Help System
HERBALISM
Technical School Complexity Rating: 1% Beginner Classes Allowed: Ranger, Monk
NAME
herbalism - description of the herbalism proficiency
mix - mix together special herbs to create a special powder
SYNOPSIS
mix <herb 1> <herb 2> [<herb 3>] ...
DESCRIPTION
Herbalism is a powerful skill that enables the herbalist to create
magical powders. Different herbs of varying strengths are combined to
form mixtures using the MIX command and a mortar and pestle. Mixing herbs
together will create powders that are either throwable or edible,
depending on the effect the herbalist wishes to achieve. The herbs by
themselves have some power, but it is the concentration and visualization
of the herbalist during the mixing process that gives them the ability to
create magical effects.
To mix herbs, you must have the required herbs and a mortar and pestle,
which can be purchased at most specialty herbalism shops throughout the
world of Alyria. Up to seven herbs may be mixed at one time without
risking dangerous results.
Common Herbs
The most common types of herbs, and their associated powers, are:
Name Group Power
celidonia Agares 1
centaures Barbatos 4
eliotropia Samigina 8
jusquianus Marbas 10
lillium Valefor 14
lingua canis Amon 18
queri Sitri 23
mepeta Paimon 25
milisopholos Buer 32
verbena Sallos 33
provinca Gusion 41
rosa Beleth 50
salvia Leraje 64
serpentia Eligos 88
urtica Zepar 92
usicur Botis 99
virga pastoris Marax 72
sedum rosea Andromalius -1
Common Mixtures As multiple mixtures exist that produce the same effects,
a listing of the most common mixtures follow. Additional mixtures can be
discovered and crafted if the herbalist possesses a magically-enhanced
mortar and pestle. When LOREd or IDENTIFIED, these items will have an
additional line that says something like "This tool enhances your herbal
mixture complexity by 25 points."
Please note that if you are making use of a magically-enhanced mortar
and pestle, the mixture components needed to create different effects
may change as they will be adding their power to the power contained
within the magically-enhanced mortar and pestle, and thus you may
need to alter the components.
Spell Name Mixture Components
Awaken celidonia and eliotropia
Blindness jusquianus, queri, and urtica
Calm provinca, serpentia, and salvia
Cause Light celidona and jusquianus
Cure Light milisopholos and lingua canis
Cure Poison jusquianus, mepeta, milisopholos, and provinca
Death Grip eliotropia, mepeta, queri, and serpentina
Detect Invisibility celidona, eliotropia, and lillium
Reveal centaures and verbena
Refresh salvia and verbena
Sense Life celidona, eliotropia, lillium, mepeta, and queri
Once the herbs are mixed together, they may be USEd, EATen or THROWN at
a target in order to activate the properties of the mixture.
SEE ALSO
Music, Use, Throw
herbalism - description of the herbalism proficiency
mix - mix together special herbs to create a special powder
SYNOPSIS
mix <herb 1> <herb 2> [<herb 3>] ...
DESCRIPTION
Herbalism is a powerful skill that enables the herbalist to create
magical powders. Different herbs of varying strengths are combined to
form mixtures using the MIX command and a mortar and pestle. Mixing herbs
together will create powders that are either throwable or edible,
depending on the effect the herbalist wishes to achieve. The herbs by
themselves have some power, but it is the concentration and visualization
of the herbalist during the mixing process that gives them the ability to
create magical effects.
To mix herbs, you must have the required herbs and a mortar and pestle,
which can be purchased at most specialty herbalism shops throughout the
world of Alyria. Up to seven herbs may be mixed at one time without
risking dangerous results.
Common Herbs
The most common types of herbs, and their associated powers, are:
Name Group Power
celidonia Agares 1
centaures Barbatos 4
eliotropia Samigina 8
jusquianus Marbas 10
lillium Valefor 14
lingua canis Amon 18
queri Sitri 23
mepeta Paimon 25
milisopholos Buer 32
verbena Sallos 33
provinca Gusion 41
rosa Beleth 50
salvia Leraje 64
serpentia Eligos 88
urtica Zepar 92
usicur Botis 99
virga pastoris Marax 72
sedum rosea Andromalius -1
Common Mixtures As multiple mixtures exist that produce the same effects,
a listing of the most common mixtures follow. Additional mixtures can be
discovered and crafted if the herbalist possesses a magically-enhanced
mortar and pestle. When LOREd or IDENTIFIED, these items will have an
additional line that says something like "This tool enhances your herbal
mixture complexity by 25 points."
Please note that if you are making use of a magically-enhanced mortar
and pestle, the mixture components needed to create different effects
may change as they will be adding their power to the power contained
within the magically-enhanced mortar and pestle, and thus you may
need to alter the components.
Spell Name Mixture Components
Awaken celidonia and eliotropia
Blindness jusquianus, queri, and urtica
Calm provinca, serpentia, and salvia
Cause Light celidona and jusquianus
Cure Light milisopholos and lingua canis
Cure Poison jusquianus, mepeta, milisopholos, and provinca
Death Grip eliotropia, mepeta, queri, and serpentina
Detect Invisibility celidona, eliotropia, and lillium
Reveal centaures and verbena
Refresh salvia and verbena
Sense Life celidona, eliotropia, lillium, mepeta, and queri
Once the herbs are mixed together, they may be USEd, EATen or THROWN at
a target in order to activate the properties of the mixture.
SEE ALSO
Music, Use, Throw
Comments
(1)
You must be logged in to post a comment. Please register if you do not have an account yet.


Help Entry




