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powerful and extremely cunning, more than capable of ensnaring the unwary or careless Oneiromancer | powerful and extremely cunning, more than capable of ensnaring the unwary or careless Oneiromancer | ||
into giving far more than they receive in return. Be warned. | into giving far more than they receive in return. Be warned. | ||
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{{SkillTableRow |Maw |Transcendent |0 |Calliope, the Harmonist. }} | {{SkillTableRow |Maw |Transcendent |0 |Calliope, the Harmonist. }} | ||
|} | |} | ||
{{Anchor|Address}} | |||
{{Skill_detail | |||
|skill = Address | |||
|description = Negotiate with the Astral Nobles | |||
|syntax = ADDRESS <entity> and ABORT | |||
|detail = Arguably one of the more dangerous arts for mortal adventurers to countenance, the skill | |||
of Contracts allows the Oneiromancer to summon entities from the Astral Realm, a world of chaos | |||
over which Omei, the Imago holds sovereignty. Practising this skill requires striking bargains and | |||
making deals with an esoteric cadre of beings known as the Astral Nobles. These Fae aristocrats are | |||
not to be trifled with; they are immensely powerful and extremely cunning, more than capable of | |||
ensnaring the unwary or careless Oneiromancer into giving far more than they receive in return. Be | |||
warned. | |||
In order to enter into an accord with one of the nobles, you must first find your way into the | |||
Astral Realm and seek them out. Once you have found the fae with whom you wish to bargain, you must | |||
request a formal audience by ADDRESSing them. | |||
Should the noble feel that you are wasting their time, some may choose to attack you. Others may | |||
simply ignore you. If the noble believes you worth their time, they will grant the audience and | |||
commence a dialogue to negotiate payment for their services. | |||
Answer these questions as you wish, but be warned that being thrifty may be viewed as an insult. | |||
You may at any time ABORT this dialogue, risking the wrath of the noble or refusal to enter further | |||
discussion for your rudeness. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Contracts}} | |||
{{Skill_detail | |||
|skill = Contracts | |||
|description = Consider your existing Astral contracts | |||
|syntax = CONTRACTS LIST and BREAK CONTRACT <contract> | |||
|detail = If you prove successful in your negotiations with the Astral nobles, you will now have a | |||
contract with which you may invite them to aid you in your endeavours. By reviewing your list of | |||
contracts, you can easily discern how many times one of the Fae will respond to your invitation. | |||
Should you wish to breach one of these contracts, you may do so prematurely. | |||
It is advisable to review the individual abilities under AB CONTRACTS for each noble to learn how | |||
they will aid you upon being invited. In most cases, they will send an entity to assist you, but | |||
that is not always the case. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Sovereignty}} | |||
{{Skill_detail | |||
|skill = Sovereignty | |||
|description = The art of Astral command | |||
|syntax = | |||
|detail = Most contracts will result in the arrival of an entity from the Astral when you invite | |||
the respective Fae noble to uphold it. These entities can be difficult to control and many in | |||
number if your skill is sufficiently high. | |||
Your expertise in contracts affords several methods of establishing control over your horde: | |||
ENTREAT <entity> : Invite a Fae noble to aid you, summoning either the noble themself, or an | |||
entity of their preference. | |||
ENTREAT ALL CONTRACTS : Invite all Fae noble with whom you have negotiated a contract to send their | |||
entities. | |||
BANISH <entity> : Rescind the entity's current invitation, returning them to the Astral Realm. | |||
CALL ENTITIES : Call all invited entities to your side. | |||
You may also wish to review HELP LOYALTY as it holds many commands that will be useful to you in | |||
ordering your entourage. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Corridor}} | |||
{{Skill_detail | |||
|skill = Corridor | |||
|description = A rainbow bridge to the Astral Realm | |||
|syntax = CORRIDOR ENTER GATEWAY | |||
|detail = Using this ability, you may open a corridor that leads to Sapient Chaos - and, deeper in, | |||
the Astral Realm - allowing you to travel there and negotiate a contract with one of the Fae nobles. | |||
Entering the corridor will cause it to close behind you. | |||
In order to leave, you must depart across the rainbow bridge and into Tecpatl's Cradle, venturing | |||
through the Dreamworld to return to the Prime Material Plane. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Tiptoe}} | |||
{{Skill_detail | |||
|skill = Tiptoe | |||
|description = The Astral may make itself less obtrusive | |||
|syntax = TIPTOE | |||
|detail = Subtlety is no stranger to the entities of the Astral, and with but a command you may | |||
order them to walk unseen. While shrouded, movements in and out of locations will go unnoticed. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cord}} | |||
{{Skill_detail | |||
|skill = Cord | |||
|description = Knowledge of the silver cord | |||
|syntax = ORDER MIRRORMASK CHANNEL UNFURL [parameters] | |||
|detail = By connecting yourself to your mirrormask with a cord of Astral silver, it is possible | |||
for you to order it to UNFURL hyalincuru shapes. You must be holding a folded shape of the type you | |||
wish to point, along with ensuring that any necessary requirements, such as it being reified, are | |||
met. | |||
The shapes which may be used through your mirrormask are: | |||
Cube, flower, fire, sphere, heart, fan, poppy, hammer, confetti, bowl, diamond, knight, arrow, | |||
hourglass, favor, telescope, and hypercube. | |||
Refer to AB HYALINCURU <shape> for more information. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Sylphid}} | |||
{{Skill_detail | |||
|skill = Sylphid | |||
|description = Amsatha, the Astronomer | |||
|syntax = ENTREAT SYLPHID ORDER SYLPHID ACT | |||
|detail = "In order to understand the Astral void, I contract explorers capable of traveling in all | |||
three dimensions." | |||
Amsatha will send to you a riotous sylphid to dance through the air. | |||
Ordering the sylphid to ACT will cause it to knock all players in the sky to the ground, but the | |||
sylphid cannot attack by any other conventional means. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Lamia}} | |||
{{Skill_detail | |||
|skill = Lamia | |||
|description = Hraqa Silvertongue | |||
|syntax = ENTREAT LAMIA | |||
|detail = "Listen. If you need a distraction, I know someone. C'mere..." | |||
When inviting Hraqa to aid you, the Fae will send to you a lunar lamia to seduce her target, cooing | |||
and whispering such that their mana will suffer. If the opponent's mana falls below 80% of its | |||
maximum, the crooning of the lamia will induce stupidity. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Faunapod}} | |||
{{Skill_detail | |||
|skill = Faunapod | |||
|description = Vog Springfoot | |||
|syntax = ENTREAT FAUNAPOD | |||
|detail = "People don't look down unless you make them." | |||
Vog shall send to you a flowering faunapod of the Red Sphere, that will upset their mental | |||
equilibrium through touch. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Sphere}} | |||
{{Skill_detail | |||
|skill = Sphere | |||
|description = Dvovion, the Errant | |||
|syntax = ENTREAT SPHERE ORDER SPHERE DEFEND <limb> | |||
|detail = "The best defense is lots and lots of orbital momentum!" | |||
The Errant Dvovion of the Red sphere will send you to an argent sphere which will defend a limb. | |||
This will reduce the amount of health damage you take by half when that limb is struck. | |||
Valid limbs you can choose from are: | |||
Head, torso, left arm, right arm, left leg, right leg. | |||
The sphere cannot attack others, it is only able to act in defence. It cannot prevent damage from | |||
abilities that bypass parry. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Helminth}} | |||
{{Skill_detail | |||
|skill = Helminth | |||
|description = Jomunth, the Ravenous | |||
|syntax = ENTREAT HELMINTH | |||
|detail = "Have you ever watched a mortal bleed out and die? Beautiful." | |||
Jomunth, the Ravenous Chaos Lord of the Red Sphere, will provide aid with the services of a crimson | |||
helminth. | |||
The helminth will attach itself to the body of your enemies when ordered to attack, preventing | |||
their blood from clotting. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hippalectryon}} | |||
{{Skill_detail | |||
|skill = Hippalectryon | |||
|description = Chelya of Garnets | |||
|syntax = ENTREAT HIPPALECTRYON ORDER HIPPALECTRYON SEAR <icewall> [direction] | |||
|detail = "These creatures are my finest and most powerful creations. Use them wisely, the better | |||
to bring about the Age of Dawn." | |||
The Lady of Garnets will send to you a grotesque hippalectryon of the Orange Sphere, wreathed in | |||
flame and searing with fiery force. | |||
Its attacks will set your enemies ablaze with flames so potent that their reach extends to adjacent | |||
locations. | |||
Walls of ice are nothing before the Orange, and with a simple order, the hippalectryon will sear | |||
one away. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Sentinel}} | |||
{{Skill_detail | |||
|skill = Sentinel | |||
|description = Ryb, the Indomitable | |||
|syntax = ENTREAT SENTINEL | |||
|detail = "We are alike in being guardians, although your Sentinels safeguard the wilds and mine | |||
safeguard machinery." | |||
Ryb, the Indomitable, will send to you a chthonic sentinel to guard your other entities. When the | |||
sentinel is in the area, it will ward off attempts to banish or otherwise disturb your entourage. | |||
Its influence on mirrormasks is effective only when the two share a location. | |||
The sentinel is wholly defensive in nature; it cannot attack others. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Eye}} | |||
{{Skill_detail | |||
|skill = Eye | |||
|description = Ghel, the Beholder | |||
|syntax = ENTREAT EYE ORDER EYE REPORT | |||
|detail = "Know? You're asking me if I know? I see everything." | |||
Invoking your bargain with Ghel of the Yellow Sphere shall bring to you a floating eye. While you | |||
may order this entity to attack your target, its true power lies in observation: asking it to | |||
REPORT shall inform you of vital data on your target. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Blob}} | |||
{{Skill_detail | |||
|skill = Blob | |||
|description = Sha'ahanidhi Who Drinks Light | |||
|syntax = ENTREAT BLOB ORDER BLOB ENVELOP | |||
|detail = "Yes, illumination is nice, but it's not nearly as tasty as mortal flesh." | |||
The light drinker of the Astral green will dispatch a quicksilver blob when invited. When the blob | |||
is ordered to attack someone, it will wrap its body around them, at which point you may order it to | |||
ENVELOP the target, causing applied poultices to incur a longer recovery period for a time. | |||
Cooldown (envelop): 24 seconds | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Tegalid}} | |||
{{Skill_detail | |||
|skill = Tegalid | |||
|description = Nkdatha, the Ochreous Emissary | |||
|syntax = ENTREAT TEGALID ORDER TEGALID HOME | |||
|detail = "It's not just important to know where you are - it's important to know where everything | |||
else is, too." | |||
The Ochreous Emissary will send to you a celestial tegalid to help you return home. Wherever you | |||
extend the invitation will be considered home. At a later point, you may simple order the tegalid | |||
'HOME' and you will return to that location. | |||
The tegalid is only capable of aiding you with this travel, it cannot attack others. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Puppeteer}} | |||
{{Skill_detail | |||
|skill = Puppeteer | |||
|description = Mar, the Magnate | |||
|syntax = ENTREAT PUPPETEER ORDER <target> <action> ORDER <target> HALLUCINATE <text> | |||
|detail = "The secret to good leadership, in my opinion, is never giving your underlings the chance | |||
to refuse." | |||
Mar, Magnate of the Yellow Sphere, will dispatch a gilded puppeteer from the Astral to assist you. | |||
When ordered to attack someone, its manifold fronds will latch on to their body. This will allow | |||
you to either order them to perform an action against their will, or hallucinate something of your | |||
choosing. | |||
The puppeteer will take a short while before it has finished latching on, and each time it is | |||
ordered, the entity will need to spend another short while to reassert its control over the host. | |||
You may order the puppeteer while off balance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Snaretongue}} | |||
{{Skill_detail | |||
|skill = Snaretongue | |||
|description = Dart-tongued Ranna | |||
|syntax = ENTREAT SNARETONGUE | |||
|detail = "Do you have anything to eat, mortal? Don't worry - I can get it myself." | |||
Inviting Ranna to aid you will bring a verdant snaretongue to your side. Ordering the snaretongue | |||
to attack will cause it to attach itself to your target's throat, causing some of their drunk | |||
elixirs to be slurped away. Functionally, this will reduce the victim's ability to heal from said | |||
elixirs. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Quetzal}} | |||
{{Skill_detail | |||
|skill = Quetzal | |||
|description = Yollotl, the Worldflower | |||
|syntax = ENTREAT QUETZAL ORDER QUETZAL CROON ORDER QUETZAL WINGBEAT ORDER | |||
QUETZAL SHIMMER | |||
|detail = "I understand that the quetzals on the Prime are far less interesting than mine." | |||
Yollotl of the Astral Green will send you a quetzal to act as a fearsome battle mount. You may | |||
order the quetzal to act in three separate ways to perform a special attack on its focused target, | |||
but only every so often: | |||
Effects: | |||
* Crooning will strip deafness from the target, stunning them if they are already able to hear. | |||
* The wing beat will cause health damage. | |||
* Shimmer will remove insomnia. This shall not induce sleep, however. | |||
The quetzal cannot attack players by any other means, only through ordering it to use one of its | |||
three manoeuvres. | |||
You may also ride the quetzal in battle by mounting it, and ordering it to fly via SPUR QUETZAL | |||
SKYWARD. | |||
Cooldown (order): 16 seconds | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Mocker}} | |||
{{Skill_detail | |||
|skill = Mocker | |||
|description = Cym of the Catacombs | |||
|syntax = ENTREAT MOCKER | |||
|detail = "This is what you primitive, two-legged imbeciles all look and sound like to me." | |||
Cym, when invited, will dispatch an apish mocker of the Cyan Catacombs to fight alongside you. When | |||
ordered to attack, it will babble chaotic nonsense at your target and inflict afflictions upon them. | |||
The possible afflictions are: | |||
Hollow, epilepsy, vertigo, masochism, dementia, recklessness, slickness, claustrophobia, and | |||
shyness. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Mirrormask}} | |||
{{Skill_detail | |||
|skill = Mirrormask | |||
|description = Inasea, the Mercurial | |||
|syntax = ENTREAT MIRRORMASK | |||
|detail = "Chaotic quicksilver can look like anything, anybody you want - if you will it so." | |||
The angelic Blue Lady, Inasea, will send to you a mercurial mirrormask, which may be ordered | |||
remotely within the same area. The mask of mirrors cannot attack normally, but a range of options | |||
is available to you through its power: | |||
In order to issue remote commands, you must specify 'mirrormask'. | |||
ORDER MIRRORMASK CLOAK | |||
* Enshrouds the mirrormask in a cloak that obscures entry and exit. | |||
ORDER MIRRORMASK SEEK <target> | |||
* Seek out another player within the area. | |||
ORDER MIRRORMASK LOOK | |||
* Look through the eyes of your mirrormask to examine the room it is in. | |||
ORDER MIRRORMASK EXITS | |||
* Discern the exits of the room in which your mirrormask dwells. | |||
ORDER MIRRORMASK RETURN | |||
* Return your mirrormask to you. | |||
ORDER MIRRORMASK CHANNEL <ability> [parameters] | |||
* Channels an Oneiromancy ability. | |||
* Valid abilities are: Starlight, Misfortune, Chill, Bells, Fumes, Unspool, Athame, and Vanquish. | |||
* Refer to AB ONEIROMANCY <ability> for further details. | |||
* The mirrormask may also channel some Vision abilities. | |||
* Said abilities include: Aura, Sacral, Vibrations, and Traps. | |||
* Refer to AB VISION <ability> for more information. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Huntress}} | |||
{{Skill_detail | |||
|skill = Huntress | |||
|description = Eudaimonia, the Slayer of Stars | |||
|syntax = ENTREAT HUNTRESS ORDER HUNTRESS TRACK | |||
|detail = "I made them because I remember the Nightmare. I made them to be like She once was." | |||
The starslayer shall send to you a radiant huntress to barrage your foe with needle-thin arrows of | |||
light. | |||
Should your quarry be within a short distance, you may also order the huntress to TRACK whomever | |||
she is attacking, provided she is not already following anyone. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Bridge}} | |||
{{Skill_detail | |||
|skill = Bridge | |||
|description = Diantha, Princess of the Dreaming Moon | |||
|syntax = ENTREAT BRIDGE | |||
|detail = "The Astral's never far away - and I know how to make it even closer." | |||
The Princess of the Dreaming Moon will, when invited, bring you to the Astral through a bridge of | |||
her own making after a few moments' pause. | |||
This is much faster than fashioning a bridge of your own making, but you must possess full health | |||
and mana in order to invite Diantha to aid you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cerberus}} | |||
{{Skill_detail | |||
|skill = Cerberus | |||
|description = Viskein, the Cerberus Breeder | |||
|syntax = ENTREAT CERBERUS ORDER CERBERUS TRACK | |||
|detail = "I bred cerberuses for the Beastlords, long ago on the Prime. Now the Beastlords are gone, | |||
I'm an Astral Lord, and I breed cerberuses for Oneiromancers instead." | |||
Viskein, the Cerberus Breeder, will lend you one of the many-mouthed to aid you. While fearsome, | |||
these beasts have limited stamina; after a certain number of attacks, it will return to the Astral | |||
for rest. Consequently, the cerberus must be ordered individually and will not follow a blanket | |||
ORDER LOYAL(S) command. | |||
If the target of the cerberus is shielded, it will tear the barrier from them, otherwise it will | |||
attack with teeth and claws. | |||
You may also order it to TRACK, allowing the beast to track down an enemy at a distance, provided | |||
it is not already following anyone. First order it to attack your target, followed by the order to | |||
track. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Moth}} | |||
{{Skill_detail | |||
|skill = Moth | |||
|description = Ecdysia, the Illuminator | |||
|syntax = ENTREAT MOTH | |||
|detail = "Don't let their size fool you. They're some of the most powerful beings in the Astral | |||
Realm..." | |||
The Illuminator will send a chaos moth to aid you. When ordered to attack an enemy, the moth will | |||
seek out gaps in their defence, crippling an arm or a leg when it strikes. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Maw}} | |||
{{Skill_detail | |||
|skill = Maw | |||
|description = Calliope, the Harmonist | |||
|syntax = ENTREAT MAW SPELLBIND MAW ENTER MAW | |||
|detail = "..." | |||
Calliope, the Harmonist, mistress of the raw elements of Chaos, wields the power of the elemental | |||
maw - the ability to tear open the ground itself to reveal an Astral maelstrom. The complexity of | |||
the contract requires some time to invoke, but its rewards are considerable - agonizing suffering, | |||
and potentially death, for those you've declared your enemies. | |||
Once the maw has been rent open, it must then be spellbound by you in order to acquire the | |||
necessary hunger of its function. The spellbinder's words are sacred, and you must not interrupt | |||
your focus with any ability requiring balance or equilibrium. | |||
Other Oneiromancers with knowledge of this contract may spellbind the maw as well, minimizing the | |||
time lost to an interruption. | |||
The maw hunts according to a specific pattern. The first time it attempts to devour someone, it | |||
will gain their attention: this is an attempt to freeze its prey in terror. On its second try, it | |||
will devour those whose feet rest upon the ground - only those who are standing, and under the | |||
effects of levitation elixir, will be spared. Note, however, that even an unsuccessful strike by | |||
the maw will strip the levitation defense. If three or more Oneiromancers have spellbound the maw, | |||
then it will ignore levitation, and pull them in. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
[[Category:Skills]] | [[Category:Skills]] |
edits