Difference between revisions of "Telepathy (skill)"
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|syntax = MIND EMPATHY and MIND UNEMPATHY | |syntax = MIND EMPATHY and MIND UNEMPATHY | ||
|detail = This ability will allow you to form an empathatic link between you and your locked target, | |detail = 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. | a mental drain in order to upkeep your empathatic link. | ||
|cooldown = | |cooldown = |
Latest revision as of 18:02, 25 September 2024
Telepathy is the skill of mental manipulation.
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. |
Work Without Mindlock
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 | Use your telepathic powers to seek out others | |
Syntax: | MIND SENSE <target> | |
Details: | 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 | Focus your telepathic power to lock minds with someone | |
Syntax: | MIND LOCK <target> MIND CEASE | |
Details: | 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 | Remove a mind lock | |
Syntax: | MIND DISSOLVE | |
Details: | Should you have a mind lock already, this skill will allow you to dissolve it. |
Glance | Look through the eyes of your subject | |
Syntax: | MIND GLANCE | |
Details: | 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 | Detect attempts to mindlock you | |
Syntax: | TELESENSE <ON/OFF> | |
Details: | 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 | Mentally push a subject in any direction | |
Syntax: | MIND THROW <direction> | |
Details: | By coaxing the motor cortex, you can have the target of your mind lock walk unsteadily in
a direction of your choice. |
Fullsense | Seek out all minds within your reach | |
Syntax: | FULLSENSE | |
Details: | By sending out an invisible telepathic web, you can quicky detect and find all minds
within your local area. |
Listen | Listen to all that your subject hears | |
Syntax: | MIND LISTEN and MIND UNLISTEN | |
Details: | 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 | Cut remote communication off from your subject | |
Syntax: | MIND ISOLATE and MIND DEISOLATE | |
Details: | 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 | Link minds with a fellow telepath | |
Syntax: | MIND LINK <telepath> MIND UNLINK | |
Details: | 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 | Battling another telepath with the psychic arts | |
Syntax: | PSYCHALLENGE <player> | |
Details: | Psychic combat is a telepathic battle between two players where the goal is to crumple
your opponent's 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 harm's way. Most other commands will not work until the game is complete. You can do the following in psychic combat: PSY BLAST: Blast your opponent's mind and attack their mental fortitude. PSY BARRIER: Erect a barrier that protects your mind from psychic blasts. PSY WHIP: Tear away your opponent's mental barrier if they have one. PSY SURGE: If your opponent has less than 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 opponent's mental energy. PSY MEDITATE: Meditate your mind in order to recover your mental energy. This is a slow process. PSY ESCAPE: This takes some time, during which you may not do anything else. Once the ability is successful, an exit will open up, allowing you to escape. |
Probe | Reach out and probe another mind | |
Syntax: | MIND PROBE <ME/target> | |
Details: | 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 | Transfer a telepathic lock to a fellow telepath | |
Syntax: | MIND TRANSFER <telepath> | |
Details: | 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 | View the surface thoughts of another | |
Syntax: | MIND INSIGHT <ON/OFF> | |
Details: | 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 | Establishing a physical link through your telepathy | |
Syntax: | MIND EMPATHY and MIND UNEMPATHY | |
Details: | 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 | Focus on clarity of mind | |
Syntax: | CLARITY | |
Details: | Clarity of mind is a defence against a weakened psyche, protecting you one time against
the effects of dementia and hallucinations. You will not be able to use this skill if you are afflicted by any affliction from the antipsychotic tree. Please see HELP CURE ORDER for more information on afflictions from the antipsychotic tree. |
Command | Force a subject to do your bidding | |
Syntax: | MIND COMMAND <command> | |
Cooldown: | 30 seconds | |
Details: | 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. |
Cloak | Stealth telepathy | |
Syntax: | MIND CLOAK <ON/OFF> | |
Details: | 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 | Hypersensitivity to telepathic activity | |
Syntax: | ||
Details: | This ability is passive.
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 | Coordinate your mind and body | |
Syntax: | ||
Details: | This ability is passive.
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, Divine, and Command. |
Barrier | Throw up a telepathic barrier around your subject | |
Syntax: | MIND BARRIER and MIND UNBARRIER | |
Details: | You are now able to protect a locked player against other telepathic attempts to control
him by wrapping your mind around his. |
Scan | Scan the mind of your subject | |
Syntax: | MIND SCAN | |
Details: | 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 | Cross great distances to your subject in a single step | |
Syntax: | MIND TRAVEL | |
Details: | 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 | Replenish your mana and willpower | |
Syntax: | MIND RECONSTITUTE | |
Details: | 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 | Forcibly deliver your target to a location of your choice | |
Syntax: | MIND WRENCH <to target> | |
Details: | 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 | Cast a mental net about your surroundings | |
Syntax: | MIND NET <ON/OFF> | |
Details: | 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 | Instantly know your subject's thoughts and actions | |
Syntax: | MIND SAPIENCE and UNWATCH | |
Details: | 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 | Set a telepathic mind clamp about your subject | |
Syntax: | MIND CLAMP | |
Details: | This allows you to reach out with your mind and clamp down on your mind locked target,
reducing their maximum health, mana, and limb health by 20%. |
Blackout | Cause a short-lived, total blackout to your subject | |
Syntax: | MIND BLACKOUT | |
Cooldown: | 45 seconds | |
Details: | 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. |
Odyssey | Cross the void between you and another telepath | |
Syntax: | MIND ODYSSEY | |
Details: | 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 | Destroy your subject with a single blast of mental energy | |
Syntax: | MIND RADIANCE | |
Details: | 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, nor will it leave a body. |
Mindprints | Take a mindprint of your subject | |
Syntax: | MIND PRINT FORGET <player> MINDPRINTS | |
Details: | 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 | Fill your target's mind with an irrational fear | |
Syntax: | MIND FEAR [target] | |
Details: | With this ability, you are able to throw the mind of another into a state of irrational
fear. |
Hallucinate | Project an illusion into the mind of your subject | |
Syntax: | MIND HALLUCINATE [target] <illusion> | |
Details: | 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 | Exert mental power to paralyse your subject | |
Syntax: | MIND PARALYSE [target] | |
Details: | This ability temporarily rewires the mind of another player, preventing them from
properly moving. This will inflict them with paresis. |
Confuse | Cause confusion to your subject | |
Syntax: | MIND CONFUSE [target] | |
Details: | 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 | Suffuse the mind of your subject with mental energy | |
Syntax: | MIND SUFFUSE [target] | |
Details: | Suffuse another with mental strength by sacrificing your own. |
Drain | Draw mana from your subject's mind into your own | |
Syntax: | MIND DRAIN [target] | |
Details: | Almost the reverse of suffuse, this drains mental strength from your target and bestows
it upon you. |
Divine | Determine the health and mana levels of your subject | |
Syntax: | MIND DIVINE [target] | |
Details: | By divining the mind, you can assert the exact knowledge of the physical and mental state
of your target. |
Recklessness | Disregard for his own welfare | |
Syntax: | MIND RECKLESSNESS [target] | |
Details: | Alter the mind of your target and make him unconcerned with his own well-being. This will
afflict your target with recklessness. |
Disrupt | Destroy your opponent's mental equilibrium | |
Syntax: | MIND DISRUPT [target] | |
Details: | 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 | Throw your victim's nervous system into disarray | |
Syntax: | MIND EPILEPSY [target] | |
Details: | 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 | Soothe all violent thoughts from your subject's mind | |
Syntax: | MIND PACIFY [target] | |
Details: | 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 | Induce idiocy in the mind of your opponent | |
Syntax: | MIND STUPIDITY [target] | |
Details: | 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 | A lack of desire for food or drink | |
Syntax: | MIND ANOREXIA [target] | |
Details: | 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 | Induce temporary forgetfulness into your subject | |
Syntax: | MIND AMNESIA [target] | |
Details: | 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 | Dull your opponent's mind | |
Syntax: | MIND DEADENING [target] | |
Details: | This ability will cause your opponents mind to be dull, afflicting them with deadening. |
Cleanse | Command the mind to cleanse itself of impurities | |
Syntax: | MIND CLEANSE <target> | |
Details: | 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 | Attack your subject with a crushing psychic attack | |
Syntax: | MIND CRUSH [target] | |
Works against: | Both players and NPCs | |
Details: | This ability sends a crushing wave of mental energy at your subject, doing both psychic
damage and draining their mana. Only when used against an adventurer: For each telepath that has linked minds with you, the damage and mana drain of crush will be slightly increased. In addition, if you have locked minds with your target, your psychic might will spread to any allies of the target in the same location as them, crushing them as well. |
Strip | Strip the defences from your opponent | |
Syntax: | MIND STRIP [target] | |
Details: | Your mental prowess is such that you may coax your opponent into relaxing his defences. |
Push | Push an affliction from your mind to your opponents | |
Syntax: | MIND PUSH [target] [SILENT] | |
Details: | By sheer force of will, you may push a random affliction from yourself to your target.
While this will usually cure yourself of the affliction, you may choose the SILENT option, which will hide the affliction you gave to your opponent but in return it will not cure it from you. 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 | Devastate your opponent's mind with an overwhelming attack | |
Syntax: | MIND BATTER <target> [up to three afflictions] | |
Details: | This powerful telepathic attack will stun your target and allow you to inflict them with
up to three afflictions. If no afflictions are selected, then it will default to stupidity, epilepsy, and dizziness. You may choose from the following: Hallucinations, paresis, confusion, recklessness, epilepsy, stupidity, anorexia, dizziness. |