180
edits
(Putting in AB Summaries.) |
(Inserting AB details.) |
||
Line 46: | Line 46: | ||
{{SkillTableRow |Wyvern | Fabled | 33| A mythical beast, incinerating any in its path. }} | {{SkillTableRow |Wyvern | Fabled | 33| A mythical beast, incinerating any in its path. }} | ||
{{SkillTableRow |Morph | Mythical | 0| Instantly transform the manifestation of your familiar. }} | {{SkillTableRow |Morph | Mythical | 0| Instantly transform the manifestation of your familiar. }} | ||
{{AB | |||
|skillname = Bonecasting | |||
|syntax = SHAMAN BONECASTING <target> | |||
|description = The seers within the depths of Dendara speak highly of this art, passing | |||
it down from one generation to the next as a means of tracking elusive | |||
quarry that would otherwise evade their senses. | |||
Using a bone from the corpses you carry upon you, you may question the | |||
bones as to the location of your target whether they be friend or foe. | |||
If they are within the area with you, you will be able to discern their | |||
current state of health. | |||
}} | |||
{{AB | |||
|skillname = Harrowing | |||
|syntax = SHAMAN HARROW <target> | |||
|description = While many of the spirits of Dendara can be beings of great benevolence, | |||
it is common to encounter the gnarled spirits that care little for the | |||
mortal realms. In binding them to your will, you may turn their very | |||
visage against your foes. | |||
Even some of the greatest beasts cannot help but to be filled with fear | |||
by the creatures that await them for all eternity. It will force the | |||
target to immediately flee from the room, and afflict them with fear. | |||
}} | |||
{{AB | |||
|skillname = Protection | |||
|syntax = SHAMAN PROTECTION | |||
|description = Runes are a common sight in Dendara; strewn amongst the destroyed | |||
shrines and broken cairns, but there are many that are still scratched | |||
into the trees and stone as a means of warding or protection against | |||
evil. One such rune, spoken as 'cethor', can be utilized by a shaman to | |||
protect himself. By calling upon your latent energy, you may channel the | |||
protective spell through your quarterstaff and scribe it into the air | |||
before you. | |||
Your resistance to cutting and blunt damage will increase as long as you | |||
continue to wield your quarterstaff. If you cease to wield your | |||
quarterstaff, the defense shall stay upon you but no longer offer its | |||
protective boon. | |||
}} | |||
{{AB | |||
|skillname = Exorcise | |||
|syntax = SHAMAN EXORCISE <target> | |||
|description = The baleful creatures of Chaos stand outside the Rhythm of Dendara, | |||
skirting the edge of corruption and seething darkness. Cast them back to | |||
the abyss from whence they came by banishing them from the realm of | |||
mortals. | |||
}} | |||
{{AB | |||
|skillname = Spiritmask | |||
|syntax = SHAMAN SPIRITMASK <element> | |||
|description = By harvesting bone, horn, and other objects from your fallen prey, you | |||
may honor them in death by using their leering visage as a spiritmask. | |||
Using colourful inks, the shaman of Dendara create wonderous displays to | |||
the fallen beasts and gain resistances to the elements as they utter a | |||
binding prayer over the mask. | |||
While anyone may wear the mask, the powerful magics within will only | |||
reflect upon the shaman who created it. | |||
Inks:<br> | |||
Fire: 1 red ink, 1 yellow ink.<br> | |||
Magic: 1 red ink, 1 green ink.<br> | |||
Cold: 1 blue ink.<br> | |||
Electric: 1 yellow ink.<br> | |||
Poison: 1 green ink.<br> | |||
Psychic: 1 purple ink.<br> | |||
Asphyxiation: 1 gold ink.<br> | |||
}} | |||
{{AB | |||
|skillname = Warding | |||
|syntax = SHAMAN WARDING | |||
|description = Spirits of the natural world can be encouraged to take on various forms | |||
for the whim of the summoner. Utilizing a lesser spirit of lighting as a | |||
ward, you may command it take on the form of an orb that will encircle | |||
the limb you are currently parrying. If an enemy moves to strike that | |||
limb, the spirit will electrocute the attacker and have a chance of | |||
delivering a mental affliction. | |||
Warding may only fire once every two seconds. | |||
}} | |||
{{AB | |||
|skillname = Spiritsight | |||
|syntax = SHAMAN SPIRITSIGHT <ON/OFF> | |||
|description = By altering your senses to discern subtle fluctuations in vital | |||
energies, you may allow yourself to gather more detailed information on | |||
your other people. While spiritsight is active, any loki effects that | |||
strike your people will report their afflictions to you, while keeping | |||
your victim unaware. In addition to this, the effect of your loki venom | |||
will be much stronger. | |||
}} | |||
{{AB | |||
|skillname = Oaths | |||
|syntax = OATHS | |||
OATH <oath> ACTIVATE | |||
OATH <oath> DISABLE | |||
|description = One of the ways a Druid may unlock their potential is by binding their | |||
service to the many totemic spirits of Dendara. By taking individual | |||
oaths with the spirits within, you will gather numerous boons, ranging | |||
from protection from the elements, to immunity from certain mental | |||
afflictions, to a chance to resist such afflictions in their entirity. | |||
There are seven oaths that you may swear, and once unlocked, each oath | |||
will remain with you permanently. You may activate or disable them at | |||
will - though each active oath presents a cumulative mana and willpower | |||
drain. | |||
The current oaths are: | |||
[Oath of the Forestwalker] | |||
- Grants forestwalking and health regeneration in forest rooms | |||
[Oath of the Elder Shaman] | |||
- Grants foresight to the druid, giving them a 10% chance to resist | |||
mental afflictions | |||
[Oath of Nature's Blade] | |||
- Enhances primality, causing boost to have a 33% chance to not consume | |||
energy | |||
[Oath of Tranquility] | |||
- Enhances healing, causing overgrowth/forest rooms to periodically heal | |||
an affliction | |||
[Oath of the Primeval] | |||
- Enhances spirit animal, causing them to strike more quickly. | |||
[Oath of the Rhythm] | |||
- Causes serene balance in the druid, granting immunity to berserking, | |||
peace and pacifism | |||
[Oath of the Durdalis] | |||
- Causes resistances to shift, granting 60% damage protection from a | |||
rotating magic element (fire, cold, electric, magic, psychic). Shifts | |||
every 30 seconds while active. | |||
Shamanism - Premonition | |||
|syntax = SHAMAN PREMONITION <target> | |||
|description = While a druid is incapable of true clairvoyance, their ability to alter | |||
destiny in the most subtle of fashions can prove to be a powerful tool. | |||
With this simple hex, a druid may place a premonition deep within the | |||
psyche of their victim, foretelling future maledictions and inhibiting | |||
their victim's ability to shake off their effects. While affected by a | |||
premonition, a victim will find themselves unable to cure any | |||
infestation of spiritual parasites or the effects of blighted spines. | |||
The premonition itself may only be removed by leaving the presence of | |||
the druid, or focusing one's mind while unaffected by any other mental | |||
affliction. | |||
}} | |||
{{AB | |||
|skillname = Songlines | |||
|syntax = SHAMAN SONGLINE ERECT<br> | |||
SHAMAN SONGLINE DESTROY<br> | |||
SHAMAN SONGLINE LIST<br> | |||
SHAMAN SONGLINE TRAVEL <area><br> | |||
|description = Upon your journey throughout the land, you will come across many places | |||
of wonder and joy, hardship and sorrow. Remember your tales of the past | |||
in short verse and whispered song by erecting small totems of these | |||
journeys. It is often said that in the depths of Dendara, the whispered | |||
song of ages long past still drifts upon the winds and can be heard as | |||
an echo of the ages. | |||
You may create up to three totems along your travels, binding thought | |||
and memory to the aged wood. Only one totem may stand within an area. | |||
}} | |||
{{AB | |||
|skillname = Voyage | |||
|syntax = SHAMAN VOYAGE <target> <area> | |||
|description = One need not bear all hardships or joys alone as you travel the world | |||
throughout your life. While songlines may only be crafted and bound by | |||
the singer, you may compel one to experience your travels by reciting to | |||
them your song of journey. Let them experience your journey through | |||
whispered song and voice. | |||
}} | |||
{{AB | |||
|skillname = Omen | |||
|syntax = SHAMAN OMEN <target> | |||
|description = Through primal magic of bone and blood, a shaman may string three | |||
fetishes upon his or her quarterstaff and enact a binding hex upon their | |||
foe. A short time later, an omen of malevolence shall descend upon | |||
them, dealing damage and stunning. | |||
The damage and duration of the stun is modified based on how many | |||
of the following afflictions the target has: | |||
Spiritbane. | |||
Infested. | |||
Blighted. | |||
Stormtouched. | |||
}} | |||
You have the following fetish abilities. | |||
{{AB | |||
|skillname = Fetishes | |||
|syntax = FETISH CREATE <fetish> | |||
FETISH LIST | |||
|description = You are now capable of creating mystic fetishes to invoke ancient magics | |||
upon your foe. Once created, you must string the fetishes upon your | |||
quarterstaff and attune your target to unlock their potential. See AB | |||
SHAMANISM STRINGING and AB SHAMANISM ATTUNEMENT for more details. | |||
Fetishes are powerful tools that are activated by an attuned target (or | |||
the druid themselves) meeting specific criteria (known as trigger | |||
conditions). When the threshold is passed, the fetish will become | |||
active, and will enact a persistent effect. When the same criteria is | |||
met, the fetish will be rendered inactive. Careful consideration of | |||
fetish effects is important, as you are only capable of using three | |||
fetishes at a given time. | |||
The creation of fetishes differs according to what fetish you are | |||
attemping to create. Some fetishes require you to be standing in a | |||
certain environment type, others will require a raw material for you to | |||
refine. The list is as follows: | |||
Bark: Ancient forest environ.<br> | |||
Shell: Beach environ.<br> | |||
Stone: Hills or mountains environ.<br> | |||
Feather: 1x eagle's Feather.<br> | |||
Horn: 1x piece of stag's horn.<br> | |||
Ice: 1x elemental ice.<br> | |||
Bone: 1x animal corpse.<br> | |||
Tooth: 1x animal corpse.<br> | |||
Claw: 1x animal corpse.<br> | |||
Eye: 1x animal corpse.<br> | |||
}} | |||
{{AB | |||
|skillname = Stringing | |||
|syntax = FETISH STRING <fetish> [<fetish> <fetish>] | |||
|description = Using a length of corded leather you may string up to three fetishes on | |||
your quarterstaff at once. You can only string fetishes that you have | |||
personally created, and only one of a type of fetish can be on your | |||
quarterstaff at once. Fetishes are consumed once they are tethered to | |||
your quarterstaff. | |||
}} | |||
{{AB | |||
|skillname = Attunement | |||
|syntax = FETISH ATTUNE <target> | |||
FETISH UNATTUNE <target> | |||
|description = To most observers, the rattling of druidic fetishes proves to be little | |||
more than noise. By attuning a target to the effects of your magic, you | |||
may draw out the true power of your fetishes - allowing their energies | |||
to affect your foe. | |||
}} | |||
{{AB | |||
|skillname = Horn | |||
|description = The horn fetish is activated by passing the threshold | |||
of 3 natural energy - this can be done by gaining energy, or by | |||
depleting it past that mark. | |||
Activation effect: A portion of the energy around you will be converted | |||
into mental fortitude, restoring a small amount of mana to the user. | |||
}} | |||
{{AB | |||
|skillname = Ice | |||
|description = The ice fetish is activated by the druid dropping | |||
below 50% of their maximum health. This can be done both by being | |||
damaged or using the effusion ability (AB PRIMALITY EFFUSION) to harm | |||
oneself. | |||
Activation effect: The magics of the ice fetish will chill the very soul | |||
of your target - giving them the spiritbane affliction for as long as | |||
the fetish is active, and generating double the normal amount of energy | |||
whenever you commune nature upon them. | |||
}} | |||
{{AB | |||
|skillname = Tooth | |||
|description = The tooth fetish is activated by the druid being | |||
affected by at least two broken limbs. This will only fire if the druid | |||
reached two broken limbs through gaining the afflictions, not by curing | |||
additional broken limbs. | |||
Activation effect; While active, the tooth fetish will empower a druid's | |||
connection to nature, allowing them to use any primality abilities | |||
without the requirement of working arms. | |||
}} | |||
{{AB | |||
|skillname = Bone | |||
|description = The bone fetish is activated by an attuned target | |||
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. | |||
Activation effect: The next time your opponent attempts to form a | |||
shield, the fetish will lash out and destroy it, delivering a mental | |||
affliction in the process. | |||
}} | |||
{{AB | |||
|skillname = Claw | |||
|description = The claw fetish is activated by an attuned foe who is | |||
greatly bleeding - achieving at least 200 bleeding will activate the | |||
effect. This effect can only be triggered once each time the opponent | |||
passes 200 bleeding, not if they continue to bleed. | |||
Activation effect: While active, thorns will hold with greater force - | |||
preventing them from being removed from your victim by any means. | |||
}} | |||
{{AB | |||
|skillname = Eye | |||
|description = The eye fetish is activated whenever the attuned | |||
target uses diagnose to check their afflictions. | |||
Activation effect: Gain one energy when the fetish activates. | |||
}} | |||
{{AB | |||
|skillname = Bark | |||
|description = The bark fetish is activated by the druid receiving a | |||
moderate amount of damage - roughly 2000 health. | |||
Activation effect: The protective magics of the bark fetish will envelop | |||
you in a shell, deflecting a portion of all damage received. | |||
}} | |||
{{AB | |||
|skillname = Stone | |||
|description = The stone fetish is activated by an attuned target | |||
completing a writhe action. Note that this will only affect the fetish | |||
if the opponent is either bound or affected by druidic thorns when they | |||
attempt to writhe. | |||
Activation effect: While active, the stone fetish will occasionally | |||
prevent your victim from leaving the room - knocking them prone and off | |||
balance in the process. | |||
}} | |||
{{AB | |||
|skillname = Shell | |||
|description = Trigger condition: The shell fetish is activated by an attuned 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. | |||
Activation effect: While the shell fetish is active, your victim will | |||
find that the magics empowering their tree tattoo have been rendered | |||
inactive. | |||
}} | |||
{{AB | |||
|skillname = Feather | |||
|description = Trigger condition: The feather fetish is activated by an attuned target | |||
attempting to cure two afflictions from the same curing tree in a row. | |||
Consult HELP CURES CONCOCTIONS or HELP CURES REANIMATION to learn the | |||
various curative trees. This effect only applies to herbal/slice | |||
afflictions. | |||
Activation effect: The might of the storm will be imposed upon your | |||
target - afflicting them with the stormtouched affliction and causing | |||
them to take greater damage from any electric source. | |||
}} | |||
You have the following familiar abilities: | |||
{{AB | |||
|skillname = Familiar | |||
|syntax = FAMILIAR SUMMON <type><br> | |||
FAMILIAR DISMISS<br> | |||
FAMILIAR RECALL | |||
}} | |||
{{AB | |||
|skillname = Cougar | |||
|syntax = FAMILIAR SUMMON COUGAR | |||
|description = The jaguar spirit will deal physical damage to your enemies and | |||
occassionally cause one of sensitivity, blurry vision and clumsiness. | |||
}} | |||
{{AB | |||
|skillname = Invigorate | |||
|syntax = FAMILIAR INVIGORATE | |||
|description = At a nominal cost to your own health, you may regenerate your familiar's | |||
physical form, repairing any damage they may have taken in battle. | |||
}} | |||
{{AB | |||
|skillname = Raven | |||
|syntax = FAMILIAR SUMMON RAVEN | |||
|description = The raven spirit will either drain the target's mana and deliver a | |||
hidden anxiety, or deal psychic damage to the target. | |||
}} | |||
{{AB | |||
|skillname = Serpent | |||
|syntax = FAMILIAR SUMMON SERPENT | |||
|description = The form of a serpent will allow your familiar to coil around your | |||
victim, choking the life from them and disrupting their mind with a bout | |||
of amnesia. Occassionally, the serpent will land a particularly nasty | |||
bite, inducing one of lethargy or weariness alongside the effects of | |||
loki. | |||
}} | |||
{{AB | |||
|skillname = Tethering | |||
|syntax = FAMILIAR TETHER <ON{{!}}OFF> | |||
|description = Tether your familiar to this realm, making it immune to the effects of | |||
orb sigils at the cost of a small willpower drain to yourself. | |||
Furthermore, if the familiar is attacked when not within your presence, | |||
it will instantly return to your side. | |||
}} | |||
{{AB | |||
|skillname = Voice | |||
|syntax = FAMILIAR VOICE <message> | |||
|description = With a simple link from your mind to your familiar's, you may project | |||
your voice through their form, regardless of your respective locations. | |||
}} | |||
{{AB | |||
|skillname = Glance | |||
|syntax = FAMILIAR GLANCE | |||
|description = You may quickly glance through the eyes of your familiar, allowing you | |||
discern all in their location at no cost. | |||
}} | |||
{{AB | |||
|skillname = Spider | |||
|syntax = FAMILIAR SUMMON SPIDER | |||
|description = By taking the form of a spider, your familiar will pierce your enemy | |||
with venomous fangs, causing periodic poison damage. Occassionally, it | |||
will spot an opportunity to cover your unlucky foe in sticky webs, | |||
entangling them. | |||
}} | |||
{{AB | |||
|skillname = Spiritbond | |||
|syntax = FAMILIAR SPIRITBOND <ON{{!}}OFF> | |||
|description = Mitigates 10% of damage you take over to your familiar, at the expense | |||
of a slight willpower drain. | |||
{{AB | |||
|syntax = FAMILIAR SUMMON BEAR | |||
|description = The bear spirit will can cause heavy bleeding with its swipes, or maul | |||
the target's limbs and break them. | |||
}} | |||
{{AB | |||
|skillname = Wyvern | |||
|syntax = FAMILIAR SUMMON WYVERN | |||
|description = The wyvern spirit is the most fierce of all the familiars. Its attacks | |||
have a chance to stun the target and set them on fire. | |||
}} | |||
{{AB | |||
|skillname = Morph | |||
|syntax = FAMILIAR MORPH <form> | |||
|description = This command will allow your familiar to quickly change forms, allowing | |||
you to alter its physical body without dismissing it outright. There is | |||
a small equilibrium cost associated with this ability. | |||
}} |
edits