Difference between revisions of "Telepathy (skill)"

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Telepathy is the skill of mental manipulation.

Abilities

Skill Rank Percent Description
Sense Inept 0% Use your telepathic powers to seek out others.
Locking Inept 24% Focus your telepathic power to lock minds with someone.
Dissolve Inept 49% Remove a mind lock.
Glance Inept 74% Look through the eyes of your subject.
Telesense Novice 0% Detect attempts to mindlock you.
Throw Novice 50% Mentally push a subject in any direction.
Fullsense Apprentice 25% Seek out all minds within your reach.
Listen Capable 25% Listen to all that your subject hears.
Isolate Adept 0% Cut remote communication off from your subject.
Link Adept 25% Link minds with a fellow telepath.
PsyCombat Adept 50% Battling another telepath with the psychic arts.
Probe Skilled 0% Reach out and probe another mind.
Transfer Skilled 25% Transfer a telepathic lock to a fellow telepath.
Insight Skilled 50% View the surface thoughts of another.
Empathy Gifted 0% Establishing a physical link through your telepathy.
Clarity Gifted 20% Focus on clarity of mind.
Command Gifted 50% Force a subject to do your bidding.
Cloak Gifted 60% Stealth telepathy.
Hypersense Expert 0% Hypersensitivity to telepathic activity.
Clairvoyance Expert 40% Coordinate your mind and body.
Barrier Expert 60% Throw up a telepathic barrier around your subject.
Scan Expert 80% Scan the mind of your subject.
Travel Virtuoso 20% Cross great distances to your subject in a single step.
Reconstitute Virtuoso 50% Replenish your mana and willpower.
Wrench Virtuoso 60% Forcibly deliver your target to a location of your choice.
Net Virtuoso 80% Cast a mental net about your surroundings.
Sapience Fabled 50% Instantly know your subject's thoughts and actions.
Clamp Mythical 0% Set a telepathic mind clamp about your subject.
Blackout Mythical 17% Cause a short-lived, total blackout to your subject.
Odyssey Mythical 50% Cross the void between you and another telepath.
Radiance Mythical 83% Destroy your subject with a single blast of mental energy.
Mindprints Transcendent 0% Take a mindprint of your subject.

Non-Mindlock Abilities

Skill Rank Percent Description
Fear Novice 25% Fill your target's mind with an irrational fear.
Hallucinate Novice 75% Project an illusion into the mind of your subject.
Paralyse Apprentice 0% Exert mental power to paralyse your subject.
Confuse Apprentice 50% Cause confusion to your subject.
Suffuse Apprentice 75% Suffuse the mind of your subject with mental energy.
Drain Capable 0% Draw mana from your subject's mind into your own.
Divine Capable 50% Determine the health and mana levels of your subject.
Recklessness Adept 50% Disregard for his own welfare.
Disrupt Adept 75% Destroy your opponent's mental equilibrium.
Epilepsy Skilled 50% Throw your victim's nervous system into disarray.
Pacify Skilled 75% Soothe all violent thoughts from your subject's mind.
Stupidity Gifted 25% Induce idiocy in the mind of your opponent.
Anorexia Gifted 80% A lack of desire for food or drink.
Amnesia Expert 20% Induce temporary forgetfulness into your subject.
Deadening Virtuoso 0% Dull your opponent's mind.
Cleanse Virtuoso 50% Command the mind to cleanse itself of impurities.
Crush Fabled 0% Attack your subject with a crushing psychic attack.
Strip Fabled 33% Strip the defences from your opponent.
Push Fabled 83% Push an affliction from your mind to your opponents.
Batter Mythical 66% Devastate your opponent's mind with an overwhelming attack.
Sense
Syntax: MIND SENSE <target>
Description: With this ability, you are able to seek out the mind of another player, gaining knowledge of his

physical location. There is no equilibrium or balance cost to perform this.


Locking
Syntax: MIND LOCK <target>
Description: MIND CEASE

Telepathy is a powerful ability, but it all begins by forming a mental lock with your subject first.

Mind locks take time to form as you break down the mental barriers of their subconscious, however 

the more adept you are at telepathy, the faster you will be able to penetrate their mind. Once you have locked minds, a mental battle will begin as you attempt to hold control of your subject. The less willpower you have compared to your subject, the more likely you will be detected and ejected from his mind.

The willpower cost of maintaining a mind lock is reduced when in the same location and elevation as your target.

Using this ability on an ally will allow you to lock their mind near instantly, and the willpower drain of holding it will be halved.


Dissolve
Syntax: MIND DISSOLVE
Description: Should you have a mind lock already, this skill will allow you to dissolve it.


Glance
Syntax: MIND GLANCE
Description: Glance through the eyes of your target that you have locked minds with, allowing you to see their

location as though you were there yourself.


Telesense
Syntax: TELESENSE <ON/OFF>
Description: Due to your heightened telepathic awareness, you are able to, at the

cost of a small mana drain, detect telepathic energy in the area.


Throw
Syntax: MIND THROW <direction>
Description: By coaxing the motor cortex, you can have the target of your mind lock walk unsteadily in a

direction of your choice.


Fullsense
Syntax: FULLSENSE
Description: By sending out an invisible telepathic web, you can quicky detect and find all minds within your

local area.


Listen
Syntax: MIND LISTEN and MIND UNLISTEN
Description: You are now able to direct audio sensory input of your target over the telepathic link and to your

own mind. This will allow you to overhear conversations either within the location or through direct tells. Due to the ongoing effort required to maintain this ability, there is a constant loss of mental strength.


Isolate
Syntax: MIND ISOLATE and MIND DEISOLATE
Description: This ability will isolate a mind locked player from all mental communication they may attempt to

send or receive. Normal communication such as speaking or shouting will still be heard.


Link
Syntax: MIND LINK <telepath>
Description: MIND UNLINK

By opening up a one way channel to another telepath, you are able to lend them some of your mental strength. This allows for telepathic feats that would otherwise be impossible.


PsyCombat
Syntax: PSYCHALLENGE <player>
Description: Psychic combat is a telepathic battle between two players where the goal is to crumple your

opponents mind. There is no penalty for losing, however those with deathsight will feel the moment a game is decided. There are only seven commands associated with psychic combat that may be used, and when you accept you will be transported to a special location out of harms way. Most other commands will not work until the game is complete.

You can do the following in psychic combat:

PSY BLAST: Blast your opponents mind and attack his mental fortitude.

PSY BARRIER: Erect a barrier that protects your mind from psychic blasts.

PSY WHIP: Tear away your opponents mental barrier if they have one.

PSY SURGE: If your opponent has less then half of their mental energy, you can end the match in a surge of psychic power. This is costly to perform and could result in your own loss if misjudged.

PSY PROBE: Use your mind to determine your opponents mental energy.

PSY MEDITATE: Meditate your mind in order to recover your mental energy. This is a slow process.

PSY ESCAPE: This takes time and during which you may not do anything else. Once the ability is successful, an exit will open up allowing you to escape.


Probe
Syntax: MIND PROBE <ME/target>
Description: By probing your subjects mind, you can gather a small amount of information on their mental

activity without needing to form a mindlock. Your probe can reach as far as the local area.


Transfer
Syntax: MIND TRANSFER <telepath>
Description: Using this ability will allow you to transfer a mind lock to another telepath. The target telepath

must be in the same area as you, for this is a delicate operation.


Insight
Syntax: MIND INSIGHT <ON/OFF>
Description: Your ability to project psychic force allows you to view the surface thoughts of others in your

location, or if you have locked minds with another.

In order to see what another is thinking, they must make use of the THINK command.


Empathy
Syntax: MIND EMPATHY and MIND UNEMPATHY
Description: This ability will allow you to form an empathatic link between you and your locked target, allowing

you to heal the other periodically at the cost of your own body. This ability comes with a mental drain in order to upkeep your empathatic link.


Clarity
Syntax: CLARITY
Description: Clarity of mind is a defence against a weakened psyche, protecting you one time against the effects

of dementia and hallucinations.

Your training has also allowed you to better control your own mental processes and you gain a greater level of willpower regeneration simply by having this skill. This is a passive ability and does not require the clarity defence.


Command
Syntax: MIND COMMAND <command>
Description: You have gained sufficient knowledge of the workings of the mind that you can now command your mind

locked target into performing a single action of your choice. There is a short cooldown after using this ability.


Cloak
Syntax: MIND CLOAK <ON/OFF>
Description: Cloak your telepathy from the senses of others. This will hide you most notibly from TELESENSE and

make it more difficult to be detected when you are locked with another mind.


Hypersense
Syntax: This ability is passive.
Description: Your sensitivity to telepathic power has been heightened to the extreme, allowing you to make

better use of Telesense. You can now see who is attempting to lock minds with another person, or yourself. Additionally they will be unable to hide themselves through cloaking their telepathy.

You must be maintaining your Telesense in order to receive these benefits.


Clairvoyance
Syntax: This ability is passive.
Description: Your skill at telepathy has increased that you can now use minor telepathy attacks while off

balance. Doing so however, will incur an extra equilibrium cost as compared to normal.

Skills that benefit from this: Fear, Paralyse, Stupidity, Confuse, Recklessness, Epilepsy, Pacify, Anorexia, Deadening, Amnesia, and Command.


Barrier
Syntax: MIND BARRIER and MIND UNBARRIER
Description: You are now able to protect a locked player against other telepathic attempts to control him by

wrapping your mind around his.


Scan
Syntax: MIND SCAN
Description: This powerful ability will allow you scan through the mind of your locked target and gain a large

amount of information about them and their inventory.


Travel
Syntax: MIND TRAVEL
Description: Requires the linked mind of a friendly telepath.

An extremely complicated ability, this will allow you to create a pathway between your location and your locked target, transporting you instantly there. There is no equilibrium cost to use this maneuver.


Reconstitute
Syntax: MIND RECONSTITUTE
Description: Replenish your mana and willpower over time, at a cost in the form of a health and endurance drain.

Using the ability again will turn it off.


Wrench
Syntax: MIND WRENCH <to target>
Description: This powerful telepathic ability allows you to throw whoever you have locked to a specified target.

Note that this ability is powerful and will break your mind lock in the process.


Net
Syntax: MIND NET <ON/OFF>
Description: At a constant mana drain, this ability throws up a telepathic net over the local area, informing

you whenever anyone moves into or out of range of the net.


Sapience
Syntax: MIND SAPIENCE and UNWATCH
Description: By tapping into a locked player's cortex, you are able to see anything the player does. This is a

difficult ability to control, and only a mutual ally will allow you to make full use of it.


Clamp
Syntax: MIND CLAMP
Description: This allows you to reach out with your mind and clamp down on your mind locked target, reducing

their maximum health and mana levels.


Blackout
Syntax: MIND BLACKOUT
Description: By sending out a blast of rawest telepathic power, you are able to, for a short period of time,

knock out all senses of your locked target. There is a short cooldown after using this ability before you may use it again.


Odyssey
Syntax: MIND ODYSSEY
Description: Requires the linked mind of a friendly telepath.

This ability will allow you to drift through space and appear at the location of the telepath you have linked minds with.


Radiance
Syntax: MIND RADIANCE
Description: The most powerful attack a telepath has, this allows you to build up an awesome amount of

telepathic power, then release it to your hapless victim, killing him instantly. Keep in mind that this requires a large amount of equilibrium in order to perform, and if the victim steps into the same location as you or breaks the mind lock, then your attempt will fail.

It is not possible to save yourself from death if you die in this manner.


Mindprints
Syntax: MIND PRINT
Description: FORGET <player>
       MINDPRINTS

Once you have locked minds with a player, you are able to gain intimate knowledge of his mind, making it easier to gain a mind lock in the future. However, due to the incredible complexity of the mind, you may only hold five mindprints at once. There is a separate set of mind prints taken if you do so within the arena.


Fear
Syntax: MIND FEAR [target]
Description: With this ability, you are able to throw the mind of another into a state of irrational fear.


Hallucinate
Syntax: MIND HALLUCINATE [target] <illusion>
Description: You are able to convince a target that he has seen whatever hallucination you deem fit.

Note: You can add a new line into your hallucination by using the tag $nl within the text, however you may only do this twice.


Paralyse
Syntax: MIND PARALYSE [target]
Description: This ability temporarily rewires the mind of another player, preventing them from properly moving.

This will inflict them with paresis.


Confuse
Syntax: MIND CONFUSE [target]
Description: By directing a powerful pulse of telepathic energy into the mind of another player, you are able to

short-circuit his mental processes, causing him to become confused.


Suffuse
Syntax: MIND SUFFUSE [target]
Description: Suffuse another with mental strength by sacrificing your own.


Drain
Syntax: MIND DRAIN [target]
Description: Almost the reverse of suffuse, this drains mental strength from your target and bestows it upon you.


Divine
Syntax: MIND DIVINE [target]
Description: By divining the mind, you can assert the exact knowledge of the physical and mental state of your

target.


Recklessness
Syntax: MIND RECKLESSNESS [target]
Description: Alter the mind of your target and make him unconcerned with his own well-being. This will afflict

your target with recklessness.


Disrupt
Syntax: MIND DISRUPT [target]
Description: With this ability, you may destroy the equilibrium of your target providing they have at least two

mental afflictions or are suffering from blackout. They will not recover from it until they CONCENTRATE.

Look at HELP TYPES for more information on what is regarded as a mental affliction.


Epilepsy
Syntax: MIND EPILEPSY [target]
Description: By short-circuiting some of the nervous system of another player, you are able to cause periodic

spasms in them. This will afflict them with epilepsy.


Pacify
Syntax: MIND PACIFY [target]
Description: By drawing a soft cloak of telepathic power over the mind of a another player, you are able to make

offensive actions abhorrent to him. This will afflict them with pacifism.


Stupidity
Syntax: MIND STUPIDITY [target]
Description: By casting a net of psychic energy over your opponent's mind, you will cause his mind to

occasionally misfire. This will afflict him with stupidity.


Anorexia
Syntax: MIND ANOREXIA [target]
Description: By lowering their internal desires, you can make your opponent anorexic, giving them little desire

to eat or drink. This will afflict him with anorexia.


Amnesia
Syntax: MIND AMNESIA [target]
Description: A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia

in your locked player. He will simply fail to execute the next action he attempts, as he will forget what he is doing before he manages to do it.


Deadening
Syntax: MIND DEADENING [target]
Description: This ability will cause your opponents mind to be dull, afflicting them with deadening.


Cleanse
Syntax: MIND CLEANSE <target>
Description: This ability can be used through a mind lock or on another in the same location. You will aid the

mind in throwing off its own mental illnesses, thereby curing the target of one mental affliction.

Look at HELP TYPES for more information on what is regarded as a mental affliction.


Crush
Syntax: MIND CRUSH [target]
Description: This ability sends a crushing wave of mental energy at your subject, doing both physical and mental

damage. If you have locked minds with your target, the power is increased slightly.

Additionally your psychic attack will deal more damage the less willpower and endurance your target has.


Strip
Syntax: MIND STRIP [target]
Description: Your mental prowess is such that you may coax your opponent into relaxing his defences.


Push
Syntax: MIND PUSH [target]
Description: By sheer force of will, you may push a random affliction from yourself to your target. There is a

short period of immunity gained by the target after using this ability, where you may not use this ability on them again.


Batter
Syntax: MIND BATTER <target> [up to three afflictions]
Description: This powerful telepathic attack will stun your target and allow you to inflict them with up to three

afflictions.

You may choose from the following: Hallucinations, paresis, confusion, recklessness, epilepsy, stupidity, anorexia, dizziness.