View Full Version : Hall Arcivists report important alchemic discovery!
Anebriated
05-12-2011, 05:17 PM
While digging through many old books, tomes, pamphlets and papers in the depths of an old library, a Beacon Hall member came across a scrap of papyrus that will delight the alchemist in all of us. Join us tonight at Beacon Hall Archive at 9:30 PM, by the elven standard, to share in the delivery of this exciting discovery!
Fallen
05-12-2011, 05:23 PM
E will be there.
Anebriated
05-12-2011, 07:14 PM
bump to give people time to make it to RR
Fallen
05-12-2011, 11:14 PM
It was a good try. We simply lacked a skilled enough empath alchemist. I imagine there are less than 5 in the game who could make it.
Anebriated
05-12-2011, 11:18 PM
I hope you at least had fun attempting. Got a decent turnout for it and had a few small hiccups but I enjoyed it anyway.
Gelston
05-12-2011, 11:19 PM
We did learn that a sorcerer cannot make it. It likely is Empath only, although we didn't try a cleric.
Inspire
05-12-2011, 11:20 PM
What was the recipe for?
Makkah
05-12-2011, 11:21 PM
uh wtf was it
Anebriated
05-12-2011, 11:30 PM
it was for the vertigo potion that reduces/removes sickness when fogging
Gelston
05-12-2011, 11:30 PM
Monk creation
Nilandia
05-12-2011, 11:32 PM
The recipe produces an elixir that prevents the vertigo from casting 130. I tested it when I made it, and I had only a message that I had fought off the nausea, but there was no RT at all.
Gretchen
sellies
05-13-2011, 12:01 AM
Thanks for coming everybody, I had fun...
And now I've got some motivation to work on alchemic potions more.
Makkah
05-13-2011, 12:48 AM
Liquid Dramamine!
Gelston
05-13-2011, 12:55 AM
>drink elix
You take a drink from your green volatile elixir.
You take a deep breath as you center yourself, taking in an enhanced awareness of distance and motion.
You have one quaff left.
>130
You gesture while calling upon the lesser spirits to aid you with the Spirit Guide spell...
Your spell is ready.
You gesture.
Your surroundings blur for a moment . . .
[River's Rest, East River Beach - 16200]
Swift and narrow, the North River rushes madly from east to west. It is just wide enough that jumping it would likely lead to a quick trip to the bay visible downstream. From this point, you can see that the brambles extend to the river, overhanging the river bank, their branches dipping into the water. Stone outcroppings break through to the surface of the thicket and a small lizard sleeps in the moonlight on the flat surface of the largest one.
Obvious paths: southeast, west
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>
You stave off a fleeting sensation of nausea.
Kembal
05-13-2011, 04:16 AM
>drink elix
You take a drink from your green volatile elixir.
You take a deep breath as you center yourself, taking in an enhanced awareness of distance and motion.
You have one quaff left.
>130
You gesture while calling upon the lesser spirits to aid you with the Spirit Guide spell...
Your spell is ready.
You gesture.
Your surroundings blur for a moment . . .
[River's Rest, East River Beach - 16200]
Swift and narrow, the North River rushes madly from east to west. It is just wide enough that jumping it would likely lead to a quick trip to the bay visible downstream. From this point, you can see that the brambles extend to the river, overhanging the river bank, their branches dipping into the water. Stone outcroppings break through to the surface of the thicket and a small lizard sleeps in the moonlight on the flat surface of the largest one.
Obvious paths: southeast, west
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>
You stave off a fleeting sensation of nausea.
!!!
Someone post recipe? I'll start making batches.
Edit: Found it.
http://www.virilneus.com/recipes/recipeview.php?rid=652
Fallen
05-13-2011, 07:52 AM
Start putting it in your shops, people.
Asile
05-13-2011, 09:43 AM
That is pretty cool. Depending how much it sells for, I may have to reevaluate Traiva's training a nudge.
It does not, however, give me any desire to return to the tedium that is alchemy.
Gelston
05-13-2011, 09:48 AM
It isn't an extremely difficult potion to make, and the ingredients are plentiful and cheap. The number of people able to create it may be the issue.
Changeling
05-13-2011, 01:38 PM
We did learn that a sorcerer cannot make it. It likely is Empath only, although we didn't try a cleric.
Tried with a cleric grandmaster alchemist and it failed unfortunately.
Kembal
05-13-2011, 02:30 PM
Made a few this morning, I'll put them up in the shop later today.
rosewater
05-13-2011, 03:09 PM
this is the sexy. Is it one quaff per cast, or if you're gonna cast 130 twice quickly can you squeeze in two?
sellies
05-13-2011, 03:46 PM
I think Gretchen said that you can fit multiple casts into one quaff?
sellies
05-13-2011, 03:49 PM
>drink elix
You take a drink from your green volatile elixir.
You take a deep breath as you center yourself, taking in an enhanced awareness of distance and motion.
You have one quaff left.
>130
You gesture while calling upon the lesser spirits to aid you with the Spirit Guide spell...
Your spell is ready.
You gesture.
Your surroundings blur for a moment . . .
[River's Rest, East River Beach - 16200]
Swift and narrow, the North River rushes madly from east to west. It is just wide enough that jumping it would likely lead to a quick trip to the bay visible downstream. From this point, you can see that the brambles extend to the river, overhanging the river bank, their branches dipping into the water. Stone outcroppings break through to the surface of the thicket and a small lizard sleeps in the moonlight on the flat surface of the largest one.
Obvious paths: southeast, west
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>
You stave off a fleeting sensation of nausea.
Whoah, I didn't know you could land there..
I usually land in the circle, the inn, or the sanctuary.
Gelston
05-13-2011, 03:55 PM
Whoah, I didn't know you could land there..
I usually land in the circle, the inn, or the sanctuary.
I'm a sorcerer. I can get shitty landings. :(
I've never heard sorcs are worse at 130?
Fallen
05-13-2011, 04:53 PM
I've never heard sorcs are worse at 130?
It's based on Summoning lore ranks, I believe, for picking the landing. Sorcerers have arguably the least reason to train in that particular lore, behind Clerics, Empaths, Rangers, and Paladins (Not counting Rogues/Warriors). However, I have 90 ranks of Summoning lore, and only 50/60ish of necro/demonology. Summoning lore is insanely useful, even if it only effects 1 of our secondary spell circles. Oscuro knew what the fuck he was doing with the Spiritual Lore review.
Yeah summoning lore is great for rangers. All older ones should have at least 36 ranks. Also you can have less necro lore because of your toy, right?
Fallen
05-13-2011, 05:03 PM
Yeah summoning lore is great for rangers. All older ones should have at least 36 ranks. Also you can have less necro lore because of your toy, right?
I've been debating dropping all Necro ranks, honestly. Pain Infliction is nice, but I would rather have a bit more CS. Animates are great, but I wouldn't go above 50 ranks even if I didn't have a wand. I surely wont WITH my wand. I think sorcerers are a bit quick to dismiss Demonology, but Necromancy is next to useless, Pain Infliction or no Pain Infliction.
So a quick glance at KP says you would need a minimum 34 necro ranks to get the max pain affects on a level 100 creature?
Nilandia
05-13-2011, 05:29 PM
I think Gretchen said that you can fit multiple casts into one quaff?
Correct. I drank, cast, moved off a room, and cast again. I had no nausea on both casts, and the effects of the elixir wore off shortly after the second cast.
Gretchen
Fallen
05-13-2011, 05:43 PM
So a quick glance at KP says you would need a minimum 34 necro ranks to get the max pain affects on a level 100 creature?
I'm honestly not sure about the specifics. I think it has to do with what endroll you need to achieve what effect.
Kembal
05-14-2011, 07:12 AM
Ok, put a few up in my shop on FWI for 15k each.
Kembal
05-15-2011, 09:09 AM
Well, those sold out quick. Put a few more up in the shop, same price.
It's based on Summoning lore ranks, I believe, for picking the landing. Sorcerers have arguably the least reason to train in that particular lore, behind Clerics, Empaths, Rangers, and Paladins (Not counting Rogues/Warriors). However, I have 90 ranks of Summoning lore, and only 50/60ish of necro/demonology. Summoning lore is insanely useful, even if it only effects 1 of our secondary spell circles. Oscuro knew what the fuck he was doing with the Spiritual Lore review.
AFAIK.
SS lore is the skill which picks WHERE you land, but nothing to do with RT.
Spirit Mana Control is what "unlocks" lower amounts of RT for you.
PF and CON are what gives you actually lower RT.
My dwarf empath almost never gets RT. my dwarf sorcerer rarely gets much. CON is a huge factor.
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