Materia Magica
Portal GT, Advanced MUD Client   Visit the Knowledge Dojo - Alyria Online!
Getting Started Towne Hall Reference Merchandise Support Search

You are not logged in. Click here to log in.



Click Here to Edit Your Profile and Logbook
Annotated Help - Herbalism
Vendredi Coat of Arms



HERBALISM
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
  

Player contributed notes for HERBALISM
No notes found for this help entry.