Technical
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
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