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[✗] [GFA - Alchemy] - Transformation Elixir


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Greater Transformation Elixir 

Expanded use  in the Shikari lore
(Link)

((Atmosphere?))

Description:

 

The descendants differ themselves from the common beasts of the wilderness because of their intellect and strength of mind, but what if one could hold the strength of a lion while still holding on to their descendant mind? The transformation elixir is a wondrous concoction, it doesn’t act like a normal potion, it has, in fact, semi-magical properties, through the use of liquid essence, the potion modifies the soul, making it moldable and easy to sculpt just as if it were clay, letting it flow easily to greatly affect a specific ability for longer periods of times. This greater version is a failed experiment of achieving far greater powers than one should hold, the greater elixir is highly toxic and damaging to the body, only the Shikari have figured out a way to use this greater version.

 

 

Effects:

 

Should one drink this they would feel an immense pain inside their chest, so strong to make them fall to their knees and roll on the floor, their soul almost flowing out of their own body as they are taken by heavy convulsions, the veins blacken until the effects of the potion are over.

 

  • Kids and Teens (Any race)
    Death and organ failure is certain should a kid or teen drink this elixir, no matter what.

 

  • Adults (Any race)
    The effects caused by the potion on adults are very damaging, but they are the most suited to be undergoing the transformation process by the Shikari unless that is done the potion means certain death.

 

  • Elderly (Any race)
    As the person ages, their body won’t be able to keep up anymore with change done so suddenly, death is almost certain unless undergoing the Shikari transformation

 

 

During the effects of the potion, the soul is more susceptible to damage by soul affecting magics, ghosts, and even mundane weapons. The now moldable and fluid soul becomes almost able to be touched by bare hands, if the person who drank the elixir ends up being resurrected by the monks they would hold visible scars of whatever hit or took them down before, being it a stab from a sword or a mace hit to the arm, their skin and flesh will be scarred for life as the soul has lost a piece of it during the damage, they will die unless undergoing Shikari transformation

 

Ingredients:

 

-Base-

Aqua Vitae

 

-Symbols-

3 Liquid Essence Vials (Strong Aether, Symbol of Control)

Structure (Moderate, Earth, 3 Symbols of Structure)

Adaptability (Strong, Water, 4 Symbols Adaptability)

Fluidity (Moderate, Water, 3 Symbols of Fluidity)

 

-Non Symbol ingredients-

2 Hearts of a medium-sized beast or descendant, or 1 heart of a large-sized beast or descendant (Center of the anima, needed to alter the soul, the blood it contains must be drained as to avoid contamination with the framework).

4 still closed butterfly chrysalises. (The chrysalises have to be not older than 2 weeks)

 

 

Preparation:

Spoiler
  1. Prepare your work surface with the needed tools: mortar and pestle, knives, alembics, pliers and spoons.
     
  2. Clean everything thoroughly with a strong spirit of aqua vitae or the like to avoid any contamination. 
     
  3. Start by preparing your alembic, dose your aqua vitae in half, pour part of it in and save the other for later, start the fire underneath the lower chamber, regulate the fire for slow and gradual heating, leaving it to rest for the time being. 
     
  4. Start extracting the required symbols from your reagents, through the process Fission and several Distillations, and once that is done go back to the Alembic (Note that the Liquid essence doesn’t need any further processing). 
     
  5. Open the lower chamber of the alembic, once the aqua vitae is brought to a simmer start pouring in your liquid essence vials, one at a time, with pauses in between until the aqua vitae and essence slowly bind together, the aqua vitae should begin giving off a light blue gleam, which will only get stronger with each vial added. 
     
  6. Leave the mixture to rest for a couple of minutes until it goes back to a simmer, then add your first 3 Moderate Water Symbols of Fluidity, mix them together as the mixture slowly becomes of a darker shade of blue, leave this to rest as the alembic starts purifying the mixture which will flow out of the tube. 
     
  7. Take a large Heart (Or 2 medium Hearts), cut it in half by the middle and hang it up above a jar to drain all the excess blood that might be present, you can save the collected blood for future processes. 
     
  8. Take the almost drained heart and wash the blood excess with the previously dosed aqua vitae then let the aqua vitae evaporate.
     
  9. Mash the heart inside a mortar and then add it to your simmering concoction in the alembic which will slowly start to change color to a blue-crimson color.
     
  10. Continue by adding more symbols to the mixture, first the Moderate Earth Symbols of Structure and leave it to rest as the alembic distills the excess away, the color will be unaltered.
     
  11. Take your 4 unhatched butterfly chrysalises and carefully apply a cut at the bottom while keeping them above a jar, a (usually) green liquid will start oozing out from the shell, make sure to collect it all and repeat the same with the other 3, then drain any organic materials present away from the green ooze.
     
  12. Throw away the drained chrysalises and take the liquid that you’ve collected, pour it inside a small pot and start a fire underneath, carefully bring it to a light simmer to purify it, then add your Strong Water Symbols of Adaptability and bind them together which will create a dark green mixture.
     
  13. Go back to your simmering concoction, pour in the purified chrysalises liquid and crank up the fire to bring it to a final boil, the color of the mixture will begin to change to a more blue color. The alembic will start distilling the excess away which you can throw away once it flows out of the tube.
     
  14. Drain the liquid from any organic material inside the chamber, then collect the liquid inside 3 bottles. Away from the heat, the concoction will change to a purple color which gives off a strong magical gleam.

 

Mechanics:

 

Effects:

Spoiler

The Shikari undergoing the transformation process will drink this potion to allow their soul to be changed. The potion takes 5 emotes for it to take effect and only lasts for a total of 2 IRL hours. Equip > Drink > The soul and body change while the person is in greater pain and under strong involuntary convulsions until the effects are over they will not be able to move, the person will die unless they were undergoing a Shikari transformation.

 

Preparation:

Spoiler

Each step takes about 1-2 emotes to perform, once the product is finished it will be stored inside a bottle with a purple color, it gives off a strong gleam in roleplay.

 

Redlines:

Spoiler
  • Drinking this won’t grant you any ability since none of the enhancements can be added.
     
  • Kids and teens are considered those that have 0 to 20 years of life, Adults are those from 21 to 80 (21 to 500 for elves), elderly go from 81 (501 for elves) to the maximum age one can reach.
     
  • It can’t be taken by constructs or those who do not have a soul. If the soul is already affected in any way by a deity based magic or the like (Not prosthetic limbs) the potion will not take effect and will be expelled forcedly by the body (Great pain, vomiting…) as the deity is far more powerful than the alchemical concoction.
     
  • The recipe is scarcely known and useless unless used for the Shikari transformation.
     
  • Drinking this by yourself if you are not undergoing the Shikari transformation is counted as suicide and means a PK.
     
  • The potion can only hold a liquid form and cannot be turned into a vapor.
     
  • Cannot cast magic while under these effects.
     
  • The soul while in this state will take far greater damage if wounded, magics such as Naztherak when first in contact with the skin will deal damage as if been in contact with it for far more (Emote as if the skin had already been in contact for 3-4 emotes), Even common steel weapons affect the soul directly which will be scarred upon being resurrected, leaving a scar where the wound had been dealt. Limbs or body parts still regrow if chopped off but they will hold a scar where they were cut.
     
  • The ghost’s chilling touch and emotional effect on the person while under the Elixir will have a far greater effect on them. Ghosts are able to physically touch the person, they are able to deliver punches comparable to the strength of a voidal mage, drag or push the person with a strength of a human or scrape them with their fingers, armor or clothes will have no effect to protect from the ghost’s touch.
     
  • People can’t still touch ghosts while under the Elixir’s effect

 

 

Moderate Transformation Elixir

 

Description:

 

The moderate version of the transformation elixir is a weakened version of the greater one, allowing for minimum damage while still holding incredible effects, just like the greater version this elixir directly affects the soul, though not as much as its greater counterpart. The moderate elixir allows for various effects to be directly inscribed in the being’s soul for a long period of time.

 

Effects:

Base effects

  • Strength or Speed
    Muscle mass increases greatly allowing for incredible feats of strengths and peak performance speeds based on the drinker’s race.
  • Hearing
    Hearing of the person greatly improves at the point at which they are able to detect the smallest of sounds, though they need to concentrate on what they want to specifically hear.
  • Sight or Night vision
    Vision improves far more, able to detect the smallest of movements, one could even gain improved vision in the dark up to 10 meters ((10 blocks)) should they use the right ingredients.
  • Taste or Smell
    The sense of taste or smell can be improved to a point where one could easily follow tracks of a beast or a person just like a wolf or a dog or discern different ingredients of a dish, should they tasted or smelled the same thing before.
  • Reaction time
    The reaction time greatly increases allowing for quick decision making and reflexes, enough to get a great advantage in close-quarter fights. 

 

Only one ability can be enhanced at a time, it’s impossible to brew together more ingredients for a much greater effect as this would cause a conflict between them, tearing and wounding the soul.

 

Upon drinking the potion one would feel a great stabbing and crushing pain at the center of their chest and also to the affected area, as their body fights off the unnatural change taking place inside them, though the response varies from person to person. During the transformation time, they will find themselves unable to move as their body is shaken by involuntary convulsions which slowly disappear after it fully took effect. The physical changes on the body vary depending on which reagent was used, such as increased muscle mass if it was centered around strength, feline-like eyes if it was an improvement to sight, but the standard effects that each potion gives are blackened veins that pop out more from the skin. Once the effects are over the person will go under a similar experience from when they first drank the potion, a great pain will come to their chest, the affected areas revert back to what they used to be and any change disappears, they will find themselves unable to move for a short amount of time as the convulsions and pain disappear slowly.

 

  • Kids and Teens (Any race)
    The effects caused on a child should they consume this potion will in the majority of cases cause the failure of their organs and death.
     
  • Adults (Any race)
    The effects caused by the potion on adults are less damaging, they are the most suited to be drinking this type of concoction and able to recover the most from the effects.
     
  • Elderly (Any race)
    As the person ages, their body won’t be able to keep up anymore with change done so suddenly, they will be incapacitated for longer after the effects end.


 

Drawbacks, Damage, and Overdose

As you know, Alchemy is ruled by equivalent exchange, this law is present in any alchemical concoction and it will take its effects upon the body once the potion wears off, causing great pain. The side effects are only temporary if the potion has been consumed only once, though taking it more than once per elven week would slowly damage the body to the point of not being able to revert the changes done to the soul.

 

Strength & Speed

Once the potion wears off: The person would feel the muscles they used overly tired and flimsy, unable to move for the shortest of distance or lift the lightest of things without effort, a stabbing pain will be present on the body ((for 10 emotes)). 

 

Twice per elven week overdose: The person in addition to the tiredness and increased stabbing pain would feel as if they’ve torn a muscle, in all limbs, making it harder to use said limbs without feeling pain. ((for 15 emotes)).  

 

Thrice per elven week overdose: The strength drops down as if they were been affected by voidal poisoning ((Permanent)). 

 

Hearing

Once the potion wears off: The hearing senses drop to below normal levels one would feel as they were hearing sounds underwater ((for 10 emotes)). 

 

Twice per elven week overdose: The hearing drops down to almost deaf levels ((for 15 emotes)). 

 

Thrice per elven week overdose: The person becomes deaf ((Permanent)). 

 

Sight

Once the potion wears off: The sight drops down to below normal levels, they won’t be able to tell the difference between details from far away ((for 10 emotes)). 

 

Twice per elven week overdose: The sight drops down to almost blind levels, shapes and forms become distorted even at a closer range ((for 15 emotes)). 

 

Thrice per elven week overdose: The person becomes completely blind ((Permanent)). 

 

Taste

Once the potion wears off: The person’s sense taste drops down to a point where they won’t be able to tell the difference between ingredients with similar taste ((for 10 emotes)). 

 

Twice per elven week overdose: They temporarily lose all sense taste ((for 15 emotes)). 

 

Thrice per elven week overdose: The person loses all sense of taste ((Permanent)). 

 

Smell

Once the potion wears off: The person’s smell drops as if they had a slightly clogged nose ((for 10 emotes)). 

 

Twice per elven week overdose: Temporarily lose all sense of smell ((for 15 emotes)). 

 

Thrice per elven week overdose: The person won’t be able to smell anymore, this also affects the taste in some part ((Permanent)). 

 

Reaction time

Once the potion wears off: The person's reaction time is much slower than normal ((for 10 emotes)). 

 

Twice per elven week overdose: The person would take about a second to react to anything ((for 15 emotes)). 

 

Thrice per elven week overdose: The person would take about two to three seconds to react to anything ((Permanent)). 

 

  • Adults (Any race)
    The side effects on adults are the ones listed above, there are no additional side effects once the potion wears off.
     
  • Elderly (Any race)
    The elderly have stronger side effects, their soul recovers far slower than an adult, the time which they have to wait for the body to recover is doubled, the side effects are also stronger on them.

 

 

During the effects of the potion, the soul is more susceptible to damage by soul affecting magics, ghosts and even mundane weapons, the now moldable and fluid soul becomes almost able to be touched by bare hands, if the person who drank the elixir ends up being resurrected by the monks they would hold visible scars of whatever hit or took them down before, being a stab from a sword or a mace hit to the arm, their skin and flesh will be scarred for life as the soul has lost a piece of it during the damage.

 

Even if the elixir is safe to drink it still holds enough toxicity to it to cause damage, should one overdose it they would find their senses worsened permanently as their soul did not have time to recover. Drinking the elixir only once during the elven week will bring constant light lingering pain to the whole body, but more noticeable in muscles and joints, drinking the elixir twice during the elven week will make wounds and damage more painful than normal in addition to the lingering pain, drinking the elixir thrice during the elven week will bring irreparable effects to the soul in addition to the lingering pain which becomes greater as does the pain felt by damage, drinking this 4 times during the elven week will deliver the final blow to the soul, killing the user.
 

The soul is delicate and takes time to recover from the damage before another elixir can be drunk safely, it takes one elven day for recovery should one have drunk only one elixir during the week, it takes two elven days for recovery should one have drunk two elixirs during the week, it takes four days of recovery if the elixir is drunk three times during the week.

 

Going above the suggested dose per elven week will bring stronger side effects to the soul and body, the elixir is to be drunk at your own risk.

 

Ingredients:

 

-Base-

Distilled water And purified Blood in equal parts (The blood has to come from the same beast/descendant of the enhancing ingredient)

 

-Symbols-

-2 Liquid Essence Vials (Strong Aether, Symbols of Control)

-Structure (Moderate, Earth, 2 Symbols of Structure)

-Adaptability (Moderate, Water, 3 Symbols Adaptability)

-Fluidity (Moderate, Water,  1 Symbols of Fluidity)

 

-Non Symbol ingredients-

-1 Heart of a medium-sized beast or descendant (Center of the anima, needed to alter the soul, the blood it contains must be drained as to avoid contamination with the framework).

2 butterfly chrysalises (The chrysalises have to be not older than 2 weeks).

 

-Possible Enhancing ingredients (Only one for each potion)-

 

  • Strength (Replaces the blood base)
    Blood of Olog, blood of Orc (blood of Human, Elf or Dwarf can be also used by it needs to be infused with 1 moderate Earth Strength symbol and 2 moderate Earth symbol of Endurance.)
  • Speed (Replaces the blood base)
    Blood of a Kha (or any large feline) or blood of horse (blood of a Human, Elf or Dwarf can be also used by it needs to be infused with 2 moderate Air symbols of speed and 1 moderate Earth Symbol of Endurance
  • Hearing
    Inside of bat, wolf, dog, cat ears or any other feline or canine with developed hearing senses.
  • Sight
    Pair of eyes of a Kha or feline (1 pair if Large, 2 pairs if small), Eagle, Falcon, Owls, Hawks or any other animal with increased sight abilities. Kha, feline and nocturnal animal’s eyes will grant improved sight in the dark.
  • Taste
    3 tongues of snake, or any other tongue of an animal with improved tasting ability (1 if a large beast, 2 if medium, 3 if small) 
  • Smell
    2 wolf or dog snouts or any other animal nose with improved smell tracking abilities (1 if large, 2 if medium, 3 if small)
  • Reaction time
    4 spiders half the size of a palm

 

Preparation:

Spoiler
  1. Prepare your work surface with the needed tools: mortar and pestle, knives, alembics, pliers and spoons.
     
  2. Clean everything thoroughly with a strong spirit of aqua vitae or the like to avoid any contamination. 
     
  3. Start by preparing your alembic, dose your distilled water in half, pour part of it in and save the other for later, start the fire underneath the lower chamber, regulate the fire for slow and gradual heating, leaving it to rest for the time being. 
     
  4. Take the beast’s blood you’ve chosen (It has to be the same as the enhancing ingredient), pour it inside the alembic with the distilled water to create an equal mixture and leave it to simmer to purify the blood, the excess will flow out of the tube of the alembic.
    1. If you are using the strength or speed enhancement then the point n°14 has to be skipped, the strength and speed enhancement are to be used as a base instead of the blood.
       
  5. Start extracting the required symbols from your reagents, through the process Fission and several Distillations, and once that is done go back to the Alembic (Note that the Liquid essence doesn’t need any further processing). 
     
  6. Open the lower chamber of the alembic, once the distilled water and blood base is brought to a simmer start pouring in your liquid essence vials, one at a time, with pauses in between until the mixture and essence slowly bind together, the distilled water and blood base should begin giving off a light blue gleam, which will only get a bit stronger with the second vial.
     
  7. Leave the mixture to rest for a couple of minutes until it goes back to a simmer, then add your first Moderate Water Symbol of Fluidity, mix them together as the mixture slowly becomes of a darker shade of blue, leave this to rest as the alembic starts purifying the mixture, the excess will flow out of the tube. 
     
  8. Take a medium-sized heart, cut it in half by the middle and hang it up above a jar to drain all the excess blood that might be present, you can save the collected blood for future processes. 
     
  9. Take the almost drained heart and wash the blood excess with the previously dosed distilled water.
     
  10. Mash the heart inside a mortar and then add it to your simmering concoction in the alembic which will slowly start to change color to a blue-crimson color.
     
  11. Continue by adding more symbols to the mixture, first the 2 Moderate Earth Symbols of Structure and leave it to rest as the alembic distills the excess away, the color will be unaltered.
     
  12. Take your 2 unhatched butterfly chrysalises and carefully apply a cut at the bottom while keeping them above a jar, a (usually) green liquid will start oozing out from the shell, make sure to collect it all and repeat the same with the other, then drain any organic materials present away from the green ooze.
     
  13. Throw away the drained chrysalises and take the liquid that you’ve collected, pour it inside a small pot and start a fire underneath, carefully bring it to a light simmer to purify it, then add your 3 Moderate Water Symbols of Adaptability and bind them together which will create a dark green mixture.
     
  14. At this stage, you will need to add your enhancing ingredient (Skip this step if already done in step 4.a), The enhancing ingredient should be left in a bath of distilled water and brought to a boil before being added to the chamber.
     
  15. Go back to your simmering concoction, pour in the purified chrysalises liquid and crank up the fire to bring it to a final boil, the color of the mixture will begin to change to a more blue color. The alembic will start distilling the excess away which you can throw away once it flows out of the tube.
     
  16. Drain the liquid from any organic material inside the chamber, then collect the liquid inside 3 bottles. Away from the heat, the concoction will change to a purple color which gives off a light magical gleam.

 

Mechanics

 

Effects:

Spoiler

It takes 2 emotes to equip and drink the potion, 5 emotes for it to take effect and can last only for 1 irl hour. Potion emotes: Equip > Drink > 5 effects emote where the soul and body change while the person is in great pain and under involuntary convulsions, the 5th being when the person can start moving again, during the 5 emotes the person will be constricted at a crawling speed up to 1 block > 1 IRL hour of enhanced emotes. When the effects are over it takes 5 emotes for the body to revert back, during these 5 emotes the person will be constricted at crawling speeds up to 1 block

 

Effects If the potion is drunk more than:

Spoiler

 

Once per week: constant light lingering pain to the whole body, more noticeable in muscles and joints. (The effects disappears after the soul recovery of 1 IRL day)
 

Twice per week: wounds and damage are far more painful than normal, constant lingering pain to the whole body, more noticeable in muscles and joints. + Overdose (The effects disappears after the soul recovery of 2 IRL days, except the overdose which only lasts a couple of emotes)

Thrice per week: Overdose effects become irreversible, deity magic can no longer be learned, wounds and damage causes great pain, constant lingering pain to the whole body, more noticeable in muscles and joints. (All effects except the tier 3 overdose pass after 4 IRL days.)

 

4 times per week: Kills the person once the 5 emotes are over, it’s counted as suicide and will consist in a PK.

 

The overdose effect depends on which sense enhancement has been taken (if one drank an enhancement of strength and then one of sight only the sight will go into overdose effect, but if one drank two elixirs of strength then the strength will go in overdose, if one drank 3 elixirs then the last one will go into permanent damage) the permanent effect won’t go away with the soul recovery. The overdose damage increases each time (if one were to drink three Elixirs during the elven week the damage will become permanent).

 

 

Preparation:

Spoiler

Each step takes about 1-2 emotes to perform, once the product is finished it will be stored inside a bottle with a purple color, it gives off a light gleam in roleplay.

 

 Redlines:

Spoiler

 

  • It can’t be taken by constructs or those who do not have a soul. If the soul is already affected in any way by a deity based magic or the like (Not prosthetic limbs) the potion will not take effect and will be expelled forcedly by the body (Great pain, vomiting…) as the deity is far more powerful than the alchemical concoction.
     
  • Kids and teens are considered those that have 0 to 20 years of life, Adults are those from 21 to 80 (21 to 500 for elves), elderly go from 81 (501 for elves) to the maximum age one can reach.
     
  • Deity based magic cannot be learned any more if the 3rd dose is taken during the IRL week.
     
  • This is not a healing potion, it doesn’t make anybody part grow back, if you lost an arm it will only affect the other since that part of the soul is missing (the rule is: If it’s cut off from the body it won’t work). The potion can, however, affect the body parts that are still there (If a blind person were to drink this their eyes would change and give them sight for the duration).
     
  • The permanent side effects of an overdose will affect even people with the worsened sense already (example: if a blind person goes in the thrice per week overdose of the sight elixir then the elixir won’t work on them anymore and bring only the other side effects.)
     
  • If one went into overdose and got a permament side effect they won’t be able to fix it by drinking the elixir again, it won’t just work on that sense anymore (example: if a person went blind by drinking the elixir they wont be able to regain sight by drinking this again)
     
  • Prosthetic limbs or magics such as the one of the Seers will be able to fix the permanent damage caused by the potion, though the affected limb or bodypart has to be removed.
     
  • The elixir only affects living material, it won’t work on prosthetic body parts.
     
  • The esthetic changes can be chosen by the player, though they will hold no advantage in roleplay, it will just be a tell of the effect. The effects don’t mutate the body, you cannot change your body parts drastically (ex. can’t your arm into an orc arm if you drank the strength potion, but cat-like eyes would be fair for the sight potion, should they have used the right ingredient).
     
  • The potion can only hold a liquid form and cannot be turned into a vapor.
     
  • The potion while drinkable is also still highly toxic to the body and soul, the mechanics must be followed should one drink this potion more than once an IRL week.
     
  • Magics use up more Mana, making the casting useless as the mana would flow out of the body at a much quicker rate. If a mage attempted connection while under the effects of this potion they would feel their mana draining and making them reach faint levels of exhaustion unless they disconnect right away. The Moderate Elixir would allow for a 3 emote spell, counting connection before fainting.
     
  • The soul while in this state will take far greater damage if wounded, magics such as Naztherak when first in contact with the skin will deal damage as if been in contact with it for far more (Emote as if the skin had already been in contact for 2-3 emotes), Even common steel weapons affect the soul directly which will be scarred upon being resurrected, leaving a scar where the wound had been dealt. Limbs or body parts still regrow if chopped off but they will hold a scar where they were cut.
     
  • The ghost’s chilling touch and emotional effect on the person while under the Elixir will have a far greater effect on them. Ghosts are able to physically touch the person but are not able to deliver strong punches, they may, however, attempt to drag or push the person with a strength of a voidal mage or scrape them with their fingers, armor or clothes will have no effect to protect from the ghost’s touch.
     
  • People still can’t touch ghosts while under the Elixir’s effect
     
  • Requires a GFA application

 

 

Specific Abilities Redlines:

Spoiler
  • Strength or Speed
    Can only reach peak strength and speed of your race, a human won't become as strong as an orc, and an orc won’t become as strong as an olog
     
  • Hearing
    Need to concentrate while attempting to hear something, if many loud noises are present you won’t be able to do it.
    Cannot hear through walls or other blocks, if the text is blocked by a physical barrier you cannot hear it.
     
  • Sight or Night vision
    cannot see something from across the map.
    can only see in black and white while in darkness.
    Cannot see in TOTAL darkness.
     
  • Taste or Smell
    You could not ‘track someone’ without having prior knowledge of where they were, what they smelt like or what direction they were heading in. You must also clear it with the person in OOC.
    To know what something tastes like you need to have tasted it before.
    You may be able to discern different flavors and get a hint if a food is poisoned (Only with ooc consent)

     
  • Reaction time
    Cannot catch an arrow or bolt out of the air, especially at point-blank range or anything going at high speeds.
     

 

OOC Purpose

I saw a lack of enhancing potions and I thought I’d give it a go, originally only planned to hold the greater elixir the moderate elixir is an addition that anyone could use with a proper GFA application, the greater elixir allows for the Shikari lore to exist ((Link)).

 

Credits

IGN - Forum Name

 

MistelPistol - @Mistel

Ztrog - @Ztrog

Boarbarian - @Boarbarian

 

 

Edited by NikoNiko
Added links, added @ in credits
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