Transmology is the cosmic science of transforming oneself. This occult science is a closely guarded secret of the Illuminati. Since the Vortex is a divine creche that was never finished, it is in a constant state of flux where the organic materials constantly transform and mutate. Transmologists have studied these energies and use it to merge their own essence with the constantly seething flesh pots in the Vortex. While rumours abound that practitioners allegedly are able to transform their bodies to allow for many useful abilities, the Illuminati masters generally cloak themselves and not much is truly known about this science. |
Harvest | Master | Harvest the flesh from the Fleshpots of the Vortex. |
Fleshwork | Master | Prepare your flesh for transmological transformations. |
Link | Master +25% | Channel the energy of wild astral nodes to your nexus. |
Return | Master +25% | Call your loyal creatures of flesh back to you. |
Skin | Master +50% | Your skin is the first line of defense of your body. |
SkinFold | Master +75% | Store flesh within the folds of your skin. |
Robes | Gifted | The uninitiated are not worthy of seeing your superior body. |
Eyes | Gifted +25% | Your eyes are the windows to your true inner soul. |
Spix | Gifted +50% | Create a creature to distract your enemies. |
Legs | Gifted +75% | Since you can't sprout a third (yet), improve the other two. |
Ears | Expert | The elfen aren't the only ones with special ears... |
Ribbachi | Expert +20% | Create a creature with which to share a special bond. |
Belly | Expert +40% | A flat belly is not necessarily a good thing. |
Nose | Expert +60% | Haaatchooo! Your nose can be a versatile organ. |
Sludgeworm | Expert +80% | Your most disgusting beast. And yet strangely beautiful... |
FleshCloak | Virtuoso | Hide creatures from the prying eyes of others. |
Torso | Virtuoso +25% | The torso can be the base for powerful transformations. |
Morrible | Virtuoso +50% | Create a creature that can alter thoughts and perceptions. |
Pathways | Virtuoso +75% | Choose the illuminated pathway on which you will walk. |
Hands | Fabled | Transform your hands into powerful weapons. |
Throat | Fabled +25% | Oh, what beautiful sounds you can now make. |
Hekoskeri | Fabled +50% | No one's quite sure what it is, but be careful walking by. |
Gauntlets | Fabled +75% | Enhance your hands with gauntlets of flesh. |
Mouth | Mythical | Your mouth offers a myriad possibilities for manipulation. |
Madfly | Mythical +25% | Send a madfly to bite and goad one's mind to insanity. |
Aura | Mythical +50% | Even your spirit surpasses the mundane norm. |
Homunculus | Mythical +75% | Form a creature from your own vital essence. |
Fleshmound | Transcendent | Establish your hold on the flesh of the Vortex |
Harvest
Syntax: |
HARVEST <fleshpot> |
With permission from a guild leader, you are able to harvest flesh from the fleshpots on the Vortex so long as you know a skill that uses that flesh.
Fleshwork
Syntax: |
FLESHCALL FLESHWORK FLESHFORM [LIST] |
Flesh: Lovashi |
By merging the flesh of lovashi into your own flesh, you prepare your body for greater transmological transformations. Fleshwork also provides some resistance to skin diseases. To list all your transformations, you can review using FLESHFORM LIST. As you gain abilities through transformations, FLESHFORM will show you the syntax for more commands.
Link
Syntax: |
FLESHCALL LINK NODE |
Flesh: Any |
Travel to the astral plane and link to a wild energy node. This will automatically channel its latent powers directly into the Eternal Flame. You can use any charged type of flesh to make the link (and it will not be consumed).
Return
Syntax: |
FLESHCALL RETURN |
Return your flesh to you.
Skin
Syntax: |
FLESHCALL SKIN <thicken|marble|fur|bubble> |
Flesh: Lovashi, Yig DMP: Varies with Transmology skill level, goes to 10 at transcendent |
From the Fleshpot of Yig, you can use the protoplasm to transform your skin by (1) thickening it (blunt protection), (2) marbleizing it (cutting protection), (3) creating thick fur on it (elemental protection) or (4) creating bubble warts (magic protection). Your skin can only hold one of these transformations.
SkinFold
Syntax: |
INSKIN [<amount>|ALL] <item> OUTSKIN [|ALL] |
You can create folds within your own skin to store transmorphic flesh, which only you can access. The skin folds will only hold flesh harvested on the Vortex plane.
INSKIN puts a given number of a single type of flesh (or all by default) into your skin folds. If no amount is given, then the first item found will be used (or the entire first group, if the first item is a grouping item).
OUTSKIN takes a given number of a single type of flesh (or all by default) out of your skin folds. If no amount is specified, then the default is to take out only one gem.
INVSKIN peeks into the skin folds to take a quick inventory of what is stored there.
Robes
Syntax: |
FLESHCALL ROBES <robes> |
Flesh: Yig Power: 10 (Eternal Flame) |
Historically, the Illuminati have hidden their transformations from the general public. To do so, they have developed special illusory magics that can be imbued onto robes.
Eyes
Syntax: |
FLESHCALL EYES <whirl|darken|silver> |
Flesh: Lovashi, Olormi |
From the Fleshpot of Olormi, you can use the protoplasm to transform your eyes by (1) chromatically whirling them (helps illusion protection), (2) darkening the eyes (some protection from blindness, or (3) turning your eyes silver (the ability to hypnotize). Your eyes can only hold one of these transformations.
Syntax: |
FLESHFORM HYPNOTIZE <target> ORDER |
If you have silvery eyes, you can hypnotize another. Once hypnotized, you have roughly 30 seconds to issue an order. Once ordered, you cannot hypnotize that person for 10 seconds.
Spix
Syntax: |
FLESHCALL SPIX |
Power: 2 (Eternal Flame) Flesh: Olormi |
The spix can transfix enemies who aren't blind or unblind enemies who are blind. It is a slow attacker and can be ordered like other loyal denizens. See HELP DENIZENS.
Legs
Syntax: |
FLESHCALL LEGS [fatten|lengthen|doublejoint] |
Flesh: Lovashi, Flahti |
From the Fleshpot of Flahti, you can use the protoplasm to transform your legs to either (1) fatten them (helps protect against summons), (2) lengthen them (improves movement), or (3) making them doublejoint (ability to leap). Your legs can only hold one of these transformations.
Syntax: |
LEAP <direction> |
If your legs are doublejointed, you can leap over obstacles.
Ears
Syntax: |
FLESHCALL EARS [sharpen|lengthen|scales] |
Flesh: Lovashi, Augorum DMP: 10 (scaled ears) |
From the Fleshpot of Augorum, you can use the protoplasm to transform your ears to either (1) sharpen them (allows eavesdropping two rooms away), (2) lengthen them (grants sonar), or (3) cover them in scales (reduces sound damage). Your ears can only hold one of these transformations.
Syntax: |
FLESHFORM EAVESDROP <direction> |
If you have sharpened your ears, you can eavesdrop up to two rooms away. However, you cannot listen through doors.
Syntax: |
FLESHFORM PING <direction> |
If you have lengthened your ears, you can 'ping' in a direction, gathering vital statistics of everyone in that adjacent room.
Ribbachi
Syntax: |
FLESHCALL RIBBACHI |
Power: 2 (Eternal Flame) Flesh: Aurogrum, Flahti |
This albino blind frog can be remotely controlled through the ORDER command to move silently. You will hear whatever is said in the room the frog is in, making it the perfect spy.
Belly
Syntax: |
FLESHCALL BELLY [harden|temper|fatten] |
Flesh: Lovashi, Bahlik |
From the Fleshpot of Bahlik, you can use the protoplasm to transform your belly to either (1) harden it (some protection from stomach ailments), (2) temper it (some resistance to alcohol), or (3) fatten it (adds resistance to summoning). Your belly can only hold one of these transformations.
Nose
Syntax: |
FLESHCALL NOSE [lengthen|bulbous|harden] |
Flesh: Lovashi, Phlo |
From the Fleshpot of Phlo, you can use the protoplasm to transform your nose to either (1) lengthen (scent others), (2) become bulbous (slime attack), or (3) harden into a beak (beak). Your nose can only hold one of these transformations.
Syntax: |
FLESHFORM SCENT |
If your nose is lengthened, you can use scent to find others in the area.
Syntax: |
FLESHFORM SLIME <target> |
Power: 1 (Eternal Flame) |
If your nose is bulbous, you can cover another in ectoplasmic slime.
Syntax: |
FLESHFORM PECK <target> |
Damage Type: 100% Cutting Damage Source: Physical |
If your nose has been hardened into a beak, you can use it to peck others as an attack (which has its own head balance).
Sludgeworm
Syntax: |
FLESHCALL SLUDGEWORM |
Power: 2 (Eternal Flame) Flesh: Bahlik, Phlo |
A sludgeworm will spit slime at enemies, which may make them slip upon movement.
FleshCloak
Torso
Syntax: |
FLESHCALL TORSO [fatten|sprout wings|sprout tentacles] |
Flesh: Lovashi, Hakii |
From the Fleshpot of Hakii, use the protoplasm to transform your torso to either: (1) increase weight (adds to summons resistance), (2) grow wings (flight and gust), (3) grow tentacles (special exit blocking). Your torso can only hold one of these transformations.
Syntax: |
FLESHFORM GUST [<target> <direction>] |
If you have transformed wings, you can use them to create a gust of wind like the elementalism spell. You can either blow clouds or fogs out of the room or blow someone away from you.
Syntax: |
FLESHFORM BLOCK <direction> UNBLOCK |
If you have tentacles, you can use them to block an exit. Anyone who tries to use that exit will find themselves webbed in your tentacles. Note that this will rip the tentacles out of your torso which can be a bit painful!
Morrible
Syntax: |
FLESHCALL MORRIBLE |
Flesh: Bahlik, Hakii, Flahti Power: 2 (Eternal Flame) |
The morrible can stick its suckered fingers onto the head of others, causing mind ailments and chance of 1-2 temporary madness.
Pathways
Syntax: |
FLESHCALL PATHWAYS <path> |
Power: 10 (Eternal Flame) |
At this point in your studies of the Illuminati, it is time to pick one of the Ways to Enlightenment. You must perform this ritual at the room in your guild devoted to the pathway you want. Below is a brief description of each path:
Manipulation - The Path of Manipulation is also sometimes called the Path of Politics. Illuminati who take this path generally are concerned with worldly affairs. They have the permanent ability to hypnotize others at will as though they have silvery eyes.
Transformation - Those on the Path of Transformation devote themselves to understanding their own physical transformations. They are often the warriors of the Illuminati as their understanding of the physical form lends itself to physical supremacy. They have permanent fangs in their mouths.
Whispers - Throughout history, the Illuminati have often found the need to hide themselves from persecution for their unorthodox beliefs. Those on the Path of Whispers are the unspoken guardians of the true secrets of the Illuminati, dedicating themselves to subterfuge and espionage. They have the permanent abilities of the silver tongue and sharpened ears.
Gnosis - The inner teachings of the Illuminati offer the way to reach the highest of spiritual enlightenments, and those who devote themselves are known to be on the Path of Gnosis. Those on this path have a permanent stable aura.
Psychedelia - Some Illuminati choose to simply be free spirits, joyously participating in the trials and tribulations of life. This way is called the Path of Psychedelia. This path attracts a wide variety of followers and not all are as wild as their reputation for indulgent behavior may make one believe. Followers of this path have a permanent psychedelic aura.
(NOTE: Even if you do not yet have the ability to use any of the special transformations, you will gain them upon choosing a path that grants that ability.)
Hands
Syntax: |
FLESHCALL HANDS [claws|giant|ethereal] |
Flesh: Lovashi, Cluuvia |
From the Fleshpot of Cluuvia, use the protoplasm to transform your hands into powerful weapons. They can be either: (1) claws (poisonous but light damage), (2) gigantic (blunt heavy damage), or (3) ethereal (strong attack against dream bodies or incorporeals). Your hands can only hold one of these transformations.
Syntax: |
FLESHFORM CLAW <target> |
Damage Type: 100% Cutting Damage Source: Brute |
With clawed hands, you will exude a random poison with your attacks.
Syntax: |
FLESHFORM CRUSH <target> |
With gigantic hands, you will do heavy blunt damage.
Syntax: |
FLESHFORM FLAY <target> FLESHFORM FLAY SEVER <target> |
Damage Type: 100% Magic Damage Source: Magical |
Transparent hands can attack those in dreambodies or other incorporeal entities. Optionally, you can flay the aura around an individual in an attempt to weaken and sever the link created by the abominable use of charged harmonic gems.
Throat
Syntax: |
FLESHCALL THROAT [scales|frog|feathers] |
Flesh: Lovashi, Mhogaki |
From the Fleshpot of Mhogaki, use the protoplasm to transform your throat to either: (1) scaled (piercing scream that stuns), (2) frog-like (croak attack that can damage those in adjacent rooms), or (3) feathered (sing others to sleep). Your throat can only hold one of these transformations.
Syntax: |
FLESHFORM SCREAM <target> <text> |
If you have a scaled throat, your screams at others can stun.
Syntax: |
FLESHFORM CROAK <target> |
Damage Type: 100% Magic Damage Source: Magical (charisma) |
If you have a frog-like throat, you can croak towards adjacent rooms, causing damage to those unfortunate enough to be there.
Syntax: |
FLESHFORM SING <target> <text> |
If you have a feathered throat, you can sing a melody that will lure an individual from an adjacent room to you. The time it takes to call them will depend on their level of insanity (high insanity will increase the summoning time).
Hekoskeri
Syntax: |
FLESHCALL HEKOSKERI |
Power: 2 (Eternal Flame) Flesh: Cluuvia, Mhoghaki, Olormi |
This mass of arms and eyes will attempt to grab enemies that try to leave. If they succeed in grabbing, they will inject them with fluid that will double balance and equilibrium loss for 10 seconds.
Gauntlets
Syntax: |
FLESHCALL GAUNTLETS |
Flesh: Yig, Olormi, Flahti, Augorum, Bahlik, Phlo, Hakii, Cluuvia, Mhogaki Power: 10 (Eternal Flame) |
The gauntlets will fit over your wrists and enhance the damage of hand attacks (claw and crush only). However, if you are walking on a pathway, the gauntlets you summon will be specialized for that pathway with an additional bonus:
Gauntlets of Gnosis - additional magic damage.
Gauntlets of Transformation - additional fire damage.
Gauntlets of Whispers - additional psychic damage.
Gauntlets of Manipulation - additional cold damage.
Gauntlets of Psychedelia - additional electric damage.
Note: For the extra specialized damange, you must be on the same path as the gauntlets.
Mouth
Syntax: |
FLESHCALL MOUTH [fangs|silver|scales] |
Flesh: Lovashi, Slaavi |
From the Fleshpot of Slaavi, use the protoplasm to transform your mouth to either have: (1) fangs (leach health, mana and ego), (2) a silver tongue (improve influence battles), or (3) scaled lips (health/mana/bromide potion enhancer). Your mouth can only hold one of these transformations.
Syntax: |
FLESHFORM BITE <target> |
Damage Type: 100% Unblockable Damage Source: None |
If you have fangs, you can bite your target, draining him or her of health, mana and ego into yourself.
Madfly
Syntax: |
FLESHCALL MADFLY <target> |
Power: 5 (Eternal Flame) Flesh: Hakii, Mhoghaki, Slaavi |
This small fly will enter a target's ear and whisper terrible secrets that drive the target insane. Once the madfly is on its target, you will have no control over it. Madflies do not live long.
Aura
Syntax: |
FLESHCALL AURA [psychedelic|electric|stable] |
Flesh: Lovashi, Uurulu |
From the Fleshpot of Uurulu, use the protoplasm to transform your aura to either be: (1) psychedelic (if an enemy attacks, aura has a chance of randomly afflicting), (2) electrical (randomly strikes enemies with electrical strikes), or (3) stable (regenerates health/mana/ego). Your aura can only hold one of these transformations.
For the electric aura:
Damage Type: 100% Electric
Damage Source: Magical
Homunculus
Syntax: |
FLESHCALL HOMUNCULUS |
Power: 10 (Eternal Flame) Flesh: Uurulu, Slaavi, Mhogkhaki, Cluuvia, Hakii, Phlo, Bahlik, Augorum, Flahti, Olormi, Yig, Lovashi |
The homunculus represents the pinnacle of transmology, creating a creature using yourself as a template. The homunculus is under the complete mental and physical domination of its caster. The caster will receive increased health, mana and ego so long as the homunculus lives. However, if the homunculus dies, the caster will experience its physical pain. More formidably, the homunculus uses its own balance and can even cast some paradigmatic spells. Also, the bite of a homunculus causes insanity. The commands available are:
Syntax: |
ORDER <homunculus> MOVE (direction) ORDER <homunculus> SAY (text) |
Fleshmound
Syntax: |
FLESHMOUND STATUS FLESHMOUND RAISE |
Power: 10 (Eternal Flame) (to raise mound and to reanimate) Flesh: 10 <fleshpot type> |
You can raise a flesh mound at the base of any fleshpot on the Vortex plane. That mound will slowly regenerate flesh of that type (up to 100). The mound will last indefinitely so long as the caster uses it at least once a year. The more flesh is in the mound, the faster it will regenerate. You can STORE flesh in the mound or HARVEST flesh for your own use. The mound has several other benefits:
Reanimate - You can place a corpse on the mound and reanimate that corpse to full life so long as there is 25 flesh within the mound (which will be consumed). Alternatively, you can send a corpse to your mound for reamination from wherever you are, though that will consume 50 flesh from the mound.
Vortex Protection - If the caster dies on the Plane of Vortex, he or she will automatically be resurrected in the flesh mound at the cost of 25 flesh within the mound.
Aura Enhancement - While in the same room as the flesh mound, the caster's transmological aura will be enhanced to supranormal levels.
NOTE: If the fleshpot that your mound is under dies, the fleshmound will be rendered useless and unnable to utilize any of its abilities.