Difference between revisions of "Primality (skill)"

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The energy that courses through the veins of all that lives is manifest in the art of Primality, the most direct skill in a Shaman's arsenal. By tapping into the primal energy derived from their natural magics and the bounty of gifts blessed upon them by Dendara, Primality allows the Shaman to shape powerful bursts of lightning, monumental storms of wind, and curses that drain vital forces themselves directly from their foe. Such is their connection to Nature, that they may even command nature around them to grow, lashing their foes with venomous vines and leaving their battered foe to be reclaimed by the Cycle itself.

As a Shaman communes with nature to bombard their foe, they will accrue a measure of natural energy, imbued within their person. While no primal abilities require this energy, a Shaman will find that accumulating natural energy will speed their assault, and allow them to directly boost abilities to add secondary, often dangerous effects to their strikes. Masters of Primality are even capable of quickening their own motions, allowing them to bombard a foe with empowered strikes regardless of their energy state. Directing the ebb and flow of nature through manuevering their quarterstaff, a Shaman versed in Primality is a mighty foe indeed.

Abilities

Skill Rank Percent Description
Quarterstaff Inept 0% Summon forth a quarterstaff from the forest.
Communication Inept 0% Commune with the forces of nature.
Recall Inept 0% Call your quarterstaff back to you.
Lightning Inept 0% Nature's blade, your will.
Squall Apprentice 25% A short-lived squall that clears the air.
Boosting Apprentice 50% Prepare some energy for your next attack.
Leafstorm Capable 0% Shred their defenses with razor-sharp leaves.
Vinelash Capable 50% Whip your enemies with venomous vines.
Slam Adept 0% Batter their limbs with a barrage of natural fury.
Vitiate Adept 33% An ancient curse that saps away their fortitude.
Overload Adept 66% Leave your foes reeling by overloading their nerves.
Discharge Skilled 0% Unleash a concentrated blast of sunlight.
Scourge Skilled 50% Curse your enemy with a bane upon their vital energy.
Reclamation Gifted 0% Grant your foe a swift return to the Rhythm.
Stormbolt Gifted 50% Crush your target with a concussive bolt of lightning.
Sporulation Expert 0% Saturate your target in a cloud of poisonous spores.
Chainlightning Expert 50% Shock multiple enemies with a cascade of electricity.
Cloudcall Expert 75% Call forth rain clouds across the sky.
Staticburst Virtuoso 0% Assault your enemy with a continual shock.
Lifebloom Virtuoso 33% Nature will rescue you when in mortal danger.
Equivalence Virtuoso 66% Punish your victim for their aggression.
Infest Fabled 0% Plague your foe with a spiritual parasite.
Effusion Fabled 33% Turn your life essence into a formidable weapon.
Spines Fabled 66% Conjure numerous diseased spines to blight your victim.
Strangle Mythical 0% Choke the life from your helpless foe.
Quicken Mythical 50% Tap into the might of nature and speed your assault.
Naturaltide Transcendent 0% The Rhythm flows within your being.
Quarterstaff
Syntax: COMMUNE QUARTERSTAFF
Description: While standing within a forest, you may call upon nature itself to lend you a powerful quarterstaff.


Communication
Syntax: PRIMAL ENERGY
Description: You are capable of interacting with the primal forces of nature, shaping them into the weapons of

life itself. You may have a maximum of 5 primal energy at any one time, and they will slowly fade over time without use.

Most abilities will make use of your energy, however the effects are not always as obvious as it might seem. The below will provide a common guide for most abilities.

Effects for the following keywords: Generate - Generates primal energy, adding it to your pool. Consume - Consumes primal energy, removing it from your pool. Threshold - Having less then the threshold lengthens equilibrium use. Requires - You must have equal to or more then the energy required.

You will need to read each AB file in Primality for further information on how it will interact with your energy.


Recall
Syntax: COMMUNE RECALL
Description: You may recall your quarterstaff to your hand, so long as it lies on your current continent.


Lightning
Syntax: COMMUNE LIGHTNING <target>
Description: Generates 1 energy.

You may draw upon the natural energy around you to conjure a fork of lightning to strike your foe.

Boosted effect: Increases the damage dealt. If the target is not a denizen then the equilibrium time is reduced as well.


Squall
Syntax: COMMUNE SQUALL
Description: If there is fog within the atmosphere, you can generate a short-lived squall that'll blow the

obscuring mist from the location.


Boosting
Syntax: COMMUNE BOOST
Description: Requires 1 energy.

Consumes 1 energy.

You may draw upon your generated primal energy to empower the next commune ability you use, granting it an additional effect. This ability requires equilibrium but does not consume it.

To see the effects of Boosting on a given ability, check that ability's AB file.


Leafstorm
Syntax: COMMUNE LEAFSTORM <target>
Description: Threshold of 1 energy.

If your opponent is protected by a magical shield, you can send a flurry of razor-sharp leaves at your target, shredding it into pieces. If they are not protected by a shield, then it will strip a random defence from them.

Boosted effect: Additionally deals cutting-based damage and will make them bleed.


Vinelash
Syntax: COMMUNE VINELASH <target> [venom]
Description: Threshold of 1 energy.

Generates 1 energy (except when boosted).

You may scourge your target with a mass of vines, causing cutting-based damage and delivering a single venom, as well as making them bleed. The bleeding and armour penetration is increased for each thorn upon the target.

  • If no venom is specified, it will deal the loki venom by default.
  • No rags of venom are needed in order to make use of the venom component.

Boosted effect: The equilibrium recovery time is reduced.

If you have at least 3 primal energy when striking with the boosted effect, vinelash will plunge thorns into the target. If they obtain 3 thorns in total, then it will give them haemophilia. You may only embed a maximum of 3 thorns in your target.

Thorns may be removed by attempting to PULL THORNS FROM BODY.


Slam
Syntax: COMMUNE SLAM <target>
Description: Threshold of 3 energy.

Consumes 1 energy.

This crude blast of sheer force will knock your target sprawling to the ground.

Boosted effect: The effect is delayed by six seconds and will additionally knock them off balance.


Vitiate
Syntax: COMMUNE VITIATE <target>
Description: Threshold of 2 energy.

Generates 1 energy.

By channelling primal spiritual energy, you may invoke the curse of life's bane on a target, giving them the lifebane affliction. For a short time, the target will find that elixirs and healing abilities will restore them for less health.

Boosted effect: The impact of the curse will also cause plodding in your target.


Overload
Syntax: COMMUNE OVERLOAD <target>
Description: Threshold of 3 energy.

Consumes 1 energy.

This rapid burst of energy will overload your target's nerves, giving them both paresis and stupidity. A short time later, they'll be shocked for electrical damage if they still remain stupid.

Boosted effect: Overload will fry their nerves even further, causing a short-lived blackout.


Discharge
Syntax: COMMUNE DISCHARGE <target> <direction>
Description: Unleash a powerful blast of primal energy towards any target that is line-of-sight from your

current location, dishing out fire-based damage. They must not be in the same location as you.

Boosted effect: The damage will be increased and will set the target ablaze, as well as knocking them over.


Scourge
Syntax: COMMUNE SCOURGE <target>
Description: Threshold of 2 energy.

Generates 1 energy (except when boosted).

You may inflict the bane of vitality on your target, causing the consumption of curative pills to occasionally inflict the target with the loki venom.

There is a chance the vitalbane affliction will fade whenever its effects are triggered, otherwise the affliction will persist until it does so.

Boosted effect: The impact of the bane will also cause idiocy in your victim.


Reclamation
Syntax: COMMUNE RECLAMATION <target>
Description: Drawing upon the spirit of nature itself, you may commit a target to return to the primal flows of

the Rhythm - sacrificing their body as a testament to the inevitable call of the Cycle. In order to achieve this, the target must be in a state of terror, afflicted by at least five phobias and suffering from a premonition of their own impending doom. The premonition must originate from you.

The following afflictions count as phobias: Fear, agoraphobia, claustrophobia, vertigo, loneliness, shyness, paranoia, or superstition.

Once cast, the target becomes disabled and there is a short delay before they are slain. If they leave their current location through some form of means, then the ability will fail.


Stormbolt
Syntax: COMMUNE STORMBOLT <target>
Description: Threshold of 3 energy.

Consumes 2 energy.

This powerful blast of lightning will strike down your target from above, stunning your opponent and dealing heavy electric-based damage.

Boosted effect: Instead of the above, a thunderstorm will appear above your target with three charges. Every so often, it will use one charge to release a blast of lightning and deal minor electric-based damage.

If you strike them with the Primality-ability Lightning while the target is plagued by the thunderstorm, it will boost the damage of the skill, stun the target, and consume a charge from the thunderstorm.

Please view AB PRIMALITY LIGHTNING for more information on this ability.


Sporulation
Syntax: COMMUNE SPORULATION <target>
Description: Threshold of 3 energy.

By inundating your victim in a cloud of toxic spores, you may impair their mental capacity - causing confusion and impatience.

Boosted effect: Your spores are much more toxic, causing hallucinations to your target without their knowledge.


Chainlightning
Syntax: COMMUNE CHAINLIGHTNING <target>
Description: Threshold of 3 energy.

Consumes 1 energy.

Your lightning will strike your target and bounce from them, jumping to an additional two random enemies within your location. This will deal electric-based damage to all three of them.

Boosted effect: Those struck by the bounces will receive up to two random afflictions that are shared from the main target. The afflictions will be hidden from their knowledge.


Cloudcall
Syntax: COMMUNE CLOUDCALL
Description: Call upon primal nature to accept a gift of elemental ice, and summon forth rain clouds across the

sky while outside. This will cause the weather in your locale to rain for a short while, but only if the skies are already clear of phenomena.


Staticburst
Syntax: COMMUNE STATICBURST <target>
Description: Threshold of 3 energy.

Consumes 1 energy.

This surge of electric energy will not only harm your foe, but will inflict a random mental malady. As the charge accumulates, it will lash out at your foe once more. The afflictions mirroring, mental disruption, and premonition are excluded from static burst.

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

Boosted effect: Staticburst will activate one additional time before fading and the afflictions will become masked.


Lifebloom
Syntax: COMMUNE LIFEBLOOM
Description: Through your service to the spirits of Dendara, you may be granted a chance at renewal when your

body suffers heavy damage. Should you find yourself nearing death, life will blossom from within - granting you restorative health over a short period of time and granting you one energy.

Once triggered, this ability has a short cooldown before you may call upon it once more.


Equivalence
Syntax: COMMUNE EQUIVALENCE <target>
Description: Threshold of 4 energy.

Consumes 2 energy.

Nature is swift to correct imbalances - through this ability, you may deal spirit damage equal to the amount of health you are missing. This attack may not exceed 40% of the target's maximum health.

Boosted effect: Equivalence now confers a negative effect as well, bestowing the justice affliction upon your hapless victim. This will be hidden from their view.


Infest
Syntax: COMMUNE INFEST <target>
Description: Threshold of 1 energy.

Generates 1 energy.

One of the many maladies a Shaman may place on their victim includes a deadly parasitic infestation,

that feasts upon the soul. The Shaman is then able to draw upon this curse, using the energy to 

empower their own efforts. When attacking an infested target, no primal energy will be consumed by abilities that use it.

Boosted effect: The target is no longer infested immediately. Instead, the affliction is delayed until a few seconds after casting.


Effusion
Syntax: COMMUNE EFFUSION <target>
Description: Threshold of 1 energy.

Drawing upon your own vital energy as a source of power, you can compel the life of another to be altered accordingly. When used upon an ally, the effusion will mend their wounds. Used on any other target, the effusion will overwhelm their body - restoring their senses and inducing sensitivity.

Boosted effect: On an ally, effusion will restore a greater amount of health. Otherwise, it will stun the target instead.


Spines
Syntax: COMMUNE SPINES <target>
Description: Threshold of 1 energy.

Generates 1 energy.

The malady of blight is a powerful curse - one that may be condensed into a number of sharp spines and released your foe. Infecting your target with a spiritual blight will harm their body with poison when they move to a new location.

Boosted effect: The target is no longer blighted immediately. Instead, the affliction is delayed until a few seconds after casting.


Strangle
Syntax: COMMUNE STRANGLE <target>
Description: Threshold of 3 energy.

Consumes 1 energy.

You may choke a prone target with barbed vines, causing persistent asphyxiation-based damage until they writhe out of it. Thorns left behind by the boosted Vinelash ability will increase the damage dramatically and induce some bleeding.


Quicken
Syntax: COMMUNE QUICKEN <target>
Description: Requires 5 energy.

Consumes 5 energy.

Nature will speed your assault, causing the next three Primality abilities used against the specified target to incur their boosted effects and be cast as if at maximum energy. Activating this will consume all your primal energy, and you will not be able to gain primal energy while it is in use.

The defence will fade if you are not in the same room as your target for longer than ten seconds.


Naturaltide
Syntax: COMMUNE NATURALTIDE <ability>
Description: COMMUNE RELEASE <target>

Having mastered the forces of nature and the subtle energy that flows throughout the Rhythm, you are now able to tap into this source of power and generate a tide to unleash upon your foe.

First you must store an ability you wish to release. Once you have done so, you can then release it upon a target for one time only, before needing to store an ability again. Released abilities will deal half the damage and bleeding as normal.

The following abilities may be stored within the tide of nature: Lightning, Vinelash, Scourge, Vitiate, Staticburst, Overload, Spines, and Infest.

You may release an ability while off equilibrium, however there is still an equilibrium cost attached in doing so.