Abilities in Alchemy:
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Symbology Draw upon the alchemical energies.
Metallurgy Reduction to the six alchemical metals.
Primes Isolation of alchemical primes.
Lead Density from the lowest of the metals.
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*** Next ability available in 7 lessons ***
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Seek Find another through the ether.
Robes The mystic garb of the Alchemist.
Iron Strike with the power of iron.
Salt The first prime will cleanse your body.
Tin Tin will grant you a reflective barrier.
Copper Shatter an enemy's defence with copper's energies.
Extispicy The future is found in unexpected places.
Sulphur The second prime will quicken your healing.
Displace Drag another through the ether.
Silver The light of silver reveals all.
Phlogistication Burn your enemy from the inside out.
Gold The highest of the metals allows you to share your wisdom.
Etherchannel Part the ether for expedient travel.
Mercury The third prime will bolster your mind.
Astronomy The power of the cosmos is yours.
Vitrification Turn an opponent's skin into glass.
Decompound A way to devolve Talisman Pieces into pure gold.
Revivification Grant life to the deceased.
Disrupt Send ripples through the ether.
Aurification Immortalise your enemies in gleaming gold.
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To gain further information on an ability, AB <ability>.

I know of no skill called 'abilities'.
Symbology (Alchemy) Known: Yes
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Syntax: EDUCE <symbol> [args]
Works on/against: Adventurers and denizens
Cooldown: Equilibrium
Details:
The power of symbology allows alchemists to tap into the ether and draw upon the alchemical energies of the
primes and metals.

Each symbol corresponds to one of the primes or metals, and each has a differing effect. The different symbols
you may call upon become available with increased training in Alchemy.

See AB ALCHEMY LEAD as an example.
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Metallurgy (Alchemy) Known: Yes
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Syntax: REDUCE <#> <metal> FROM <mineral>
REDUCE <metal>
Cooldown: 2.75 seconds of balance
Resource: 100 mana
Details:
Reduction of the six alchemical metals from minerals is the first step
in understanding the alchemical composition of all things. In order to
perform the reduction, you must be standing within a transmutation
laboratory in which you have permission to work.

The six alchemical metals are: lead, iron, tin, copper, silver, and
gold.

Each mineral is composed of certain metals, so not all alchemical metals
can be reduced from all minerals. REDUCE <metal> will reveal the
minerals from which a given alchemical metal can be reduced.

Alchemical metals produced via metallurgy can also be manipulated by the
name a<metal>. For example, agold or atin.
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Primes (Alchemy) Known: Yes
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Syntax: ISOLATE <#> <prime> FROM <metal>
ISOLATE <prime>
Cooldown: 2.75 seconds of balance
Resource: 100 mana
Details:
Isolation of alchemical primes from alchemical metals is the fundamental
mark of a capable alchemist. In order to perform the isolation, you must
be standing within a transmutation laboratory in which you have
permission to work.

The three alchemical primes are: salt, sulphur, and mercury.

Each alchemical metal is composed of certain alchemical primes, so not
all alchemical primes can be isolated from all alchemical metals.
ISOLATE <prime> will reveal the alchemical metals from which a given
alchemical prime can be isolated.

Alchemical primes produced via isolation can also be manipulated by the
name a<prime>. For example, asalt or asulphur.
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Lead (Alchemy) Known: Yes
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Syntax: EDUCE LEAD
EDUCE LEAD <target>
Extra Information: Symbol: Two concentric circles.

Works on/against: Adventurers and self
Cooldown: 2.00 seconds of equilibrium
Resource: 150 mana
Details:
Calling upon the energy of lead, the lowest of the alchemical metals,
will grant great density to your body.
You may also target this at another adventurer flying in the sky above
you, dragging them back to earth by drastically increasing their weight
for a short time.
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Seek (Alchemy) Known: No (7 lessons required)
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Syntax: ETHER SEEK <target>
Works on/against: Adventurers
Cooldown: 1.00 seconds of equilibrium
Resource: 20 mana
Details:
By folding a small window into the ether, you may seek the location of another.
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Robes (Alchemy) Known: No (16 lessons required)
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Syntax: ROBES SUMMON
ROBES CALL
ROBES IMBUE WITH <up to four symbols>
ROBES IMBUE SLOT <1-4> <symbol>
ROBES CLEAR
ROBES EXAMINE
Works on/against: Self
Cooldown: Equilibrium
Details:
Robes are the traditional garb of the alchemist, and alchemists may weave from the ether a set of specially
crafted robes able to offer protection from damage.

ROBES SUMMON will weave a new set of robes from strands of the ether. ROBES CALL will return your robes to you
, should they be lost.

Each pair of robes may be imbued with the symbols of up to four primes or metals, each offering protection
from one type of damage. It is possible to imbue your robes from scratch using ROBES IMBUE WITH <symbols>,
wiping away any previous imbuements and applying new ones. It is also possible to imbue a single "slot", using
ROBES IMBUE SLOT <1-4> <symbol>. Finally, one may remove all symbols from their robes using ROBES CLEAR, and
view the status of any slots using ROBES EXAMINE.

Note that a symbol may only appear once on a pair of robes, and using a symbol requires knowing the
appropriate ability in Alchemy.

The symbols and the damage type they protect against are:

Lead: Blunt
Iron: Cutting
Salt: Magic
Tin: Psychic
Copper: Electric
Sulphur: Asphyxiation
Silver: Cold
Gold: Fire
Mercury: Poison
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Iron (Alchemy) Known: No (23 lessons required)
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Syntax: EDUCE IRON <target>
Extra Information: Symbol: Two isosceles triangles set base-to-base.

Works on/against: Adventurers and denizens
Cooldown: 4.00 seconds of equilibrium
Resource: 80 mana
Details:
The energy of iron will surround your target with flames possessing the
cold bite of a sword.

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Salt (Alchemy) Known: No (89 lessons required)
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Syntax: EDUCE SALT
Extra Information: Symbol: A bisected circle.

Works on/against: Self
Cooldown: 3.00 seconds of equilibrium
Resource: 200 mana
Details:
The energy of salt, first of the primes, will purge your body of
afflictions.

This effect will be prevented if you labour under the stupidity
affliction.

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Tin (Alchemy) Known: No (178 lessons required)
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Syntax: EDUCE TIN
Extra Information: Symbol: Two parallel line segments connected by diagonals.

Works on/against: Self
Cooldown: 3.00 seconds of equilibrium
Resource: 500 mana
Details:
The energies of tin will raise a reflective barrier around your body,
this will persist for the next two attacks, and will return a portion of
the damage you would receive to your attacker.

Note that this is ineffective versus unblockable damage.

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Copper (Alchemy) Known: No (289 lessons required)
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Syntax: EDUCE COPPER <target>
Extra Information: Symbol: Two overlapping hexagons.

Works on/against: Adventurers and denizens
Cooldown: 2.30 seconds of equilibrium
Resource: 75 mana
Details:
The energies of copper will allow you to shatter an opponent's magical
shield.

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Extispicy (Alchemy) Known: No (378 lessons required)
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Syntax: DISSECT <rat corpse>
Works on/against: Self
Cooldown: 4.00 seconds of balance
Resource: 100 mana
Details:
Though but simple vermin, the internal anatomy of rats is a sure indicator of future events. By dissecting and
studying any rat found throughout the cities of Sapience, you may gain glimpses of what is yet to come,
allowing an increased chance of critical strikes.
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Sulphur (Alchemy) Known: No (423 lessons required)
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Syntax: EDUCE SULPHUR
Extra Information: Symbol: Two tangent semicircles.

Works on/against: Self
Cooldown: 4.00 seconds of equilibrium
Resource: 350 mana
Details:
The energy of sulphur will allow you to metabolise health elixirs more
efficiently, causing an increase in health gained. This effect will not
last indefinitely, however.

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Displace (Alchemy) Known: No (512 lessons required)
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Syntax: ETHER DISPLACE <target>
Works on/against: Adventurers
Cooldown: 6.00 seconds of equilibrium
Resource: 500 mana
Details:
By funnelling a most precise amount of matter through the ether, you may
draw another across an area to stand before you. This requires your
target to remain within the same location until your attempt is
completed. This will take some time, during which your concentration is
required.

This ability bypasses monolith sigils when targeted at mutual allies,
and works faster in this case.
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Silver (Alchemy) Known: No (600 lessons required)
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Syntax: EDUCE SILVER <target>
EDUCE SILVER
Extra Information: Symbol: A crescent tangent to a line segment.

Works on/against: Adventurers
Cooldown: 5.00 seconds of equilibrium
Resource: 500 mana
Details:
The energy of silver will bathe another in a radiant light, negating the
effects of shrouding for a time. This effect will last much longer if
applied during the night.


If you do not specify a target, this ability will attempt to draw those
who are astralformed, blackwinded, or phased in your location back to a
physical state.

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Phlogistication (Alchemy) Known: No (703 lessons required)
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Syntax: PHLOGISTICATE <target>
Works on/against: Adventurers
Cooldown: 4.50 seconds of equilibrium
Resource: 400 mana
Details:
This ability will cause an enemy's internal anatomy to begin a controlled form of combustion for a time.
Fuelled by the use of equilibrium, this will render moss and potash temporarily inert when eaten. Note that
this effect will stack if your opponent is already off balance from eating moss or potash, but only to a
limited ceiling.

This effect is mutually exclusive with that of vitrification.
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Gold (Alchemy) Known: No (806 lessons required)
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Syntax: EDUCE GOLD <target> <2-5000>
Extra Information: Symbol: A circumscribed star.

Works on/against: Adventurers
Cooldown: 6.00 seconds of equilibrium
Resource: 500 mana
Details:
Utilising the power of gold, the highest of the metals, you may transfer your willpower to another, with some
restrictions. First, half of the willpower transferred will be lost. Second, if transferring willpower brings
the Alchemist below half of his or her maximum, there is a chance that all willpower will be lost, and the
beneficiary will gain none.
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Etherchannel (Alchemy) Known: No (841 lessons required)
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Syntax: ETHERCHANNEL <anchor>
Extra Information: Reagents: 2 metals of the same element.

Works on/against: Self
Cooldown: 4.00 seconds of equilibrium
Resource: 500 mana
Details:
This ability will allow an Alchemist to pass through the ether to any of
the alchemical anchors across Sapience. Any action while channelling
this ability will interrupt it.

Iron: The Granite Hills.
Tin: The Eastern Wilderness.
Copper: The Northern Vashnar Mountains.
Silver: The Southern Vashnar Mountains.
Gold: The Siroccian Mountains.

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Mercury (Alchemy) Known: No (910 lessons required)
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Syntax: EDUCE MERCURY
Extra Information: Symbol: A circle inscribed within a square.

Works on/against: Self
Cooldown: 4.00 seconds of equilibrium
Resource: 350 mana
Details:
This ability will allow you to metabolise mana elixirs more efficiently,
causing an increase in mana gained. This effect will not last
indefinitely, however.

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Astronomy (Alchemy) Known: No (1036 lessons required)
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Syntax: ASTRONOMY FOCUS <celestial body>
ASTRONOMY EMPOWER <target>/ME
ASTRONOMY STATUS
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 500 mana
Details:
Each city maintains, within an astronomical laboratory, an orrery specifically designed to resonate with the
alchemical energies and the celestial bodies which share this affinity. It is possible to focus this orrery
upon one of these celestial bodies, and once three alchemists from your city have done so, you may empower any
non-forestal citizen with its power. This focus will be reset every Sarapin, when Ethian's Crossing disrupts
the energies across Sapience. The focusing must be done from the appropriate laboratory, and the empowering
may be done from anywhere.

The celestial bodies, the energy with which they resonate, and their empowered effects are:

The sun - Gold - Increased health regeneration.
The moon - Silver - Increased mana regeneration.
The Nebula Coronae (nebula) - Copper - Increased endurance and willpower regeneration.
Ethian - Tin - Increased damage versus denizens.
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Vitrification (Alchemy) Known: No (1163 lessons required)
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Syntax: VITRIFY <target>
Works on/against: Adventurers
Cooldown: 4.50 seconds of equilibrium
Resource: 400 mana
Details:
This ability will cause an enemy's skin to partially transmutate into glass for a time. Abilities that use
balance will cause bleeding, with the amount scaling upward with the length of balance loss.

This effect is mutually exclusive with that of phlogistication.
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Decompound (Alchemy) Known: No (1289 lessons required)
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Syntax: DECOMPOUND <number> <Talisman piece name> <piece level>
Extra Information: You must be in an equipped metallurgic lab.

Works on/against: None
Details:
This ability allows the skilled alchemist to decompose talisman pieces
into gold. The amount of gold produced is dependent on the rarity and
level of the piece being decomposed.
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Revivification (Alchemy) Known: No (1439 lessons required)
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Syntax: REVIVE <target>
Works on/against: Adventurers
Cooldown: 5.00 seconds of equilibrium
Resource: 400 mana
Details:
Using the alchemical energies and a catalyst of five pieces of the salt prime, you may return a corpse to life
. Ensure that the corpse is whole and in good condition, lest the results be less than desirable.
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Disrupt (Alchemy) Known: No (1588 lessons required)
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Syntax: ETHER DISRUPT
Works on/against: Room
Cooldown: 10.00 seconds of equilibrium
Resource: 1500 mana
Details:
By sending ripples through the ether, you may temporarily disrupt telepathic communications into and out of
the surrounding area. This will require a long period during which you may not perform any actions, and comes
with a very steep mana and willpower cost.
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Aurification (Alchemy) Known: No (1737 lessons required)
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Syntax: AURIFY <target>
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 250 mana
Details:
The pinnacle of offensive Alchemy, this ability will turn an enemy into a lovely golden statue if his or her
health and mana are both at or below sixty percent of their maximums.
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