288
edits
 (Created page with "{{SkillHeader}} {{SkillTableRow |Simulacrum |Inept |0 |Form a simulacrum from the ancestral memory. }} {{SkillTableRow |Discipline |Inept |0 |Understand basic simulacrum comma...")  | 
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{{SkillTableRow |Simulacrum |Inept |0 |Form a simulacrum from the ancestral memory. }}  | {{SkillTableRow |Simulacrum |Inept |0 |Form a simulacrum from the ancestral memory. }}  | ||
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{{SkillHeader}}  | {{SkillHeader}}  | ||
== Simulacrum   | ====Simulacrum Abilities====  | ||
{{SkillTableRow |Warcry |Inept |0 |A fierce battlecry to diminish a foe's resolve. }}  | {{SkillTableRow |Warcry |Inept |0 |A fierce battlecry to diminish a foe's resolve. }}  | ||
{{SkillTableRow |Assault |Inept |0 |Press in upon them. }}  | {{SkillTableRow |Assault |Inept |0 |Press in upon them. }}  | ||
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{{SkillTableRow |Intimidate |Virtuoso |33 |Force their minions to flee in terror. }}  | {{SkillTableRow |Intimidate |Virtuoso |33 |Force their minions to flee in terror. }}  | ||
|}  | |}  | ||
{{Anchor|Simulacrum}}  | |||
{{Skill_detail  | |||
|skill = Simulacrum  | |||
|description = Form a simulacrum from the ancestral memory  | |||
|syntax =   | |||
|detail = SIMUL BOND  | |||
- Manifest some ancestral memories into a simulacrum and bond with it. Must be used within the   | |||
ancestral crypts.  | |||
SIMUL LIST [<memory>]  | |||
- List all simulacrums under your command. Optionally filter by trait.  | |||
SIMUL LIST DETAILS  | |||
- See a full overview of all your simulacrums.  | |||
SIMUL INFO [<simulacrum>]  | |||
- View detailed information on a specific simulacrum.  | |||
SIMUL SEVER <simulacrum>  | |||
- Sever your bond with a simulacrum, allowing its energy to return to nature.  | |||
SIMUL <CORE|PSYCHE> LIST  | |||
- List the possible memories a simulacrum can be formed from.  | |||
SIMUL <CORE|PSYCHE> <memory>  | |||
- View more information about a memory.  | |||
You may only have up to twenty simulacrums bonded at once.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Discipline}}  | |||
{{Skill_detail  | |||
|skill = Discipline  | |||
|description = Understand basic simulacrum commands  | |||
|syntax =   | |||
|detail = The below are some basic commands you can do with your simulacrum while it is on active   | |||
duty with you.  | |||
SIMUL GLANCE [simulacrum]  | |||
 - Glance to your simulacrum's current location.  | |||
SIMUL RECALL <simulacrum>  | |||
 - Recall a simulacrum from its rest to active duty. Can be used anywhere.  | |||
SIMUL DISMISS <simulacrum>  | |||
 - Relieves a simulacrum from active duty, sending it to rest within the bone crypts. Can be used   | |||
anywhere.  | |||
Simulacrums can also be ordered like most other loyal entities, as outlined in HELP LOYALTY,   | |||
although they will not attack on their own. They will require special commands on your behalf.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Naming}}  | |||
{{Skill_detail  | |||
|skill = Naming  | |||
|description = Bestow an identity upon your simulacrum  | |||
|syntax = SIMUL NAME <simulacrum> <name>  | |||
|detail = Give your simulacrum a unique name to help identify it in battle. Renaming it, should it   | |||
already have a name, will cost 1,000 gold to do so.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Rally}}  | |||
{{Skill_detail  | |||
|skill = Rally  | |||
|description = Rally your simulacrums back to you  | |||
|syntax = SIMUL RALLY [ALL/simulacrum]  | |||
|detail = Rally your simulacrum, bringing them back to your side. You can also issue the command to   | |||
a single, specified simulacrum. Your simulacrums must be manifested in order to be rallied.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Divine}}  | |||
{{Skill_detail  | |||
|skill = Divine  | |||
|description = Sense the presence of the living  | |||
|syntax = SIMUL DIVINE <target>  | |||
|detail = If the target is in the same area, your simulacrum will be able to divine their location   | |||
and report to you where they are.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Identify}}  | |||
{{Skill_detail  | |||
|skill = Identify  | |||
|description = The tell-tale signs of battle  | |||
|syntax = SIMUL IDENTIFY  | |||
|detail = Your simulacrum will investigate any recently spilled blood in the room and identify who   | |||
it belongs to.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Excavation}}  | |||
{{Skill_detail  | |||
|skill = Excavation  | |||
|description = Dig and bury items  | |||
|syntax = SIMUL DIG        SIMUL BURY <item>  | |||
|detail = Your simulacrum is capable of burying items for you, or digging things back up again.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Eternal}}  | |||
{{Skill_detail  | |||
|skill = Eternal  | |||
|description = They're ghosts, after all  | |||
|syntax =   | |||
|detail = This ability is passive.  | |||
Your bond with your simulacrums is now strong enough that you are able to maintain their existence   | |||
even after their energies have been forcefully dispersed. Should this happen, they will eventually   | |||
reform in the bone crypts after a period of time, however they will lose some of their accumulated   | |||
experience.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Flanking}}  | |||
{{Skill_detail  | |||
|skill = Flanking  | |||
|description = Send prey back to you  | |||
|syntax = SIMUL FLANK <ON/OFF>  | |||
|detail = Your simulacrum will intercept cowardly denizens that flee before your blows, preventing   | |||
their escape.  | |||
|cooldown =   | |||
|target = NPCs only  | |||
|required =   | |||
}}  | |||
{{Anchor|Openings}}  | |||
{{Skill_detail  | |||
|skill = Openings  | |||
|description = Strike during opportunistic moments  | |||
|syntax = SIMUL OPENINGS <ON/OFF>  | |||
|detail = When you are fighting denizens, your simulacrum will attack them when it sees an   | |||
opportunity. This will in turn create an opening for you to deal additional damage to your target.  | |||
|cooldown =   | |||
|target = NPCs only  | |||
|required =   | |||
}}  | |||
{{Anchor|Drills}}  | |||
{{Skill_detail  | |||
|skill = Drills  | |||
|description = Draw forth memories within your simulacrum  | |||
|syntax = SIMUL DRILLS <MAJOR/MINOR> <trait>        SIMUL CORE LIST        SIMUL PSYCHE LIST  | |||
|detail = Through the use of drills, you can draw out memories within your active simulacrum from   | |||
their past life, which they will then be able to act upon. A simulacrum can have up to two core   | |||
memories, and five psyche memories of your choice.  | |||
If you wish your simulacrum to have multiple memories at once, it must have at least one level for   | |||
each memory you intend to draw forth. Core memories cannot be formed until the simulacrum reaches   | |||
level five.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Authority}}  | |||
{{Skill_detail  | |||
|skill = Authority  | |||
|description = Grant a spirit authority to act on its own orders  | |||
|syntax = SIMUL AUTHORITY <target>        SIMUL AUTHORITY CEASE  | |||
|detail = Grant your simulacrum authority to act on its own, attacking the specified target without   | |||
commands from you.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Target}}  | |||
{{Skill_detail  | |||
|skill = Target  | |||
|description = Attack specific limbs  | |||
|syntax = SIMUL TARGET <limb/NONE>  | |||
|detail = Direct your simulacrum to attack a specific limb when making use of the Assault ability,   | |||
dealing a small amount of trauma.  | |||
Refer to AB COMMUNION ASSAULT for more information.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Commander}}  | |||
{{Skill_detail  | |||
|skill = Commander  | |||
|description = Direct up to three simulacrums in battle  | |||
|syntax = SIMUL SWITCH <simulacrum>  | |||
|detail = You are now capable of directing up to three simulacrums during battle at once. Simply   | |||
make sure you have manifested them in order to do so.  | |||
Memories will generally work with your active simulacrum only, unless otherwise specified. You will   | |||
need to switch out your active simulacrum in order to make use of your full rotation.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Report}}  | |||
{{Skill_detail  | |||
|skill = Report  | |||
|description = Get details about the simulacrum's location  | |||
|syntax = SIMUL REPORT  | |||
|detail = Your bond with your simulacrum allows you to gaze through its eyes and see the lifeforce   | |||
of those present with it.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Deliver}}  | |||
{{Skill_detail  | |||
|skill = Deliver  | |||
|description = A ghostly courier  | |||
|syntax = SIMUL DELIVER <item> <target>  | |||
|detail = Order your simulacrum to deliver an item to someone on the same continent as you.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Investigation}}  | |||
{{Skill_detail  | |||
|skill = Investigation  | |||
|description = Discern the location of an item  | |||
|syntax = SIMUL INVESTIGATE <item> [target]  | |||
|detail = Your simulacrum will investigate your current room to try and locate the specified item,   | |||
notifying you if anybody present carries it. You may optionally target a specific person to   | |||
investigate.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Retrieve}}  | |||
{{Skill_detail  | |||
|skill = Retrieve  | |||
|description = Take an item for returning to you later  | |||
|syntax = SIMUL RETRIEVE <item>  | |||
|detail = Order your simulacrum to pick up an item from its location.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Pursuit}}  | |||
{{Skill_detail  | |||
|skill = Pursuit  | |||
|description = Hunt down your enemy  | |||
|syntax = SIMUL PURSUE <target>  | |||
|detail = Send your simulacrum to hunt down your specified prey. If they are enemy of yours, your   | |||
simulacrum will knock them down and stun them upon catching up to them.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Commendation}}  | |||
{{Skill_detail  | |||
|skill = Commendation  | |||
|description = Recognize a simulacrum's service  | |||
|syntax = SIMUL COMMENDATION <simulacrum>  | |||
|detail = Renown cost: 3000  | |||
Recognise a simulacrum's service to you before the ancestors and offer it a commendation. This will   | |||
deepen your bond, maximising the simulacrum's level, and preventing it from losing experience   | |||
should it perish. Commending your simulacrum will require a significant amount of renown from your   | |||
ancestral mark.  | |||
Only simulacrums that have been given a commendation are eligible for customisation.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Invoke}}  | |||
{{Skill_detail  | |||
|skill = Invoke  | |||
|description = Invoke persistent memories with aide  | |||
|syntax = SIMUL INVOKE <minor persistent trait>        SIMUL PSYCHE LIST  | |||
|detail = Some memories are deeper and more persistent than others, and not so easily drawn forth   | |||
on your own. Bring your simulacrum to Osrek, one of the ancestors that resides within the crypt of   | |||
the Raven clan, and they shall assist you in this task.  | |||
The same restrictions apply as listed within AB COMMUNION DRILLS if you seek multiple traits.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Wayfinding}}  | |||
{{Skill_detail  | |||
|skill = Wayfinding  | |||
|description = Guide others back to you  | |||
|syntax = SIMUL WAYFIND <target>  | |||
|detail = Order your simulacrum to guide someone back to you. Your simulacrum will go to the target   | |||
and motion for them to follow. For the next two minutes, the target will be able to PATH FIND   | |||
SIMULACRUM in the room with the simulacrum to reach you.   | |||
After two minutes, the simulacrum will return to you.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Requisition}}  | |||
{{Skill_detail  | |||
|skill = Requisition  | |||
|description = Bestow protection upon your simulacrum  | |||
|syntax = SIMUL REQUISITION  | |||
|detail = Bestow a silver ancestral pendant upon your simulacrum. Silver is a great conduit for   | |||
spiritual energy, and will help your simulacrum take reduced damage in battle.  | |||
Silver ancestral pendants can be created by Enchanters for your simulacrums to wear.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Scout}}  | |||
{{Skill_detail  | |||
|skill = Scout  | |||
|description = Scout the nearby vicinity for enemies  | |||
|syntax = SIMUL SCOUT  | |||
|detail = Your simulacrum will scout its surroundings, reporting to you all denizens within a five   | |||
room radius.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Veteran}}  | |||
{{Skill_detail  | |||
|skill = Veteran  | |||
|description = A master of combat  | |||
|syntax =   | |||
|detail = This ability is passive.  | |||
Your simulacrums are now experts at their techniques, granting certain abilities a secondary effect   | |||
should their target already be afflicted by the primary.  | |||
The following is a list below:  | |||
Toxicologist - Causes limp veins if they have blisters.  | |||
Stormwarden - Causes hallucinations if they have epilepsy.  | |||
Harrier - Causes crippled if they have weariness.  | |||
Inciter - Causes impairment if they have berserking.  | |||
Chanter - Causes recklessness if they have dizziness.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Distinction}}  | |||
{{Skill_detail  | |||
|skill = Distinction  | |||
|description = Tap the full strength of your simulacrum  | |||
|syntax =   | |||
|detail = This ability is passive.  | |||
You have gained distinction and recognition amongst the ancestors, and their memories are more   | |||
compliant as a result. Simulacrums can now be formed with one additional core and psyche memory   | |||
without their form becoming unstable, allowing for a total of three core memories and six psyche   | |||
memories.  | |||
Please see AB COMMUNION DRILLS and AB COMMUNION INVOKE for more information.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Warcry}}  | |||
{{Skill_detail  | |||
|skill = Warcry  | |||
|description = A fierce battlecry to diminish a foe's resolve  | |||
|syntax = SIMUL WARCRY <target>  | |||
|detail = Your simulacrum will release a fierce warcry towards your target, draining them of their   | |||
mana.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Assault}}  | |||
{{Skill_detail  | |||
|skill = Assault  | |||
|description = Press in upon them  | |||
|syntax = SIMUL ASSAULT <target>  | |||
|detail = Order your simulacrum to engage the target, assaulting them for cutting damage.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Advance}}  | |||
{{Skill_detail  | |||
|skill = Advance  | |||
|description = Remove defences that bar your way  | |||
|syntax = SIMUL ADVANCE <target>  | |||
|detail = Order your simulacrum to advance forth upon the target to destroy any magical shield they   | |||
are protected by.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Dirge}}  | |||
{{Skill_detail  | |||
|skill = Dirge  | |||
|description = The fallen warrior's song  | |||
|syntax = SIMUL DIRGE  | |||
|detail = The ancestors will sing a sorrowful dirge, inducing emotions in those that hear it,   | |||
blurring their vision.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Intimidate}}  | |||
{{Skill_detail  | |||
|skill = Intimidate  | |||
|description = Force their minions to flee in terror  | |||
|syntax = SIMUL INTIMIDATE  | |||
|detail = Your simulacrum will intimidate nearby animals and lesser entities, sending them fleeing   | |||
in terror.  | |||
|cooldown =   | |||
|target = NPCs only  | |||
|required =   | |||
}}  | |||
edits