Abilities in Physiology:
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Humourism Tinker with an enemy's vital fluids.
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*** Next ability available in 16 lessons ***
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Cultivation A homunculus will serve you faithfully.
Eyes See through the eyes of your homunculus.
Legs Control your homunculus's legs from a distance.
Wrack Afflict an opponent by assaulting the humours.
Arms Specialised attacks for your homunculus.
Evaluate Discern the vitals of another.
Ears Listen through your homunculus's ears.
Diffusion Manipulation of two humours at once.
Mouth Speak through the mouth of your homunculus.
Saturation Concurrent control over three humours.
Hands Your homunculus possesses dextrous fingers.
Effusion Mastery of all four humours.
Torso Your homunculus will prevent an enemy from escaping.
Truewrack Wrack two humours simultaneously.
Throat Your homunculus's screeching will startle an enemy.
Inundate Attack an already imbalanced humour.
Corruption Capitalise on your homunculus's alien physiology.
Transfusion Eternal life with a brand new body.
Reave Kill another with catastrophic organ failure.
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To gain further information on an ability, AB <ability>.

I know of no skill called 'abilities'.
Humourism (Physiology) Known: Yes
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Syntax: TEMPER <target> <humour>
EVALUATE <target> HUMOURS
Works on/against: Adventurers
Cooldown: 1.70 seconds of humour balance
Resource: 100 mana
Details:
The body is held in balance by four vital fluids, called humours.
Humourism is the science of manipulating these humours via the ether to
cause illness in another.

To raise a target's humours, you must TEMPER that humour. Humours can be
reduced by the target eating the ginger herb or antimony mineral. The
maximum number of times each of a person's humours may be tempered is
eight.

Each time you TEMPER a humour it raises the level by 1. If the target is
afflicted with afflictions related to that humour, this number may rise.

Each humour will cause the victim to be disadvantaged in some form. The
penalties and related afflictions are as follows.

Choleric (yellow bile): Random curing abilities will have a chance of
failing. (nausea, sensitivity, slickness)
Melancholic (black bile): Irid moss and potash will have a reduced
healing benefit. (anorexia, impatience, stupidity)
Phlegmatic (phlegm): Smoking will have a chance of filling your lungs
with phlegm, increasing your lungs recovery time. (asthma, clumsiness,
weariness)
Sanguine (blood): Bleeding will increase over time. (haemophilia,
recklessness, paralysis)

Only one humour may be tempered at once with this ability; training in
Physiology will allow for more freedom in tempering multiple humours.

Evaluation of a target's humours can be done for free.


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Cultivation (Physiology) Known: No (16 lessons required)
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Syntax: CULTIVATE NUCLEUS
GERMINATE NUCLEUS <prime>
HOMUNCULUS FOLLOW
HOMUNCULUS RETURN
HOMUNCULUS ATTACK <target>
HOMUNCULUS PACIFY
HOMUNCULUS <command> [args]
Works on/against: Adventurers
Cooldown: Homunculus balance
Details:
You may CULTIVATE NUCLEUS, using a small amount of your own flesh to
create a small mass of living tissue. This nucleus can then be
germinated from anywhere, so long as you hold in your hands some
alchemical salt, sulphur, or mercury, into a full-grown homunculus using
GERMINATE NUCLEUS <prime>.

This homunculus, which is a small, imperfect copy of the alchemist who
created it, may be controlled via the ethereal bindings between the
creator and the created. Initial control is weak, but further training
in Physiology will allow for more proficient control of your homunculus.

You may only have one homunculus alive at a time, and it will perish
should you yourself die.

HOMUNCULUS FOLLOW will order your homunculus to follow you. If it is
unable to follow you because it is in a different location, HOMUNCULUS
RETURN will bring the homunculus back to you. You may also HOMUNCULUS
ATTACK <target> to have your homunculus attack another, though its
attacks will be weak without training in Physiology. Finally, HOMUNCULUS
PACIFY will command your homunculus to cease its attacks.

Most homunculus abilities work on their own special balance, while
requiring balance and equilibrium.
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Eyes (Physiology) Known: No (34 lessons required)
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Syntax: HOMUNCULUS LOOK
HOMUNCULUS EXITS
Works on/against: Denizens
Cooldown: 5.00 seconds of homunculus balance
Details:
Having gained the ability to control your homunculus's eyes, you may look into whatever room it stands so long
as it is on the same continent as you. You may also specifically check for exits from its current room.
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Legs (Physiology) Known: No (62 lessons required)
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Syntax: HOMUNCULUS MOVE <direction>
Cooldown: 2.50 seconds of homunculus balance
Details:
So long as you and your homunculus stand within the same area, you may order your homunculus to move from room
to room.
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Wrack (Physiology) Known: No (89 lessons required)
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Syntax: WRACK <target> <humour|affliction>
Works on/against: Adventurers
Cooldown: 2.00 seconds of balance
Resource: 60 mana
Details:
By assaulting an opponent's humours, you can afflict upon him several
common maladies. Each has several afflictions associated with it, and
any afflictions from wracking a humour will come only from this pool.
When wracking, you may specify the affliction you wish to use, or you
may allow the affliction to manifest at random at the cost of a slight
delay in speed. It is possible to wrack an opponent's untempered humour,
though this is done at a balance penalty and may be done only via
specifying the affliction.

Wracking operates outside of humour balance, and may be used
off-equilibrium immediately following a symbology ability.

The humours and their affliction pools are:

Choleric: Nausea, sensitivity, slickness.
Melancholic: stupidity, anorexia, impatience.
Phlegmatic: clumsiness, weariness, asthma.
Sanguine: Haemophilia, recklessness, paralysis.
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Arms (Physiology) Known: No (134 lessons required)
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Syntax: HOMUNCULUS ATTACK <target>
HOMUNCULUS ADMINISTER <prime>
Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Resource: 250 mana
Details:
By mastering control of your homunculus's arms, you may now use your
homunculus to more effectively attack your opponent. In addition to
increased damage, your homunculus's damage type will change depending on
the prime used to germinate it, and each prime will grant the attacks a
special effect:

Salt: Magic damage - Attacks will cause bleeding.
Sulphur: Psychic damage - Attacks will drain mana.
Mercury: Poison damage - extend the next herb balance of the target.

Note, however, that if your homunculus becomes separated from you, its
attacks will revert to its original, weak attacks.

In addition, you may administer one of the primes with which your
homunculus was not germinated in order to temporarily grant the effects
of that prime. Note that attacks under the effects of administered
primes will be less effective than those of its native type.
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Evaluate (Physiology) Known: No (178 lessons required)
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Syntax: EVALUATE <target>
EVALUATE <target> HUMOURS
Works on/against: Adventurers
Cooldown: 1.00 seconds of equilibrium
Details:
By evaluating your target, you may roughly discern his or her fluid
level, humour states, health and mana.

Evaluating your target's humour states alone with EVALUATE <target>
HUMOURS will not use any equilibrium.
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Ears (Physiology) Known: No (234 lessons required)
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Syntax: HOMUNCULUS LISTEN <ON|OFF>
Cooldown: 3.00 seconds of homunculus balance
Details:
Having mastered control of your homunculus's auditory system, you may decide to listen to anything your
homunculus hears.
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Diffusion (Physiology) Known: No (289 lessons required)
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Syntax: None (passive)
Works on/against: None
Details:
You are now able to temper up to two humours on an opponent at one time.

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Mouth (Physiology) Known: No (378 lessons required)
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Syntax: HOMUNCULUS SAY <text>
Cooldown: 6.00 seconds of homunculus balance
Details:
You may use your homunculus's mouth to speak from afar.
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Saturation (Physiology) Known: No (423 lessons required)
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Syntax: None (passive)
Details:
You are now able to temper up to three humours on an opponent at one
time.

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Hands (Physiology) Known: No (512 lessons required)
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Syntax: HOMUNCULUS INV[ENTORY]
HOMUNCULUS GIVE <item> TO <person>
HOMUNCULUS GET <item>
HOMUNCULUS DROP <item>
Cooldown: 6.00 seconds of homunculus balance
Details:
With control over your homunculus's hands, you may now manipulate items from afar. All commands require your
homunculus to be in the same area as yourself, with the exception of looking in its inventory.

HOMUNCULUS INV[ENTORY] will show you what your homunculus is currently holding.

HOMUNCULUS GIVE <item> TO <person> allows to your homunculus to hand an item to another. The homunculus must
be in the same room, on the same elevation, as the target, and the target may not be phased or similar.

HOMUNCULUS GET <item> will pick up an item from the ground. This can only be done if your homunculus is
holding fewer than five items already, and is subject to the same restrictions as picking up an item yourself.

HOMUNCULUS DROP <item> will drop an item from your homunculus's inventory into its current room. This is
subject to the same restrictions as dropping items yourself.
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Effusion (Physiology) Known: No (600 lessons required)
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Syntax: None (passive)
Details:
You are now able to temper all four humours on an opponent at one time.

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Torso (Physiology) Known: No (755 lessons required)
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Syntax: None (passive)
Works on/against: Adventurers
Details:
Your homunculus will now attempt to block whoever it is currently attacking from leaving the room, so long as
you stand beside it.
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Alternatively, did you want:
Torso (Tattoos)
Truewrack (Physiology) Known: No (910 lessons required)
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Syntax: TRUEWRACK <target> <humour|affliction> <humour|affliction>
Works on/against: Adventurers
Cooldown: 2.80 seconds of balance
Resource: 100 mana
Details:
Your skill in physiology now allows you to wrack two humours at once. If
you do not specify two afflictions, random ones will be picked from the
relevant humour pools.

You can find the lists of relevant afflictions under AB PHYSIOLOGY
WRACK.
Note: Paralysis may only be delivered once the sanguine humour has been
sufficiently tempered (two times).

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Throat (Physiology) Known: No (1099 lessons required)
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Syntax: HOMUNCULUS SHRIEK <target>
Works on/against: Adventurers
Cooldown: 12.00 seconds of homunculus balance
Resource: 500 mana
Details:
By controlling your homunculus's throat, you may shriek loudly at an opponent, disrupting his or her
concentration. This will knock your target off focus balance or increase the timer needed to regain focus
balance, as appropriate.

You must be in the same room as your homunculus to use this ability.
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Inundate (Physiology) Known: No (1289 lessons required)
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Syntax: INUNDATE <target> <humour>
Works on/against: Adventurers
Cooldown: 1.70 seconds of humour balance
Resource: 100 mana
Details:
By inundating an already tempered humour with additional fluid, you may
cause an instant reaction in your opponent. This will cause all fluid to
be drained from that humour. The more fluid drained, the greater the
reaction.

The effects for each humour are:

Choleric: Health loss.
Melancholic: Mana loss.
Sanguine: Bleeding.
Phlegmatic: Afflict with afflictions from lethargy, anorexia, slickness
and weariness. The higher the fluid level, the more afflictions will be
delivered simultaneously.

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Corruption (Physiology) Known: No (1439 lessons required)
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Syntax: HOMUNCULUS CORRUPT <target>
Works on/against: Adventurers
Cooldown: 12.00 seconds of homunculus balance
Resource: 500 mana
Details:
By channeling your powers of humourism through the alien body of your homunculus, you may corrupt an
opponent's melancholic and sanguine humours. This has the interesting effect of causing mana loss from
bleeding, and health loss from clotting. The effect will wear off after a time.
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Transfusion (Physiology) Known: No (1587 lessons required)
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Syntax: INCUBATE NUCLEUS
TRANSFUSE STATUS
TRANSFUSE CONSCIOUSNESS
Works on/against: Self
Details:
While within your home city's physiology laboratory, you may INCUBATE NUCLEUS, which will then grow over time
into a perfect replica of your body. This will take several days, after which you will be able to TRANSFUSE
CONSCIOUSNESS should you die, moving your soul into this new body. This must be done from the same continent
and plane as the laboratory. TRANSFUSE STATUS will show you the location of your incubating body, and how much
more time (if any) is needed for incubation to complete.
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Reave (Physiology) Known: No (1737 lessons required)
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Syntax: REAVE <target>
Works on/against: Adventurers
Cooldown: 12.00 seconds of humour balance
Resource: 250 mana
Details:
If at least two of your target's humours are tempered, you can attempt to shut down his internal organs,
causing instant death. This will take some time to complete, during which you can perform no other actions.
Having more humours tempered will make the process simpler, decreasing the time needed to induce arrest.
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