288
edits
(Created page with "{{SkillHeader}} {{SkillTableRow |Bowmanship |Inept |0 |Kill from afar with a bow and arrow. }} {{SkillTableRow |Adhere |Capable |0 |Adhere toxins to the edge of your arrows. }...") |
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{{SkillTableRow |Bowmanship |Inept |0 |Kill from afar with a bow and arrow. }} | {{SkillTableRow |Bowmanship |Inept |0 |Kill from afar with a bow and arrow. }} | ||
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{{SkillHeader}} | {{SkillHeader}} | ||
== Traps == | ====Traps==== | ||
{{SkillTableRow |Traps |Capable |0 |Discern the presence of traps in your location. }} | {{SkillTableRow |Traps |Capable |0 |Discern the presence of traps in your location. }} | ||
{{SkillTableRow |Clothesline |Adept |0 |Thin rope that will slice your victim. }} | {{SkillTableRow |Clothesline |Adept |0 |Thin rope that will slice your victim. }} | ||
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|} | |} | ||
{{SkillHeader}} | {{SkillHeader}} | ||
== Toxins == | ====Toxins==== | ||
{{SkillTableRow |Toxins |Novice |0 |Prepare toxins from ink and plantlife distillate. }} | {{SkillTableRow |Toxins |Novice |0 |Prepare toxins from ink and plantlife distillate. }} | ||
{{SkillTableRow |Flammable |Apprentice |0 |A sticky, flammable toxin with explosive potential. }} | {{SkillTableRow |Flammable |Apprentice |0 |A sticky, flammable toxin with explosive potential. }} | ||
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{{SkillTableRow |Paralytic |Mythical |0 |A toxin that heightens paralytic process. }} | {{SkillTableRow |Paralytic |Mythical |0 |A toxin that heightens paralytic process. }} | ||
|} | |} | ||
{{Anchor|Bowmanship}} | |||
{{Skill_detail | |||
|skill = Bowmanship | |||
|description = Kill from afar with a bow and arrow | |||
|syntax = | |||
|detail = Using a bow: | |||
SHOOT <target> [type/venom] | |||
SWITCH <type> | |||
Using a quiver: | |||
INSPECT QUIVER or IQ | |||
INQ <amount> <type> ARROWS | |||
OUTQ <amount> <type> ARROWS | |||
Every hunter begins their journey with the basic longbow. First you must find yourself a bow, some | |||
arrows, and a quiver. Place the arrows you wish to use within your quiver using INQ, and then while | |||
wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose | |||
which of your arrows you will shoot by default. | |||
You can shoot envenomed arrows by specifying which venom to use. This will consume your normal | |||
arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Adhere}} | |||
{{Skill_detail | |||
|skill = Adhere | |||
|description = Adhere toxins to the edge of your arrows | |||
|syntax = SHOOT <target> <toxin> | |||
|detail = You now possess the ability to adhere a toxin to your arrow, in order to coat your | |||
opponent with it. This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Warningshot}} | |||
{{Skill_detail | |||
|skill = Warningshot | |||
|description = Threaten your foe with a warning shot | |||
|syntax = WARNINGSHOT <target> | |||
|detail = Fire a warning shot using your bow with the intent to threaten. This will consume your | |||
normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Bowstance}} | |||
{{Skill_detail | |||
|skill = Bowstance | |||
|description = Wield bows fluidly | |||
|syntax = BOWSTANCE | |||
|detail = While wearing a bow, fluidly move it into your hands. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Fireshot}} | |||
{{Skill_detail | |||
|skill = Fireshot | |||
|description = Ignite toxins on a distant target | |||
|syntax = SHOOT <target> FIRESHOT | |||
|detail = You may light your arrow before firing it, causing it to ignite any toxins on contact and | |||
set your target on fire. This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Delivery}} | |||
{{Skill_detail | |||
|skill = Delivery | |||
|description = Attach an item to your arrow | |||
|syntax = DELIVERYSHOT <target> <item> | |||
|detail = Attach an item to your arrow, delivering it to your target. The item cannot be too heavy. | |||
This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Crossbows}} | |||
{{Skill_detail | |||
|skill = Crossbows | |||
|description = A tool of deadly efficiency | |||
|syntax = | |||
|detail = This ability is passive. | |||
Known for its mechanical ingenity, the crossbow is the chosen weapon for assassins all around the | |||
land due to its short reload time and ease of use. It takes a knowledgable mind to fully appreciate | |||
and use the weapon, and your proficiency with traps has helped you learn it quicker than most. | |||
Refer to AB SUBVERSION BOWMANSHIP on how to use the crossbow. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Heavyshot}} | |||
{{Skill_detail | |||
|skill = Heavyshot | |||
|description = A dense projectile that can push enemies | |||
|syntax = SHOOT <target> HEAVYSHOT | |||
|detail = Attaching a lead weight to your arrow will push your target out of the room with the | |||
momentum of the arrow. This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Scent}} | |||
{{Skill_detail | |||
|skill = Scent | |||
|description = Seek out the scents of those nearby | |||
|syntax = SCENT | |||
|detail = A basic means of tracking, you can determine the location of those in the local area and | |||
in adjacent areas. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Splatter}} | |||
{{Skill_detail | |||
|skill = Splatter | |||
|description = Splatter a dose of toxin with a fire source | |||
|syntax = TOXIN SPLATTER <toxin> AT <target> | |||
|detail = Quickly smear a toxin on someone in your location by heating it until you can splatter | |||
someone with it. This requires you to have a fire source in your inventory, such as a tinderbox. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Aiming}} | |||
{{Skill_detail | |||
|skill = Aiming | |||
|description = Increase your accuracy in shooting | |||
|syntax = AIM <target> | |||
|detail = Increase the accuracy of your crossbow by aiming at your target first. As long as they | |||
remain within the trajectory of the arrow, it will always hit them, even if they move from their | |||
original location. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Powershot}} | |||
{{Skill_detail | |||
|skill = Powershot | |||
|description = Strike a target with a stunning shot | |||
|syntax = SHOOT <target> POWERSHOT | |||
|detail = By overdrawing your string, you can release a powerful shot that will stun your opponent | |||
briefly. This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Kindle}} | |||
{{Skill_detail | |||
|skill = Kindle | |||
|description = Instantly set fire to toxins in your vicinity | |||
|syntax = TOXIN KINDLE <target> | |||
|detail = By releasing a small cloud of volatile ignition agent, you will rapidly change the | |||
flashpoint of any toxins on your target, causing them to instantly combust. If the target already | |||
has a kindled toxin, then using this ability will cause the toxin to burn through three cycles | |||
worth of material, potentially causing a hot burn. | |||
Using this ability will additionally open up the opportunity for a shadowdance brandish. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Marksense}} | |||
{{Skill_detail | |||
|skill = Marksense | |||
|description = Follow your mark unerringly | |||
|syntax = MARKSENSE | |||
|detail = Once a toxin is ignited upon someone, you can track their location, health, and mana from | |||
anywhere in the local area. It will bypass any sort of cloaking they may have. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Precision}} | |||
{{Skill_detail | |||
|skill = Precision | |||
|description = Snipe your enemies from distant treetops | |||
|syntax = | |||
|detail = This ability is passive. | |||
Providing you are above the ground, such as in the trees or sky, your training and incredible sight | |||
allows you to aim and strike at anyone in the local area with your bow. Your arrows will take | |||
slightly longer to reach your target due to the distance and there is a slightly increased | |||
endurance cost to do so. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Quickshot}} | |||
{{Skill_detail | |||
|skill = Quickshot | |||
|description = Fire off a shot with inhuman reflexes | |||
|syntax = | |||
|detail = This ability is passive. | |||
As long as you have a bow on hand, you can shoot it as though you are wielding it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Deception}} | |||
{{Skill_detail | |||
|skill = Deception | |||
|description = Deceive the senses and lie in wait | |||
|syntax = DECEIVE SENSES | |||
|detail = At a periodic minor cost to your mana and willpower, you may mystically suppress your | |||
scent, preventing anyone from picking up on it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Efficiency}} | |||
{{Skill_detail | |||
|skill = Efficiency | |||
|description = Economy of action | |||
|syntax = EFFICIENCY | |||
|detail = This ability will prepare yourself to hunt your mark, granting nimble fingers when | |||
performing certain actions. | |||
Whenever you next shoot an arrow, lay a trap, or splatter a toxin, it will cost significantly less | |||
balance in order to do so. This will last for three uses at which stage your efficiency shall be | |||
spent. | |||
Note that any arrows you shoot will deal less damage then normal while under the effects of | |||
efficiency. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Traps}} | |||
{{Skill_detail | |||
|skill = Traps | |||
|description = Discern the presence of traps in your location | |||
|syntax = TRAPS [ALL] | |||
|detail = This ability will search for traps in the room, giving you information about them. You | |||
can also search for all traps in the land laid by you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Clothesline}} | |||
{{Skill_detail | |||
|skill = Clothesline | |||
|description = Thin rope that will slice your victim | |||
|syntax = LAY CLOTHESLINE <direction> | |||
|detail = | |||
This trap will cut the jugular of any enemy of yours that passes by, slitting their neck and | |||
causing them to bleed. | |||
|cooldown = | |||
|target = | |||
|required = 1 rope | |||
}} | |||
{{Anchor|Darts}} | |||
{{Skill_detail | |||
|skill = Darts | |||
|description = Pierce your foe with twin poisonous darts | |||
|syntax = LAY DARTS <direction> | |||
|detail = | |||
The darts trap shoots out a dart when sprung, and then a second one a few moments later. It does no | |||
damage, but may be coated to poison the victim. This trap can only be sprung by your enemies. | |||
|cooldown = | |||
|target = | |||
|required = 1 wood | |||
}} | |||
{{Anchor|Coat}} | |||
{{Skill_detail | |||
|skill = Coat | |||
|description = Coat your traps in toxins or venoms | |||
|syntax = COAT <trap> <direction/HERE> WITH <substance> WIPE OFF TRAP <direction/HERE> | |||
|detail = You now posess the ability to coat a trap in either venoms or deadly toxins. Only certain | |||
kinds of traps can be coated with either a venom or toxin. | |||
Traps that can be coated: | |||
Darts, Spike, and Launcher | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Incendiary}} | |||
{{Skill_detail | |||
|skill = Incendiary | |||
|description = An explosive trap that ignites toxins | |||
|syntax = LAY INCENDIARY <direction> | |||
|detail = | |||
This simple trap will burst into hot sharpel when an enemy treads on it, lighting them on fire and | |||
igniting toxins that have adhered to them. If burning toxins are already present on the target, | |||
then it will melt away the top layer and induce a hot burn. | |||
|cooldown = | |||
|target = | |||
|required = 1 iron | |||
}} | |||
{{Anchor|Disarming}} | |||
{{Skill_detail | |||
|skill = Disarming | |||
|description = Quickly take traps apart | |||
|syntax = DISARM <trap> <direction/HERE> | |||
|detail = Using this ability, you will attempt to disarm a trap that has been laid. | |||
If the trap was set by you, you will recollect the commodities used in its creation, if any were | |||
used. | |||
If the trap was not laid by you, then it will take time and concentration to disarm it. You may not | |||
perform any actions while you disarm the trap, or it will be sprung upon you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Smokescreen}} | |||
{{Skill_detail | |||
|skill = Smokescreen | |||
|description = Take cover beneath smoke when your foe arrives | |||
|syntax = LAY SMOKESCREEN HERE | |||
|detail = | |||
An explosive trap that lets loose a smokescreen, improving your ability to dodge and divert | |||
drastically by weaving through the smoke. This effect remains active for a short period within the | |||
room it is triggered in. | |||
|cooldown = | |||
|target = | |||
|required = 2 diamond dust | |||
}} | |||
{{Anchor|Horseshoe}} | |||
{{Skill_detail | |||
|skill = Horseshoe | |||
|description = A trap that stuns its victims with a head strike | |||
|syntax = LAY HORSESHOE HERE | |||
|detail = | |||
A few seconds after this trap has been sprung by an enemy, a horseshoe will fall down from above | |||
and strike them in the head, stunning them from a short period. | |||
|cooldown = | |||
|target = | |||
|required = 1 iron | |||
}} | |||
{{Anchor|Noose}} | |||
{{Skill_detail | |||
|skill = Noose | |||
|description = Catch your prey in an entangling trap | |||
|syntax = LAY NOOSE <direction> | |||
|detail = | |||
This trap will snare your enemy in a noose, strangling them until they writhe free of its grasp. | |||
|cooldown = | |||
|target = | |||
|required = 2 rope | |||
}} | |||
{{Anchor|Catapult}} | |||
{{Skill_detail | |||
|skill = Catapult | |||
|description = Send your victim flying across the area | |||
|syntax = LAY CATAPULT HERE <direction to launch> LAY CATAPULT HERE SKYWARDS | |||
|detail = | |||
The catapult trap launches an enemy in the specified direction or straight up into the sky, should | |||
they not have the density defence. Multiple catapults can be chained together to move an enemy a | |||
number of rooms, however only three catapults will activate in a single instance. Any further | |||
catapults triggered will break. | |||
|cooldown = | |||
|target = | |||
|required = 1 rope, 1 wood | |||
}} | |||
{{Anchor|Alarm}} | |||
{{Skill_detail | |||
|skill = Alarm | |||
|description = Put an alarm on a trap | |||
|syntax = SET ALARM <direction/HERE> | |||
|detail = You can set an alarm on your trap to notify you of who springs it or disarms it, | |||
including what kind of trap it was, and its location. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Spike}} | |||
{{Skill_detail | |||
|skill = Spike | |||
|description = A hidden spear beneath the earth | |||
|syntax = LAY SPIKE HERE | |||
|detail = | |||
The spike trap is a delayed trap that activates after a few seconds, launching a iron-tipped spike | |||
into your opponent from below. It can be coated to poison your target as well. | |||
|cooldown = | |||
|target = | |||
|required = 1 rope, 1 wood, 1 iron | |||
}} | |||
{{Anchor|Launcher}} | |||
{{Skill_detail | |||
|skill = Launcher | |||
|description = A mechanism for spraying toxins onto foes | |||
|syntax = LAY LAUNCHER HERE | |||
|detail = | |||
Once coated with a toxin, this mechanical trap will launch its payload into the air when triggered. | |||
This will adhere one layer of toxin to not only the enemy who triggered it, but all enemies within | |||
the location as well. | |||
|cooldown = | |||
|target = | |||
|required = 1 rope, 1 wood | |||
}} | |||
{{Anchor|Entrapment}} | |||
{{Skill_detail | |||
|skill = Entrapment | |||
|description = Steer an opponent into one of your traps | |||
|syntax = | |||
|detail = This ability is passive. | |||
The skill with which you lay out a trap now allows you a chance to steer an opponent into it, | |||
should they dodge an attack. This will only work on traps laid in your location and not on traps | |||
that are armed upon exits. | |||
This chance is increased if they are suffering from the heartflutter affliction or a pilferer is | |||
aiding you. | |||
Base chance: 30% | |||
Heartflutter: +30% | |||
Pilferer assistance: +10% | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Toxins}} | |||
{{Skill_detail | |||
|skill = Toxins | |||
|description = Prepare toxins from ink and plantlife distillate | |||
|syntax = TOXIN PREPARE <type> IN <cauldron> COLLECT SAP FILL <vial> FROM <cauldron> | |||
FLUIDCACHE CONSUME <cauldron> | |||
|detail = To begin preparing adhesive toxins, you must first have access to a preservation room, | |||
have a chunk of hardened plant sap and inks to use as a base, and a cauldron to house the resultant | |||
final product in. | |||
First you must COLLECT yourself some toxic plants from any forest room, which will be enough for | |||
one mixture of toxic material. Each toxin will also require a specific amount of inks, which will | |||
depend on the toxin you are trying to make. Once you have these two ingredients, you can then begin | |||
to PREPARE your toxin, which will create the mixture in short order. Each batch will contain enough | |||
toxin to FILL three vials. | |||
There are two layers which can be adhered to a target's body with one toxin application needed to | |||
create a single layer. The first layer, when ignited, will burn slowly and heat up over time, | |||
causing a negative effect on the target until it finishes burning. Once the first layer burns away, | |||
the second layer will ignite in a powerful reaction. This reaction is short lived and lasts little | |||
more then a couple seconds, but is generally more powerful. | |||
For each toxin, you can view their corresponding help file (AB SUBVERSION <toxin>) to find out more. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Flammable}} | |||
{{Skill_detail | |||
|skill = Flammable | |||
|description = A sticky, flammable toxin with explosive potential | |||
|syntax = | |||
|detail = | |||
A basic toxin taught to all beginners, the flammable toxin is well known for being able to burn for | |||
long periods of time, gaining intensity the longer it is alight. This was especially effective for | |||
burning down settlements or charring away all evidence from the scene of a crime. | |||
Cold burn effect (12 cycles): | |||
Flammable toxins will scorch the lungs with heated fumes periodically, dealing fire damage. | |||
Hot burn effect: | |||
The toxin will combust in a tower of horrific flames, burning the unfortunate victim coated in it. | |||
The less health they have when it activates, the more damage they will take. | |||
|cooldown = | |||
|target = | |||
|required = Inks: 3 red | |||
}} | |||
{{Anchor|Coagulating}} | |||
{{Skill_detail | |||
|skill = Coagulating | |||
|description = A toxin that coagulates amidst heat | |||
|syntax = | |||
|detail = | |||
Unlike others in its classification, this toxin emits no heat or fumes when burnt. However, it will | |||
quickly harden and form a tough shell, making movement difficult. In ancient times of the first | |||
Executors, this toxin was employed to restrict the movement of arms at the wrist, ensuring somatic | |||
spellcasting could not proceed. | |||
Cold burn effect (8 cycles): | |||
A tough shell will begin to form, reducing the target's ability to dodge and divert while it burns. | |||
It will also improve accuracy against the target by 10%. | |||
Hot burn effect: | |||
The toxin will rapidly harden into a solid state, forming a shell that will hinder movement for a | |||
few seconds before breaking away. | |||
|cooldown = | |||
|target = | |||
|required = Inks: 2 purple, 1 blue | |||
}} | |||
{{Anchor|Hallucinatory}} | |||
{{Skill_detail | |||
|skill = Hallucinatory | |||
|description = A deadly neurological toxin | |||
|syntax = | |||
|detail = | |||
This slick toxin produces powerful fumes when ignited, causing harmful effects to those that inhale | |||
it. As it reaches high temperature, the fumes become powerfully toxic to a weakened mind. Large | |||
swathes of this toxin were often employed to disable Ankyrean renegades, ensuring their destructive | |||
magics did not obliterate teams of Executors trailing them. | |||
Cold burn effect (9 cycles): | |||
If the opponent is suffering from dizziness, then the fumes will cause the faintness affliction. | |||
Hot burn effect: | |||
The toxin will release powerful toxic fumes as it burns away, stunning the target for a time based | |||
on each euphoriant cured affliction they have yet to heal. | |||
|cooldown = | |||
|target = | |||
|required = Inks: 3 yellow | |||
}} | |||
{{Anchor|Adhesive}} | |||
{{Skill_detail | |||
|skill = Adhesive | |||
|description = An oily toxin that melds to and scalds flesh | |||
|syntax = | |||
|detail = | |||
Highly viscuous in nature and slow to burn, adhesive toxins will reveal minute motions of the | |||
target through its smoky fumes. It has been known to deeply char the skin once it reaches high | |||
temperatures. The Executors of old would often employ this toxin in an attempt to hamper the | |||
intense healing capabilities of their demigod adversaries, though records as to its effectiveness | |||
look to be scoured away by the sands of time. | |||
Cold burn effect (14 cycles): | |||
The smoky fumes will reveal which limb the target shifts their parry to. | |||
Hot burn effect: | |||
Burns the skin deeply, giving the burnt skin affliction making poultices useless until cured. | |||
|cooldown = | |||
|target = | |||
|required = Inks: 3 blue | |||
}} | |||
{{Anchor|Choking}} | |||
{{Skill_detail | |||
|skill = Choking | |||
|description = A toxin that exacerbates physiological response | |||
|syntax = | |||
|detail = | |||
This strangulating toxin is a potent chemical that releases a thick, choking smoke as it burns. The | |||
smog will cause an irritant that will agitate the effects of allergies, increasing its potency | |||
while the resin remains. At higher temperatures where it reaches a vapor point, it will completely | |||
knock out the senses. Combined with large sources of fire, Executors often employed this toxin to | |||
create a narrow window of opportunity to assassinate their marks in one fell swoop before grand | |||
arcana could be turned upon them. | |||
Cold burn effect (10 cycles): | |||
The tarry smoke will give the target allergies. If they have allergies, then it will increase its | |||
severity by one stack. | |||
Hot burn effect: | |||
Induces a short-lived blackout in the target. | |||
|cooldown = | |||
|target = | |||
|required = Inks: 2 red, 1 yellow | |||
}} | |||
{{Anchor|Septic}} | |||
{{Skill_detail | |||
|skill = Septic | |||
|description = A fast-acting, deadly toxin | |||
|syntax = | |||
|detail = | |||
This toxin possesses a uniquely low melting point, ensuring that it will liquify and seep into any | |||
open wounds on the target while burning and react with left over traces of venom. Though their | |||
marks were resilient demigods, ancient Executors employed this toxin in hopes of outlasting and | |||
overwhelming their foes. | |||
Cold burn effect (8 cycles): | |||
The target will take increasing poison damage, proportional to the amount of venom afflictions | |||
present. | |||
Hot burn effect: | |||
For each venom affliction present on the target, they will become afflicted with an instance of | |||
loki. It won't give afflictions the target already has. | |||
|cooldown = | |||
|target = | |||
|required = Inks: 1 green, 2 yellow | |||
}} | |||
{{Anchor|Paralytic}} | |||
{{Skill_detail | |||
|skill = Paralytic | |||
|description = A toxin that heightens paralytic process | |||
|syntax = | |||
|detail = | |||
Though this toxin possesses a saccharine scent, the fumes from the concoction are known to induce a | |||
muscle-clenching physiological reaction in those that breathe them in. As the toxin climbs in | |||
temperature, the fumes can begin to mess with the target's mind. Swift to combust into conflagrant | |||
potency, Executors trusted this toxin to hamper the complex gestures and intense focus necessary | |||
for their mark's spellcasting. | |||
Cold burn effect (6 cycles): | |||
Reduces the time of paresis to transform into paralysis by half. | |||
Hot burn effect: | |||
Powerful fumes will leave the target with paresis, impatience, and confusion. | |||
If they already have paresis, it will give heartflutter instead. | |||
If they have impatience, it will give hallucinations instead. | |||
If they have confusion, it will give stupidity instead. | |||
|cooldown = | |||
|target = | |||
|required = Inks: 2 red 1 purple | |||
}} |
edits