Remedies discipline

From Elanthipedia
Jump to navigation Jump to search
Stub
  • This article is a stub. That is, it is an article with little or no content, and needs attention.
  • Please see Category:Stubs for more articles that need content.
  • When it is completed to a reasonable degree, remove {{stub}} from this article.


The Remedies discipline is an Alchemy craft that controls the creation of curative goods, such as salves, ointments, tinctures, and ungents.

Currently the only open locations are the Riverhaven Alchemy Society and Crossing Alchemy Society.

Basics

Foraged raw materials are dried or crushed and used as the controlling ingredient, and then STIRred. Water or alcohol is added when needed, and a catalyst is added to determine its effectiveness. Some remedies, like itch salve, require a second prepared raw material when prompted.

The ANALYZE command can be used to determine certain basic properties of items, as well as the next step required during the crafting process. For more specific information, APPRAISE the item CAREFULLY to tell you how its inherent properties compare on the Trader's Scale.

Products

See Remedies Products for a detailed list of what can be crafted.

Techniques

See Remedies Techniques for a detailed list.

As with all creation disciplines, you may learn a range techniques from a Alchemy Master to make Remedies tasks easier.

Tools

See Crafting Tools for an in depth discussion of them.
  • Remedy Book: This book holds information on all the remedy techniques and items that a standard alchemist can make.
  • Wayerd pyramid: Dries raw materials.
  • Pestle: Crushes raw materials and salves.
  • Mortar: Holds raw materials and salves during creation process.
  • Mixing stick: Stirs potions.
  • Cooking pot: Holds potions during creation process.
  • Sieve: Filters excess materials from a remedy.
  • Scissors: Used to cut portions of materials.

Crushing

To come.

Drying

Using your Wayerd pyramid, add herbs that need to be dried, close the pyramid and DROP it to the ground. You can guard a single item on the ground at any given time. Most pyramids only work between dawn & dusk and outdoors, although cambrinth pyramids will work in any location, at any time of day. When your pyramid is working, you will receive a humming message:

The Wayerd pyramid emits a low humming noise drawing power from its cambrinth capstone.

When an herb is dry, you will see a secondary message to the above humming message:

After several moments a high-pitched humming resonates from some dried nemoih.

Catalysts

Item Counts

  • You can COMBINE prepared herbs and remedies. MARK <item> at # and BREAK or CUT them with scissors. Raw herbs cannot be combined.
  • Water and Alcohol can be combined with COMBINE WATER or COMBINE ALCOHOL. They must be put into a container and poured out to separate. POUR HELP gives you option for working with the liquids.