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{{SkillHeader}}  | {{SkillHeader}}  | ||
{{SkillTableRow |Bowmanship |Inept |0 |Hunt with bow and arrow. }}  | {{SkillTableRow |Bowmanship |Inept |0 |Hunt with bow and arrow. }}  | ||
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|}  | |}  | ||
{{SkillHeader}}  | {{SkillHeader}}  | ||
== Traps ==  | ====Traps====  | ||
{{SkillTableRow |Traps |Capable |0 |Discern the presence of traps in your location. }}  | {{SkillTableRow |Traps |Capable |0 |Discern the presence of traps in your location. }}  | ||
{{SkillTableRow |Clothesline |Adept |0 |Thin rope that will slice your victim. }}  | {{SkillTableRow |Clothesline |Adept |0 |Thin rope that will slice your victim. }}  | ||
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{{SkillTableRow |Spike |Fabled |50 |A hidden spear beneath the earth. }}  | {{SkillTableRow |Spike |Fabled |50 |A hidden spear beneath the earth. }}  | ||
{{SkillTableRow |Launcher |Mythical |0 |A mechanism for spraying resin onto foes. }}  | {{SkillTableRow |Launcher |Mythical |0 |A mechanism for spraying resin onto foes. }}  | ||
{{SkillTableRow |Entrapment |Mythical |50 |Steer an opponent into one of your traps. }}|}  | {{SkillTableRow |Entrapment |Mythical |50 |Steer an opponent into one of your traps. }}  | ||
|}  | |||
{{SkillHeader}}  | {{SkillHeader}}  | ||
== Resins ==  | ====Resins====  | ||
{{SkillTableRow |Resins |Novice |0 |Prepare pitch by distilling plantlife and inks. }}  | {{SkillTableRow |Resins |Novice |0 |Prepare pitch by distilling plantlife and inks. }}  | ||
{{SkillTableRow |Pyrolum |Apprentice |0 |An explosive resin that burns with flames. }}  | {{SkillTableRow |Pyrolum |Apprentice |0 |An explosive resin that burns with flames. }}  | ||
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{{SkillTableRow |Lysirine |Mythical |0 |A resin that induces sluggish behaviour. }}  | {{SkillTableRow |Lysirine |Mythical |0 |A resin that induces sluggish behaviour. }}  | ||
|}  | |}  | ||
{{Anchor|Bowmanship}}  | |||
{{Skill_detail  | |||
|skill = Bowmanship  | |||
|description = Hunt with bow and arrow  | |||
|syntax =   | |||
|detail = Using a bow:  | |||
  SHOOT <target> [type/venom]  | |||
  SWITCH <type>  | |||
Using a quiver:  | |||
  INSPECT QUIVER or IQ  | |||
  INQ <amount> <type> ARROWS  | |||
  OUTQ <amount> <type> ARROWS  | |||
Every hunter begins their journey with the basic longbow. First you must find yourself a bow, some   | |||
arrows, and a quiver. Place the arrows you wish to use within your quiver using INQ, and then while   | |||
wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose   | |||
which of your arrows you will shoot by default.  | |||
In addition to the regular venoms, you may also use the sumac and loki venoms with a bow.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Adhere}}  | |||
{{Skill_detail  | |||
|skill = Adhere  | |||
|description = Adhere resins to your arrows  | |||
|syntax = SHOOT <target> <resin>  | |||
|detail = You now possess the ability to adhere a resin to your arrow, in order to coat your   | |||
opponent with it. This will consume your normal arrows.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Warningshot}}  | |||
{{Skill_detail  | |||
|skill = Warningshot  | |||
|description = Threaten your foe with a warning shot  | |||
|syntax = WARNINGSHOT <target>  | |||
|detail = Fire a warning shot using your bow with the intent to threaten. This will consume your   | |||
normal arrows.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Bowstance}}  | |||
{{Skill_detail  | |||
|skill = Bowstance  | |||
|description = Wield bows fluidly  | |||
|syntax = BOWSTANCE  | |||
|detail = While wearing a bow, fluidly move it into your hands.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Fireshot}}  | |||
{{Skill_detail  | |||
|skill = Fireshot  | |||
|description = Ignite resins on a distant target  | |||
|syntax = SHOOT <target> FIRESHOT  | |||
|detail = You may light your arrow before firing it, causing it to ignite any resins on contact and   | |||
set your target on fire. This will consume your normal arrows.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Delivery}}  | |||
{{Skill_detail  | |||
|skill = Delivery  | |||
|description = Attach an item to your arrow  | |||
|syntax = DELIVERYSHOT <target> <item>  | |||
|detail = Attach an item to your arrow, delivering it to your target. The item cannot be too heavy.   | |||
This will consume your normal arrows.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Crossbows}}  | |||
{{Skill_detail  | |||
|skill = Crossbows  | |||
|description = The hunter's weapon of choice  | |||
|syntax =   | |||
|detail = This ability is passive.  | |||
Known for its mechanical ingenity, the crossbow is the chosen weapon for hunters all around the   | |||
land. It takes a knowledgable mind to fully appreciate and use the weapon, and your proficiency   | |||
with traps has helped you learn it quicker than most.  | |||
Refer to AB TRACKING BOWMANSHIP on how to use the crossbow.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Heavyshot}}  | |||
{{Skill_detail  | |||
|skill = Heavyshot  | |||
|description = A dense projectile that can push enemies  | |||
|syntax = SHOOT <target> HEAVYSHOT  | |||
|detail = Attaching a lead weight to your arrow will push your target out of the room with the   | |||
momentum of the arrow. This will consume your normal arrows.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Scent}}  | |||
{{Skill_detail  | |||
|skill = Scent  | |||
|description = Seek out the scents of those nearby  | |||
|syntax = SCENT  | |||
|detail = A basic means of tracking, you can determine the location of those in the local area and   | |||
in adjacent areas.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Hurling}}  | |||
{{Skill_detail  | |||
|skill = Hurling  | |||
|description = Hurl a glob of resin using a fire source  | |||
|syntax = RESIN HURL <resin type> AT <target>  | |||
|detail = Quickly hurl resin at someone in your location by heating it until it forms a soft shell.   | |||
This requires you to have a fire source in your inventory, such as a tinderbox.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Aiming}}  | |||
{{Skill_detail  | |||
|skill = Aiming  | |||
|description = Increase your accuracy in shooting  | |||
|syntax = AIM <target>  | |||
|detail = Increase the accuracy of your crossbow by aiming at your target first. As long as they   | |||
remain within the trajectory of the arrow, it will always hit them, even if they move from their   | |||
original location.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Powershot}}  | |||
{{Skill_detail  | |||
|skill = Powershot  | |||
|description = Strike a target with a stunning shot  | |||
|syntax = SHOOT <target> POWERSHOT  | |||
|detail = By overdrawing your string, you can release a powerful shot that will stun your opponent   | |||
briefly. This will consume your normal arrows.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Combust}}  | |||
{{Skill_detail  | |||
|skill = Combust  | |||
|description = Instantly ignite resins in your presence  | |||
|syntax = RESIN COMBUST <target>  | |||
|detail = By releasing a small cloud of volatile powder, you will rapidly change the flashpoint of   | |||
any resins on your target, causing them to instantly combust. If the target already has an ignited   | |||
resin, then using this ability will cause the resin to burn through three cycles worth of material,   | |||
potentially causing a hot burn.  | |||
Using this ability will additionally open up the opportunity for a dhuriv flourish.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Preysense}}  | |||
{{Skill_detail  | |||
|skill = Preysense  | |||
|description = Spot resins burning from a distance  | |||
|syntax = PREYSENSE  | |||
|detail = Once a resin is ignited upon someone, you can track their location, health, and mana from   | |||
anywhere in the local area. It will bypass any sort of cloaking they may have.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Precision}}  | |||
{{Skill_detail  | |||
|skill = Precision  | |||
|description = Snipe your enemies from distant treetops  | |||
|syntax =   | |||
|detail = This ability is passive.  | |||
Providing you are above the ground, such as in the trees or sky, your training and incredible sight   | |||
allows you to aim and strike at anyone in the local area with your bow. Your arrows will take   | |||
slightly longer to reach your target due to the distance and there is a slightly increased   | |||
endurance cost to do so.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Quickshot}}  | |||
{{Skill_detail  | |||
|skill = Quickshot  | |||
|description = Fire off a shot with inhuman reflexes  | |||
|syntax =   | |||
|detail = This ability is passive.  | |||
As long as you have a bow on hand, you can shoot it as though you are wielding it.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Masking}}  | |||
{{Skill_detail  | |||
|skill = Masking  | |||
|description = Cloak your scent with a mixture of herbs  | |||
|syntax = MASK SCENT  | |||
|detail = At a periodic minor cost to your mana and willpower, you may mask your scent entirely,   | |||
preventing anyone from picking up on it.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Alacrity}}  | |||
{{Skill_detail  | |||
|skill = Alacrity  | |||
|description = Experience the true mastery of dexterity  | |||
|syntax = ALACRITY  | |||
|detail = This ability will prepare yourself to hunt your prey, granting nimble fingers when   | |||
performing certain actions.  | |||
Whenever you next shoot an arrow, lay a trap, or hurl a resin, it will cost significantly less   | |||
balance in order to do so. This will last for three uses at which stage your alacrity will be lost.  | |||
Note that any arrows you shoot will deal less damage then normal while under the effects of   | |||
alacrity.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Traps}}  | |||
{{Skill_detail  | |||
|skill = Traps  | |||
|description = Discern the presence of traps in your location  | |||
|syntax = TRAPS [ALL]  | |||
|detail = This ability will search for traps in the room, giving you information about them. You   | |||
can also search for all traps in the land laid by you.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Clothesline}}  | |||
{{Skill_detail  | |||
|skill = Clothesline  | |||
|description = Thin rope that will slice your victim  | |||
|syntax = LAY CLOTHESLINE <direction>  | |||
|detail = Commodities:  | |||
   1 rope  | |||
This trap will cut the jugular of any enemy of yours that passes by, slitting their neck and   | |||
causing them to bleed.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Darts}}  | |||
{{Skill_detail  | |||
|skill = Darts  | |||
|description = Pierce your foe with twin poisonous darts  | |||
|syntax = LAY DARTS <direction>  | |||
|detail = Commodities:  | |||
   1 wood  | |||
The darts trap shoots out a dart when sprung, and then a second one a few moments later. It does no   | |||
damage, but may be coated to poison the victim. This trap can only be sprung by your enemies.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Coat}}  | |||
{{Skill_detail  | |||
|skill = Coat  | |||
|description = Coat your traps in resins or venoms  | |||
|syntax = COAT <trap> <direction/HERE> WITH <substance>        WIPE OFF TRAP <direction/HERE>  | |||
|detail = You now posess the ability to coat a trap in either venoms or resins. Only certain kinds   | |||
of traps can be coated with either a venom or a resin.  | |||
In addition to the regular venoms, you may also use the sumac and loki venoms with your trap.  | |||
Traps that can be coated:  | |||
Darts, Spike, and Launcher  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Incendiary}}  | |||
{{Skill_detail  | |||
|skill = Incendiary  | |||
|description = An explosive trap that ignites resins  | |||
|syntax = LAY INCENDIARY <direction>  | |||
|detail = Commodities:  | |||
   1 iron  | |||
This simple trap will burst into hot sharpel when an enemy treads on it, lighting them on fire and   | |||
igniting any resins that have adhered to them. If burning resins are already present on the target,   | |||
then it will melt away the top  layer and induce a hot burn.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Disarming}}  | |||
{{Skill_detail  | |||
|skill = Disarming  | |||
|description = Quickly take traps apart  | |||
|syntax = DISARM <trap> <direction/HERE>  | |||
|detail = Using this ability, you will attempt to disarm a trap that has been laid.  | |||
If the trap was set by you, you will recollect the commodities used in its creation, if any were   | |||
used.  | |||
If the trap was not laid by you, then it will take time and concentration to disarm it. You may not   | |||
perform any actions while you disarm the trap, or it will be sprung upon you.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Smokescreen}}  | |||
{{Skill_detail  | |||
|skill = Smokescreen  | |||
|description = Take cover beneath smoke when your foe arrives  | |||
|syntax = LAY SMOKESCREEN HERE  | |||
|detail = Commodities:  | |||
   2 diamond dust  | |||
An explosive trap that lets loose a smokescreen, improving your ability to dodge and divert   | |||
drastically by weaving through the smoke. This effect remains active for a short period within the   | |||
room it is triggered in.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Horseshoe}}  | |||
{{Skill_detail  | |||
|skill = Horseshoe  | |||
|description = A trap that stuns its victims with a head strike  | |||
|syntax = LAY HORSESHOE HERE  | |||
|detail = Commodities:  | |||
   1 iron  | |||
A few seconds after this trap has been sprung by an enemy, a horseshoe will fall down from above   | |||
and strike them in the head, stunning them from a short period.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Noose}}  | |||
{{Skill_detail  | |||
|skill = Noose  | |||
|description = Catch your prey in an entangling trap  | |||
|syntax = LAY NOOSE <direction>  | |||
|detail = Commodities:  | |||
   2 rope  | |||
This trap will snare your enemy in a noose, strangling them until they writhe free of its grasp.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Catapult}}  | |||
{{Skill_detail  | |||
|skill = Catapult  | |||
|description = Send your victim flying across the area  | |||
|syntax = LAY CATAPULT HERE <direction to launch>        LAY CATAPULT HERE SKYWARDS  | |||
|detail = Commodities:  | |||
   1 rope, 1 wood  | |||
The catapult trap launches an enemy in the specified direction or straight up into the sky, should   | |||
they not have the density defence. Multiple catapults can be chained together to move an enemy a   | |||
number of rooms, however only three catapults will activate in a single instance. Any further   | |||
catapults triggered will break.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Alarm}}  | |||
{{Skill_detail  | |||
|skill = Alarm  | |||
|description = Put an alarm on a trap  | |||
|syntax = SET ALARM <direction/HERE>  | |||
|detail = You can set an alarm on your trap to notify you of who springs it or disarms it,   | |||
including what kind of trap it was, and its location.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Spike}}  | |||
{{Skill_detail  | |||
|skill = Spike  | |||
|description = A hidden spear beneath the earth  | |||
|syntax = LAY SPIKE HERE  | |||
|detail = Commodities:  | |||
   1 rope, 1 wood, 1 iron  | |||
The spike trap is a delayed trap that activates after a few seconds, launching a iron-tipped spike   | |||
into your opponent from below. It can be coated to poison your target as well.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Launcher}}  | |||
{{Skill_detail  | |||
|skill = Launcher  | |||
|description = A mechanism for spraying resin onto foes  | |||
|syntax = LAY LAUNCHER HERE  | |||
|detail = Commodities:  | |||
   1 rope, 1 wood  | |||
Once coated with a resin, this mechanical trap will launch its payload into the air when triggered.   | |||
This will adhere a layer of resin to not only the enemy who triggered it, but all enemies within   | |||
the location as well.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Entrapment}}  | |||
{{Skill_detail  | |||
|skill = Entrapment  | |||
|description = Steer an opponent into one of your traps  | |||
|syntax =   | |||
|detail = This ability is passive.  | |||
The skill with which you lay out a trap now allows you a chance to steer an opponent into it,   | |||
should they dodge an attack. This will only work on traps laid in your location and not on traps   | |||
that are armed upon exits.  | |||
This chance is increased if they are suffering from the heartflutter affliction or a raccoon is   | |||
aiding you.  | |||
Base chance: 30%  | |||
Heartflutter: +30%  | |||
Raccoon assistance: +10%  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Resins}}  | |||
{{Skill_detail  | |||
|skill = Resins  | |||
|description = Prepare pitch by distilling plantlife and inks  | |||
|syntax = RESIN PREPARE <type> IN <cauldron>        COLLECT SAP        FILL <vial> FROM <cauldron>    | |||
      FLUIDCACHE CONSUME <cauldron>  | |||
|detail = To begin preparing adhesive resins, you must first have access to a preservation room,   | |||
have a chunk of hardened plant sap and inks to use as a base, and a cauldron to house the resin in.  | |||
First you must COLLECT yourself some sap from any forest room, which will be enough for one mixture   | |||
of resin. Each resin will also require a specific amount of inks, which will depend on the resin   | |||
you are trying to make. Once you have these two ingredients, you can then begin to PREPARE your   | |||
resin, which will create the mixture in short order. Each batch will contain enough resin to FILL   | |||
three vials.  | |||
There are two layers which can be adhered to a target's body with one resin application needed to   | |||
create a single layer. The first layer, when ignited, will burn slowly and heat up over time,   | |||
causing a negative effect on the target until it finishes burning. Once the first layer burns away,   | |||
the second layer will ignite in a powerful reaction. This reaction is short lived and lasts little   | |||
more then a couple seconds, but is generally more powerful.  | |||
For each resin, you can view their corresponding help file (AB TRACKING <resin>) to find out more.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Pyrolum}}  | |||
{{Skill_detail  | |||
|skill = Pyrolum  | |||
|description = An explosive resin that burns with flames  | |||
|syntax =   | |||
|detail = Color: Crimson  | |||
Inks: 3 red  | |||
Pyrolum is a basic resin taught to all beginners. It is well known for being able to burn for long   | |||
periods of time, gaining intensity the longer it is alight.  | |||
Cold burn effect (12 cycles):  | |||
Pyrolum will scorch the lungs with heated fumes periodically, dealing fire damage.  | |||
Hot burn effect:  | |||
Pyrolum will combust in a tower of horrific flames, burning the unfortunate victim coated in it.   | |||
The less health they have when it activates, the more damage they will take.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Corsin}}  | |||
{{Skill_detail  | |||
|skill = Corsin  | |||
|description = A resin that hardens as it burns  | |||
|syntax =   | |||
|detail = Color: Indigo  | |||
Inks: 2 purple, 1 blue  | |||
Unlike other resins, when burnt the corsin resin emits no heat or fumes. However, it will quickly   | |||
harden and form a tough shell, making movement difficult.  | |||
Cold burn effect (8 cycles):  | |||
A tough shell will begin to form, reducing the target's ability to dodge and divert while it burns.   | |||
It will also improve accuracy against the target by 10%.  | |||
Hot burn effect:  | |||
The resin will rapidly harden into a solid state, forming a shell that will hinder movement for a   | |||
few seconds before breaking away.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Trientia}}  | |||
{{Skill_detail  | |||
|skill = Trientia  | |||
|description = A dizzying resin that emits powerful fumes  | |||
|syntax =   | |||
|detail = Color: Goldenrod  | |||
Inks: 3 yellow  | |||
This extremely slick resin produces powerful fumes when ignited, causing harmful effects to those   | |||
that inhale it. As it reaches high temperature, the fumes become powerfully toxic to a weakened   | |||
mind.  | |||
Cold burn effect (9 cycles):  | |||
If the opponent is suffering from dizziness, then the fumes will cause the faintness affliction.  | |||
Hot burn effect:  | |||
The resin will release powerful toxic fumes as it burns away, stunning the target for a time based   | |||
on each euphoriant cured affliction they have yet to heal.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Harimel}}  | |||
{{Skill_detail  | |||
|skill = Harimel  | |||
|description = A slow burning resin that clings to the skin  | |||
|syntax =   | |||
|detail = Color: Navy  | |||
Inks: 3 blue  | |||
Highly viscuous in nature and slow to burn, the harimel resin will reveal minute motions of the   | |||
target through its smoky fumes. It has been known to deeply char the skin once it reaches high   | |||
temperatures.  | |||
Cold burn effect (14 cycles):  | |||
The smoky fumes will reveal which limb the target shifts their parry to.  | |||
Hot burn effect:  | |||
Burns the skin deeply, giving the burnt skin affliction making poultices useless until cured.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Glauxe}}  | |||
{{Skill_detail  | |||
|skill = Glauxe  | |||
|description = Blackout-inducing resin that releases a tarry smoke  | |||
|syntax =   | |||
|detail = Color: Mahogany  | |||
Inks: 2 red, 1 yellow  | |||
The glauxe resin is a potent adherance that releases a tarry smoke as it burns. The smoke will   | |||
cause an irritant that will agitate the effects of allergies, increasing its potency while the   | |||
resin remains. At higher temperatures where it reaches a vapor point, it will completely knock out   | |||
the senses.  | |||
Cold burn effect (10 cycles):  | |||
The tarry smoke will give the target allergies. If they have allergies, then it will increase its   | |||
severity by one stack.  | |||
Hot burn effect:  | |||
Induces a short-lived blackout in the target.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Badulem}}  | |||
{{Skill_detail  | |||
|skill = Badulem  | |||
|description = A poisonous resin that mixes with toxins  | |||
|syntax =   | |||
|detail = Color: Olive  | |||
Inks: 1 green, 2 yellow  | |||
Badulum resin is unique in that it'll liquify and seep into any open wounds on the target while   | |||
burning and react with left over traces of venom. It is known to have a dangerously toxic effect.  | |||
Cold burn effect (8 cycles):  | |||
The target will take increasing poison damage, proportional to the amount of venom afflictions   | |||
present.  | |||
Hot burn effect:  | |||
For each venom affliction present on the target, they will become afflicted with an instance of   | |||
loki. It won't give afflictions the target already has.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Lysirine}}  | |||
{{Skill_detail  | |||
|skill = Lysirine  | |||
|description = A resin that induces sluggish behaviour  | |||
|syntax =   | |||
|detail = Color: Fuschia  | |||
Inks: 2 red 1 purple  | |||
A pleasant-smelling resin, the fumes from the concoction are known to induce a sluggish effect in   | |||
those that breathe them in. As the resin heats up, the fumes can begin to mess with the target's   | |||
mind.  | |||
Cold burn effect (6 cycles):  | |||
Reduces the time of paresis to transform into paralysis by half.  | |||
Hot burn effect:  | |||
Powerful fumes will leave the target with paresis, impatience, and confusion.  | |||
If they already have paresis, it will give heartflutter instead.  | |||
If they have impatience, it will give hallucinations instead.  | |||
If they have confusion, it will give stupidity instead.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
edits