Wavebreaking (skill)
Skill | Rank | Percent | Description |
---|---|---|---|
Bounty | Inept | 0 % | Receive the sea's bounty in the form of a weapon. |
Capsize | Inept | 6 % | The sea shall make them keel over. |
Yearn | Novice | 0 % | Memories of the sea will bring comfort and vigour. |
Encrust | Novice | 50 % | Bind your weapon in briny barnacles. |
Sealegs | Apprentice | 0 % | Even on land you are spry. |
Wavebreak | Apprentice | 50 % | Capitalise on their mistakes. |
Riptide | Capable | 50 % | The crashing wave brooks no barriers. |
Shore | Adept | 0 % | Recuperate in the comfort of safe shore. |
Currents | Adept | 33 % | Sense motion in the deep currents. |
Rime | Adept | 66 % | Expose your weapon to bone-chilling cold. |
Spout | Skilled | 0 % | Run them aground. |
Bedrabble | Skilled | 33 % | Bring a storm of muddied rain down on your enemies. |
Aquifer | Skilled | 66 % | Sink into the moistened earth. |
Undulation | Gifted | 0 % | It starts with but a ripple. |
Brume | Gifted | 25 % | Expose your weapon to freezing mists. |
Daub | Gifted | 50 % | Evoke the legends of the wine-dark deeps. |
Rivulets | Gifted | 75 % | Travel through the deep currents of the earth. |
Drown | Expert | 0 % | Send them below. |
Harpoon | Expert | 50 % | Impale your foe with a frozen lance. |
Lowtide | Expert | 75 % | Return to the shallows. |
Flux | Virtuoso | 0 % | Your control is peerless. |
Eviscerate | Virtuoso | 33 % | Gut them like a fish. |
Trench | Virtuoso | 90 % | There is no sanctuary below ground. |
Hightide | Fabled | 0 % | High tides carry you fast and far. |
Engulf | Fabled | 50 % | Work in tandem with your elemental, to overwhelm. |
Spearfall | Mythical | 40 % | Summon forth spears of ice to drag down your opponents. |
Permafrost | Transcendent | 0 % | A legacy of ice. |
Flail Attacks
Skill | Rank | Percent | Description |
---|---|---|---|
Clobber | Inept | 0 % | Clobber your foe with a selkachoar. |
Crack | Capable | 0 % | Crack their bones with a focused blow. |
Crest | Adept | 33 % | Strike like a cresting wave. |
Ram | Skilled | 66 % | Drive your weapon at their stomach. |
Buckle | Expert | 25 % | Their limbs will buckle under your blows. |
Pitch | Virtuoso | 50 % | Choppy waves will let you strike twice. |
Breach | Virtuoso | 66 % | Bypass your opponent's defence with a breaching wave. |
Wreck | Fabled | 25 % | Wreck their hull with a strike to the chest. |
Broadside | Fabled | 75 % | Bombard them with unrelenting force. |
Gybe | Mythical | 0 % | A focused blow to the enemy's head. |
Keelhaul | Mythical | 80 % | Rake them bow to stern. |
Bounty | Receive the sea's bounty in the form of a weapon | |
Syntax: | TIDE BOUNTY PULL TEETH FROM <shark corpse> TIDE ADORN CLUB | |
Details: | Call upon the sea to provide you with a bounty in the form of a weapon: a makeshift
driftwood club. It will not be as durable as forged weapons, but will serve you well enough. To be truly called a Tidesage however, one must wield a selkachoar - earned through a rite of proving for all apprentice Tidesages. To do so, you must slay sharks and pull teeth from corpses to adorn a steel-banded club with. The ocean is filled with many terrors, and sharks are amongst the least of them. An apprentice Tidesage must prove they are capable of mastering at least that much. You need fifteen shark teeth in your inventory, bearing your mark, to adorn "a steel-banded club", transforming it into a selkachoar. |
Capsize | The sea shall make them keel over | |
Syntax: | TIDE CAPSIZE <target> | |
Details: | Direct a rippling wave at your target, crippling any bruised limbs (up to a maximum of
three), and knocking them to the ground. If the target is not levitating, the rushing waters will cripple three random limbs, regardless of any bruising. |
Yearn | Memories of the sea will bring comfort and vigour | |
Syntax: | TIDE YEARN | |
Cooldown: | 15 seconds | |
Details: | Recall your memories of the open sea and be cleansed of a random affliction. Should you
find yourself underground or surrounded by thick fog, your yearning for the clear skies of the open ocean will be so strong that a second affliction will be cured in the process. |
Encrust | Bind your weapon in briny barnacles | |
Syntax: | TIDE ENCRUST | |
Details: | By invoking an old sailor's spell, you may summon a profusion of barnacles to encrust
your arms and weapon. This will both prevent you from being disarmed and allow you to make use of your weapon with a single crippled arm. Note that although you will be able to attack with a single crippled arm, it will inflict a penalty on the speed of your weapon attacks if you choose to do so. |
Sealegs | Even on land you are spry | |
Syntax: | TIDE SEALEGS | |
Details: | Navigating the decks of a heaving vessel has taught you to bolster your celerity for a
limited time, provided you remain on land. |
Wavebreak | Capitalise on their mistakes | |
Syntax: | TIDE WAVEBREAK | |
Details: | Adopt a retaliatory battle stance, preparing to break an opponent's focus when you parry
one of their blows. Your countermeasure will disarm your enemy if they cannot hold onto their weapon; alternatively, there is a small chance it will cripple their arm. |
Riptide | The crashing wave brooks no barriers | |
Syntax: | TIDE RIPTIDE <target> | |
Works against: | Both players and NPCs | |
Details: | Manifest a roaring wave to violently shatter any aura of rebounding or magical shield
protecting your target. If neither is present, your riptide will instead remove a random defence, albeit at an increased cost to your balance. |
Shore | Recuperate in the comfort of safe shore | |
Syntax: | TIDE SHORE | |
Details: | Provided you remain on land and not in the air, the advantages of shore leave will
provide a bonus to health and mana regeneration. |
Currents | Sense motion in the deep currents | |
Syntax: | TIDE CURRENTS | |
Details: | Tap into the resonance of the earth's subterranean water currents, passively detecting
whether someone in the same area as you enters directly the ground below. Both of your feet must be upon the ground to sense these actions. |
Rime | Expose your weapon to bone-chilling cold | |
Syntax: | TIDE EXPOSE RIME | |
Details: | Expose your selkachoar to icy rime, causing it to deal increased damage to your target at
the cost of somewhat slower strikes. You may only expose your weapon to one force at a time. |
Spout | Run them aground | |
Syntax: | TIDE SPOUT <target> | |
Details: | Bring forth a churning water spout and release it into the skies above you. Your target
will be thrown to the ground and unbalanced, if you are successful. |
Bedrabble | Bring a storm of muddied rain down on your enemies | |
Syntax: | TIDE BEDRABBLE | |
Details: | Provided you are within an earthen environment, you may utilise your power over water to
create a storm of mud and silt, raining it down on enemies in the location. You may perform this ability in the following earthen environments: Mountain, Hills, Desert, Natural underground, Constructed underground, Mines, Lifeless sands, Cavern, Crater, Canyon. There is also a small chance for the mudstorm to upset the balance of a person it strikes. If you are indoors, then it will become harder to escape the onslaught, and the damage will be increased. |
Aquifer | Sink into the moistened earth | |
Syntax: | TIDE AQUIFER TIDE PERMEATE <dir> TIDE RISE | |
Details: | Take refuge in the subterranean waters of the earth. While buried, you may take on the
characteristics of the water itself to travel, and rise like the high tide when you are ready to reemerge. When you rise back to the surface, you will burst free from the ground and hurl rocks and debris at your enemies, dealing blunt damage to them. |
Undulation | It starts with but a ripple | |
Syntax: | TIDE UNDULATION | |
Details: | Call forth an undulating wave to surge through your location, damaging anyone who is
prone by dashing them against the ground. This damage will be amplified against victims that are already suffering harm to their body parts. |
Brume | Expose your weapon to freezing mists | |
Syntax: | TIDE EXPOSE BRUME | |
Details: | By exposing your weapon to freezing fog, each strike has a chance to increase the fathoms
of your apparition in the location by one level. See AB INUNDATION APPARITION for more information. You may only expose your weapon to one force at a time. |
Daub | Evoke the legends of the wine-dark deeps | |
Syntax: | TIDE DAUB <lesser marking> UPON <greater marking> | |
Details: | Greater mark: 2 inks
Lesser mark: 1 ink You may now avail yourself of the Keltundian tribal marks, evoking the myths and legends of the fog- rimed sea to harness their power. The first mark daubed is known as the lesser mark, and must be daubed on a greater mark. Depending on the colours used, a number of effects will occur. --- GREATER --- Tentacle (red ink): Improves limb damage by selkachoars, reduces direct damage. Wave (blue ink) : Rime damage increased and malus reduced, reduces limb damage. Mouth (yellow ink): Brume chance improved by 10% and doubles apparition expansion. Cephalopod (green): Buckle now has a 50% chance to make the target fall. Fin (purple ink) : You may swap your lesser mark with no equilibrium loss. --- LESSER --- Tentacle (red ink): Buckle becomes faster and deals increased limb damage. Wave (blue ink) : The chance for Flux to fade/end is decreased. Mouth (yellow ink): Increases bleeding done from Tidesage abilities by 30%. Cephalopod (green): Ram will cause the heartflutter affliction. Fin (purple ink) : You may swap your greater mark with no equilibrium loss. Eye (gold ink) : Your selkachoar damage is dependent on intelligence, not strength. When using purple inks for 'fin', the same syntax is used, but as long as the purple ink remains in the slot it was originally daubed in no equilibrium loss will be incurred. |
Rivulets | Travel through the deep currents of the earth | |
Syntax: | TIDE RIVULETS <target> | |
Details: | While buried in the earth, you are able to pass through the countless rivulets of water
flowing through the subterrain and travel to your target anywhere on the continent after a short delay. Should there be a monolith present, or if either of you are in a location without subterranean waters (i.e a non-earthen location), the time to complete this journey will be longer. Earthen environments include: Mountains, hills, desert, natural underground, constructed underground, mines, lifeless sand, caverns, craters, and canyons. |
Drown | Send them below | |
Syntax: | TIDE DROWN <target> | |
Details: | Bring forth a massive wave to envelop your victim and slowly drown them, slaying them
instantly after a channeled delay. While this will require your full attention, there is a small chance that the capricious tides will expand to an extra two enemies in your location, slaying them as well if the action is completed. |
Harpoon | Impale your foe with a frozen lance | |
Syntax: | TIDE HARPOON <target> WITHDRAW LANCE | |
Details: | Form a crystalline lance of ice with your weapon and impale a prone target upon its
frozen length. You may withdraw the lance to grant them freedom, should you so choose. |
Lowtide | Return to the shallows | |
Syntax: | TIDE LOWTIDE | |
Details: | Dismiss the risen waters around you, removing magical floods and cleansing a verse of the
Earthen Apocalyptia in the process. |
Flux | Your control is peerless | |
Syntax: | TIDE FLUX | |
Details: | You may bring to bear your weapon with such force and intricate precision that parried
blows will occasionally cause a tidal flux, redirecting the attack to cripple a random limb and stunning the opponent for a short while. Maintaining the tidal flux requires significant concentration, and may fade after each redirected strike. |
Eviscerate | Gut them like a fish | |
Syntax: | TIDE EVISCERATE | |
Details: | Should your victim remain impaled upon your frozen lance, you may drive it deeper into
their gut, shredding their innards and causing both magical and asphyxiation damage at once. The immense cold will wreak further injury on the body - inflicting light and deep wounds, in addition to torso trauma. |
Trench | There is no sanctuary below ground | |
Syntax: | TIDE TRENCH <target> | |
Details: | If there is an enemy buried in the earth below you, you may call on subterranean currents
to form an oceanic trench and deluge your target in water, crushing their body and bones. Your opponent will suffer significant damage and find their ribs crack under the water's immense, unforgiving pressure. |
Hightide | High tides carry you fast and far | |
Syntax: | TIDE HIGHTIDE | |
Details: | By capitalising on a high tide, you may increase your internal momentum, causing your
next five weapon attacks to have increased accuracy and swifter balance recovery. Calling the high tide does not spend balance or equilibrium, but it will expire if not used promptly. Cooldown: 60 seconds |
Engulf | Work in tandem with your elemental, to overwhelm | |
Syntax: | TIDE ENGULF [enhancement action] | |
Cooldown: | 15 seconds (when triggered) | |
Details: | By working in harmony with your synthesised elemental, you may instruct it to deliver a
blow of your choice against a target when next you land a successful weapon attack. If you do not choose an enhancement action, your elemental will choose its own. This ability costs no equilibrium or balance to activate. |
Spearfall | Summon forth spears of ice to drag down your opponents | |
Syntax: | TIDE SPEARFALL | |
Details: | Form a number of icicle harpoons in the air around you, which then will fall upon your
enemies in your location or adjacent, and impale them if they are prone. If they remain impaled for more then five seconds and stand upon soft ground, then sinkhole will form beneath them and they will slip into the earth below. They will need to BURROW ABOVE in order to escape. |
Permafrost | A legacy of ice | |
Syntax: | TIDE PERMAFROST TIDE THAW | |
Details: | By fully embracing the frigid gales and frozen rime of the distant oceans, you may bring
about an aura of permafrost to surround your body in a thick veneer of ice. While draped in this gelid aura, you will enjoy: * Increased strength. * Increased constitution. * Increased intelligence. * Resistance to electrical damage. |
Clobber | Clobber your foe with a selkachoar | |
Syntax: | TIDE CLOBBER <target> [body part] | |
Works against: | Both players and NPCs | |
Details: | Tightly manoeuvring your weapon, you may clobber your foe in quick succession. If you
wish, you may aim for a specific body part in an attempt to cause internal damage. You may aim for the head, the torso, an arm, or a leg. |
Crack | Crack their bones with a focused blow | |
Syntax: | TIDE CRACK <target> <LEFT/RIGHT> <ARM/LEG> | |
Works against: | Both players and NPCs | |
Details: | By striking precisely with your weapon, you may attempt to crack your target's limbs with
a focused blow. This will cause limb damage and inflict surface trauma in the form of bruises. |
Crest | Strike like a cresting wave | |
Syntax: | TIDE CREST <target> | |
Works against: | Both players and NPCs | |
Details: | Surge upwards like a cresting wave and deliver a powerful blow to your target's head.
This will cause vicious damage and inflict surface trauma in the form of bruises. |
Ram | Drive your weapon at their stomach | |
Syntax: | TIDE RAM <target> | |
Works against: | Both players and NPCs | |
Details: | This blow to the torso will cause damage in addition to trauma in the form of bruises. |
Buckle | Their limbs will buckle under your blows | |
Syntax: | TIDE BUCKLE <target> <LEFT/RIGHT> <ARM/LEG> | |
Details: | This powerful weapon swing will smash an opponent's limb, dealing trauma to the limb.
Should the limb be suffering from bruising, the blow will cause bonus limb damage depending on the severity, and will additionally cripple it. |
Pitch | Choppy waves will let you strike twice | |
Syntax: | TIDE PITCH <target> <body part> <body part> | |
Works against: | Both players and NPCs | |
Details: | By moving eratically in the manner of choppy waves, you may strike out twice with your
selkachoar and attack two body parts of your choice, in addition to dealing damage. You cannot target the same body part twice, and your pitching motions will allow you to only target the arms or the legs, not the head or the torso. |
Breach | Bypass your opponent's defence with a breaching wave | |
Syntax: | TIDE BREACH <target> | |
Details: | Manoeuvre your weapon just so, surging like a breaching wave to bypass your target's aura
of rebounding. This strike will also knock them to the ground and remove their levitation defence. |
Wreck | Wreck their hull with a strike to the chest | |
Syntax: | TIDE WRECK <target> | |
Details: | This powerful strike to the torso will only be effective against prone targets, dealing
heavy damage and crushing their chest as they lie helpless at your feet. In the process, their lung will be collapsed, making escape difficult and causing harm whenever a pipe is smoked. |
Broadside | Bombard them with unrelenting force | |
Syntax: | TIDE BROADSIDE <target> | |
Works against: | Both players and NPCs | |
Details: | Unleash a slow but powerful barrage of attacks on your enemy, striking them three times
with your weapon and bombarding random limbs in a chaotic fashion. Each landed hit will be slightly weaker, and will not strike the same limb more than once. Additionally, there is a 50% chance that each blow of the broadside will cause surface trauma in your opponent's limbs, forming a bruise where your weapon struck. |
Gybe | A focused blow to the enemy's head | |
Syntax: | TIDE GYBE <target> | |
Works against: | Both players and NPCs | |
Details: | Blows to the head from a swinging boom are a common hazard for inexperienced seamen. By
mimicking the gybe manoeuvre, you may deliver a mighty strike to your opponent's skull, damaging their head and dealing an escalating number of mental afflictions depending on the target's head bruising. Each effect is cumulative. No bruising: Amnesia. Minor bruising: Whiplash. Moderate bruising: Indifference. Severe bruising: Smashed throat. |
Keelhaul | Rake them bow to stern | |
Syntax: | TIDE KEELHAUL <target> | |
Details: | Bring forth an enormous wave to assault your target with a deadly combination of brine
and barnacle in an attempt to end their life. If your victim possesses at least three body parts with at least moderate bruising, they will be too weak to survive the sea's extreme torture and ripped apart. Without a sufficiently weakened target, this will have little effect. |