Difference between revisions of "Ascendance (skill)"

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Wielding the holy light as both sword and shield, physical acuity manifests in a slew of both
offensive and defensive capabilities. One skilled in Ascendance will find themselves able to resist
blows which would break mere mortals, to move with greater speed, to rekindle ravaged limbs, all
while denouncing the wicked, hunting down heathens, and delivering them from their evil ways.
{{SkillHeader}}
{{SkillHeader}}
{{SkillTableRow |Inhume |Inept |0 |Anchor yourself to the bones of the world. }}
{{SkillTableRow |Inhume |Inept |0 |Anchor yourself to the bones of the world. }}
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{{SkillTableRow |Dim |Virtuoso |33 |Mute the glow of your heavenly radiance. }}
{{SkillTableRow |Dim |Virtuoso |33 |Mute the glow of your heavenly radiance. }}
{{SkillTableRow |Envenom |Virtuoso |66 |Coat a weapon in venoms. }}
{{SkillTableRow |Envenom |Virtuoso |66 |Coat a weapon in venoms. }}
{{SkillTableRow |Censure |Virtuoso |66 |Punish the evildoers with a two-handed blade. }}
{{SkillTableRow |Crusade |Fabled |0 |Let none stand in your way. }}
{{SkillTableRow |Crusade |Fabled |0 |Let none stand in your way. }}
{{SkillTableRow |Bunker |Fabled |33 |Fortify a dugout to retreat to in times of need. }}
{{SkillTableRow |Bunker |Fabled |33 |Fortify a dugout to retreat to in times of need. }}
Line 38: Line 35:
{{SkillTableRow |Succour |Transcendent |0 |Expunge that which ails you. }}
{{SkillTableRow |Succour |Transcendent |0 |Expunge that which ails you. }}
|}
|}
{{Anchor|Inhume}}
{{Skill_detail
|skill = Inhume
|description = Anchor yourself to the bones of the world
|syntax = INHUME and MANIFEST
|detail = You may inhume yourself and form an anchor with the stable ground of the Prime Material.
While inhumed, the earth will shield you from the effects of the dark star, and from any roaming
aggressive entities. When you are ready to return to the world, you may simply MANIFEST again.
|cooldown =
|target =
|required =
}}
{{Anchor|Deliver}}
{{Skill_detail
|skill = Deliver
|description = Deliver all from evil
|syntax = DELIVER <corpse>
|detail = Perform the final rite upon a corpse, delivering them from their corporeal bonds and
granting them peace. This holy purification will nourish you and your symbiote, restoring you in
spirit.
Attempt to deliver a target from the evil which plagues them, coaxing their inner demons to come
forth and face the light's judgement. The target must be prone or suffering from paresis for this
to take effect, and will be unable to suffer the truth of their transgressions if they have the
hardcoating defence. By performing such a holy act of purification, you will find yourself
nourished in spirit, your life blood restored at the expense of the evildoer.
Look at HELP TYPES for more information on what is regarded as a physical affliction.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Denounce}}
{{Skill_detail
|skill = Denounce
|description = Bring justice to the wicked with your raw strength
|syntax = DENOUNCE <target>
|detail = Many are the crimes of the wicked, and ever must you stand against them. By concentrating
your raw strength, you may deliver a denouncing strike of such force that they will be stunned.
The more you learn in Ascendance, the greater strength your denouncing strike will possess against
another player.
This ability may be used with the TARGET ability in Weaponry to attack any part of the opponent's
body.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Ague}}
{{Skill_detail
|skill = Ague
|description = They shall feel no warmth
|syntax = AGUE <target>
|detail = Blood cost: 10
Deny your opponent the warmth of fire and the comfort of light, freezing them by one stage.
|cooldown =
|target = Players only
|required =
}}
{{Anchor|Nightsight}}
{{Skill_detail
|skill = Nightsight
|description = The darkness is no bar to your discerning eye
|syntax = NIGHTSIGHT
|detail = Those who stalk the night are among your most hated foes. Your eyes shall penetrate the
darkness, allowing you to hunt them more efficiently.
|cooldown =
|target =
|required =
}}
{{Anchor|Transience}}
{{Skill_detail
|skill = Transience
|description = Their blows cannot conquer you
|syntax = TRANSIENCE [OFF]
|detail = By relaxing part of your ascended consciousness, you may, at a cost of endurance to
maintain it, bring about a state of transience. While active, this will increase your ability to
dodge attacks directed at you.
See HELP AVOIDANCE for more specific information.
|cooldown =
|target =
|required =
}}
{{Anchor|Hide}}
{{Skill_detail
|skill = Hide
|description = Conceal yourself in times of need
|syntax = HIDE and EMERGE
|detail = Conceal yourself from view, hiding yourself from the eyes of others within the room. You
may emerge if you wish to reveal yourself and cease to hide.
|cooldown =
|target =
|required =
}}
{{Anchor|Impersonate}}
{{Skill_detail
|skill = Impersonate
|description = Mask your holy spirit
|syntax = IMPERSONATE [OFF]
|detail = Blood cost: 100
Additional syntax: DESCRIBE IMPERSONATED SELF <description>
There are times when you must walk among men and beasts without the bright radiance that is your
ascended self. While so masked, impersonated as one of the common folk, none will be able to tell
your status as a holy Akkari, and you may describe your state thusly as an alternate to your
standard appearance.
|cooldown =
|target =
|required =
}}
{{Anchor|Symayda}}
{{Skill_detail
|skill = Symayda
|description = Assume the form of the great prowler
|syntax = BECOME SYMAYDA and REVERT
|detail = Blood cost: 400
Additional syntax: DASH <dir>
By altering your ascended consciousness just so, you may take on the form of the symayda, the great
prowlers which guard the realm of Spirit. While your actions are limited in this form, you will
find yourself able to DASH, and the dark star shall bring you no harm.
|cooldown =
|target =
|required =
}}
{{Anchor|Muffle}}
{{Skill_detail
|skill = Muffle
|description = Muffle your footsteps
|syntax = MUFFLE
|detail = Blood cost: 300
There are times when you must hunt with stealth as well as fervour. During the night, you may
muffle your footsteps, becoming unseen when you move. At dawn, this effect will fade, for there is
no need to hide from the light.
|cooldown =
|target =
|required =
}}
{{Anchor|Penitence}}
{{Skill_detail
|skill = Penitence
|description = Heavy weighs the crime
|syntax = PENITENCE <target>
|detail = By reciting a list of your target's crimes, you can induce within them a profound guilt
that will make them sweat.
|cooldown =
|target =
|required =
}}
{{Anchor|Clotting}}
{{Skill_detail
|skill = Clotting
|description = Reduce the level of your bleeding
|syntax =
|detail = Syntax: CLOT [#]
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify
how many times you wish to clot if need be. If you input no amount, then you will try and clot away
20 bleeding by default.
|cooldown =
|target =
|required =
}}
{{Anchor|Catching}}
{{Skill_detail
|skill = Catching
|description = Your reflexes are sublime
|syntax = CATCHING [OFF]
|detail = With this ability active, you have a chance to snatch arrows from the air before they
strike you. There is an endurance upkeep associated with this ability in order to maintain your
focus.
|cooldown =
|target =
|required =
}}
{{Anchor|Bloodlet}}
{{Skill_detail
|skill = Bloodlet
|description = Let the blood of the unholy spill free
|syntax = BLOODLET <target>
|detail = Open bleeding wounds in your enemy's chest, rending their flesh. If the flesh is already
rended, you will cause them to bleed more profusely.
|cooldown =
|target = Players only
|required =
}}
{{Anchor|Relentless}}
{{Skill_detail
|skill = Relentless
|description = You shall not break
|syntax = RELENTLESS
|detail = Blood cost: 200
Your devotion is unrelenting, and thus you must endure. By fortifying your body against physical
attacks, you may reduce the damage you take from cutting and blunt sources as though you were
wearing additional armour.
This bonus armour will become weaker the less life-blood you have.
|cooldown =
|target =
|required =
}}
{{Anchor|Hyriamah}}
{{Skill_detail
|skill = Hyriamah
|description = Take on the form of the flaming hawk
|syntax = BECOME HYRIAMAH and REVERT
|detail = Blood cost: 400
Additional syntax: FLY and LAND
By assuming the form of the hyriamah, the great hawks of fire, you may take to the skies and FLY.
While in this form, your actions will be severely limited, but the dark star will not harm you.
|cooldown =
|target =
|required =
}}
{{Anchor|Celerity}}
{{Skill_detail
|skill = Celerity
|description = Hunt evil with alacrity and speed
|syntax = CELERITY
|detail = Blood cost: 150
This will halve the time it takes for your movement limit to be reset, allowing you to move about
the land considerably faster.
|cooldown =
|target =
|required =
}}
{{Anchor|Block}}
{{Skill_detail
|skill = Block
|description = They shall not escape justice
|syntax = BLOCK <direction> and UNBLOCK
|detail = Move into a position that blocks others from leaving your location should they attempt to
depart, providing you are not incapacited. Should you move, you will cease to block.
|cooldown =
|target = Players only
|required =
}}
{{Anchor|Quell}}
{{Skill_detail
|skill = Quell
|description = Break through the shields of your foe
|syntax =
|detail = This ability is passive.
When denouncing a target who is protected by a magical shield, your zeal will drive you to greater
fervour, quelling their defence in a single blow.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Dissipate}}
{{Skill_detail
|skill = Dissipate
|description = Eschew corporeality and set free your consciousness
|syntax = DISSIPATE
|detail = Typically only possible through death, you may now shed your body and return to your
ascended consciousness. While in this form you will be immune to most attacks, and the effects of
the dark star, but your actions will be severely limited.
To return to your body, you must inhume yourself or return to your bunker.
|cooldown =
|target =
|required =
}}
{{Anchor|Vivify}}
{{Skill_detail
|skill = Vivify
|description = Reinvigorate your corporeal form
|syntax = VIVIFY
|detail = Blood cost: 300
At the cost of some of your spirit, you will be able to mend a large amount of damage done to your
body.
The amount of health this skill will heal will increase with the less life-blood you have.
|cooldown = 25 seconds
|target =
|required =
}}
{{Anchor|Acuity}}
{{Skill_detail
|skill = Acuity
|description = Sense the movement of others nearby
|syntax = ACUITY [OFF]
|detail = Blood cost: 200
Your sharpened senses will allow you to detect when others are nearby. This ability will only last
a short time before its effects fade.
|cooldown =
|target =
|required =
}}
{{Anchor|Resolve}}
{{Skill_detail
|skill = Resolve
|description = No harmful magic shall break you
|syntax = RESOLVE
|detail = Blood cost: 200
By strengthening your resolve, you may ward yourself against magical attacks that would harm you,
reducing their damage. The effectiveness of this ability will grow with your skill in Ascendance.
|cooldown =
|target =
|required =
}}
{{Anchor|Dim}}
{{Skill_detail
|skill = Dim
|description = Mute the glow of your heavenly radiance
|syntax = DIM
|detail = Blood cost: 50
Though it may pain you to do so, you may suppress the fervour that burns bright within you,
concealing you from sight even when beside others.
|cooldown =
|target =
|required =
}}
{{Anchor|Envenom}}
{{Skill_detail
|skill = Envenom
|description = Coat a weapon in venoms
|syntax = ENVENOM <weapon/LEFT/RIGHT> WITH <venom>        WIPE <weapon>
|detail = With this ability, you may layer venoms on an edged weapon. Each time that weapon hits
somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on,
the voyria would come off first, and the xentio second. You must possess a rag with the venom in
order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
|cooldown =
|target =
|required =
}}
{{Anchor|Censure}}
{{Skill_detail
|skill = Censure
|description = Punish the evildoers with a two-handed blade
|syntax = CENSURE <target> [LENIENT]
|detail = While wielding a two-handed blade, you may censure an evildoer with your weapon and gouge
them open. This will poison them if there is venom present on the blade, and the strength of your
zeal will ensure the strike does more damage than a standard blow from a weapon.
You can choose to show lenience in your censure if you wish. This will reduce the damage you deal,
but it will be quicker and can be performed while one of your arms is crippled.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Crusade}}
{{Skill_detail
|skill = Crusade
|description = Let none stand in your way
|syntax = CRUSADE <target>
|detail = At times, infidels may seek to bar you from your duty, and this simply cannot be
permitted. While mounted, you may charge one such infidel and combine the momentum of your steed
with your own strength to cast them aside, hurling them into the air. This will either slam them
into the ceiling above or send them sailing into the sky.
Gravity will become a natural ally when making use of this skill, assuming they cannot fly.
|cooldown = 30 seconds
|target = Players only
|required =
}}
{{Anchor|Bunker}}
{{Skill_detail
|skill = Bunker
|description = Fortify a dugout to retreat to in times of need
|syntax =
|detail = Syntax: BURY ICON, RETREAT, and MANIFEST
In order to establish a secure bunker, you must first purchase a holy icon, and bury it somewhere
with soft soil, somewhere unlikely to be disturbed or dug up. You may only have one icon and one
bunker at a time.
Once the icon is buried, the act will consecrate the ground and become a bunker, allowing you to
retreat to it provided you are within the same area. This will allow you to heal yourself or regain
your physical body much faster than inhuming. When you are ready to return to the land above, you
must manifest.
|cooldown =
|target =
|required =
}}
{{Anchor|Entrench}}
{{Skill_detail
|skill = Entrench
|description = Secure your bunker
|syntax = ENTRENCH
|detail = Blood cost: 1000
To utilise this ability you must have established an underground bunker. While standing atop it,
you may link your spirit to it, allowing you to retreat to the dugout from anywhere on the
continent, rather than only the local area. However, doing so at a distance will break the
spiritual bond.
|cooldown =
|target =
|required =
}}
{{Anchor|Ardour}}
{{Skill_detail
|skill = Ardour
|description = Through faith and fervour shall you be lifted up
|syntax = ARDOUR <STRENGTH/INTELLIGENCE/CONSTITUTION/DEXTERITY/WISDOM>
|detail = Blood cost: 250
The power of your faith and devotion to your sacred cause is such that you are able to take
advantage of that burning ardour and enhance your physical form, granting you an additional stat of
your choice.
|cooldown =
|target =
|required =
}}
{{Anchor|Intuition}}
{{Skill_detail
|skill = Intuition
|description = Intuition grants you flexibility
|syntax = INTUITION <BALANCE/EQUILIBRIUM/DAMAGE>
|detail = Blood cost: 500
Flexibility is the greatest tool at a warrior's disposal. Your honed intuition allows you to switch
freely between speed enhancements for balance, equilibrium, or damage, however you must have
selected one of the three already.
For more information on enhancements, please see AB HUNTING ENHANCEMENT.
|cooldown =
|target =
|required =
}}
{{Anchor|Disengage}}
{{Skill_detail
|skill = Disengage
|description = Carry out a tactical withdrawal
|syntax = DISENGAGE <direction>
|detail = There are times when withdrawal is the sensible option, and you may now disengage from
battle, evading certain triggers and traps and bypassing those that may prevent you from leaving.
Those following you will be lost, and any who see you disengage will not know the direction.
|cooldown =
|target =
|required =
}}
{{Anchor|Rekindle}}
{{Skill_detail
|skill = Rekindle
|description = Restore your damaged limbs
|syntax = REKINDLE <body part>
|detail = Blood cost: 200
By force of will and expenditure of your life blood, you may renew a damaged body part, healing it
of trauma by 6% and restoring it toward its original form. You may heal the head, torso, left or
right arm, or left or right leg.
This will only work while the limb is either damaged or mutilated.
|cooldown = 50 seconds
|target =
|required =
}}
{{Anchor|Succour}}
{{Skill_detail
|skill = Succour
|description = Expunge that which ails you
|syntax = SUCCOUR
|detail = Blood cost: 250
Turn your pious spirit inwards, expunging one random affliction from your body. There is no
prevention to this ability other than the initial mana cost and requiring balance and equilbrium to
perform.
|cooldown = 10 seconds
|target =
|required =
}}

Revision as of 13:08, 25 September 2024

Skill Rank Percent Description
Inhume Inept 0 % Anchor yourself to the bones of the world.
Deliver Inept 0 % Deliver all from evil.
Denounce Inept 0 % Bring justice to the wicked with your raw strength.
Ague Novice 0 % They shall feel no warmth.
Nightsight Novice 50 % The darkness is no bar to your discerning eye.
Transience Apprentice 0 % Their blows cannot conquer you.
Hide Apprentice 33 % Conceal yourself in times of need.
Impersonate Capable 0 % Mask your holy spirit.
Symayda Capable 33 % Assume the form of the great prowler.
Muffle Capable 66 % Muffle your footsteps.
Penitence Adept 0 % Heavy weighs the crime.
Clotting Adept 33 % Reduce the level of your bleeding.
Catching Adept 66 % Your reflexes are sublime.
Bloodlet Skilled 0 % Let the blood of the unholy spill free.
Relentless Skilled 33 % You shall not break.
Hyriamah Skilled 66 % Take on the form of the flaming hawk.
Celerity Gifted 0 % Hunt evil with alacrity and speed.
Block Gifted 33 % They shall not escape justice.
Quell Gifted 66 % Break through the shields of your foe.
Dissipate Expert 0 % Eschew corporeality and set free your consciousness.
Vivify Expert 33 % Reinvigorate your corporeal form.
Acuity Expert 66 % Sense the movement of others nearby.
Resolve Virtuoso 0 % No harmful magic shall break you.
Dim Virtuoso 33 % Mute the glow of your heavenly radiance.
Envenom Virtuoso 66 % Coat a weapon in venoms.
Censure Virtuoso 66 % Punish the evildoers with a two-handed blade.
Crusade Fabled 0 % Let none stand in your way.
Bunker Fabled 33 % Fortify a dugout to retreat to in times of need.
Entrench Fabled 66 % Secure your bunker.
Ardour Mythical 0 % Through faith and fervour shall you be lifted up.
Intuition Mythical 25 % Intuition grants you flexibility.
Disengage Mythical 50 % Carry out a tactical withdrawal.
Rekindle Mythical 75 % Restore your damaged limbs.
Succour Transcendent 0 % Expunge that which ails you.

Inhume Anchor yourself to the bones of the world
Syntax: INHUME and MANIFEST
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may inhume yourself and form an anchor with the stable ground of the Prime Material.

While inhumed, the earth will shield you from the effects of the dark star, and from any roaming aggressive entities. When you are ready to return to the world, you may simply MANIFEST again.

Note: {{{note}}}

Deliver Deliver all from evil
Syntax: DELIVER <corpse>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Perform the final rite upon a corpse, delivering them from their corporeal bonds and

granting them peace. This holy purification will nourish you and your symbiote, restoring you in spirit.

Attempt to deliver a target from the evil which plagues them, coaxing their inner demons to come forth and face the light's judgement. The target must be prone or suffering from paresis for this to take effect, and will be unable to suffer the truth of their transgressions if they have the hardcoating defence. By performing such a holy act of purification, you will find yourself nourished in spirit, your life blood restored at the expense of the evildoer.

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

Note: {{{note}}}

Denounce Bring justice to the wicked with your raw strength
Syntax: DENOUNCE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Many are the crimes of the wicked, and ever must you stand against them. By concentrating

your raw strength, you may deliver a denouncing strike of such force that they will be stunned.

The more you learn in Ascendance, the greater strength your denouncing strike will possess against another player.

This ability may be used with the TARGET ability in Weaponry to attack any part of the opponent's body.

Note: {{{note}}}

Ague They shall feel no warmth
Syntax: AGUE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 10

Deny your opponent the warmth of fire and the comfort of light, freezing them by one stage.

Note: {{{note}}}

Nightsight The darkness is no bar to your discerning eye
Syntax: NIGHTSIGHT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Those who stalk the night are among your most hated foes. Your eyes shall penetrate the

darkness, allowing you to hunt them more efficiently.

Note: {{{note}}}

Transience Their blows cannot conquer you
Syntax: TRANSIENCE [OFF]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By relaxing part of your ascended consciousness, you may, at a cost of endurance to

maintain it, bring about a state of transience. While active, this will increase your ability to dodge attacks directed at you.

See HELP AVOIDANCE for more specific information.

Note: {{{note}}}

Hide Conceal yourself in times of need
Syntax: HIDE and EMERGE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Conceal yourself from view, hiding yourself from the eyes of others within the room. You

may emerge if you wish to reveal yourself and cease to hide.

Note: {{{note}}}

Impersonate Mask your holy spirit
Syntax: IMPERSONATE [OFF]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 100

Additional syntax: DESCRIBE IMPERSONATED SELF <description>

There are times when you must walk among men and beasts without the bright radiance that is your ascended self. While so masked, impersonated as one of the common folk, none will be able to tell your status as a holy Akkari, and you may describe your state thusly as an alternate to your standard appearance.

Note: {{{note}}}

Symayda Assume the form of the great prowler
Syntax: BECOME SYMAYDA and REVERT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 400

Additional syntax: DASH <dir>

By altering your ascended consciousness just so, you may take on the form of the symayda, the great prowlers which guard the realm of Spirit. While your actions are limited in this form, you will find yourself able to DASH, and the dark star shall bring you no harm.

Note: {{{note}}}

Muffle Muffle your footsteps
Syntax: MUFFLE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 300

There are times when you must hunt with stealth as well as fervour. During the night, you may muffle your footsteps, becoming unseen when you move. At dawn, this effect will fade, for there is no need to hide from the light.

Note: {{{note}}}

Penitence Heavy weighs the crime
Syntax: PENITENCE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By reciting a list of your target's crimes, you can induce within them a profound guilt

that will make them sweat.

Note: {{{note}}}

Clotting Reduce the level of your bleeding
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: CLOT [#]

This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.

Note: {{{note}}}

Catching Your reflexes are sublime
Syntax: CATCHING [OFF]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability active, you have a chance to snatch arrows from the air before they

strike you. There is an endurance upkeep associated with this ability in order to maintain your focus.

Note: {{{note}}}

Bloodlet Let the blood of the unholy spill free
Syntax: BLOODLET <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Open bleeding wounds in your enemy's chest, rending their flesh. If the flesh is already

rended, you will cause them to bleed more profusely.

Note: {{{note}}}

Relentless You shall not break
Syntax: RELENTLESS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 200

Your devotion is unrelenting, and thus you must endure. By fortifying your body against physical attacks, you may reduce the damage you take from cutting and blunt sources as though you were wearing additional armour.

This bonus armour will become weaker the less life-blood you have.

Note: {{{note}}}

Hyriamah Take on the form of the flaming hawk
Syntax: BECOME HYRIAMAH and REVERT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 400

Additional syntax: FLY and LAND

By assuming the form of the hyriamah, the great hawks of fire, you may take to the skies and FLY. While in this form, your actions will be severely limited, but the dark star will not harm you.

Note: {{{note}}}

Celerity Hunt evil with alacrity and speed
Syntax: CELERITY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 150

This will halve the time it takes for your movement limit to be reset, allowing you to move about the land considerably faster.

Note: {{{note}}}

Block They shall not escape justice
Syntax: BLOCK <direction> and UNBLOCK
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Move into a position that blocks others from leaving your location should they attempt to

depart, providing you are not incapacited. Should you move, you will cease to block.

Note: {{{note}}}

Quell Break through the shields of your foe
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

When denouncing a target who is protected by a magical shield, your zeal will drive you to greater fervour, quelling their defence in a single blow.

Note: {{{note}}}

Dissipate Eschew corporeality and set free your consciousness
Syntax: DISSIPATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Typically only possible through death, you may now shed your body and return to your

ascended consciousness. While in this form you will be immune to most attacks, and the effects of the dark star, but your actions will be severely limited.

To return to your body, you must inhume yourself or return to your bunker.

Note: {{{note}}}

Vivify Reinvigorate your corporeal form
Syntax: VIVIFY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 25 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 300

At the cost of some of your spirit, you will be able to mend a large amount of damage done to your body.

The amount of health this skill will heal will increase with the less life-blood you have.

Note: {{{note}}}

Acuity Sense the movement of others nearby
Syntax: ACUITY [OFF]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 200

Your sharpened senses will allow you to detect when others are nearby. This ability will only last a short time before its effects fade.

Note: {{{note}}}

Resolve No harmful magic shall break you
Syntax: RESOLVE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 200

By strengthening your resolve, you may ward yourself against magical attacks that would harm you, reducing their damage. The effectiveness of this ability will grow with your skill in Ascendance.

Note: {{{note}}}

Dim Mute the glow of your heavenly radiance
Syntax: DIM
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 50

Though it may pain you to do so, you may suppress the fervour that burns bright within you, concealing you from sight even when beside others.

Note: {{{note}}}

Envenom Coat a weapon in venoms
Syntax: ENVENOM <weapon/LEFT/RIGHT> WITH <venom> WIPE <weapon>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you may layer venoms on an edged weapon. Each time that weapon hits

somebody, one venom will poison your opponent, and disappear from the weapon.

Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on,

the voyria would come off first, and the xentio second. You must possess a rag with the venom in 

order to apply it to a weapon.

In order to get rid of the venoms on a weapon, simply WIPE <weapon>.

Note: {{{note}}}

Censure Punish the evildoers with a two-handed blade
Syntax: CENSURE <target> [LENIENT]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While wielding a two-handed blade, you may censure an evildoer with your weapon and gouge

them open. This will poison them if there is venom present on the blade, and the strength of your zeal will ensure the strike does more damage than a standard blow from a weapon.

You can choose to show lenience in your censure if you wish. This will reduce the damage you deal, but it will be quicker and can be performed while one of your arms is crippled.

Note: {{{note}}}

Crusade Let none stand in your way
Syntax: CRUSADE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown: 30 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: At times, infidels may seek to bar you from your duty, and this simply cannot be

permitted. While mounted, you may charge one such infidel and combine the momentum of your steed with your own strength to cast them aside, hurling them into the air. This will either slam them into the ceiling above or send them sailing into the sky.

Gravity will become a natural ally when making use of this skill, assuming they cannot fly.

Note: {{{note}}}

Bunker Fortify a dugout to retreat to in times of need
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: BURY ICON, RETREAT, and MANIFEST

In order to establish a secure bunker, you must first purchase a holy icon, and bury it somewhere with soft soil, somewhere unlikely to be disturbed or dug up. You may only have one icon and one bunker at a time.

Once the icon is buried, the act will consecrate the ground and become a bunker, allowing you to retreat to it provided you are within the same area. This will allow you to heal yourself or regain your physical body much faster than inhuming. When you are ready to return to the land above, you must manifest.

Note: {{{note}}}

Entrench Secure your bunker
Syntax: ENTRENCH
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 1000

To utilise this ability you must have established an underground bunker. While standing atop it, you may link your spirit to it, allowing you to retreat to the dugout from anywhere on the continent, rather than only the local area. However, doing so at a distance will break the spiritual bond.

Note: {{{note}}}

Ardour Through faith and fervour shall you be lifted up
Syntax: ARDOUR <STRENGTH/INTELLIGENCE/CONSTITUTION/DEXTERITY/WISDOM>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 250

The power of your faith and devotion to your sacred cause is such that you are able to take advantage of that burning ardour and enhance your physical form, granting you an additional stat of your choice.

Note: {{{note}}}

Intuition Intuition grants you flexibility
Syntax: INTUITION <BALANCE/EQUILIBRIUM/DAMAGE>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 500

Flexibility is the greatest tool at a warrior's disposal. Your honed intuition allows you to switch freely between speed enhancements for balance, equilibrium, or damage, however you must have selected one of the three already.

For more information on enhancements, please see AB HUNTING ENHANCEMENT.

Note: {{{note}}}

Disengage Carry out a tactical withdrawal
Syntax: DISENGAGE <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: There are times when withdrawal is the sensible option, and you may now disengage from

battle, evading certain triggers and traps and bypassing those that may prevent you from leaving. Those following you will be lost, and any who see you disengage will not know the direction.

Note: {{{note}}}

Rekindle Restore your damaged limbs
Syntax: REKINDLE <body part>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 50 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 200

By force of will and expenditure of your life blood, you may renew a damaged body part, healing it of trauma by 6% and restoring it toward its original form. You may heal the head, torso, left or right arm, or left or right leg.

This will only work while the limb is either damaged or mutilated.

Note: {{{note}}}

Succour Expunge that which ails you
Syntax: SUCCOUR
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 10 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blood cost: 250

Turn your pious spirit inwards, expunging one random affliction from your body. There is no prevention to this ability other than the initial mana cost and requiring balance and equilbrium to perform.

Note: {{{note}}}