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ALCHEMY

Tria-Prima

Tria-Prima or the Three Essentials are the alchemical principles of Brimstone, Quicksilver and Salt. They describe the subtle philosophical principles active in nature.

   Alchemical Salt is the body of a thing and provides the material basis wherein the Brimstone and Mercury can act. It is a passive medium, the virgin earth, subject to the fixed energies of Earth and Water.

   The Alchemical Brimstone is the soul of matter and conducts the volatile principles of Fire and Air expressing consciousness, intellect and the personal fire.

   The Alchemical Quicksilver is the spirit of matter and is the vital life-force and is predominant I the in the elements of Water and Air. It reflects intellectual, instinctual and psychic energies.

In
ARCANA tria prima represents the core resource. They are Quicksilver, Salt and Brimstone, referred to as Tria Prima in the game and is collected in a player’s crucible.
Tria Prima is a core resource produced by a player’s fortress, providing each player with a base resource production. In addition, there are several other sources through which the Tria Prima can flow to a player’s crucible.
Tria Prima does not expire and a player can accumulate it across turns in their crucible.
 
Sources of
Tria Prima:

Quicksilver - Replenishers, Ascension and Divination
Creatures with the ‘Replenisher’ skill add Tria Prima equal to their tier each turn.
When a player ascends a creature to the heavens, they gain Tria Prima and gold.
When a player divines and decides not to draw a card they add Tria Prima equal to the divination number.
        
Brimstone – Sacrifice, Banishment and Enslavement
Creatures that have been enslaved add Tria Prima equal to their tier each turn.
When a player banishes a creature to the abyss, they gain Tria Prima and life.
When a player sacrifices a creature, they gain Tria Prima equal to its tier.
 
Salt – Destroyed creatures, Unspent Essence and Fortresses
When a creature is destroyed upon the realm a player adds Tria prima.
All unspent essence at the end of a player’s turn is transmuted back into Tria Prima.
Fortresses provide additional Tri Prima as they are upgraded by players.
 
 
Uses of
Tria Prima:
           Evocation
Tria Prima can be used directly to pay for one of any essence cost of any arcana or to activate skills and abilities of permanents.
 
 
Replenishing Sources and Crafts
Tria Prima is used to replenish expended sources and crafts which provide a player with access to higher amounts of essence and metals.

Essence

Essence or the Quintessence is the most purified and fixed form of matter. It is the energy that permeates through and connects all things in the material universe.

Alchemists use methods such Spagyrics to separate, purify and recombine the primes into essence.

In
ARCANA players gain essence from sources which are cards drawn from their tome’s. Sources are places and relics that have been imbued with the quintessence of the covens. These relics ad places come with their own unique ailitities and skills which means that players can use sources for essence or abilities. When they are used, they become “expended” and require tria prima to replenish and re-imbue them before they can be expended once more.


Metals

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Gold

As the pinnacle of mineral alchemy and the perfection of all matter gold is the ultimate resource that can be used in Arcana. 1 Gold can be used to pay any other cost (based on the transmutation table).

Gold can be created by transmuting the other metals, evoking alchemists and upgrading your fortress.

All top tier arcana requires gold in both their SEC (Standard Evocation Cost) and ATC (Alchemical Evocation Cost) to evoke.

 

Silver

With its reflective purity and thermal conductivity silver is the illumination and nurture of the work. Silver is mainly used by the coven of Eohlwyn.

 

Mercury

Mercury’s fluidity of nature and quality of spirit is used by Heaglanan to ensure the spirit of the greenworld keeps flowing into Arcadia.

 

Copper

Malleable, beautiful and soft with a tendency to corrode if uncared for copper represents the coven of Turuz.

 

Lead

With its power of redemption and transformation lead brings the harvest to the coven of Isjera.

 

Tin

The most bendable and pliable of the metals tin was perfect for the coven of Pethros and their armies of machines.

 

Iron

Strong and dense the coven of Nythor bends iron to their demonic will whether it be from the rusted remains of iron upon Arcadia or that which flows in the blood of its beings.

 


The Magnum Opus or Great Work signifies the spiritual path towards self-transcendence in its entirety. It is the process of unifying unconscious complexes into the conscious awareness, in order to integrate them back into oneself. It is the work of purification of the self from density to purity in the alchemical process.
The Great Work is the uniting of opposites. It is the unification of the soul with the divine, of the microcosm with the macrocosm and of the masculine and feminine.

The Great Work is true work to be done with the vessel, the heart, the soul and the mind to achieve the ultimate purification of the holistic self.

In
ARCANA tcg we have four different ways to achieve the Magnum Opus and win the game:

Each of these Magnum Opi’ provide players with tremendous power and their opponents will have a limited amount of time to remove them from the game before they will inevitably lose the game to the perfection of your Alchemy.

Manifesting
The Rebis

The Rebis is the epitomy of the alchemical magnum opus. After going through the stages of putrefaction and purification, separating opposing qualities, those qualities are united once more to manifest the divine hermaphrodite, a union of peuma and matter, a being of both masculine and feminine principles. The alchemical wedding of the red king and the white queen.

The Rebis is a being of tremendous power and divine nurture, a being of absolute chaos and complete harmony, a symphony of life and the epitome of purified alchemical creation.

In
ARCANA The Rebis has no equal in power and if a player commands it for long enough they win the game.

Conjuring
The Philosophers Stone

Long sought after by alchemists the creation of the true philosophers stone represents another achievement of the Great Work. The stone has the power to cure all sickness, give back lost youth and to transmute other metals into gold.

In
ARCANA The Philosophers Stone provides a player with access to infinite knowledge, global healing abilities and transmutation powers.

Summoning
The Demiurge

Deep within the Abyss, slumbering until its hunger calls it forth one more, lies the Demiurge. A colossal beast of pure chaos that when unleashed will purge all of creation in primal chaotic transmutation. It is a being of terrible power that can be called forth through the chaos purge. A curse of magnanimous calamity that requires mass sacrifice and great suffering. A dark alchemical conjuring, the anti-Aeon, devourer of worlds and the end of all life.

In
ARCANA The Demiurge obliterates all I its path and the longer it is allowed to be in play the more of your opponents permanents it consumes until there is nothing left.

Finding
The Mitochondria    

When the spark of life was stolen from the First Archon and used to give life to the vessel of Adam it seemed like all hope was lost. For Altabaoth could not take the spark back within himself, but he could take it and place it in another. And so it came to pass that he took the spark from the vessel of Adam and fashioned a vessel in the likeness of the Goddess, this vessel he named Eve and within her he placed the spark of life. Since that moment the bloodline of Eve has reincarnated with the Mitochondrial code of the spark of life.

In
ARCANA The Mitochondria ca be used to summon any creature from anywhere (your tome, grimoire, otherworld or from outside the game) to the realm under your command. It provides massive buffs to you and your creatures as well as infinite healing and replenishment.

There are 7 PRIMARY metals in ALCHEMY.  In ARCANA these are used to pay for evocation. 

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