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{{SkillTableRow |Lifevision |Fabled |50 |The ability to see the life force of others. }} | {{SkillTableRow |Lifevision |Fabled |50 |The ability to see the life force of others. }} | ||
{{SkillTableRow |Delegation |Mythical |33 |Send another off to complete your expedition for you. }} | {{SkillTableRow |Delegation |Mythical |33 |Send another off to complete your expedition for you. }} | ||
{{SkillTableRow |Hallucinogen |Mythical |50 |So frail are mortal minds already; this substance may | {{SkillTableRow |Hallucinogen |Mythical |50 |So frail are mortal minds already; this substance may not help. }} | ||
not help. }} | {{SkillTableRow |Causality |Transcendent |0 |Perfect the timing of cause and effect for precision in science. }} | ||
{{SkillTableRow |Causality |Transcendent |0 |Perfect the timing of cause and effect for precision | |||
in science. }} | |||
|} | |} | ||
{{SkillHeader}} | {{SkillHeader}} | ||
== Experiment Abilities == | ====Experiment Abilities==== | ||
{{SkillTableRow |Lacerating |Apprentice |0 |A barbed and clawed experiment made for rending flesh. | {{SkillTableRow |Lacerating |Apprentice |0 |A barbed and clawed experiment made for rending flesh.}} | ||
}} | |||
{{SkillTableRow |Requesting |Apprentice |0 |Request a particular experiment for your needs. }} | {{SkillTableRow |Requesting |Apprentice |0 |Request a particular experiment for your needs. }} | ||
{{SkillTableRow |Transfusion |Apprentice |50 |Lend your experiment some of your lifeblood. }} | {{SkillTableRow |Transfusion |Apprentice |50 |Lend your experiment some of your lifeblood. }} | ||
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|} | |} | ||
{{SkillHeader}} | {{SkillHeader}} | ||
== Compound Abilities == | ====Compound Abilities==== | ||
{{SkillTableRow |Compounds |Capable |99 |Certain compounds when burnt can elicit harrowing effects. | {{SkillTableRow |Compounds |Capable |99 |Certain compounds when burnt can elicit harrowing effects.}} | ||
}} | |||
{{SkillTableRow |Exposure |Capable |0 |Expose your enemy to the effects of your deadly compounds. }} | {{SkillTableRow |Exposure |Capable |0 |Expose your enemy to the effects of your deadly compounds. }} | ||
{{SkillTableRow |Augmentation |Capable |0 |Augment your conduit with additional compounds. }} | {{SkillTableRow |Augmentation |Capable |0 |Augment your conduit with additional compounds. }} | ||
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{{SkillTableRow |Galvanic |Mythical |66 |A dash of bottled lightning. }} | {{SkillTableRow |Galvanic |Mythical |66 |A dash of bottled lightning. }} | ||
|} | |} | ||
{{Anchor|Extispicy}} | |||
{{Skill_detail | |||
|skill = Extispicy | |||
|description = Study entrails to discern your target | |||
|syntax = DERIVE EXTISPICY <target> | |||
|detail = Extispicy is a foundational aspect of biological sciences, and by carefully dissecting | |||
parts of a corpse carried about your person, you may utilise the entrails to divine knowledge of | |||
your target's location - whether friend or foe. | |||
If they are within the area with you, you will be able to discern their current state of health. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Ignition}} | |||
{{Skill_detail | |||
|skill = Ignition | |||
|description = A simple chemical reaction to inspire animalistic fear | |||
|syntax = DERIVE IGNITION <target> | |||
|detail = To run from fire is an animalistic response ingrained in most creatures; a simple | |||
concoction, when ignited, can burst with a harrowing boom and a flash of flame. | |||
While admittedly little more than a flashy chemical reaction, this display will drive your target | |||
into a state of panic, afflicting them with fear and forcing them to flee from the room in an | |||
instinctive act of self-preservation. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Obfuscation}} | |||
{{Skill_detail | |||
|skill = Obfuscation | |||
|description = Smoke from your conduit will make you harder to strike | |||
|syntax = DERIVE OBFUSCATION | |||
|detail = A pinch of minerals coating your conduit will produce a billowing black smoke that | |||
obscures your form. Enemies that seek to harm you with either cutting or blunt damage will find | |||
their attacks less effective thanks to their impaired vision. | |||
This defence will protect you so long as you wield your conduit, but be warned: dropping or ceasing | |||
to wield it will forsake its protection. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Dissolution}} | |||
{{Skill_detail | |||
|skill = Dissolution | |||
|description = Sever the ties that bind Chaos entities to the Prime | |||
|syntax = DERIVE DISSOLUTION <target> | |||
|detail = The proper combination of chemicals and minerals thrown precisely at the anchor point of | |||
a doppleganger or mirrormask entity will create a reaction that quickly and cleanly severs their | |||
ties to this plane, banishing them. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Gasmask}} | |||
{{Skill_detail | |||
|skill = Gasmask | |||
|description = Transform remains into a protective gas mask | |||
|syntax = DERIVE GASMASK <element> | |||
|detail = A trained Alchemist is precisely aware of the tools provided to them by their | |||
surroundings; by utilizing scraps pulled from a corpse, as well as a handful of ink, you can | |||
fashion together an effective gas mask to protect you from the noxious effects of the world at | |||
large. | |||
While anyone can wear the mask, its fit is dependent on the sizing fashioned by the creating | |||
Alchemist, and thus will offer only them the maximum protection. | |||
Inks: | |||
Fire: 1 red ink, 1 yellow ink. | |||
Magic: 1 red ink, 1 green ink. | |||
Cold: 1 blue ink. | |||
Electric: 1 yellow ink. | |||
Poison: 1 green ink. | |||
Psychic: 1 purple ink. | |||
Asphyxiation: 1 gold ink. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Crutch}} | |||
{{Skill_detail | |||
|skill = Crutch | |||
|description = Utilise your conduit as a crutch | |||
|syntax = DERIVE CRUTCH [OFF] | |||
|detail = By utilising your conduit as a protective crutch, it will protect the limb you are | |||
currently parrying by deploying a minor field of electricity to surround it. Maintaining this will | |||
drain mana so long as it is active. | |||
If an enemy moves to strike that limb, the conduit will electrocute the attacker, and if that limb | |||
is broken, then it will deliver a masked mental affliction. The afflictions mirroring, mental | |||
disruption, patterns and dread are excluded from this effect. | |||
Look at HELP TYPES for more information on what is a mental affliction. | |||
Cooldown (on proc): 2 seconds | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cognisance}} | |||
{{Skill_detail | |||
|skill = Cognisance | |||
|description = Outliers stick out like sore thumbs | |||
|syntax = DERIVE COGNISANCE <ON/OFF> | |||
|detail = It is an Alchemist's duty to be acutely aware of the status of their experiments, thus it | |||
comes as no surprise that you possess an unrivaled ability to perceive your opponent and their | |||
symptoms. | |||
While you are cognisant of your opponent, any loki effects that strike your foe will report their | |||
afflictions to you while keeping them unaware. Additionally, any loki venom that you inflict upon | |||
others will no longer deliver effects the target already suffers from. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Disciplines}} | |||
{{Skill_detail | |||
|skill = Disciplines | |||
|description = Recall knowledge of your specialised studies | |||
|syntax = DISCIPLINES DISCIPLINE <discipline> RECALL DISCIPLINE <discipline> DISMISS | |||
DISCIPLINE DISMISS ALL | |||
|detail = While expected to be exceptional in all scientific pursuits, some Alchemists may display | |||
a particular affinity for certain disciplines. Through rigorous study in these different fields, | |||
you will find yourself capable of recalling your teachings in a time of need. Be warned, however, | |||
that actively recalling teachings from a discipline will take a mental toll that is multiplied by | |||
the number you try to simultaneously keep at the forefront of your mind. | |||
Available disciplines are: | |||
[Field Studies] | |||
Grants forestwalking and health regeneration in blight and forest rooms. | |||
[Research] | |||
Offers a 2% chance to resist mental afflictions you receive. | |||
[Compounding] | |||
Enhances Alchemy, causing catalysts to have a 25% chance to not reduce volatility. | |||
[Biology] | |||
Enhances healing, causing both blight and forest rooms to periodically heal an affliction so long | |||
as you are not paralyzed. | |||
[Experimentation] | |||
Enhances the abilities of your experiment, causing it to strike faster. | |||
[Procedure & Protocol] | |||
So aware are you of standard procedure and protocol, force abilities and effects will have no | |||
effect on you. | |||
[Chemistry] | |||
Allows you to completely negate an elemental attack on a 20-90 second cooldown. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Prognosis}} | |||
{{Skill_detail | |||
|skill = Prognosis | |||
|description = Instill dread with the knowledge of future ailments | |||
|syntax = DERIVE PROGNOSIS <target> | |||
|detail = Your critical eye is easily able to assess a target's physiological state and, by | |||
providing to them a detailed prognosis of their future maladies, you are able to instill them with | |||
dread. | |||
While affected by this state of dread, a victim will be unable to cure themselves of the effects of | |||
the infiltrative compound, nor will they be able to cure the blighted effects of your pathogen | |||
skill. | |||
The prognosis effect may only be removed by leaving the source - the Alchemist that derived it - | |||
for a long enough time, or focusing one's mind while unaffected by any other mental affliction. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Expeditions}} | |||
{{Skill_detail | |||
|skill = Expeditions | |||
|description = Arrange for expeditions to points of interest | |||
|syntax = DERIVE EXPEDITION ESTABLISH DERIVE EXPEDITION FORFEIT <area> DERIVE | |||
EXPEDITION LIST DERIVE EXPEDITION TRAVEL <area> | |||
|detail = Insofar as field studies are concerned, Alchemists will often find themselves tracing the | |||
same paths and studiously observing for changes along the way. Establishing a route as a formal | |||
expedition ingrains the way so effectively in an Alchemist's mind that traversing it comes as | |||
second nature, allowing focus to be paid instead to more eruditious endeavors. | |||
You can create up to three expeditions, the likes of which are formally marked with a stake of wood | |||
at its endpoint. There is no use in attempting to establish multiple expeditions to a single area. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Lifevision}} | |||
{{Skill_detail | |||
|skill = Lifevision | |||
|description = The ability to see the life force of others | |||
|syntax = LIFEVISION | |||
|detail = Your rapt attentiveness has developed over time to allow for the ability to notice all | |||
living things within your sight, regardless of attempts to hide. You will additionally find | |||
yourself capable of occasionally spotting illusory attempts to trick you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Delegation}} | |||
{{Skill_detail | |||
|skill = Delegation | |||
|description = Send another off to complete your expedition for you | |||
|syntax = DERIVE DELEGATE <target> <area> | |||
|detail = Much to your chagrin, it is sometimes necessary to rely on others to complete tasks for | |||
you. You may delegate an expedition to another of your choice, sending them off to your expedition | |||
marker. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hallucinogen}} | |||
{{Skill_detail | |||
|skill = Hallucinogen | |||
|description = So frail are mortal minds already; this substance may not help | |||
|syntax = DERIVE HALLUCINOGEN <target> [phobia] | |||
|detail = So long as your target has at least three mental afflictions, you can slip them a | |||
powerful hallucinogen that is sure to compound their existing mental fragility; by doing so, you | |||
will inflict their mind with a phobia, and drain it of some mana. | |||
You can inflict the following phobias: | |||
Fear, agoraphobia, claustrophobia, vertigo, loneliness, shyness, paranoia, or superstition. | |||
Additionally, the equilibrium cost for this skill is reduced for each mental affliction the target | |||
has. However, it will not obtain any further benefit after the fifth mental affliction. | |||
Look at HELP TYPES for more information on what is regarded as a mental affliction | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Causality}} | |||
{{Skill_detail | |||
|skill = Causality | |||
|description = Perfect the timing of cause and effect for precision in science | |||
|syntax = | |||
|detail = Syntax: DERIVE CAUSALITY <target> [IN <6-12>] | |||
A practiced Alchemist is more than capable of educing chain reactions through the knowledge of | |||
compounds and the precise timing required for each to properly interact effectively. Provided the | |||
Alchemist has three compounds in their conduit, they may specify a time (six seconds is the default | |||
if none is provided) in which a flagrant reaction will bombard their foe, dealing unblockable | |||
damage and stunning them. If they are shielded, then it will be annihilated. | |||
Certain afflictions bestowed by the Alchemist will multiply the damage and stun from the attack | |||
when it is initially set off, each of them greatly increasing its power and allowing it to reach a | |||
near lethal state when all are present. Curing or obtaining these afflictions after the synchronous | |||
reaction is set will not alter its potency. | |||
The following are the afflictions that will increase its potency: | |||
Paranoia, Infested, Blighted, and Stormtouched. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Lacerating}} | |||
{{Skill_detail | |||
|skill = Lacerating | |||
|description = A barbed and clawed experiment made for rending flesh | |||
|syntax = EXPERIMENT REQUEST LACERATING | |||
|detail = Request an experiment with twisted flesh and barbed claws primed for evisceration. | |||
Occasionally, one of its swipes will cause one of impairment, blurry vision, or clumsiness and will | |||
be masked from their view. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Requesting}} | |||
{{Skill_detail | |||
|skill = Requesting | |||
|description = Request a particular experiment for your needs | |||
|syntax = EXPERIMENT REQUEST <type> EXPERIMENT DISMISS EXPERIMENT RECALL | |||
|detail = Additional syntax: EXPERIMENT HIDE and EXPERIMENT REVEAL | |||
Request a suitable experiment for your current needs. If it happens to wander off, as they want to | |||
do, they have been painstakingly conditioned to return when called. | |||
Should you wish to hide your experiment from prying eyes, it is capable of this as well. | |||
Refer to HELP LOYALS for more information on leading your familiar, such as ordering it to attack | |||
and other useful commands. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Transfusion}} | |||
{{Skill_detail | |||
|skill = Transfusion | |||
|description = Lend your experiment some of your lifeblood | |||
|syntax = EXPERIMENT TRANSFUSION | |||
|detail = At a cost of your own wellbeing, you may begin a transfusion with your experiment to heal | |||
it from damage taken over the course of your studies. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Wailing}} | |||
{{Skill_detail | |||
|skill = Wailing | |||
|description = An experiment with a disconcerting habit | |||
|syntax = EXPERIMENT REQUEST WAILING | |||
|detail = Modified vocal cords mixed with an.. unfortunate demeanor come together to create a wail | |||
capable of dealing psychic-based damage to your enemies, or inciting volatility for your own | |||
advantage in Alchemy. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Toxic}} | |||
{{Skill_detail | |||
|skill = Toxic | |||
|description = Toxic secretions make for an effective attacker | |||
|syntax = EXPERIMENT REQUEST TOXIC | |||
|detail = Toxic secretions will lend this experiment a potent edge when it bites an opponent, | |||
delivering both poison damage and the loki venom. Be warned, however, that it may not always bite; | |||
these particular experiments are equally fond of strangulation. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Preservation}} | |||
{{Skill_detail | |||
|skill = Preservation | |||
|description = Safeguard your experiment from harm | |||
|syntax = EXPERIMENT PRESERVATION <ON/OFF> | |||
|detail = At a cost of a small willpower drain, you may focus on the preservation of your | |||
experiment. You will deflect orb sigils that seek to banish it, and if it is attacked when not by | |||
your side, the experiment will return immediately to you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Articulation}} | |||
{{Skill_detail | |||
|skill = Articulation | |||
|description = Make it speak as if it had thoughts | |||
|syntax = EXPERIMENT ARTICULATE <message> | |||
|detail = So conditioned is your experiment that it can pick up on subtle cues and movements well | |||
enough to articulate what it is you have on your mind through its own mouth. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Witness}} | |||
{{Skill_detail | |||
|skill = Witness | |||
|description = Witness that which your experiment sees | |||
|syntax = EXPERIMENT WITNESS | |||
|detail = Your experiment will relay to you what it is they see, quickly providing you with all in | |||
their location. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Arachnidal}} | |||
{{Skill_detail | |||
|skill = Arachnidal | |||
|description = It's no Chiav, but the next best thing | |||
|syntax = EXPERIMENT REQUEST ARACHNIDAL | |||
|detail = Study shows that Djeirani subjects, grafted precisely with spinnerets and fangs, can | |||
mimic the physical dexterity of a true spider. Each venomous bite that this rabid experiment makes | |||
will cause periodic poison damage and silently deliver allergies, vomiting, or disfigurement. After | |||
a set number of attacks, it will spot an opportunity to cover your unlucky foe in sticky webs | |||
instead, entangling them. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Interposition}} | |||
{{Skill_detail | |||
|skill = Interposition | |||
|description = Your experiment will intercept blows against you | |||
|syntax = EXPERIMENT INTERPOSITION <ON/OFF> | |||
|detail = Though directing it to do so will cost some willpower, you can instruct your experiment | |||
to do its best to intercept a portion of that which would harm you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Tumefactive}} | |||
{{Skill_detail | |||
|skill = Tumefactive | |||
|description = Weighty tumours make for acceptable bludgeons | |||
|syntax = EXPERIMENT REQUEST TUMEFACTIVE | |||
|detail = It goes to show that even failed experiments have their purposes; calcified tumors, | |||
utilized by a motivated experiment, can cripple the limbs of your opponent and deliver blunt damage. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Immolative}} | |||
{{Skill_detail | |||
|skill = Immolative | |||
|description = Utilise Xoran features to induce fire | |||
|syntax = EXPERIMENT REQUEST IMMOLATIVE | |||
|detail = Experiments equipped with transposed Xoran biological elements allow for a devastating | |||
breath of fire that can set enemies ablaze, stun them, or simply singe them quite severely. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Reconfiguration}} | |||
{{Skill_detail | |||
|skill = Reconfiguration | |||
|description = Reconfigure your experiment to suit your needs | |||
|syntax = EXPERIMENT RECONFIGURE <quality> | |||
|detail = You may reconfigure the form of your experiment to bring about new physical features for | |||
you to utilize on a whim. It will also recover any missing health the experiment had. | |||
|cooldown = 20 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Compounds}} | |||
{{Skill_detail | |||
|skill = Compounds | |||
|description = Certain compounds when burnt can elicit harrowing effects | |||
|syntax = COMPOUND CREATE <compound> COMPOUND LIST | |||
|detail = The creation of compounds is a cornerstone element of an Alchemist's studies. Once a | |||
compound has been created, you must apply it to your conduit and expose your opponent to it in | |||
order to unlock their potential. See AB EXPERIMENTATION AUGMENTATION and AB EXPERIMENTATION | |||
EXPOSURE for more details. | |||
Compounds are complicated creations that are typically activated by your target meeting a specific | |||
criteria, known as a trigger condition. When the condition is met, the compound will activate, and | |||
then enact a persistent effect. When the same criteria is met a second time or the threshold no | |||
longer applies, the compound will be rendered inactive. Careful consideration of compound effects | |||
is important, as your conduit is only capable of containing three at a given time. | |||
The creation of compounds differs according to which one you are attempting to create. Some | |||
compounds require you to be standing in a certain environment type, while others will require a raw | |||
material on hand to synthesize. | |||
The list is as follows: | |||
Anesthetic: Forest environments | |||
Intoxicant: Beach environment | |||
Inhibiting: Hills or mountains environment | |||
Galvanic: An eagle feather OR the corpse of an eagle | |||
Exhilarant: A piece of stag's horn OR the corpse of a stag | |||
Toxoid: An elemental ice commodity | |||
Caustic: Bone powder OR an animal corpse | |||
Invigorant: A crocodile's tooth OR an animal corpse | |||
Anticoagulant: A lion's claw OR an animal corpse | |||
Diagnostic: An animal corpse | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Exposure}} | |||
{{Skill_detail | |||
|skill = Exposure | |||
|description = Expose your enemy to the effects of your deadly compounds | |||
|syntax = COMPOUND EXPOSE <target> and COMPOUND EXPOSE NONE | |||
|detail = By exposing your enemy to the gaseous form of your compounds, you may subject them to | |||
their inhibiting effects. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Augmentation}} | |||
{{Skill_detail | |||
|skill = Augmentation | |||
|description = Augment your conduit with additional compounds | |||
|syntax = | |||
|detail = Syntax: COMPOUND AUGMENT <[compound 1] [compound 2] .. [compound nth]> | |||
COMPOUND REMOVE <compound> | |||
COMPOUND REMOVE ALL | |||
You may augment your conduit with up to three different compounds. To ensure quality, you may only | |||
utilize compounds of your own creation, and only one of any single type can be utilized at once. | |||
In some cases, it may be possible have more than three compounds at once. Please refer to AB | |||
EXPERIMENTATION <compound> to learn more. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Exhilarant}} | |||
{{Skill_detail | |||
|skill = Exhilarant | |||
|description = Flare your synapses with an exhilarant of the mind | |||
|syntax = | |||
|detail = Activator: Self. Trigger condition: | |||
The exhilarant compound is activated by passing the threshold of 3 volatility - this can be done by | |||
gaining volatility, or by depleting it past that mark. | |||
Target: Self. Activation effect: | |||
The volatility around you will be converted into mental fortitude, restoring a small amount of mana | |||
and willpower to yourself. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Toxoid}} | |||
{{Skill_detail | |||
|skill = Toxoid | |||
|description = Their sickness is your route to health | |||
|syntax = | |||
|detail = Activator: Self. Trigger condition: | |||
The toxoid compound is activated by the Alchemist dropping below 50% of their maximum health. This | |||
can be accomplished both by being damaged, or by causing self harm. Healing back up the last 50% of | |||
your health will cause the effect to linger for a short period before eventually fading. | |||
Target: Exposed target. Activation effect: | |||
The toxoid compound will bestow upon your opponent the spiritbane affliction for as long as the | |||
compound is active, preventing natural passive health regeneration. Certain Alchemy attacks made | |||
against the target will heal you for a portion of the damage dealt, but will never heal you past | |||
50% of your max health. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Invigorant}} | |||
{{Skill_detail | |||
|skill = Invigorant | |||
|description = Just a whiff is all you need to continue your fight | |||
|syntax = | |||
|detail = Activator: Self. Trigger condition: | |||
The invigorant compound is permanently activated once strung by the Alchemist, providing you wield | |||
your conduit. | |||
Target: Self. Activation effect: | |||
While active, the invigorant compound will act as an anesthetic of sorts, numbing the Alchemist to | |||
the pain of the crippled limbs and allowing them to use any Alchemy abilities without the | |||
requirement of working arms. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Caustic}} | |||
{{Skill_detail | |||
|skill = Caustic | |||
|description = Erode the barriers that protect them | |||
|syntax = | |||
|detail = Activator: Exposed target. Trigger condition: | |||
The caustic compound is activated by a target breathing it in using a shield tattoo or any other | |||
means of forming a temporary barrier. This does not apply to the prismatic barrier generated by | |||
using a lyre or other such means. | |||
Target: Exposed target. Activation effect: | |||
The next time your opponent attempts to form a shield, the compound will engulf and erode it whilst | |||
simultaneously delivering a masked mental affliction from the antipsychotic tree in the process. | |||
The compound will then go inactive once more. | |||
You can view HELP CURE ORDER for more information on afflictions in the antipsychotic cure tree. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Anticoagulant}} | |||
{{Skill_detail | |||
|skill = Anticoagulant | |||
|description = Their blood was already flowing; let it flow more | |||
|syntax = | |||
|detail = Activator: Attuned target. Trigger condition: | |||
The anticoagulant compound is activated by a bleeding target that breathes the compound - achieving | |||
at least 200 bleeding will activate the effect. This effect can only be triggered once each time | |||
your foe passes 200 bleeding, not if they continue to bleed. | |||
Target: Exposed target. Activation effect: | |||
While active, shards from the Virulent ability will more effectively be embedded into your | |||
opponent's flesh, preventing them from being removed by any means. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Diagnostic}} | |||
{{Skill_detail | |||
|skill = Diagnostic | |||
|description = Some patients will insist on diagnosing themselves | |||
|syntax = | |||
|detail = Activator: Exposed target. Trigger condition: | |||
The diagnostic compound is activated whenever the Exposed target uses the Diagnose ability to check | |||
their afflictions. You can view AB SURVIVAL DIAGNOSE for more information. | |||
Target: Self. Activation effect: | |||
Generate 1 volatility when the compound activates for use in Alchemy. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Anesthetic}} | |||
{{Skill_detail | |||
|skill = Anesthetic | |||
|description = A numbing agent, to counteract pain centres | |||
|syntax = | |||
|detail = Activator: Self. Trigger condition: | |||
The anesthetic compound is activated by the Alchemist receiving a cumulative amount of damage - | |||
roughly about 2000 damage. Once this amount of damage has been passed a second time, the compound | |||
will deactivate. | |||
Target: Self. Activation effect: | |||
The revitalizing effects of the anesthetic compound will flood your body, numbing you to a portion | |||
of all damage received. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Inhibiting}} | |||
{{Skill_detail | |||
|skill = Inhibiting | |||
|description = Motor functions are often the first to fail | |||
|syntax = | |||
|detail = Activator: Exposed target. Trigger condition: | |||
The inhibiting compound is activated by a Exposed target having Causality cast upon them. | |||
Target: Exposed target. Activation effect: | |||
Upon activation, the inhibiting compound will afflict the target with an inhibiting aroma. This | |||
effect will occasionally infiltrate your opponent's body and wreak havoc upon their motor functions | |||
- preventing them from leaving, and knocking them prone and off balance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Intoxicant}} | |||
{{Skill_detail | |||
|skill = Intoxicant | |||
|description = Overconfidence is the drunk's downfall | |||
|syntax = | |||
|detail = Activator: Exposed target. Trigger condition: | |||
The intoxicant compound is activated by a Exposed target attempting to focus their mind to cure | |||
mental maladies. The condition will only be achieved if the opponent is both capable of focusing | |||
and consumes the proper balance. | |||
Target: Exposed target. Activation effect: | |||
While the intoxicant compound is active, your victim will find themselves incapable of precisely | |||
touching their tree tattoo to any practical effect. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Galvanic}} | |||
{{Skill_detail | |||
|skill = Galvanic | |||
|description = A dash of bottled lightning | |||
|syntax = | |||
|detail = This compound does not count towards your maximum allowed limit of augmentations. | |||
Activator: Exposed target. Trigger condition: | |||
The galvanic compound is activated by a Exposed target attempting to cure two afflictions from the | |||
same curing tree in a row through the use of curative pills. | |||
You can review HELP CURE ORDER to learn more about the various curative trees. | |||
Target: Exposed target. Activation effect: | |||
After three seconds of exposure to the compound, your foe will be afflicted with the stormtouched | |||
affliction, which nullifies the usefulness of their electrical resistance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} |
edits