Knowledges
Most of the Knowledge paths take around 42 actions in that path, though some vary from this.
Pre-requisite(s) are for inventing. To learn from someone the requirements are usually higher.
As of 2006-07-22:
GK Knowledge Tree Link
Stoneworking
Allows the construction of stone quarries and walls. Stone quarries produces Stones, necessary in many construction tasks.
Walls are to slow down travel speed of any unwelcomed visitors.
Exception(s):
* Earth souls do not need to learn Stoneworking in order to build Quarries.
In addition, Earth souls have a larger range of locations where Quarries can be built.
* Water souls can not build Quarries at all.
Pre-requisite: None
Roadbuilding
Allows construction of roads to reduce travel time between hexes. Each road require 20 Stones to complete.
Roads (or paths, for that matter) may be built from water to dry land, and from dry land to dry land, but not from dry land to water or water to water.
If a road (or path) is built from a hex to a hex, and both hexes are flooded, the road still stands.
Exception(s):
* Water souls must learn Roadbuilding in order to build Paths and Roads.
Pre-requisite: Stoneworking
Crystallurgy
Allows the construction of Tungsten Gardens which yield the highly desirable, basic alchemical item Tungsten.
Pre-requisite to learn: Knowledge of Stoneworking
Pre-requisite to use: Metal only
Fish Lore
Allows the construction of Fisheries which yield food for Water Souls.
Pre-requisite to learn: None
Pre-requisite to use: Water only
Masonry
Allows the construction of Towers which is built on very high mountains (1700 meters or higher)
Standing on top of the Tower allows one to view a larger portion of a planet.
It takes 410 Stones to build a single tower.
Pre-requisites: Construction [Accomplished]
2.1 Diplomacy
Diplomacy
Allows the actions Recruit Hamlet and Recruit City. With Diplomacy you also gain the ability to Aggravate or Pacify your hamlets with one exception.
This can be done to hamlets in your line of sight only.
Pre-requisite: None
Local Diplomacy
Adds to diplomacy in that it allows one to add Aggravate or Pacify actions to their queue. These actions are the same as with nomal Diplomacy, but can not be timed.
Pre-requisite: None
Expert Diplomacy
Allows donating hamlets to other players
Pre-requisite: Diplomacy
2.2 Warfare
Offense
Increases fighting ability
Pre-requisite: War [High Capable]
Advanced Offense
Increases fighting ability further
Pre-requisite: War [Adept]
Expert Offense
Increases fighting ability even further
Pre-requisite: War [Brilliant]
Elemental Magic
Allows the magic action Listen Earth.
Listen Earth allows one to determine the integrity of the land to see if the Earth needs Charged (at an Earth Temple) or if a hex is charged for a successful triggering session.
Pre-requisite: None
Weather Lore
Allows allows Call Rain for non-Water people and Call Rain and Summon Ocean Current for Water people.
Summon Ocean Current takes 2 hours flat and costs 1 SE -- must be between two oceans.
Pre-requisite: None
Earth Magic
(Earth-Only)
Allows the construction of Earth Temples.
It takes 7 SE, 111 Stones and 111 Wood to build one.
It must be built on a hill.
Earth Temple is crucial in maintaining a healthy planet.
When the planet's power dwindles, someone must go to the Temple and Charge Earth.
(All Elements)
Charge Earth is to channel a person's spiritual energy to the earth to maintain the health of a planet.
Each Earth Charging session costs 3 SE.
Pre-requisite: Construction
Expert Earth Magic
Allows the action Terra Diutinus to protect yourself using
the forces of the earth. Must me both taught and cast on an Earth Temple.
Pre-requisite: Earth Only; Elemental Magic [Capable]
Water Magic
Allows the magic action Create Spring which will daily produce water to flood the hex and eventually form and ocean. The hex in question will sink every day and when it becomes a Water square, the spring disappears.
No Pre-requisites.
Leaf Magic
Allows the magic action Enchant Forest. An Enchanted forest will attack those who go into it. It can also add souls to your army, cancel actions, or extend them.
Pre-requisite(s): Elemental Magic, Leaf Only
Advanced Leaf Magic
Allows magic action Enhance Forest to form Old Forest. An Old Forest produces Goblin Moss, a favorite food for Leaf Souls, and also maximizes the hamlet to 200 creatures.
Pre-requisite(s): Leaf only; Leaf Magic [Effective]
Expert Leaf Magic
Allows one to awaken and sleep forests - a little bit like aggravate and pacify hamlets.
Pre-requisite(s): Leaf Only; Leaf Magic [Accomplished?]
Gardening
Allows one to increases the maximum size of one’s hamlet.
Associated Skill: Gardening
Pre-requisite(s): Leaf Only; Leaf Magic [Experienced]; Expert Leaf Magic
Plains Magic
This will Enhance Plains to create meadows. Meadows seem to hold their charge and not loose it when a sky soul flies across it, according to current data.
This requires: 4 SE, 1 Starstone, and 1 Dysprosium
Pre-requisite(s): None Known
Fundamentals of Sorcery
Allows the magic action Force Bolt. Force Bolts are used in combat and can be very effective in eliminating one's enemy. This spell can backfire and kill some of your own souls but it is unable to completely kill the caster..
Pre-requisite: None
Sorcery
Allows magic action Magic Missile Like Force Bolt, only stronger. Unlike Force Bolt, however, Magic Missile does have the possibility of
completely killing you should it fail and your souls are low enough.
Pre-requisite: Sorcery [Accomplished]
Broken Sorcery
Destroys the tile one is on and creates “blasted land.”
Pre-requisite: Sorcery [Accomplished]
Decimagic
Allows the magic action Unform to weaken the planet by absorbing its energy.
Pre-requisite: Fundamentals of Sorcery
Master Decimagic
Allows the action, Master Unform which destroys a hex completely -- makes it disappear! One must pick a direction from the "arrows" screen to cast this spell.
Pre-requisites: Decimagic; Sorcery [Talented]
Necromancy
Brings the dead back to life.
Pre-requisite: Sorcery [Experienced]; Death [Effective]
Much of this section is taken from Dragyn's excellent web site about Spatial Magic based on his long-term researches. You must go to his site to get the full understanding of some of the specifics: http://home.comcast.net/~banjaloupe/spatial.html
Elemental Magic
When you cast Listen Earth on a square where “the air shimmers” (can be seen on a detail screen) you could get any of three (four, really) messages that pertain to how high a square is charged. The "first" is when you get nothing, so you have way more people to the charge on the square, or the square isn't charged at all. The true first message ("second") is when it says the air glows dimly. This means there's enough charge to warrant a message, but when the ratio of people in your tribe to amount of charges is more than 5. The second (or "third") message is that the air shimmers. This occurs when the charge ratio is less than 5 but more than 2.5. The final message is that the air flares with pungent sparks. Any ChR between 0 and 2.5 will display this message.
Pre-requisites: None
Basic Spatial Magic
Allows the magic action Charge Space
"Charge space" spell increases the amount of charge (spatial energy) on a square. Some amount of charging is required for basically all of spatial actions to work correctly. Sky souls also get the action Charge Space II which charges the hex faster for a cost of 1 SE.
Pre-requisites: Elemental Magic [Capable], Sky Only (for Charge Space II)
Spatial Magic
Allows the magic actions Trigger and Disrupt. Trigger sosts 1 SE and will move you to the person who has last Gathered. However, the square needs to be charged up quite a bit (about 2.5 Charge/person Ratio or lower: meaning the air is flaring when Listen Earth is cast). The usual measure is ONE CHARGE per TWO pps. Triggering while burdened is possible, however, it increases the amount of charge needed. Also, if you’re triggering many people, even if they all read a “pungent sparks” Listen Earth message, it may not mean the square is charged enough for all of them, because Listen Earth only depends on your own tribe count and does not factor in others on the square. Finally, Trigger only uses up (on that square) the least amount of charge required to move whomever is being triggered.
Pre-requisite: Basic Spatial Magic
Advanced Spatial Magic
Allows the Action Gather which Orients the spatial matrix towards yourself. When souls perform a trigger they will go to the pserson who has the Matrix.
Pre-requisite: Spatial Magic [Capable]
Expert Spatial Magic
Allows actions Create Weir Gate and Align Weir Gate
Pre-requisite: Sky Only; Spatial Magic [Proficient?]
Portalcraft
Allows the magic actions Energize Portal I and Energize
Portal 2
Pre-requisite: Advanced Spatial Magic; Spatial Magic [Experienced?]
Master Portalcraft
?
Pre-requisite: Portalcraft, ?
Aerial Magic
Allows the magic action Fly: so a Sky Soul can fly between two charged spaces with 1 person. However, the casting depletes some amount of charged energy from each action.
Pre-requisites: Basic Spatial Magic; Sky Only; Spatial Magic [Effective?]
Astral Magic
Allows a Sky Soul to: Sleep (Smoke Goblin Moss to cause a "trance-induced" sleep); Wake (Cancellation of Sleep); Drift (Drift from one hex to another during sleep. One can "dream drift" to a whole other world while doing this. Drifting ability has proven essential in the non-escape world creation via TA (an Earth only Alchemy.)
Pre-requisites: Spatial magic (Accomplished?)
Aural Magic
Allows the casting of the spell known as "Echo." This spell allows you to determine, roughly, the amount of ppl:charge ratio on a square by seeing how many dots (or periods, points, whatever) follow a base message from the spell. However, the spell has some amount of error between individual castings. Therefore, don’t use this spell as a be-all and end-all measure of charge. By the way, messages with only 1 or no dots following them means that either the spell was a failure or it’s charged very little. Echo has also been seen to have slightly different results based on the number of people in your tribe when casting.
Pre-requisites: Basic Spatial Magic; Sky Only; Spatial Magic [Capable]
Telepathy
Allows the magic actions Search and Signal. Search allows one to look for another major soul and locate his/her whereabout. Search gives positive XP while Signal detracts XP from the level.
Pre-requisite: None known
Advanced Telepathy
Allows the action Probe
Pre-requisite: Telepathy [Capable]
Expert Telepathy
Allows the action Scry which tells you what action a person is doing(if any) and how long until they complete that action.
Pre-requisite: Telepathy [Effective]
Master Telepathy
Allows the action Scan. Scanning allows the caster of the spell to read the system messages of the target soul.
Pre-requisite: Telepathy [Proficient]
Hypnology
Allows the action Control, Release, Submit, and Command. Command allows the caster of the spell to replace the target soul's actions with the caster's queued actions. This costs 1 SE. It does not always work on active souls but works very well on glazies.
Pre-requisite: Telepathy [Talented]; Master Telepathy
Morphic Telepathy
Allows the actions Shock Body, Shock Memory, Inquire, Clear Messages, and Rename Knowledge. Shocking another player's body might abort that person's activity. It takes 1 SE to cast. Shocking another player's memory might make that person abandon their future plans. Inquire allows seeing someone else's system messages and some other activities (such as recently receiving a message from so-and-so, etc.) It costs 1 SE per session.
Pre-requisites: Telepathy [Effective]
Discussion Forum
Allows the actions Discussion Nexus (14 SE) and Charge Forum (11 SE)
Pre-requisite: Telepathy
Expert Discussion Forum
Allows the actions Conceal Forum and Reveal Forum
Pre-requisite: Telepathy [Experienced]
Smur of Lunna
Makes all the words in the caster's forum spelled backward.
Pre-requisite: Telepathy [Accomplished]
Differology
Allows one to preform an action untill being signaled by a certain person. You then automaticaly cancel the action you are preforming and start the next thing in your queue.
Pre-requisite: Telepathy [Experienced?]
Alchemy
Allows the actions Distill and Alchemy. Alchemy can transform TWO of your supported elemental materials into ONE of your own. For example, if you are Sky, you can turn two Teardrops into one Starstone. See the Alchemy thread for detailed description of each Elemental alchemical production.
Distill the alchemical essences of the Elements to make 1 Quintessence. No known use for Qintessence has been discovered -- except that it is useful in "Angelic Magic." It takes 1 Adamant, 1 Starstone, 1 Earthbone, 1 Teardrop, 1 Moonleaf, 1 Tungsten and 6 Wood to perform this magic.
Pre-requisite: Elemental Magic [Capable]; Knowledge [Capable]
Expert Alchemy
Turns Adamant into SE and thus can be used to create SE. The amount of SE created depends on how it is used. Using 1 Adamant it is believed the caster would produce the following SE amounts:
2 SE if used on self
3 SE if sent to another soul on-planet
1 SE if sent to another soul off-planet
It takes 2 Adamants, 1 Alchemical Instruments, and 1 Wood for a cast.
Pre-requisite: Metal Only, Adamatine Alchemy, Alchemy [Effective?]
Manufacture
Allows two actions: Build Laboratory, and Manufacture
A Laboratory allows a Metal Soul to Manufacture Alchemical Instruments needed in Expert Alchemy (for man-made SEs). It takes 1 SE, 10 Stones, 5 Woods, 3 Irons, 1 Tungsten, and 1 Adamant to build. Manufacture takes 1 Tungsten and transforms it into 1 Alchemical Instrument which is needed in creating SEs.
Pre-requisite for Build Lab: Metal Only; Construction and Manufacture
Pre-requisite for Manufacture: Metal Only; Manufacture
Desert Alchemy
Allows the action Desert Alchemy to mass-produce Ironweed. Any can learn, only Earth and Metal Element can perform this magic. Two woods and 100 desert seeds are required. At a low alchemy level, each cast produces 18 Ironweed. However, as one's alchemy level advances, the production value decreases.
Pre-requisite: None
Solar Alchemy
Allows the actions Create and Dispatch Glitterbomb. To create a glitterbomb takes 1 SE, 1 Starstone, 1 Tungsten, and 1 Wood. Each time a glitterbomb is dispatched, it costs 1 SE. Dispatching a glitterbomb will cancel whatever action the targeted Major Soul is performing. Useful during invasion.
Pre-requisite: Alchemy [Capable]
Adamantine Alchemy
Allows the action Transform Tungsten (to Adamant). Each spell transforms 8 Tungstens and 5 Woods into one Adamant. No SEs required.
Pre-requisite: Metal Only; Alchemy [Capable]; Crystallurgy
Iron Alchemy
Allows the action Iron Alchemy to distill Ironweed into Iron. Any element can learn, but only Metal and Earth can use it. 4 Woods and 31 Ironweed create one Iron. Iron is needed to build a Lab. for the manufacturing of Alchemical Instruments that can be used in Expert Alchemy.
Pre-requisites: Alchemy [Capable], Desert Alchemy
Terrestrial Alchemy
Allows one to make a one-square planet (an asteroid).
Pre-requisite: Alchemy [1]
Expert Terrestrial Alchemy
Allows one to form a single hex (to expand the size of a planet.)
Pre-requisites: Earth Only, Pre-Requisite: Alchemy [3]
Lunar Alchemy
Allows Metal to convert 2 Adamant into one Moonleaf
Pre-requisites: Metal Only, Experienced (?) in Alchemy
Lapidarian Alchemy
Convert White Sand into Gems.
Pre-requisites: Alchemy[1]; Metal Only?
Chromatic Alchemy
Allows you to convert materials into others. You need 200 of one item and one metal. There are many possible conversions and some of the research that has been done can be viewed at http://www.jwebnet.net/personal/gallery/v/gk/Chromatics2.gif.html
Pre-requisites: Expert Alchemy, Experienced (?) in Alchemy; Metal Only?
Manufacturing of Alchemical Instruments
?
Pre-requisites: Experienced (?) in Alchemy; Metal Only?
In the conjuration formulas 'Level' stands for conjuration level.
The knowledge path for the ability to conjure Heavy Metals is as follows:
Conjuration
|- Conjuration of Nectar
|- Basic Conjuration of Iron
|- Conjuration of Moss
|- (Heavy metal-specific conjurations)
Conjuration
Allows the conjuration of Desert Seeds
Yields: 3 + (7 * Level)
Pre-requisite(s): None
Conjuration of Grain
Allows the conjuration of Grains
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Wood
Allows the conjuration of Wood
Yields: 1 + (4 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration; Conjuration of Nectar
Conjuration of Nectar
Allows you to conjure Violet Nectar
Yields: 4 + (3 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Potatoes
Allows you to conjure Potatoes
Yields: 4 + (6 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Fish
Allows you to conjure Herringfish
Yields: 6 + (3 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Moss
Allows you to conjure Goblin Moss.
Yields: 1 Moss
Pre-requisite(s): Basic Conjuration of Iron; Some experience with Conjuration
Conjuration of Ashes
Allows you to conjure Ashes
Yields: 1 + (6 * Level)
Pre-requisite(s): Conjuration; Conjuration [1 or 2]
Conjuration of Snails
Allows you to conjure Snails
Yields: 2 + (5 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Stones
Allows you to conjure Stone
Yields: 1 + (2 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration; Conjuration of Nectar
Basic Conjuration of Iron
Allows you to conjure Ironweed
Yields: 5 + (2 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Bread
Allows you to conjure Flatbread
Yields: 5 + (3 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
8.1. Heavy Metals
Conjuration of Tungsten
Yields: 1 Tungsten
Costs: 3 SE
Pre-requisite(s): Conjuration of Moss
Conjuration of Zirconium
Yields: 1 Zirconium
Costs: 3 SE
Pre-requisite(s): Conjuration of Moss
Conjuration of Hydrangym
Yields: 1 Hydrangym
Costs: 3 SE
Pre-requisite(s): Conjuration of Moss
Conjuration of Dysprosium
This allows the conjuration of Dysprosium.
Yields: 1 Dysprosium
Cost: 3 SE
Pre-requisite(s): Conjuration of Moss; some experience with Conjuration
8.2. Elemental Items
Leaf Conjuration
Yields: 1 Moonleaf
Costs: 40 SE
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
Metal Conjuration
Yields: 1 Adamant
Costs: 40 SE
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
Earth Conjuration
Yields: 1 Earthbone
Costs: 40 SE
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
Sky Conjuration
Yields: 1 Starstone
Costs: 40 SE
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
Water Conjuration
Yields: 1 Teardrop
Costs: 40 SE.
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
Learning
Allows the action Examine which allows player to assess someone else’s level of knowledge. In order to do so, that someone must be waiting to be taught. to teach them. It also provides the action 'Count' which allows you to choose exactly how long you want to pause. This is unlike 'Wait' which is for 1 hour only.
Pre-requisite: Knowledge [Capable]
Amnesia
Allows the action Forget. This gets rid of useless knowledges to allow for easier learning and inventing of useful knowledges. Amnesia reduces your Knowledge skill, but gives you Limbology experience.
Pre-requisites: Knowledge [Effective]
Horalogy
Allows the action Horomancy which reads the Day/Time name and color of the moment when this knowledge is used.
Pre-requisites: Knowledge [Effective]
Mnemonics
Allows 3 more knowledges than one's knowledge limit.
Pre-requisites: Knowledge [Proficient]
Ingemination
Allows you to cast Ingeminate and Disengeminate. Ingeminate allows one to repeat the queued actions without typing them repetitively. Disengeminate cancels Ingemination.
Pre-requisites: Knowledge [Capable]
Semiotics
Allows the one possessing this skill to write and erase notes on a hex. Limited to 32 characters.
Pre-requisites: Learning Knowledge; Knowledge [Effective]
Limbology
Randomly reduces the target soul's knowledges by one.
Cost: 3 SE
Pre-requisites: Limbology[1]
Expert Limbology
Allows one to regress target soul's skill levels.
Pre-requisites: Limbology[2]
Referology
Allows user to complaining or suggesting things to another major soul. Both cost 1 SE and a long time (19 hours to start) to cast. Its usefulness seems to be shrouded still and no one has discovered why such a knowledge exists.
Pre-requisites: None known
Fundamentals of Illusion
Allows you to cast Temporvoltus, which gives a picture corresponding to the day to a target soul. Also gives ability to cast Devestus, which removes the picture.
Pre-requisite: Knowledge XP, Telepathy [3]
Illusion
Allows you to cast Inficio Mundus which throws the entire universe into a state of color and confusion. There are a few theories on its real purpose, but none have been confirmed.
Pre-requisite: None known
Baking
Allows the action Bake to produce flatbread which is an acceptable and nutritious food for all Elements. Baking turns 80 wheat grain and 1 wood into 64 flatbread.
Expert Baking
Allows the baking of Cake -- with nectar, wood, and grain. There are at least 4 known types of cakes. Their nutritious value seems to be quite high.
Ascension
Allows you to ascend to heaven without dying, for a cost of SE.
Pre-requisites: Angelic Only
Pre-Requisite: Baking [3]
Pre-requisite(s) are for inventing. To learn from someone the requirements are usually higher.
As of 2006-07-22:
GK Knowledge Tree Link
Table of Contents 1. Construction Knowledges 2. Combat Knowledges |- 2.1. Diplomacy |- 2.2. Warfare 3. Elemental Knowledges 4. Sorcery Knowledges 5. Spatial Knowledges 6. Telepathy Knowledges 7. Alchemy Knowledges 8. Conjuration Knowledges |- 8.1. Heavy Metals |- 8.2. Elemental Items 9. Learning Knowledges 10. Illusion Knowledges 11. Baking Knowledges 12. Angelic Knowledges |
1. Construction Knowledges
Stoneworking
Allows the construction of stone quarries and walls. Stone quarries produces Stones, necessary in many construction tasks.
Walls are to slow down travel speed of any unwelcomed visitors.
Exception(s):
* Earth souls do not need to learn Stoneworking in order to build Quarries.
In addition, Earth souls have a larger range of locations where Quarries can be built.
* Water souls can not build Quarries at all.
Pre-requisite: None
Roadbuilding
Allows construction of roads to reduce travel time between hexes. Each road require 20 Stones to complete.
Roads (or paths, for that matter) may be built from water to dry land, and from dry land to dry land, but not from dry land to water or water to water.
If a road (or path) is built from a hex to a hex, and both hexes are flooded, the road still stands.
Exception(s):
* Water souls must learn Roadbuilding in order to build Paths and Roads.
Pre-requisite: Stoneworking
Crystallurgy
Allows the construction of Tungsten Gardens which yield the highly desirable, basic alchemical item Tungsten.
Pre-requisite to learn: Knowledge of Stoneworking
Pre-requisite to use: Metal only
Fish Lore
Allows the construction of Fisheries which yield food for Water Souls.
Pre-requisite to learn: None
Pre-requisite to use: Water only
Masonry
Allows the construction of Towers which is built on very high mountains (1700 meters or higher)
Standing on top of the Tower allows one to view a larger portion of a planet.
It takes 410 Stones to build a single tower.
Pre-requisites: Construction [Accomplished]
2. Combat Knowledges
2.1 Diplomacy
Diplomacy
Allows the actions Recruit Hamlet and Recruit City. With Diplomacy you also gain the ability to Aggravate or Pacify your hamlets with one exception.
This can be done to hamlets in your line of sight only.
Pre-requisite: None
Local Diplomacy
Adds to diplomacy in that it allows one to add Aggravate or Pacify actions to their queue. These actions are the same as with nomal Diplomacy, but can not be timed.
Pre-requisite: None
Expert Diplomacy
Allows donating hamlets to other players
Pre-requisite: Diplomacy
2.2 Warfare
Offense
Increases fighting ability
Pre-requisite: War [High Capable]
Advanced Offense
Increases fighting ability further
Pre-requisite: War [Adept]
Expert Offense
Increases fighting ability even further
Pre-requisite: War [Brilliant]
3. Elemental Knowledges
Elemental Magic
Allows the magic action Listen Earth.
Listen Earth allows one to determine the integrity of the land to see if the Earth needs Charged (at an Earth Temple) or if a hex is charged for a successful triggering session.
Pre-requisite: None
Weather Lore
Allows allows Call Rain for non-Water people and Call Rain and Summon Ocean Current for Water people.
Summon Ocean Current takes 2 hours flat and costs 1 SE -- must be between two oceans.
Pre-requisite: None
Earth Magic
(Earth-Only)
Allows the construction of Earth Temples.
It takes 7 SE, 111 Stones and 111 Wood to build one.
It must be built on a hill.
Earth Temple is crucial in maintaining a healthy planet.
When the planet's power dwindles, someone must go to the Temple and Charge Earth.
(All Elements)
Charge Earth is to channel a person's spiritual energy to the earth to maintain the health of a planet.
Each Earth Charging session costs 3 SE.
Pre-requisite: Construction
Expert Earth Magic
Allows the action Terra Diutinus to protect yourself using
the forces of the earth. Must me both taught and cast on an Earth Temple.
Pre-requisite: Earth Only; Elemental Magic [Capable]
Water Magic
Allows the magic action Create Spring which will daily produce water to flood the hex and eventually form and ocean. The hex in question will sink every day and when it becomes a Water square, the spring disappears.
No Pre-requisites.
Leaf Magic
Allows the magic action Enchant Forest. An Enchanted forest will attack those who go into it. It can also add souls to your army, cancel actions, or extend them.
Pre-requisite(s): Elemental Magic, Leaf Only
Advanced Leaf Magic
Allows magic action Enhance Forest to form Old Forest. An Old Forest produces Goblin Moss, a favorite food for Leaf Souls, and also maximizes the hamlet to 200 creatures.
Pre-requisite(s): Leaf only; Leaf Magic [Effective]
Expert Leaf Magic
Allows one to awaken and sleep forests - a little bit like aggravate and pacify hamlets.
Pre-requisite(s): Leaf Only; Leaf Magic [Accomplished?]
Gardening
Allows one to increases the maximum size of one’s hamlet.
Associated Skill: Gardening
Pre-requisite(s): Leaf Only; Leaf Magic [Experienced]; Expert Leaf Magic
Plains Magic
This will Enhance Plains to create meadows. Meadows seem to hold their charge and not loose it when a sky soul flies across it, according to current data.
This requires: 4 SE, 1 Starstone, and 1 Dysprosium
Pre-requisite(s): None Known
4. Sorcery Knowledges
Fundamentals of Sorcery
Allows the magic action Force Bolt. Force Bolts are used in combat and can be very effective in eliminating one's enemy. This spell can backfire and kill some of your own souls but it is unable to completely kill the caster..
Pre-requisite: None
Sorcery
Allows magic action Magic Missile Like Force Bolt, only stronger. Unlike Force Bolt, however, Magic Missile does have the possibility of
completely killing you should it fail and your souls are low enough.
Pre-requisite: Sorcery [Accomplished]
Broken Sorcery
Destroys the tile one is on and creates “blasted land.”
Pre-requisite: Sorcery [Accomplished]
Decimagic
Allows the magic action Unform to weaken the planet by absorbing its energy.
Pre-requisite: Fundamentals of Sorcery
Master Decimagic
Allows the action, Master Unform which destroys a hex completely -- makes it disappear! One must pick a direction from the "arrows" screen to cast this spell.
Pre-requisites: Decimagic; Sorcery [Talented]
Necromancy
Brings the dead back to life.
Pre-requisite: Sorcery [Experienced]; Death [Effective]
5. Spatial Knowledges
Much of this section is taken from Dragyn's excellent web site about Spatial Magic based on his long-term researches. You must go to his site to get the full understanding of some of the specifics: http://home.comcast.net/~banjaloupe/spatial.html
Elemental Magic
When you cast Listen Earth on a square where “the air shimmers” (can be seen on a detail screen) you could get any of three (four, really) messages that pertain to how high a square is charged. The "first" is when you get nothing, so you have way more people to the charge on the square, or the square isn't charged at all. The true first message ("second") is when it says the air glows dimly. This means there's enough charge to warrant a message, but when the ratio of people in your tribe to amount of charges is more than 5. The second (or "third") message is that the air shimmers. This occurs when the charge ratio is less than 5 but more than 2.5. The final message is that the air flares with pungent sparks. Any ChR between 0 and 2.5 will display this message.
Pre-requisites: None
Basic Spatial Magic
Allows the magic action Charge Space
"Charge space" spell increases the amount of charge (spatial energy) on a square. Some amount of charging is required for basically all of spatial actions to work correctly. Sky souls also get the action Charge Space II which charges the hex faster for a cost of 1 SE.
Pre-requisites: Elemental Magic [Capable], Sky Only (for Charge Space II)
Spatial Magic
Allows the magic actions Trigger and Disrupt. Trigger sosts 1 SE and will move you to the person who has last Gathered. However, the square needs to be charged up quite a bit (about 2.5 Charge/person Ratio or lower: meaning the air is flaring when Listen Earth is cast). The usual measure is ONE CHARGE per TWO pps. Triggering while burdened is possible, however, it increases the amount of charge needed. Also, if you’re triggering many people, even if they all read a “pungent sparks” Listen Earth message, it may not mean the square is charged enough for all of them, because Listen Earth only depends on your own tribe count and does not factor in others on the square. Finally, Trigger only uses up (on that square) the least amount of charge required to move whomever is being triggered.
Pre-requisite: Basic Spatial Magic
Advanced Spatial Magic
Allows the Action Gather which Orients the spatial matrix towards yourself. When souls perform a trigger they will go to the pserson who has the Matrix.
Pre-requisite: Spatial Magic [Capable]
Expert Spatial Magic
Allows actions Create Weir Gate and Align Weir Gate
Pre-requisite: Sky Only; Spatial Magic [Proficient?]
Portalcraft
Allows the magic actions Energize Portal I and Energize
Portal 2
Pre-requisite: Advanced Spatial Magic; Spatial Magic [Experienced?]
Master Portalcraft
?
Pre-requisite: Portalcraft, ?
Aerial Magic
Allows the magic action Fly: so a Sky Soul can fly between two charged spaces with 1 person. However, the casting depletes some amount of charged energy from each action.
Pre-requisites: Basic Spatial Magic; Sky Only; Spatial Magic [Effective?]
Astral Magic
Allows a Sky Soul to: Sleep (Smoke Goblin Moss to cause a "trance-induced" sleep); Wake (Cancellation of Sleep); Drift (Drift from one hex to another during sleep. One can "dream drift" to a whole other world while doing this. Drifting ability has proven essential in the non-escape world creation via TA (an Earth only Alchemy.)
Pre-requisites: Spatial magic (Accomplished?)
Aural Magic
Allows the casting of the spell known as "Echo." This spell allows you to determine, roughly, the amount of ppl:charge ratio on a square by seeing how many dots (or periods, points, whatever) follow a base message from the spell. However, the spell has some amount of error between individual castings. Therefore, don’t use this spell as a be-all and end-all measure of charge. By the way, messages with only 1 or no dots following them means that either the spell was a failure or it’s charged very little. Echo has also been seen to have slightly different results based on the number of people in your tribe when casting.
Pre-requisites: Basic Spatial Magic; Sky Only; Spatial Magic [Capable]
6. Telepathy Knowledges
Telepathy
Allows the magic actions Search and Signal. Search allows one to look for another major soul and locate his/her whereabout. Search gives positive XP while Signal detracts XP from the level.
Pre-requisite: None known
Advanced Telepathy
Allows the action Probe
Pre-requisite: Telepathy [Capable]
Expert Telepathy
Allows the action Scry which tells you what action a person is doing(if any) and how long until they complete that action.
Pre-requisite: Telepathy [Effective]
Master Telepathy
Allows the action Scan. Scanning allows the caster of the spell to read the system messages of the target soul.
Pre-requisite: Telepathy [Proficient]
Hypnology
Allows the action Control, Release, Submit, and Command. Command allows the caster of the spell to replace the target soul's actions with the caster's queued actions. This costs 1 SE. It does not always work on active souls but works very well on glazies.
Pre-requisite: Telepathy [Talented]; Master Telepathy
Morphic Telepathy
Allows the actions Shock Body, Shock Memory, Inquire, Clear Messages, and Rename Knowledge. Shocking another player's body might abort that person's activity. It takes 1 SE to cast. Shocking another player's memory might make that person abandon their future plans. Inquire allows seeing someone else's system messages and some other activities (such as recently receiving a message from so-and-so, etc.) It costs 1 SE per session.
Pre-requisites: Telepathy [Effective]
Discussion Forum
Allows the actions Discussion Nexus (14 SE) and Charge Forum (11 SE)
Pre-requisite: Telepathy
Expert Discussion Forum
Allows the actions Conceal Forum and Reveal Forum
Pre-requisite: Telepathy [Experienced]
Smur of Lunna
Makes all the words in the caster's forum spelled backward.
Pre-requisite: Telepathy [Accomplished]
Differology
Allows one to preform an action untill being signaled by a certain person. You then automaticaly cancel the action you are preforming and start the next thing in your queue.
Pre-requisite: Telepathy [Experienced?]
7. Alchemy Knowledges
Alchemy
Allows the actions Distill and Alchemy. Alchemy can transform TWO of your supported elemental materials into ONE of your own. For example, if you are Sky, you can turn two Teardrops into one Starstone. See the Alchemy thread for detailed description of each Elemental alchemical production.
Distill the alchemical essences of the Elements to make 1 Quintessence. No known use for Qintessence has been discovered -- except that it is useful in "Angelic Magic." It takes 1 Adamant, 1 Starstone, 1 Earthbone, 1 Teardrop, 1 Moonleaf, 1 Tungsten and 6 Wood to perform this magic.
Pre-requisite: Elemental Magic [Capable]; Knowledge [Capable]
Expert Alchemy
Turns Adamant into SE and thus can be used to create SE. The amount of SE created depends on how it is used. Using 1 Adamant it is believed the caster would produce the following SE amounts:
2 SE if used on self
3 SE if sent to another soul on-planet
1 SE if sent to another soul off-planet
It takes 2 Adamants, 1 Alchemical Instruments, and 1 Wood for a cast.
Pre-requisite: Metal Only, Adamatine Alchemy, Alchemy [Effective?]
Manufacture
Allows two actions: Build Laboratory, and Manufacture
A Laboratory allows a Metal Soul to Manufacture Alchemical Instruments needed in Expert Alchemy (for man-made SEs). It takes 1 SE, 10 Stones, 5 Woods, 3 Irons, 1 Tungsten, and 1 Adamant to build. Manufacture takes 1 Tungsten and transforms it into 1 Alchemical Instrument which is needed in creating SEs.
Pre-requisite for Build Lab: Metal Only; Construction and Manufacture
Pre-requisite for Manufacture: Metal Only; Manufacture
Desert Alchemy
Allows the action Desert Alchemy to mass-produce Ironweed. Any can learn, only Earth and Metal Element can perform this magic. Two woods and 100 desert seeds are required. At a low alchemy level, each cast produces 18 Ironweed. However, as one's alchemy level advances, the production value decreases.
Pre-requisite: None
Solar Alchemy
Allows the actions Create and Dispatch Glitterbomb. To create a glitterbomb takes 1 SE, 1 Starstone, 1 Tungsten, and 1 Wood. Each time a glitterbomb is dispatched, it costs 1 SE. Dispatching a glitterbomb will cancel whatever action the targeted Major Soul is performing. Useful during invasion.
Pre-requisite: Alchemy [Capable]
Adamantine Alchemy
Allows the action Transform Tungsten (to Adamant). Each spell transforms 8 Tungstens and 5 Woods into one Adamant. No SEs required.
Pre-requisite: Metal Only; Alchemy [Capable]; Crystallurgy
Iron Alchemy
Allows the action Iron Alchemy to distill Ironweed into Iron. Any element can learn, but only Metal and Earth can use it. 4 Woods and 31 Ironweed create one Iron. Iron is needed to build a Lab. for the manufacturing of Alchemical Instruments that can be used in Expert Alchemy.
Pre-requisites: Alchemy [Capable], Desert Alchemy
Terrestrial Alchemy
Allows one to make a one-square planet (an asteroid).
Pre-requisite: Alchemy [1]
Expert Terrestrial Alchemy
Allows one to form a single hex (to expand the size of a planet.)
Pre-requisites: Earth Only, Pre-Requisite: Alchemy [3]
Lunar Alchemy
Allows Metal to convert 2 Adamant into one Moonleaf
Pre-requisites: Metal Only, Experienced (?) in Alchemy
Lapidarian Alchemy
Convert White Sand into Gems.
Pre-requisites: Alchemy[1]; Metal Only?
Chromatic Alchemy
Allows you to convert materials into others. You need 200 of one item and one metal. There are many possible conversions and some of the research that has been done can be viewed at http://www.jwebnet.net/personal/gallery/v/gk/Chromatics2.gif.html
Pre-requisites: Expert Alchemy, Experienced (?) in Alchemy; Metal Only?
Manufacturing of Alchemical Instruments
?
Pre-requisites: Experienced (?) in Alchemy; Metal Only?
8. Conjuration Knowledges
In the conjuration formulas 'Level' stands for conjuration level.
The knowledge path for the ability to conjure Heavy Metals is as follows:
Conjuration
|- Conjuration of Nectar
|- Basic Conjuration of Iron
|- Conjuration of Moss
|- (Heavy metal-specific conjurations)
Conjuration
Allows the conjuration of Desert Seeds
Yields: 3 + (7 * Level)
Pre-requisite(s): None
Conjuration of Grain
Allows the conjuration of Grains
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Wood
Allows the conjuration of Wood
Yields: 1 + (4 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration; Conjuration of Nectar
Conjuration of Nectar
Allows you to conjure Violet Nectar
Yields: 4 + (3 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Potatoes
Allows you to conjure Potatoes
Yields: 4 + (6 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Fish
Allows you to conjure Herringfish
Yields: 6 + (3 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Moss
Allows you to conjure Goblin Moss.
Yields: 1 Moss
Pre-requisite(s): Basic Conjuration of Iron; Some experience with Conjuration
Conjuration of Ashes
Allows you to conjure Ashes
Yields: 1 + (6 * Level)
Pre-requisite(s): Conjuration; Conjuration [1 or 2]
Conjuration of Snails
Allows you to conjure Snails
Yields: 2 + (5 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Stones
Allows you to conjure Stone
Yields: 1 + (2 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration; Conjuration of Nectar
Basic Conjuration of Iron
Allows you to conjure Ironweed
Yields: 5 + (2 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
Conjuration of Bread
Allows you to conjure Flatbread
Yields: 5 + (3 * Level)
Pre-requisite(s): Conjuration; some experience with Conjuration
8.1. Heavy Metals
Conjuration of Tungsten
Yields: 1 Tungsten
Costs: 3 SE
Pre-requisite(s): Conjuration of Moss
Conjuration of Zirconium
Yields: 1 Zirconium
Costs: 3 SE
Pre-requisite(s): Conjuration of Moss
Conjuration of Hydrangym
Yields: 1 Hydrangym
Costs: 3 SE
Pre-requisite(s): Conjuration of Moss
Conjuration of Dysprosium
This allows the conjuration of Dysprosium.
Yields: 1 Dysprosium
Cost: 3 SE
Pre-requisite(s): Conjuration of Moss; some experience with Conjuration
8.2. Elemental Items
Leaf Conjuration
Yields: 1 Moonleaf
Costs: 40 SE
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
Metal Conjuration
Yields: 1 Adamant
Costs: 40 SE
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
Earth Conjuration
Yields: 1 Earthbone
Costs: 40 SE
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
Sky Conjuration
Yields: 1 Starstone
Costs: 40 SE
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
Water Conjuration
Yields: 1 Teardrop
Costs: 40 SE.
Pre-requisite(s): Basic Conjuration of Iron; some experience with Conjuration
9. Learning Knowledges
Learning
Allows the action Examine which allows player to assess someone else’s level of knowledge. In order to do so, that someone must be waiting to be taught. to teach them. It also provides the action 'Count' which allows you to choose exactly how long you want to pause. This is unlike 'Wait' which is for 1 hour only.
Pre-requisite: Knowledge [Capable]
Amnesia
Allows the action Forget. This gets rid of useless knowledges to allow for easier learning and inventing of useful knowledges. Amnesia reduces your Knowledge skill, but gives you Limbology experience.
Pre-requisites: Knowledge [Effective]
Horalogy
Allows the action Horomancy which reads the Day/Time name and color of the moment when this knowledge is used.
Pre-requisites: Knowledge [Effective]
Mnemonics
Allows 3 more knowledges than one's knowledge limit.
Pre-requisites: Knowledge [Proficient]
Ingemination
Allows you to cast Ingeminate and Disengeminate. Ingeminate allows one to repeat the queued actions without typing them repetitively. Disengeminate cancels Ingemination.
Pre-requisites: Knowledge [Capable]
Semiotics
Allows the one possessing this skill to write and erase notes on a hex. Limited to 32 characters.
Pre-requisites: Learning Knowledge; Knowledge [Effective]
Limbology
Randomly reduces the target soul's knowledges by one.
Cost: 3 SE
Pre-requisites: Limbology[1]
Expert Limbology
Allows one to regress target soul's skill levels.
Pre-requisites: Limbology[2]
Referology
Allows user to complaining or suggesting things to another major soul. Both cost 1 SE and a long time (19 hours to start) to cast. Its usefulness seems to be shrouded still and no one has discovered why such a knowledge exists.
Pre-requisites: None known
10. Illusion Knowledges
Fundamentals of Illusion
Allows you to cast Temporvoltus, which gives a picture corresponding to the day to a target soul. Also gives ability to cast Devestus, which removes the picture.
Pre-requisite: Knowledge XP, Telepathy [3]
Illusion
Allows you to cast Inficio Mundus which throws the entire universe into a state of color and confusion. There are a few theories on its real purpose, but none have been confirmed.
Pre-requisite: None known
11. Baking Knowledges
Baking
Allows the action Bake to produce flatbread which is an acceptable and nutritious food for all Elements. Baking turns 80 wheat grain and 1 wood into 64 flatbread.
Expert Baking
Allows the baking of Cake -- with nectar, wood, and grain. There are at least 4 known types of cakes. Their nutritious value seems to be quite high.
12. Angelic Knowledges
Ascension
Allows you to ascend to heaven without dying, for a cost of SE.
Pre-requisites: Angelic Only
Pre-Requisite: Baking [3]
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