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{{SkillTableRow |Simulacrum |Inept |0 |Form a simulacrum from the ancestral memory. }} | {{SkillTableRow |Simulacrum |Inept |0 |Form a simulacrum from the ancestral memory. }} | ||
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{{SkillHeader}} | {{SkillHeader}} | ||
== Simulacrum | ====Simulacrum Abilities==== | ||
{{SkillTableRow |Warcry |Inept |0 |A fierce battlecry to diminish a foe's resolve. }} | {{SkillTableRow |Warcry |Inept |0 |A fierce battlecry to diminish a foe's resolve. }} | ||
{{SkillTableRow |Assault |Inept |0 |Press in upon them. }} | {{SkillTableRow |Assault |Inept |0 |Press in upon them. }} | ||
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{{SkillTableRow |Intimidate |Virtuoso |33 |Force their minions to flee in terror. }} | {{SkillTableRow |Intimidate |Virtuoso |33 |Force their minions to flee in terror. }} | ||
|} | |} | ||
{{Anchor|Simulacrum}} | |||
{{Skill_detail | |||
|skill = Simulacrum | |||
|description = Form a simulacrum from the ancestral memory | |||
|syntax = | |||
|detail = SIMUL BOND | |||
- Manifest some ancestral memories into a simulacrum and bond with it. Must be used within the | |||
ancestral crypts. | |||
SIMUL LIST [<memory>] | |||
- List all simulacrums under your command. Optionally filter by trait. | |||
SIMUL LIST DETAILS | |||
- See a full overview of all your simulacrums. | |||
SIMUL INFO [<simulacrum>] | |||
- View detailed information on a specific simulacrum. | |||
SIMUL SEVER <simulacrum> | |||
- Sever your bond with a simulacrum, allowing its energy to return to nature. | |||
SIMUL <CORE|PSYCHE> LIST | |||
- List the possible memories a simulacrum can be formed from. | |||
SIMUL <CORE|PSYCHE> <memory> | |||
- View more information about a memory. | |||
You may only have up to twenty simulacrums bonded at once. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Discipline}} | |||
{{Skill_detail | |||
|skill = Discipline | |||
|description = Understand basic simulacrum commands | |||
|syntax = | |||
|detail = The below are some basic commands you can do with your simulacrum while it is on active | |||
duty with you. | |||
SIMUL GLANCE [simulacrum] | |||
- Glance to your simulacrum's current location. | |||
SIMUL RECALL <simulacrum> | |||
- Recall a simulacrum from its rest to active duty. Can be used anywhere. | |||
SIMUL DISMISS <simulacrum> | |||
- Relieves a simulacrum from active duty, sending it to rest within the bone crypts. Can be used | |||
anywhere. | |||
Simulacrums can also be ordered like most other loyal entities, as outlined in HELP LOYALTY, | |||
although they will not attack on their own. They will require special commands on your behalf. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Naming}} | |||
{{Skill_detail | |||
|skill = Naming | |||
|description = Bestow an identity upon your simulacrum | |||
|syntax = SIMUL NAME <simulacrum> <name> | |||
|detail = Give your simulacrum a unique name to help identify it in battle. Renaming it, should it | |||
already have a name, will cost 1,000 gold to do so. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Rally}} | |||
{{Skill_detail | |||
|skill = Rally | |||
|description = Rally your simulacrums back to you | |||
|syntax = SIMUL RALLY [ALL/simulacrum] | |||
|detail = Rally your simulacrum, bringing them back to your side. You can also issue the command to | |||
a single, specified simulacrum. Your simulacrums must be manifested in order to be rallied. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Divine}} | |||
{{Skill_detail | |||
|skill = Divine | |||
|description = Sense the presence of the living | |||
|syntax = SIMUL DIVINE <target> | |||
|detail = If the target is in the same area, your simulacrum will be able to divine their location | |||
and report to you where they are. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Identify}} | |||
{{Skill_detail | |||
|skill = Identify | |||
|description = The tell-tale signs of battle | |||
|syntax = SIMUL IDENTIFY | |||
|detail = Your simulacrum will investigate any recently spilled blood in the room and identify who | |||
it belongs to. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Excavation}} | |||
{{Skill_detail | |||
|skill = Excavation | |||
|description = Dig and bury items | |||
|syntax = SIMUL DIG SIMUL BURY <item> | |||
|detail = Your simulacrum is capable of burying items for you, or digging things back up again. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Eternal}} | |||
{{Skill_detail | |||
|skill = Eternal | |||
|description = They're ghosts, after all | |||
|syntax = | |||
|detail = This ability is passive. | |||
Your bond with your simulacrums is now strong enough that you are able to maintain their existence | |||
even after their energies have been forcefully dispersed. Should this happen, they will eventually | |||
reform in the bone crypts after a period of time, however they will lose some of their accumulated | |||
experience. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Flanking}} | |||
{{Skill_detail | |||
|skill = Flanking | |||
|description = Send prey back to you | |||
|syntax = SIMUL FLANK <ON/OFF> | |||
|detail = Your simulacrum will intercept cowardly denizens that flee before your blows, preventing | |||
their escape. | |||
|cooldown = | |||
|target = NPCs only | |||
|required = | |||
}} | |||
{{Anchor|Openings}} | |||
{{Skill_detail | |||
|skill = Openings | |||
|description = Strike during opportunistic moments | |||
|syntax = SIMUL OPENINGS <ON/OFF> | |||
|detail = When you are fighting denizens, your simulacrum will attack them when it sees an | |||
opportunity. This will in turn create an opening for you to deal additional damage to your target. | |||
|cooldown = | |||
|target = NPCs only | |||
|required = | |||
}} | |||
{{Anchor|Drills}} | |||
{{Skill_detail | |||
|skill = Drills | |||
|description = Draw forth memories within your simulacrum | |||
|syntax = SIMUL DRILLS <MAJOR/MINOR> <trait> SIMUL CORE LIST SIMUL PSYCHE LIST | |||
|detail = Through the use of drills, you can draw out memories within your active simulacrum from | |||
their past life, which they will then be able to act upon. A simulacrum can have up to two core | |||
memories, and five psyche memories of your choice. | |||
If you wish your simulacrum to have multiple memories at once, it must have at least one level for | |||
each memory you intend to draw forth. Core memories cannot be formed until the simulacrum reaches | |||
level five. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Authority}} | |||
{{Skill_detail | |||
|skill = Authority | |||
|description = Grant a spirit authority to act on its own orders | |||
|syntax = SIMUL AUTHORITY <target> SIMUL AUTHORITY CEASE | |||
|detail = Grant your simulacrum authority to act on its own, attacking the specified target without | |||
commands from you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Target}} | |||
{{Skill_detail | |||
|skill = Target | |||
|description = Attack specific limbs | |||
|syntax = SIMUL TARGET <limb/NONE> | |||
|detail = Direct your simulacrum to attack a specific limb when making use of the Assault ability, | |||
dealing a small amount of trauma. | |||
Refer to AB COMMUNION ASSAULT for more information. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Commander}} | |||
{{Skill_detail | |||
|skill = Commander | |||
|description = Direct up to three simulacrums in battle | |||
|syntax = SIMUL SWITCH <simulacrum> | |||
|detail = You are now capable of directing up to three simulacrums during battle at once. Simply | |||
make sure you have manifested them in order to do so. | |||
Memories will generally work with your active simulacrum only, unless otherwise specified. You will | |||
need to switch out your active simulacrum in order to make use of your full rotation. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Report}} | |||
{{Skill_detail | |||
|skill = Report | |||
|description = Get details about the simulacrum's location | |||
|syntax = SIMUL REPORT | |||
|detail = Your bond with your simulacrum allows you to gaze through its eyes and see the lifeforce | |||
of those present with it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Deliver}} | |||
{{Skill_detail | |||
|skill = Deliver | |||
|description = A ghostly courier | |||
|syntax = SIMUL DELIVER <item> <target> | |||
|detail = Order your simulacrum to deliver an item to someone on the same continent as you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Investigation}} | |||
{{Skill_detail | |||
|skill = Investigation | |||
|description = Discern the location of an item | |||
|syntax = SIMUL INVESTIGATE <item> [target] | |||
|detail = Your simulacrum will investigate your current room to try and locate the specified item, | |||
notifying you if anybody present carries it. You may optionally target a specific person to | |||
investigate. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Retrieve}} | |||
{{Skill_detail | |||
|skill = Retrieve | |||
|description = Take an item for returning to you later | |||
|syntax = SIMUL RETRIEVE <item> | |||
|detail = Order your simulacrum to pick up an item from its location. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Pursuit}} | |||
{{Skill_detail | |||
|skill = Pursuit | |||
|description = Hunt down your enemy | |||
|syntax = SIMUL PURSUE <target> | |||
|detail = Send your simulacrum to hunt down your specified prey. If they are enemy of yours, your | |||
simulacrum will knock them down and stun them upon catching up to them. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Commendation}} | |||
{{Skill_detail | |||
|skill = Commendation | |||
|description = Recognize a simulacrum's service | |||
|syntax = SIMUL COMMENDATION <simulacrum> | |||
|detail = Renown cost: 3000 | |||
Recognise a simulacrum's service to you before the ancestors and offer it a commendation. This will | |||
deepen your bond, maximising the simulacrum's level, and preventing it from losing experience | |||
should it perish. Commending your simulacrum will require a significant amount of renown from your | |||
ancestral mark. | |||
Only simulacrums that have been given a commendation are eligible for customisation. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Invoke}} | |||
{{Skill_detail | |||
|skill = Invoke | |||
|description = Invoke persistent memories with aide | |||
|syntax = SIMUL INVOKE <minor persistent trait> SIMUL PSYCHE LIST | |||
|detail = Some memories are deeper and more persistent than others, and not so easily drawn forth | |||
on your own. Bring your simulacrum to Osrek, one of the ancestors that resides within the crypt of | |||
the Raven clan, and they shall assist you in this task. | |||
The same restrictions apply as listed within AB COMMUNION DRILLS if you seek multiple traits. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Wayfinding}} | |||
{{Skill_detail | |||
|skill = Wayfinding | |||
|description = Guide others back to you | |||
|syntax = SIMUL WAYFIND <target> | |||
|detail = Order your simulacrum to guide someone back to you. Your simulacrum will go to the target | |||
and motion for them to follow. For the next two minutes, the target will be able to PATH FIND | |||
SIMULACRUM in the room with the simulacrum to reach you. | |||
After two minutes, the simulacrum will return to you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Requisition}} | |||
{{Skill_detail | |||
|skill = Requisition | |||
|description = Bestow protection upon your simulacrum | |||
|syntax = SIMUL REQUISITION | |||
|detail = Bestow a silver ancestral pendant upon your simulacrum. Silver is a great conduit for | |||
spiritual energy, and will help your simulacrum take reduced damage in battle. | |||
Silver ancestral pendants can be created by Enchanters for your simulacrums to wear. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Scout}} | |||
{{Skill_detail | |||
|skill = Scout | |||
|description = Scout the nearby vicinity for enemies | |||
|syntax = SIMUL SCOUT | |||
|detail = Your simulacrum will scout its surroundings, reporting to you all denizens within a five | |||
room radius. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Veteran}} | |||
{{Skill_detail | |||
|skill = Veteran | |||
|description = A master of combat | |||
|syntax = | |||
|detail = This ability is passive. | |||
Your simulacrums are now experts at their techniques, granting certain abilities a secondary effect | |||
should their target already be afflicted by the primary. | |||
The following is a list below: | |||
Toxicologist - Causes limp veins if they have blisters. | |||
Stormwarden - Causes hallucinations if they have epilepsy. | |||
Harrier - Causes crippled if they have weariness. | |||
Inciter - Causes impairment if they have berserking. | |||
Chanter - Causes recklessness if they have dizziness. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Distinction}} | |||
{{Skill_detail | |||
|skill = Distinction | |||
|description = Tap the full strength of your simulacrum | |||
|syntax = | |||
|detail = This ability is passive. | |||
You have gained distinction and recognition amongst the ancestors, and their memories are more | |||
compliant as a result. Simulacrums can now be formed with one additional core and psyche memory | |||
without their form becoming unstable, allowing for a total of three core memories and six psyche | |||
memories. | |||
Please see AB COMMUNION DRILLS and AB COMMUNION INVOKE for more information. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Warcry}} | |||
{{Skill_detail | |||
|skill = Warcry | |||
|description = A fierce battlecry to diminish a foe's resolve | |||
|syntax = SIMUL WARCRY <target> | |||
|detail = Your simulacrum will release a fierce warcry towards your target, draining them of their | |||
mana. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Assault}} | |||
{{Skill_detail | |||
|skill = Assault | |||
|description = Press in upon them | |||
|syntax = SIMUL ASSAULT <target> | |||
|detail = Order your simulacrum to engage the target, assaulting them for cutting damage. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Advance}} | |||
{{Skill_detail | |||
|skill = Advance | |||
|description = Remove defences that bar your way | |||
|syntax = SIMUL ADVANCE <target> | |||
|detail = Order your simulacrum to advance forth upon the target to destroy any magical shield they | |||
are protected by. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Dirge}} | |||
{{Skill_detail | |||
|skill = Dirge | |||
|description = The fallen warrior's song | |||
|syntax = SIMUL DIRGE | |||
|detail = The ancestors will sing a sorrowful dirge, inducing emotions in those that hear it, | |||
blurring their vision. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Intimidate}} | |||
{{Skill_detail | |||
|skill = Intimidate | |||
|description = Force their minions to flee in terror | |||
|syntax = SIMUL INTIMIDATE | |||
|detail = Your simulacrum will intimidate nearby animals and lesser entities, sending them fleeing | |||
in terror. | |||
|cooldown = | |||
|target = NPCs only | |||
|required = | |||
}} |
edits