Difference between revisions of "Malediction (skill)"

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m (Tor moved page Malediction to Malediction (skill))
 
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{{SkillHeader}}
{{SkillHeader}}
{{SkillTableRow |Meridian |Inept |0 |Straddle the line betwixt Life and Death. }}
{{SkillTableRow |Meridian |Inept |0 |Straddle the line betwixt Life and Death. }}
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{{SkillTableRow |Mortis |Transcendent |0 |All things must die. }}
{{SkillTableRow |Mortis |Transcendent |0 |All things must die. }}
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{{Anchor|Meridian}}
{{Skill_detail
|skill = Meridian
|description = Straddle the line betwixt Life and Death
|syntax = CHANNELS        STRADDLE LINE
|detail = A Runecarver treads the brink between Life and Death, utilising the stray energy left
behind in this fundamental Cycle to empower their acts of ritual magic.
Once you have embraced your awareness of its delicate forces, you will be able to make repeated use
of hexes. There is no cost to keeping it active and you may divest yourself of your awareness of
mortality's delicate inner workings at any time.
|cooldown =
|target =
|required =
}}
{{Anchor|Maledict}}
{{Skill_detail
|skill = Maledict
|description = Assail someone with a crude, painful curse
|syntax = HEX MALEDICT <target>        HEX MALEDICT ICEWALL [<direction>]
|detail = Craft a minor curse from your rancor and ill will to strike your foe. The force of this
curse can also melt an icewall obstructing a path.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Numb}}
{{Skill_detail
|skill = Numb
|description = Steal the heat from their heart with a numbing curse
|syntax = HEX NUMB <target>
|detail = Cast a minor hex of numbing cold, chilling your target one stage.
If you form a pact with the spirits, this ability will freeze them for two levels if they weren't
shivering to begin with.
|cooldown =
|target =
|required =
}}
{{Anchor|Nightsight}}
{{Skill_detail
|skill = Nightsight
|description = See through the dark of night
|syntax = NIGHTSIGHT
|detail = See easily through the shadows that surround you.
|cooldown =
|target =
|required =
}}
{{Anchor|Stalk}}
{{Skill_detail
|skill = Stalk
|description = Call upon the blessing of the Broodmother
|syntax = HEX STALK <ON/OFF>
|detail = Call upon Kree-sa, the Broodmother to mask your movements. Whenever you attempt to move
through a room covered in darkness, your movement will be completely concealed. Lifevision may spot
this attempt, but heatvision cannot.
|cooldown =
|target =
|required =
}}
{{Anchor|Imperil}}
{{Skill_detail
|skill = Imperil
|description = No mortal can resist the fury of the wilds
|syntax = HEX IMPERIL <target>
|detail = Slice through any magical shield surrounding your target with this curse of vulnerability
and peril.
If you form a pact with the spirits, there is no equilibrium cost for this ability if it is
successful. Should you fail, you will still be held to the terms of your pact as well as pay the
equilibrium cost.
|cooldown =
|target =
|required =
}}
{{Anchor|Enervate}}
{{Skill_detail
|skill = Enervate
|description = Drain their vitality with your curse
|syntax = HEX ENERVATE <target>
|detail = The curse of enervation smothers the vitality of your foe, consuming their good health
and physical form alike. When enervating your opponent, first you will cause clumsiness. If already
clumsy, you will cause weariness. If already weary and clumsy, they will be struck with lethargy.
In all cases, the enervation will cause moderate magical damage.
If all three afflictions are present, you will steal away their focus balance and cause paresis.
If you form a pact with the spirits, your curse will cause two afflictions in order instead of one.
If paresis is delivered in this way, no focus knock will be applied.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Myconid}}
{{Skill_detail
|skill = Myconid
|description = Form an assimilative being from your ill will
|syntax = HEX MYCONID        CALL MYCONID
|detail = Summon a myconid, a strange fungal monstrosity native to Albedos. This creature can be
ordered to attack your enemies, and will periodically cause cold damage and one level of freezing
to your target.
If your victim is fully frozen when the myconid strikes, they will be stunned and afflicted with
nyctophobia.
Please see HELP LOYALTY for the commands you can order it to do.
|cooldown =
|target =
|required =
}}
{{Anchor|Jinx}}
{{Skill_detail
|skill = Jinx
|description = A far-reaching hex of bad luck and dread
|syntax = HEX JINX <target>
|detail = Maledictive curses are capable of instilling illnesses of the body and mind, causing both
to waste away beneath your wrath. When jinxed, your victim will suffer immediately from one of the
following afflictions that they don't already have: dizziness, nyctophobia, confusion, dementia.
If all four afflictions are present on the target, they will instead be struck with a significant
mana drain and faintness.
If you form a pact with the spirits, the jinx will relapse once more five seconds later. If your
intended victim leaves the room in this time, however, you will be jinxed instead to keep balance
between the forces you control.
|cooldown =
|target =
|required =
}}
{{Anchor|Spiritpact}}
{{Skill_detail
|skill = Spiritpact
|description = Pledge yourself in exchange for aid
|syntax = SPIRITPACT <spell> <target>
|detail = Spiritpact is used as a replacement for the normal HEX command. e.g. SPIRITPACT ENERVATE
<target>
Empower your curses by forming pacts with the Dia'ruian Guardians. With every successive cast of
spiritpact to empower a curse, the risks and rewards increase. For now, you may call upon their aid
twice, and not again until the previous pacts are fulfilled.
Your pacts are slowly fulfilled over time, and will cost a small portion of your health when it
occurs. The more afflictions you have, the more the health it will be.
Possessing the weariness affliction will make it impossible to forge a spiritpact.
|cooldown =
|target =
|required =
}}
{{Anchor|Despair}}
{{Skill_detail
|skill = Despair
|description = A baleful, maddening hex
|syntax = HEX DESPAIR <target>
|detail = Hex your victim with an ominous curse of despair, giving them a chance to become burdened
with phobias any time they focus. If standing in darkness, nyctophobia is always the first phobia
to appear. The phobias this can afflict with are nyctophobia, agoraphobia, loneliness, vertigo,
claustrophobia and fear of commitment.
Despair can be cured by applying epidermal to one's head, but only if unblind. When used to cure
the curse, epidermal incurs a short time before the affliction resolves, and becoming blind while
this occurs will cause it to instead cure blindness once more. If your victim is already suffering
a despairing hex, any further attempts on them will be ineffective.
If you form a pact with the spirits, this may be performed free of any equilibrium cost.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Revile}}
{{Skill_detail
|skill = Revile
|description = Enemies of the natural world are to be reviled
|syntax = HEX REVILE <target>
|detail = Send a malignant curse of rot to infiltrate your victim, feeding on the hexes you call
down upon them. At first, the rot is benign, and has no meaningful effect. However, the rot will
grow over time, and its effects too will increase. The rot may grow four times after the first
stage.
1) No effect.
2) Their spirit gradually atrophies, causing escalating shadow damage.
3) Their body ceases to generate warmth - preventing random curing of shivering.
4) Their flesh withers under the rot, periodically causing hopelessness.
5) Their body falters - the recovery time from poultices is doubled.
This curse may be cured by consuming panacea. If standing outside of the presence of a morass, two
stacks will be cured instead of one.
If you form a pact with the spirits, you will deliver two stacks of the curse immediately.
|cooldown =
|target =
|required =
}}
{{Anchor|Obeisance}}
{{Skill_detail
|skill = Obeisance
|description = The Guardians must be sated
|syntax = HEX OBEISANCE
|detail = Fulfil your pact with an offering of flesh and blood, costing you a moderate amount of
health and releasing you from one of your pacts. If used in succession, the repayment becomes much
more dangerous and will cost equilibrium.
Whenever you slay an adventurer, one of your pacts will be considered fulfilled.
|cooldown =
|target =
|required =
}}
{{Anchor|Implement}}
{{Skill_detail
|skill = Implement
|description = A ceremonial focus for greater malediction
|syntax = HEX CREATE FOCUS        EMBED SPHERE IN <weapon>
|detail = Extract a spore from the compost heap in Duiran that will serve to heighten the powers of
your cursecraft. The spore must be used to anoint either a staff, a shortsword, or a crozier.
Should you be wielding an anointed object, you will be able to channel your primal magic with
greater ease. Your spells will no longer require both hands, only a single hand. Additionally,
parrying an attack will charge your implement with magical force, restoring a portion of your mana
instantly.
|cooldown =
|target =
|required =
}}
{{Anchor|Rancour}}
{{Skill_detail
|skill = Rancour
|description = Call upon the ill will of the wilds
|syntax = HEX RANCOUR <ON/OFF>
|detail = The art of Malediction does not cleave to the traditional rigidity of structured
spellcasting schools such as Elemancy or Sciomancy and thus allows for improvisation and additional
reagents to supplement its power. By channeling raw spite and rancour, you can gather inimical
spirits to aid each strike, render your curses nigh irresistable by changing their damage type to
spirit. This will cause your attacks to do less overall damage and comes at a slight willpower
drain.
|cooldown =
|target =
|required =
}}
{{Anchor|Renewal}}
{{Skill_detail
|skill = Renewal
|description = The bounty of the natural world sustains you
|syntax = HEX RENEWAL
|detail = Call upon the force of Renewal to draw two random maladies from your body. Should you be
suffering from paralysis or paresis, Renewal will always cure that first, and only that.
If you form a pact with the spirits, you can append an affliction name to the syntax to specify one
of the afflictions that should be cured. This will only work on afflictions that Renewal can
normally cure.
|cooldown = 20 seconds
|target =
|required =
}}
{{Anchor|Mystify}}
{{Skill_detail
|skill = Mystify
|description = Distract the uninitiated with a complex hex
|syntax = HEX MYSTIFY <target>
|detail = If your target is not blind, you can mystify them with a terrible curse that distracts
them with visions of the void.
So long as the curse remains uncured, they will quickly receive the following afflictions in order:
weariness, clumsiness, vomiting, dementia.
If all four afflictions are present when the voidgaze ticks, your victim will become trapped in the
void, knock them to the ground, interrupt any tumbling attempts, and they will be unable to stand
for a period of time.
If you form a pact with the spirits, your mystify will strip blindness when applied.
|cooldown =
|target =
|required =
}}
{{Anchor|Imitate}}
{{Skill_detail
|skill = Imitate
|description = Compel your myconid to change shape
|syntax = HEX IMITATE <target>
|detail = Order your myconid to change its form into a fungal representation of your chosen target.
Should the myconid take any damage or attempt to attack someone, this effect will become undone.
Can only be done on targets in the room.
|cooldown =
|target =
|required =
}}
{{Anchor|Preymark}}
{{Skill_detail
|skill = Preymark
|description = Mark them as the prey they are
|syntax = HEX PREYMARK <target>
|detail = Mark your foe as prey, causing elixirs to lose some of their potency, reducing the amount
healed to health or mana this way by 20%. The strength of the curse's mark is dependent on how low
your victim's mana is - the preymark will never last for fewer than two sips, and no more than five.
There is a short channel associated with performing this ability.
If you form a pact with the spirits, your preymark is applied instantly, and for slightly less
equilibrium.
|cooldown =
|target =
|required =
}}
{{Anchor|Malady}}
{{Skill_detail
|skill = Malady
|description = A terrible, feverish curse
|syntax = HEX MALADY <target>
|detail = Curse your foe with wasting maladies, causing vomiting and haemophilia. If they have the
dementia affliction, then the malady will drive them mad, curing it and causing hallucinations in
its place.
If you form a pact with the spirits, this ability is much quicker to use.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Preserve}}
{{Skill_detail
|skill = Preserve
|description = The Warden will shelter you
|syntax = HEX PRESERVE
|detail = Surround yourself in a protective aura, reducing your damage taken from the elements, and
significantly reducing your damage taken from shadow.
Those preserved by the Warden can forge four pacts at once.
|cooldown =
|target =
|required =
}}
{{Anchor|Woe}}
{{Skill_detail
|skill = Woe
|description = Call catastrophe down upon your prey
|syntax = HEX WOE <target>
|detail = Call down woe and tribulation upon your foe, subjecting them to the hardships of hunted
prey. While suffering this curse, afflictions delivered from Jinx will be masked, and rot cannot be
cured. The more afflictions plaguing your foe, the longer the woeful curse will persist. A victim
who fears the darkness will suffer even longer still.
If you form a pact with the spirits, your woeful hex also delivers nyctophobia, and for slightly
less equilibrium.
|cooldown = 30 seconds
|target =
|required =
}}
{{Anchor|Assuage}}
{{Skill_detail
|skill = Assuage
|description = Nourish your myconid with the fallen
|syntax = HEX ASSUAGE <ON/OFF>
|detail = Your myconid hungers for the fallen, as befits the Cycle. Should anything die in the same
location as your myconid while it is with you, the fungal creature will immediately devour the
corpse and restore some willpower to you. An adventurer's corpse will restore a lot more willpower
than a denizen's.
There is a small cooldown on this effect occuring, with the length of time dependant on the type of
corpse.
Cooldown (denizen): 5 seconds
Cooldown (adventurer): 15 seconds
|cooldown =
|target =
|required =
}}
{{Anchor|Vilipend}}
{{Skill_detail
|skill = Vilipend
|description = Bring down dark visitations upon your foe
|syntax = HEX VILIPEND <target>
|detail = Manifest your rancor and disdain as a biting curse that periodically saps your foe's mana.
The degrading hex will persist for a short time, but will vanish if your victim leaves your sight.
If you form a pact with the spirits, your curse will persist indefinitely in your presence.
|cooldown =
|target =
|required =
}}
{{Anchor|Nourish}}
{{Skill_detail
|skill = Nourish
|description = A mighty offering to the Guardians
|syntax = HEX NOURISH
|detail = In exchange for a significant portion of your physical and mental energy, you may beseech
the Guardians to release you from all of your spiritpacts. Be warned that they will not suffer such
requests with any great frequency.
|cooldown = 20 minutes
|target =
|required =
}}
{{Anchor|Anathemise}}
{{Skill_detail
|skill = Anathemise
|description = Let the weak ever be prey
|syntax = HEX ANATHEMISE <target>
|detail = Should your victim be afflicted with maladies caused by hexes, you can leverage their
weakness to secure victory over them. This hex does nothing on its own, but can have any or all of
the following effects depending on what they are afflicted by:
Haemophilia: Causes significant bleeding.
Nyctophobia: Causes significant health and mana damage.
Dizziness: Causes dementia.
Weariness: Causes exhaustion.
If you form a pact with the spirits, one of these missing conditional afflictions will be applied
at random before the curse completes.
|cooldown =
|target =
|required =
}}
{{Anchor|Spite}}
{{Skill_detail
|skill = Spite
|description = Swear vengeance upon your enemies
|syntax = HEX SPITE
|detail = This ability will call upon the spirits to recognise an oath of spite. Then, when you
deal damage and are standing in the location you last died within, your damage will be boosted by
fulfillment of your word.
|cooldown =
|target =
|required =
}}
{{Anchor|Mortis}}
{{Skill_detail
|skill = Mortis
|description = All things must die
|syntax = HEX MORTIS <target>
|detail = Drawing upon your mastered link to the forces of Life and Death, you may call forth a
killing curse that will annihilate your foe where they stand. Your victim must be prone and
suffering from a fear of darkness to begin, and such a feat requires complete concentration. Should
your attempt be successful, your victim will be utterly obliterated, and any spiritual pacts you
have formed will be immediately forgiven.
If you form a pact with the spirits, your attempt will be quickened slightly, and more importantly,
no force may disrupt it other than your opponent leaving your presence. If this attempt fails,
however, your own body will be consumed to fulfill the terms of your pact.
|cooldown =
|target =
|required =
}}
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