Synthesis (skill)

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Skill Rank Percent Description
Synthesise Inept 0 % Utilise your knowledge to construct a proto-elemental.
Direct Inept 0 % Issue directions to your elemental.
Enhancements Inept 0 % Enhance your elemental to act opportunistically.
Excise Novice 0 % Clear away any enhancements from your elemental.
Movement Novice 50 % Order your elemental to move about the land.
Imbuing Apprentice 0 % Enhance your construct with an element of choice.
Listening Apprentice 33 % Open your mind to allow your elemental in.
Escape Apprentice 50 % When in grave danger, your ally will quickly flee.
Glance Capable 33 % See what your elemental sees.
Designate Adept 66 % Designate an action as the highest priority.
Recuperate Skilled 66 % Regenerate the health of your elemental.
Mouthpiece Gifted 0 % Your elemental will speak and socialise on your behalf.
Modes Gifted 33 % Shift easily between plans of action.
Attend Expert 0 % Your elemental will attend to your defeated foes.
Lifebond Mythical 0 % Tie your fates together.
Amalgamate Mythical 0 % Take advantage of a second imbued element.
Ingrain Transcendent 0 % Ingrain commands directly into the mind.
Club Inept 0 % An effective but unrefined physical assault.
Trammel Capable 66 % Stop their heart with a brutal strike.
Squeeze Adept 33 % Even a gentle squeeze can break bones.
Chime Gifted 66 % The way to the heart is through the stomach.
Concuss Expert 25 % Leave them reeling.
Nullify Expert 50 % Cast aside their protective shields.
Clutch Expert 50 % Your elemental will hold them in place.
Pound Virtuoso 33 % The weak will pay the toll.
Strangulate Fabled 0 % Choke them with strands of air.
Deconstruct Fabled 25 % Wreak destruction on their limbs.
Detain Capable 0 % Prevent any upward escapes.
Enclose Adept 0 % Surround and conquer.
Guard Adept 50 % Your elemental will protect you.
Cover Skilled 0 % Your elemental will provide cover from aerial assaults.
Reprisal Skilled 33 % Your elemental will avenge you.
Brace Virtuoso 0 % Your elemental will attempt to keep you upright.
Circuits Virtuoso 66 % Ensure your elemental acts in the correct sequence.
Occlude Fabled 50 % Deny them the medicine they need.
Hobble Fabled 75 % There is no escape.
Ballast Mythical 0 % As sturdy as the mast.

Synthesise Utilise your knowledge to construct a proto-elemental
Syntax: SYNTH SYNTHESISE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You are now capable of synthesising a proto-elemental from pearls. This elemental will

obey your will and possess a variety of combat-related abilities that form the majority of Synthesis.

To create one, you will need five pearls from the corpses of oysters.


You can view HELP LOYALTY for more information on how to command it.

Note: {{{note}}}

Direct Issue directions to your elemental
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: SYNTH <command> [...]

Issue commands to your elemental, whether in person or remotely from a distance. Each command will do something different and is explained below.

Info - SYNTH INFO [ITEMS]: Learn about the state of your elemental. Get - SYNTH GET <item>: Pick up an item from their location. Give - SYNTH GIVE <item> TO <target>: Pass an item to someone. Drop - SYNTH DROP <item>: Have your elemental drop an item it holds. Call - SYNTH CALL: Recall your elemental from a distance, returning to your side. Return - SYNTH RETURN: Have your elemental retreat to safety.

Note: {{{note}}}

Enhancements Enhance your elemental to act opportunistically
Syntax: SYNTH ENHANCE <ability> SYNTH DIRECTIVE <ability> <ON/OFF> SYNTH

ENHANCEMENTS

Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your elemental is capable of comprehending complex orders, and this ability allows you to

prepare such orders in advance, causing your ally to act as opportunity presents instead of requiring a direct command.

When the elemental is ready to attack and has been ordered to fight, it will follow its list of enhancements in sequential order, using the first ability it is capable of carrying out. To take advantage of this, it is wise to order your enhancements in priority order, preferring abilities with conditions to be high on the list, and those with few or no conditions to be low priority. If the elemental is unable to use any enhancements, it will default to the Club ability.

Elementals may also be given directives to act when a situation presents itself. However, any directive given beyond the first will slow down its attack speed slightly.

Note: {{{note}}}

Excise Clear away any enhancements from your elemental
Syntax: SYNTH EXCISE [ALL]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With a single command, you may clear away any enhancements from your elemental. Should

you specify ALL, this will also cause your elemental to discard any directives.

Note: {{{note}}}

Movement Order your elemental to move about the land
Syntax: SYNTH MOVE <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may command your elemental to move about independent of your actions. You may even

command it remotely.

Note: {{{note}}}

Imbuing Enhance your construct with an element of choice
Syntax: SYNTH IMBUE <elemental>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Drawing on the ambient residue left behind in inks, you may imbue your elemental with

said element, empowering its abilities.

Fire (red ink): Each strike from the club enhancement has a 33% chance to ignite the foe and deal extra fire damage.

Water (blue ink): Each strike from the club enhancement has a 33% chance to freeze the foe and deal extra cold damage.

Spirit (yellow ink): Your servant will regenerate health much more quickly, and you will be granted a minor bonus when using health elixirs.

Earth (green ink): Every third hit, your selkachoar will deliver the loki venom to your opponent.

Air (purple ink): An elemental imbued with air will receive no penalty to their attack speed for the first three reflexes they are trained to perform, and they gain an extra slot for their ingrain ability.

An elemental may only be imbued with one effect at a time, and any new effects will replace the previous.

Note: {{{note}}}

Listening Open your mind to allow your elemental in
Syntax: SYNTH LISTEN <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your elemental will continually report anything said within its location, should you not

be present.

Note: {{{note}}}

Escape When in grave danger, your ally will quickly flee
Syntax: SYNTH ESCAPE HERE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may specify a location for your elemental to escape to, should they fall below 25% of

their maximum health.

Note: {{{note}}}

Glance See what your elemental sees
Syntax: SYNTH GLANCE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: At a minor cost to equilibrium, you may envision whatever your elemental can see.
Note: {{{note}}}

Designate Designate an action as the highest priority
Syntax: SYNTH DESIGNATE <ability>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This command allows you to specify an ability for your elemental to use when next

available, regardless of your enhancement order. The ability must still meet the specified requirements in order to activate, otherwise it will perform like normal.

Designating an ability requires balance to set and consumes a very small amount of equilibrium.

Note: {{{note}}}

Recuperate Regenerate the health of your elemental
Syntax: SYNTH RECUPERATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By lending mental power to your elemental, you will cause them to instantly regenerate a

portion of their life. This ability consumes a moderate amount of equilibrium, but may be done off balance.

Note: {{{note}}}

Mouthpiece Your elemental will speak and socialise on your behalf
Syntax: SYNTH SAY <sentence> SYNTH EMOTE <string>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You are now linked to your elemental, allowing you to control their speech and actions.

This can be performed even at a distance.

Note: {{{note}}}

Modes Shift easily between plans of action
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: SYNTH MODE SWITCH <1
Note: {{{note}}}

Attend Your elemental will attend to your defeated foes
Syntax: SYNTH ATTEND <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may order your elemental to fetch the body of any kills that you make.
Note: {{{note}}}

Lifebond Tie your fates together
Syntax: SYNTH LIFEBOND <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may bond your body to that of your elemental, causing you both to share a portion of

each other's damage. Should your elemental die, you will find yourself suffering heavily - taking a significant amount of damage and receiving a powerful stun.

Note: {{{note}}}

Amalgamate Take advantage of a second imbued element
Syntax: SYNTH AMALGAMATE <colour>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may now imbue a second element into your construct, allowing it to receive two

benefits at once.

Note: {{{note}}}

Ingrain Ingrain commands directly into the mind
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: SYNTH INGRAIN <ability> [ability2]

Your elemental's composition is now of such integrity that you can ingrain a single specific directive directly into their make-up. This directive will become innate to them with no penalty to attack speed, and will, in some cases, bolster its capabilities in that task.

There is a significant cooldown upon changing this effect however, so make sure you choose wisely.

Some of the bolstered effects include: ENCLOSE - Increases your own ability to dodge by 3%. COVER - Arrows will be reflected, chance to deflect increased. REPRISAL - Increases damage and balance loss on hit. GUARD - Increases resistance to all forms of damage. BRACE - Will proc 100% of the time. OCCLUDE - Chance increased and elemental also causes amnesia on hit. BALLAST - Attempts to move allies have a chance to fail.

You do not need the directive to be in effect in order to gain the benefits. It will be enabled automatically regardless of your enhancement selections.

An elemental can normally only have a single directive ingrained, unless it has been imbued with air via purple ink.

Cooldown: 1 hour

Note: {{{note}}}

Club An effective but unrefined physical assault
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

Your elemental will strike out at any foe they are capable of, dealing direct blunt damage in a display of force.

Note: {{{note}}}

Trammel Stop their heart with a brutal strike
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

Should your target possess bruising on their torso, your elemental will take advantage with a powerful strike to the chest, causing heartflutter and briefly stunning them.

If the target is in the process of forming an aura of rebounding, trammeling them will disrupt the aura and prevent it from fully forming into a defence against weapons.

Note: {{{note}}}

Squeeze Even a gentle squeeze can break bones
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

Your elemental will attempt to tear out a prone opponent's limbs, crippling one in the process. If all limbs are crippled, then it will cause trauma to the torso instead.

Note: {{{note}}}

Chime The way to the heart is through the stomach
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

Should your elemental sense an opponent with a mangled torso, it will send out a wave of psychic force, inflicting psychic damage and causing both paresis and heartflutter.

Note: {{{note}}}

Concuss Leave them reeling
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

Your elemental will strike out at an opponent with a broken head, shaking their vision and leaving them with blurry sight.

Note: {{{note}}}

Nullify Cast aside their protective shields
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

If your enemy attempts to protect themselves with a magical shield, your elemental will counter with its own magic, nullifying the barrier and destroying it.

Note: {{{note}}}

Clutch Your elemental will hold them in place
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

Your elemental will seize upon a target with a broken torso who is also prone, clutching their body in a powerful hold until they writhe free of its grip.

Note: {{{note}}}

Pound The weak will pay the toll
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 60 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

Syntax: SYNTH ENHANCE POUND <1-80%>

This unique ability requires a little extra information in order to enhance your elemental.

When your opponent's health falls below the specified threshold, your elemental will lash out and deliver a powerful blow that stuns them. This enhancement will be placed on cooldown for a short time after it is enacted.

Note: {{{note}}}

Strangulate Choke them with strands of air
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 30 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

Should your victim be prone and experiencing moderate bruising upon the head, your elemental will attempt to choke them with elemental air - causing asphyxiation damage and inducing a blackout. This enhancement will be placed on cooldown for a short time after it is enacted.

Note: {{{note}}}

Deconstruct Wreak destruction on their limbs
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Enhancement.

To enhance: SYNTH ENHANCE DECONSTRUCT [<LEFT

Note: {{{note}}}

Detain Prevent any upward escapes
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

Enemies who attempt to fly away or swing into the trees will occasionally be met with resistance from your elemental, who will shove them to the ground and remove their levitation.

Note: {{{note}}}

Enclose Surround and conquer
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

Your elemental will attempt to surround the target it has been ordered to attack, granting a chance to prevent them from dodging. They will still be able to divert however.

Note: {{{note}}}

Guard Your elemental will protect you
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

By adopting a protective stance, your elemental will make it difficult for others to strike you, reducing the damage you suffer from blunt and cutting based attacks.

Note: {{{note}}}

Cover Your elemental will provide cover from aerial assaults
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

Your elemental will look out for incoming projectiles, raising a shield of air to deny their ingress.

Note: {{{note}}}

Reprisal Your elemental will avenge you
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

When your opponent succeeds in parrying one of your blows, your elemental will enact a reprisal and strike out in response, unbalancing them and disabling their parry.

There is a short cooldown that takes effect when this directive activates, preventing it from occurring again for a time.

Note: {{{note}}}

Brace Your elemental will attempt to keep you upright
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

Should you be knocked to the ground by an active attack, there is a chance that your elemental will brace you against the fall, returning you to your feet. This ability will fail if either of your legs are crippled.

Note: {{{note}}}

Circuits Ensure your elemental acts in the correct sequence
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

By directing your elemental to work in circuits, you will ensure that it never repeats the same manouevre twice, except in the event that no other conditions are met in their enhancements list.

Note: {{{note}}}

Occlude Deny them the medicine they need
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

Your elemental will watch your opponent carefully, spotting attempts to consume curative pills or use a pipe, and granting a chance to wash them away before they can be used. This will only be effective against the target you ordered your elemental to kill.

Note: {{{note}}}

Hobble There is no escape
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

Whenever an enemy attempts to flee your location with one of their legs bruised, your elemental will hobble them in order to prevent their escape, knocking them down and crippling that leg.

Note: {{{note}}}

Ballast As sturdy as the mast
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Directive ability.

Your elemental will protect you from being moved against your will at all costs, even resisting magical effects. Should you wish to move of your own volition, the elemental will allow you to pass.

Note: {{{note}}}