours once inhaled or ingested directly from the bottle. They will be able to remember what happened to them, but will be unable to recall who or what was there beyond vague details. This ingredient has no area of effect, and takes 30 minutes to erase the memory.
 
| Gives the alchemy an amnesiatic effect. Renders the user unable to recall distinguishing features of faces, voices, and locations encountered over the past 24 hours once inhaled or ingested directly from the bottle. They will be able to remember what happened to them, but will be unable to recall who or what was there beyond vague details. This ingredient has no area of effect, and takes 30 minutes to erase the memory.
 
|}
 
|}
 +
 
====Neutral Effects====
 
====Neutral Effects====
 
{| class="wikitable"
 
{| class="wikitable"

Latest revision as of 21:12, 27 June 2020

Alchemy
Talassan.png
Technology
Invented by Allar
Used by All Races, most notably Allar
Common uses
  • Extremely varied functions
Rarity Common
Proficiency Alchemy Sciences

While the base principles of Alchemy have long been studied by the Allar people, its widespread usage is one of the more recent technological advancements of Aloria. Since its discovery by the wider world, curious inventors from all walks of life have unearthed new ways to blend together both natural and magical ingredients in order to create effects available from no other known substances. People in occupations everywhere from Medicine to Warfare have benefitted from the diversity of this once-secluded art, granting possibilities that were once limited to only the Magic-users and technological kingpins of society. The popularity of Alchemy only continues to grow as the equipment involved in making it becomes more predictable and advanced.

History of Alchemy

The practice of alchemical experimentation in its most basic form is thought to be so ancient, that even in the present day Scholars have been unable to uncover a definitive point at which the discipline was conceived. From the few texts which survived the Chrysant War, it is believed that the Allar were the first race to truly practice the complex tenets of alchemy, learning the art from their ancestors and developing their society around discovery and chemical enlightenment.

The oldest known evidence of mixing natural substances to create new, more powerful effects comes from the Sendrassian Civil War, beginning around 70 years before the Cataclysm. During this early period, alchemy was primarily used for crafting medicine, and the Al-Allar who practiced it (or those who gathered the materials for its limited practitioners) were able to earn a substantial amount of prestige and fortune. As the war progressed between the Void Converts and Empire Loyalists, alchemical weaponry through the inclusion of black powder and local poisonous flora was discovered. By the conclusion of the civil war, the Al-Allar had become both proficient and reliant on their developing craft, and when the Loyalists fled Sendras to neighboring Hadaria, they took their knowledge with them.

In the years following the migration, the creation of a formal alphabet and written language meant that for the first time alchemy became an easily teachable subject. It was during this time that the name ‘Alchemy’ was coined for the practice, in relation to the Allar’s primary religion: The Great Alchzech, which taught that ‘every being, substance, and event is part of a greater existence’. The council of the Soor-Rassa-Allar, majorly responsible for keeping the differing Kingdoms of the Naylar race unified, became colloquially known as the “Court of Alchemists” due to its close association with the growing sciences. Knowledge of alchemy was however kept secluded due to the Allar’s relative isolation, and beyond a few passive encounters by curious Elves and Ailor scholars, few civilizations took notice of the practice due to its perceived link with the race’s non-aggressive philosophy.

The first instance of alchemy being encountered firsthand by the wider world was during the Chrysant War, when the Regalian Empire forcibly encroached on the Allar’s homeland. While the Ailor people were notably superior on the water, they were initially unprepared for the chemical warfare that the Allar had been perfecting for a long time. It was in response to this that the Regalian Empire targeted Hadaria’s libraries, resulting in the subsequent incineration of thousands of ancient texts depicting the Allar’s most powerful discoveries. A large percentage of recipes, with blueprints for advanced glassworking equipment were destroyed during the Chrysant War, along with the lives of countless expert alchemists who were henceforth unable to pass down their knowledge. When the Soor-Rassa-Allar peacefully submitted themselves to the winning Empire, the practice of alchemy was immediately outlawed within Regalian Archipelago, considered to be heretical and an anti-imperial practice.

However, despite its illegality, word of the new scientific discovery would soon reach Regalia through participating soldiers, scholars, and travelers. Explorers who visited Hadaria (along with a few defective Allar looking to make quick coin) were able to salvage alchemical textbooks from the ruins, and broken knowledge of the art quickly leaked to the common citizenry. Despite attempts made by the Violet Order, the spread of knowledge and the popularity of alchemy was too rapid to contain, and soon its tenants began to be practiced by both scholars and black market criminals alike. It wasn’t until late 293AC that the ban on alchemical practice was formally lifted, when a few notable advocates were able to shine a light on the beneficial opportunities that alchemy presented.

Since the legalization of alchemy, it has become commonplace to see practitioners of this study seeking employment within noble families, similar to that of scribes or scholars, and roaming throughout Aloria in hopes of regaining some of the rumored alchemical treasures that were lost during the events of the Chrysant War. Alchemistry has become a respected profession, and its creations can be seen and widely used in hospitals spanning the Empire, as well as in select military disciplines. Still, ask any Al-Allar, and it is told that the current abilities of alchemy are far below those which existed in the old Allar Empire.

Process

It is possible for alchemy to be formed into candles or incense if a Tallow Base Form is combined with Fireweed.

While the process of creating alchemy differs greatly between various concoctions, there are a few basic features which separate the practice of alchemistry from more mundane mixing affairs such as cooking or herbology; the first of which is the usage of specialized mechanical equipment developed by the Allar. Though many have tried to utilize cheaper and more accessible tools--such as cooking pots and churns--for the creation of alchemy, the lack of precise measurements involved in the use of these vessels has lead to many amateur alchemists having their arms singed by chemical burns.

The oldest and most rudimentary piece of alchemical equipment is the alembic. This copper (or in some cases glass) apparatus features a round, enclosed vessel with a downwards spout protruding from the top. When placed over a flame, the alembic can be used to evaporate water and essence from any ingredient placed in the bowl. Alembics are used in almost every step of the alchemical process, ensuring that only the purest forms of ingredients are used in the concoctions. Other apparatus frequently used in the creation of alchemy include mortar and pestles, cauldrons or crucibles, retorts, sand baths, condensers, ice boxes (or ice rooms), and filters. Where financially available, dedicated practitioners will often connect and autotomize as many steps of the process as possible to prevent contamination. This has led to the quintessential image of the ‘alchemy lab’: a room cluttered with glass pipes that run overhead and connect vessel to vessel, developing ingredients into their chemical forms and storing them for use without any direct touch necessary.

The second feature that separates alchemy from its mundane counterparts, is the three-step process (minimum) that is required for any combination of ingredients to be considered alchemy. Every ingredient used in the practice falls into one of four categories, which is decided upon by the Soor-Rassa-Allar: Base Forms, Base Modifiers, Effects, and Moderatos. The qualities of which shall be described below.

  • Base Forms make up the majority of an alchemical concoction, and dictate the state of matter that the end product will be: whether a solid, liquid, or gas. The most common Base Forms are; Vocadine, which results in a thin, liquidous product, Animal Tallow, which results in a gel or cream product, Salpeter, which results in a powdered product, and Popfruit, which results in a gaseous product. These ingredients are always inert, and have no effects on their own.
  • Base Modifiers are required by all forms of alchemy, and dictate the manner of activation for the alchemical product. Without a Base Modifier, the Effects of the alchemy can be deployed before the alchemist has even had a chance to cork the bottle--or not deploy at all. There are four Base Modifiers currently known to Regalia; Vocalitic Dust, Fermanic Acid, Fireweed, and Pyrignis.
  • Effects are the most important aspect of any alchemical concoction. The category of ‘Effects’ is given to any substance which lends a unique property to the alchemy when extracted and added to the mix in its purest form, and are further categorized into Positive, Negative, and Neutral Effects. It is thought that there are countless Effects in Aloria, but only a small portion have been rediscovered since the events of the Chrysant War. Uncovering new Effects is a lucrative yet extremely dangerous endeavour, as there is no way to determine exactly how an ingredient will react when exposed to the other chemicals involved. Likewise, the more Effects are added to a concoction, the higher the chance of mismeasurement and unfavorable reactions becomes.
  • Moderatos are the most recent discovery in the art of alchemy, only introduced by the Soor-Rassa-Allar in 290AC. Each ingredient--an alchemy in it’s own right--changes the properties of the last Effect to be added to the mixture. This can have many outcomes: such as making the ingredients more effective, less effective, or even produce the opposite effect. As of current, all Moderatos are made and distributed by the royal laboratories in Hadaria, and the recipes are kept a closely guarded secret.

As a general rule, all alchemy must include at a minimum: one Base Form, one Base Modifier, and one Effect. Additional Effects may be added, but only from the same Category or a Neutral Category. For example, Two Positives, Two Negatives, a Positive and a Neutral, or a Negative and a Neutral are all allowed; however, a Positive and a Negative will result in the mixture bubbling over and producing a chemical explosion. If a Moderato is added, it is crucial to remember that the Moderato will only modify the last Effect to be added to the potion.

While alchemical concoctions can theoretically be made as large as one can acquire the ingredients and vessel for, strict regulations has meant that all alchemy products come in standardized glass vials that are made and distributed around Aloria. These vials come in a multitude of shapes, such as spheres, slender bottles, and conical flasks, but always carry the same amount of liquid, powder, or gas on the inside. They are small enough that up to three can be carried on a specially-designed protective belt or in cushioned satchels, but large enough that only one can be held in the hand at a time. Carrying alchemy in a pocket is ill-advised, due to the high likelihood of the glass smashing with any amount of force. Attempts at pouring alchemy into any vessel but the pure, strengthened glass devised by the Allar will always result in contamination and subsequent failure to produce any effects.

Proficiency

Belts made specifically for carrying Alchemy have thick leather pouches to protect them from damage.

With no exceptions, all Alchemy must be acquired ICly from an approved character with the correct amount of Proficiency points. However, it is not required to acquire the ingredients for the Alchemy IC (with the exception of Special Ingredients) due to the impracticality of finding a vendor for each of the specific items involved. It can be assumed that all necessary ingredients would be available on the market or from specialty shops, unless otherwise deemed illegal by the current Regalian Government.

Due to the volatility of alchemy and the activation process required for any Effects to take place, Alchemy beyond a 5 point requirement cannot be activated by individuals with no knowledge of the practice. An Alchemist will need to be present to activate it for them, after which it must be used within the window of effectiveness for that Base Modifier. The Proficiency requirements for each level of alchemy is as follows:

  • 0 points - The character cannot make any Alchemy, and can only activate Alchemy where the highest proficiency cost of any ingredient is 5 points or less.
  • 5 points - The character can mix up to 1 Base, 1 Base Modifier, and 1 Effect, and can only activate Alchemy where the highest proficiency cost of any ingredient is 10 points or less.
  • 10 points - The character can mix up to 1 Base, 1 Base Modifier, 1 Effect, and 1 Moderato, and can only activate Alchemy where the highest proficiency cost of any ingredient is 15 points or less.
  • 15 points - The character can mix up to 1 Base, 1 Base Modifier, 1 Effect, and 1 Moderato, OR 2 Effects and 0 Moderato, and can only activate Alchemy where the highest proficiency cost of any ingredient is 20 points or less.
  • 20 points - The character can mix up to 1 Base, 1 Base Modifier, 2 Effects, and 1 Moderato.

The character can make use of all Alchemy sourced from another Alchemist.

  • 25 points - The character gains access to the Soor-Rassa-Allar, and may write a letter to them once per week, requesting classified information on any Alchemical subject or assistance in acquiring ingredients. (Please make a ticket to Lore Staff in the Roleplay Community Discord to use this feature.)

Mixology

Base Forms

Base Forms dictate what state of matter the Alchemy will be; a solid, liquid, or a gas. Only one can be chosen.

Ingredient Minimum Proficiency Description
Vocadine 5 Base ingredient to make the alchemy a Liquid.
Tallow 5 Base ingredient to make the alchemy a Gel or Cream.
Salpeter 10 Base ingredient to make the alchemy a Powder.
Popfruit 15 Base ingredient to make the alchemy a Gas.

Base Modifiers

Base Modifiers dictate what the method of activation for the Alchemy will be. Only one can be chosen.

Ingredient Minimum Proficiency Description
Vocalitic Dust 5 The alchemy will be inert, but become activated when Vocadine is added. Once activated, the alchemy has a 20 minute window in which it is effective and can be used.
Fermanic Acid 5 The alchemy will be inert, but become activated when exposed to any liquid. Once activated, the alchemy has a 5 minute window in which it is effective and can be used.
Fireweed Extract 10 The alchemy will be inert, but become activated when exposed to fire. Once activated, the alchemy must be used immediately.
Pyrignis Powder 20 The alchemy will be inert, but become activated when smashed upon a surface. Once activated, the alchemy must be used immediately.

Effects

Effects are the main ingredients. They dictate what the Alchemy’s primary effects will be when activated. A maximum of two can be chosen, dependent on the amount of Proficiency Points the alchemist has (See above).

Positive Effects

Ingredient Minimum Proficiency Description
Rubyflower 5 Gives the alchemy a general healing effect. Capable of healing any scratches, burns, or skin wounds the alchemy is applied to within 10 minutes. Incapable of healing broken bones or internal injury alone without surgery.
Lady’s Shine 5 Gives the alchemy an anti-toxin effect. Capable of rendering all natural and alchemical toxins with a Proficiency of 15 or less, including alcohol and recreational drugs, inert in the body within 10 minutes.
Yuntia Cactus 5 Gives the alchemy a respiratory cleansing effect. Capable of clearing the lungs of debris and easing respiratory symptoms such as coughing and wheezing within 2 minutes, or constantly while inhaled from the bottle.
Poppy Milk 5 Gives the alchemy a pain relieving effect. Greatly reduces pain and numbs both existing wounds and those sustained during use for the duration of 15 minutes. Causes extreme lethargy while active, making it unusable in combat.
Ogrebait 5 Gives the alchemy a sedative effect. Makes the user feel calm and sleepy, lowering aggression, troubled thoughts, and agitation for 30 minutes. Does not lower combat ability or prevent the user from fighting back if necessary.
Avant Leaf 10 Gives the alchemy a stimulant effect. Increases energy and vigor, making the user feel energized in spite of previous fatigue, and raises Athletic Training by 5 points for 10 minutes. This effect cannot be used again until the user has rested for 2 hours.
Hagaan Blood 10 Gives the alchemy a vision-enhancing effect. Makes the user’s vision incredibly sensitive, granting them the ability to see clearly at great length OR in full darkness for 30 minutes. (It is recommended to use Optifine Zoom for daylight use of this alchemy).
Allar Blood 10 Gives the alchemy a beautifying effect. Temporarily vanishes the appearance of scars, blemishes, and surface wounds, making the skin look naturally pristine and beautiful for 12 hours.

Negative Effects

Ingredient Minimum Proficiency Description
Garuda Stalk 10 Gives the alchemy a temporary blindness effect. Renders the user partially blind, and unable to make out objects or people beyond fuzzy, indistinct blobs for the duration of 2 minutes.
Corpse Weed 10 Gives the alchemy a material weakening effect. Swiftly rots and breaks down natural materials such as wood, fabric, and dead bodies over the course of 12 hours, making them easy to break with the slightest pressure. Has no effect on living beings.
Iceleaf 10 Gives the alchemy a rapid cooling effect. Rapidly freezes any surface at a maximum area of 6 blocks (this can be in a line or a square), causing it to glow icy blue and be incredibly cold, slippery, and difficult to stand on for 10 minutes. Has no effect beyond chilly discomfort when used on skin.
Black Grass 15 Gives the alchemy a rapid heating effect. Rapidly heats any surface at a maximum area of 6 blocks (this can be in a line or a square), causing it to glow red with small vibrant flames, and burn like hot coals on contact for 5 minutes. Has no effect beyond warm discomfort when used on skin.
Shademarsh 15 Gives the alchemy a frightening hallucinogenic effect. Causes the user to hallucinate shadowy figures surrounding them and hear the pained voices of loved ones, causing disorientation and fear, lasting 2 minutes.
Saharfaki 15 Gives the alchemy an anesthetic effect. Causes the user to fall unconscious after 10 seconds of inhaling or ingesting the alchemy directly from the bottle. This ingredient has no area of effect, and MUST be used right next to the face.
Altalar Blood 20 Gives the alchemy a dream-inducing effect. Allows the alchemist to induce a dream of their choice in the user the next time they fall asleep, so long as the alchemist has witnessed the event before. The dream to be had is dictated at the time of creation, and can only be as vivid or detailed as the alchemist is able to remember.
Seraphalo 20 Gives the alchemy an amnesiatic effect. Renders the user unable to recall distinguishing features of faces, voices, and locations encountered over the past 24 hours once inhaled or ingested directly from the bottle. They will be able to remember what happened to them, but will be unable to recall who or what was there beyond vague details. This ingredient has no area of effect, and takes 30 minutes to erase the memory.

Neutral Effects

Ingredient Minimum Proficiency Description
Slizzar Blood 5 Gives the alchemy an aesthetic color effect. Makes the alchemy and all items it is applied to turn a vibrant shade of any color the alchemist chooses, including those not achievable by dye, lasting 2 weeks.
Solacrux 5 Gives the alchemy an aesthetic glow effect. Makes the alchemy and all items it is applied to glow at the brightness of a small candle in any color the alchemist chooses, lasting 2 weeks.
Axford Maiden 5 Gives the alchemy an aesthetic scent effect. Makes the alchemy possess the scent of any substance the alchemist can acquire (flowers, fresh cakes, skunk oil, etc.), able to be detected by up to emote distance away.
Modra Root 5 Gives the alchemy a body warming effect. Causes the user's body temperature to gradually heat up, making them highly resistant against cold temperatures and frostbite, but exceedingly sweaty in normal temperatures, for 2 hours.
Aetyton 5 Gives the alchemy a fertility changing effect. Greatly increases OR decreases the chance of conception and pregnancy for 48 hours, dependent on the alchemist’s preference. The effect is dictated at the time of creation, and can be distinguished by scent (an increased chance will smell sweet, while a decreased chance will smell bitter).
Bitterbean 10 Gives the alchemy a rapid hair-growth effect. Causes any area of the body that would naturally grow hair to rapidly grow thick hair or fur up to a maximum of shoulder-length over the course of 12 hours, or until washed off.
Cloudberry 10 Gives the alchemy a voice-altering effect. Causes the user's voice to become either comically high-pitched OR low-pitched, distorted, and indistinguishable by tone alone for 15 minutes. The effect is dictated at the time of creation, and can be distinguished by scent (high-pitched will smell sweet, while low-pitched will smell bitter).

Special Ingredients

Special Ingredients are extremely rare, and can only be acquired from Lore Staff during special events, progressions, or from the Crime System. Anybody found using these ingredients without Lore Staff involvement will be subject to God-Roleplay punishments.

Ingredient Minimum Proficiency Description
Maiar Blood 10 Gives the alchemy an air-pocket effect. Causes the alchemy to retain concentrated oxygen in tiny bubbles, allowing the user to hold their breath for up to 30 minutes underwater when inhaled or consumed.
Wyvern Blood 15 Gives the alchemy a strong resistance effect. Covers the alchemy and anything it is applied to in a sticky, red substance, able to resist temperatures of extreme cold or heat, including fire, for 12 hours.
Dragonscale 15 Gives the alchemy a regenerative effect. Capable of healing grevious external and internal wounds, including those not curable by traditional medicine, within 48 hours. Cannot regenerate limbs.
Chrysete 15 Gives the alchemy an extreme fertilizer effect. Capable of growing an entire, small garden overrun by native flora over the course of 24 hours if deployed in an open area, covering the size of a small church.
Nightshade 20 Gives the alchemy a deadly poison effect. Causes the user to gradually develop a brutal sickness, followed by a distinct blue rash, unconsciousness, and finally death over the course of 72 hours unless cured.
Gunpowder 20 Gives the alchemy an explosive effect. Capable of destroying a brick and mortar wall the size of 6 blocks across and 6 blocks high with a single vial, and causing major surrounding damage.

Moderatos

Moderatos change the effectiveness or properties of the last Effect added to the Alchemy. Only a single one can be chosen, dependent on the amount of Proficiency Points the alchemist has (See above). A Moderato will only alter the last Effect that was added in the recipe.

Ingredient Minimum Proficiency Description
Intensoid 10 Causes the previous alchemical Effect to last twice as long OR begin working twice as quickly.
Selectoid 5 Causes the previous alchemical Effect to last half as long OR take twice as long to begin working.
Antitoid 10 Causes the alchemy to nullify the Effect it is applied to. The alchemy will work as normal until it encounters the same ingredient from another concoction, in which case it will act as an antidote and cancel both Effects out.
Controid 15 Causes the alchemy to do the opposite of an Effect; undoing healing Effects, turning stimulants into sedatives, and making negative Effects positive. If there is no obvious opposite, it will nullify the Effect.
  • A spreadsheet detailing all Controid Effects can be found here. [[1]]
Addictoid 20 Causes the previous alchemical Effect to become addictive. After being encountered twice within a 72 hour period, the user will begin to feel the urge to seek out that particular ingredient. While they can resist ingesting harmful Effects, they will still experience headaches, irritability, and emotional instability in its absence until given Antitoid.

Usage in Roleplay

  • A maximum of 3 alchemies can be carried on your character at any one time, always situated on a special, protective belt or in a satchel. Neither of these items are required to be present on the skin (though it is always encouraged), but they must be emoted if they are uncovered. Failure to do so may be considered Powergaming.
  • Every form of alchemy, with the exception of Pyrignis-activated alchemy, has a required priming or activation method. There must always be a separate emote for the alchemy’s activation before it is thrown or used. Pay careful attention to the window of effectiveness if acquiring pre-activated alchemy from another source.
  • When describing alchemy that is being used in roleplay, the Effect and the Moderato are always the most important ingredients to mention. A few examples of emotes you could use are: John Doe applied the vial of Rubyflower Intensoid to his wounds+, or Jane Doe tossed the activated bottle of Garuda Stalk and Shademarsh Selectoid at her foe+. Alternatively, utilizing the Premium function to add /lore to an item is a simple and effective way to communicate the ingredients used.

Trivia

  • Many alchemists will create a ‘brand’ for their creations by individually naming them or putting their own unique spin on the contents, such as by using an oddly-shaped vial or adding mild dyes.
  • Some ancient texts speak of an object known as the ‘Stone of Ssentra’, an alchemical artifact capable of curing all known ailments and turning stone and coal into gold. Attempts to uncover this mystical stone have thus far been unsuccessful, but a few surviving Chrysant War Allar are adamant of its existence.
  • While the Soor-Rassa-Allar remain the largest overarching authority, offshoot alchemical organizations do exist. The other formally recognized by Regalia are The Iron Fist, a wealth-seeking organization head by an Ithanian noblewoman.
  • The most prestigious alchemy school in the Regalian Archipelago is Die Akademie von Kaiserman, based in Waldmark. Students of this school get access to the highest quality equipment available, but tuition fees are notoriously steep.

Accreditation
Writers Eccetra
Artists Betterer, Bellarmina
Processors HydraLana, TheBioverse, FireFan96, Birdsfoot_Violet
Last Editor HydraLana on 06/27/2020.

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