Difference between revisions of "Synthesis (skill)"
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{{SkillTableRow |Amalgamate |Mythical |0 |Take advantage of a second imbued element. }} | {{SkillTableRow |Amalgamate |Mythical |0 |Take advantage of a second imbued element. }} | ||
{{SkillTableRow |Ingrain |Transcendent |0 |Ingrain commands directly into the mind. }} | {{SkillTableRow |Ingrain |Transcendent |0 |Ingrain commands directly into the mind. }} | ||
{{SkillTableRow |Club |Inept |0 |An effective but unrefined physical assault. }} | {{SkillTableRow |Club |Inept |0 |An effective but unrefined physical assault. }} | ||
{{SkillTableRow |Trammel |Capable |66 |Stop their heart with a brutal strike. }} | {{SkillTableRow |Trammel |Capable |66 |Stop their heart with a brutal strike. }} | ||
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{{SkillTableRow |Strangulate |Fabled |0 |Choke them with strands of air. }} | {{SkillTableRow |Strangulate |Fabled |0 |Choke them with strands of air. }} | ||
{{SkillTableRow |Deconstruct |Fabled |25 |Wreak destruction on their limbs. }} | {{SkillTableRow |Deconstruct |Fabled |25 |Wreak destruction on their limbs. }} | ||
{{SkillTableRow |Detain |Capable |0 |Prevent any upward escapes. }} | {{SkillTableRow |Detain |Capable |0 |Prevent any upward escapes. }} | ||
{{SkillTableRow |Enclose |Adept |0 |Surround and conquer. }} | {{SkillTableRow |Enclose |Adept |0 |Surround and conquer. }} | ||
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{{SkillTableRow |Ballast |Mythical |0 |As sturdy as the mast. }} | {{SkillTableRow |Ballast |Mythical |0 |As sturdy as the mast. }} | ||
|} | |} | ||
{{Anchor|Synthesise}} | |||
{{Skill_detail | |||
|skill = Synthesise | |||
|description = Utilise your knowledge to construct a proto-elemental | |||
|syntax = SYNTH SYNTHESISE | |||
|detail = You are now capable of synthesising a proto-elemental from pearls. This elemental will | |||
obey your will and possess a variety of combat-related abilities that form the majority of | |||
Synthesis. | |||
To create one, you will need five pearls from the corpses of oysters. | |||
You can view HELP LOYALTY for more information on how to command it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Direct}} | |||
{{Skill_detail | |||
|skill = Direct | |||
|description = Issue directions to your elemental | |||
|syntax = | |||
|detail = Syntax: SYNTH <command> [...] | |||
Issue commands to your elemental, whether in person or remotely from a distance. Each command will | |||
do something different and is explained below. | |||
Info - SYNTH INFO [ITEMS]: Learn about the state of your elemental. | |||
Get - SYNTH GET <item>: Pick up an item from their location. | |||
Give - SYNTH GIVE <item> TO <target>: Pass an item to someone. | |||
Drop - SYNTH DROP <item>: Have your elemental drop an item it holds. | |||
Call - SYNTH CALL: Recall your elemental from a distance, returning to your side. | |||
Return - SYNTH RETURN: Have your elemental retreat to safety. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Enhancements}} | |||
{{Skill_detail | |||
|skill = Enhancements | |||
|description = Enhance your elemental to act opportunistically | |||
|syntax = SYNTH ENHANCE <ability> SYNTH DIRECTIVE <ability> <ON/OFF> SYNTH | |||
ENHANCEMENTS | |||
|detail = Your elemental is capable of comprehending complex orders, and this ability allows you to | |||
prepare such orders in advance, causing your ally to act as opportunity presents instead of | |||
requiring a direct command. | |||
When the elemental is ready to attack and has been ordered to fight, it will follow its list of | |||
enhancements in sequential order, using the first ability it is capable of carrying out. To take | |||
advantage of this, it is wise to order your enhancements in priority order, preferring abilities | |||
with conditions to be high on the list, and those with few or no conditions to be low priority. If | |||
the elemental is unable to use any enhancements, it will default to the Club ability. | |||
Elementals may also be given directives to act when a situation presents itself. However, any | |||
directive given beyond the first will slow down its attack speed slightly. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Excise}} | |||
{{Skill_detail | |||
|skill = Excise | |||
|description = Clear away any enhancements from your elemental | |||
|syntax = SYNTH EXCISE [ALL] | |||
|detail = With a single command, you may clear away any enhancements from your elemental. Should | |||
you specify ALL, this will also cause your elemental to discard any directives. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Movement}} | |||
{{Skill_detail | |||
|skill = Movement | |||
|description = Order your elemental to move about the land | |||
|syntax = SYNTH MOVE <direction> | |||
|detail = You may command your elemental to move about independent of your actions. You may even | |||
command it remotely. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Imbuing}} | |||
{{Skill_detail | |||
|skill = Imbuing | |||
|description = Enhance your construct with an element of choice | |||
|syntax = SYNTH IMBUE <elemental> | |||
|detail = Drawing on the ambient residue left behind in inks, you may imbue your elemental with | |||
said element, empowering its abilities. | |||
Fire (red ink): | |||
Each strike from the club enhancement has a 33% chance to ignite the foe and deal extra fire damage. | |||
Water (blue ink): | |||
Each strike from the club enhancement has a 33% chance to freeze the foe and deal extra cold damage. | |||
Spirit (yellow ink): | |||
Your servant will regenerate health much more quickly, and you will be granted a minor bonus when | |||
using health elixirs. | |||
Earth (green ink): | |||
Every third hit, your selkachoar will deliver the loki venom to your opponent. | |||
Air (purple ink): | |||
An elemental imbued with air will receive no penalty to their attack speed for the first three | |||
reflexes they are trained to perform, and they gain an extra slot for their ingrain ability. | |||
An elemental may only be imbued with one effect at a time, and any new effects will replace the | |||
previous. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Listening}} | |||
{{Skill_detail | |||
|skill = Listening | |||
|description = Open your mind to allow your elemental in | |||
|syntax = SYNTH LISTEN <ON/OFF> | |||
|detail = Your elemental will continually report anything said within its location, should you not | |||
be present. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Escape}} | |||
{{Skill_detail | |||
|skill = Escape | |||
|description = When in grave danger, your ally will quickly flee | |||
|syntax = SYNTH ESCAPE HERE | |||
|detail = You may specify a location for your elemental to escape to, should they fall below 25% of | |||
their maximum health. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Glance}} | |||
{{Skill_detail | |||
|skill = Glance | |||
|description = See what your elemental sees | |||
|syntax = SYNTH GLANCE | |||
|detail = At a minor cost to equilibrium, you may envision whatever your elemental can see. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Designate}} | |||
{{Skill_detail | |||
|skill = Designate | |||
|description = Designate an action as the highest priority | |||
|syntax = SYNTH DESIGNATE <ability> | |||
|detail = This command allows you to specify an ability for your elemental to use when next | |||
available, regardless of your enhancement order. The ability must still meet the specified | |||
requirements in order to activate, otherwise it will perform like normal. | |||
Designating an ability requires balance to set and consumes a very small amount of equilibrium. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Recuperate}} | |||
{{Skill_detail | |||
|skill = Recuperate | |||
|description = Regenerate the health of your elemental | |||
|syntax = SYNTH RECUPERATE | |||
|detail = By lending mental power to your elemental, you will cause them to instantly regenerate a | |||
portion of their life. This ability consumes a moderate amount of equilibrium, but may be done off | |||
balance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Mouthpiece}} | |||
{{Skill_detail | |||
|skill = Mouthpiece | |||
|description = Your elemental will speak and socialise on your behalf | |||
|syntax = SYNTH SAY <sentence> SYNTH EMOTE <string> | |||
|detail = You are now linked to your elemental, allowing you to control their speech and actions. | |||
This can be performed even at a distance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Modes}} | |||
{{Skill_detail | |||
|skill = Modes | |||
|description = Shift easily between plans of action | |||
|syntax = | |||
|detail = Syntax: SYNTH MODE SWITCH <1|2|3> | |||
Your elemental is now capable of storing blueprints of their enhancements and directives, allowing | |||
you to switch between three distinct plans of action. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Attend}} | |||
{{Skill_detail | |||
|skill = Attend | |||
|description = Your elemental will attend to your defeated foes | |||
|syntax = SYNTH ATTEND <ON/OFF> | |||
|detail = You may order your elemental to fetch the body of any kills that you make. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Lifebond}} | |||
{{Skill_detail | |||
|skill = Lifebond | |||
|description = Tie your fates together | |||
|syntax = SYNTH LIFEBOND <ON/OFF> | |||
|detail = You may bond your body to that of your elemental, causing you both to share a portion of | |||
each other's damage. Should your elemental die, you will find yourself suffering heavily - taking a | |||
significant amount of damage and receiving a powerful stun. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Amalgamate}} | |||
{{Skill_detail | |||
|skill = Amalgamate | |||
|description = Take advantage of a second imbued element | |||
|syntax = SYNTH AMALGAMATE <colour> | |||
|detail = You may now imbue a second element into your construct, allowing it to receive two | |||
benefits at once. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Ingrain}} | |||
{{Skill_detail | |||
|skill = Ingrain | |||
|description = Ingrain commands directly into the mind | |||
|syntax = | |||
|detail = Syntax: SYNTH INGRAIN <ability> [ability2] | |||
Your elemental's composition is now of such integrity that you can ingrain a single specific | |||
directive directly into their make-up. This directive will become innate to them with no penalty to | |||
attack speed, and will, in some cases, bolster its capabilities in that task. | |||
There is a significant cooldown upon changing this effect however, so make sure you choose wisely. | |||
Some of the bolstered effects include: | |||
ENCLOSE - Increases your own ability to dodge by 3%. | |||
COVER - Arrows will be reflected, chance to deflect increased. | |||
REPRISAL - Increases damage and balance loss on hit. | |||
GUARD - Increases resistance to all forms of damage. | |||
BRACE - Will proc 100% of the time. | |||
OCCLUDE - Chance increased and elemental also causes amnesia on hit. | |||
BALLAST - Attempts to move allies have a chance to fail. | |||
You do not need the directive to be in effect in order to gain the benefits. It will be enabled | |||
automatically regardless of your enhancement selections. | |||
An elemental can normally only have a single directive ingrained, unless it has been imbued with | |||
air via purple ink. | |||
Cooldown: 1 hour | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Club}} | |||
{{Skill_detail | |||
|skill = Club | |||
|description = An effective but unrefined physical assault | |||
|syntax = | |||
|detail = Enhancement. | |||
Your elemental will strike out at any foe they are capable of, dealing direct blunt damage in a | |||
display of force. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Trammel}} | |||
{{Skill_detail | |||
|skill = Trammel | |||
|description = Stop their heart with a brutal strike | |||
|syntax = | |||
|detail = Enhancement. | |||
Should your target possess bruising on their torso, your elemental will take advantage with a | |||
powerful strike to the chest, causing heartflutter and briefly stunning them. | |||
If the target is in the process of forming an aura of rebounding, trammeling them will disrupt the | |||
aura and prevent it from fully forming into a defence against weapons. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Squeeze}} | |||
{{Skill_detail | |||
|skill = Squeeze | |||
|description = Even a gentle squeeze can break bones | |||
|syntax = | |||
|detail = Enhancement. | |||
Your elemental will attempt to tear out a prone opponent's limbs, crippling one in the process. If | |||
all limbs are crippled, then it will cause trauma to the torso instead. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Chime}} | |||
{{Skill_detail | |||
|skill = Chime | |||
|description = The way to the heart is through the stomach | |||
|syntax = | |||
|detail = Enhancement. | |||
Should your elemental sense an opponent with a mangled torso, it will send out a wave of psychic | |||
force, inflicting psychic damage and causing both paresis and heartflutter. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Concuss}} | |||
{{Skill_detail | |||
|skill = Concuss | |||
|description = Leave them reeling | |||
|syntax = | |||
|detail = Enhancement. | |||
Your elemental will strike out at an opponent with a broken head, shaking their vision and leaving | |||
them with blurry sight. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Nullify}} | |||
{{Skill_detail | |||
|skill = Nullify | |||
|description = Cast aside their protective shields | |||
|syntax = | |||
|detail = Enhancement. | |||
If your enemy attempts to protect themselves with a magical shield, your elemental will counter | |||
with its own magic, nullifying the barrier and destroying it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Clutch}} | |||
{{Skill_detail | |||
|skill = Clutch | |||
|description = Your elemental will hold them in place | |||
|syntax = | |||
|detail = Enhancement. | |||
Your elemental will seize upon a target with a broken torso who is also prone, clutching their body | |||
in a powerful hold until they writhe free of its grip. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Pound}} | |||
{{Skill_detail | |||
|skill = Pound | |||
|description = The weak will pay the toll | |||
|syntax = | |||
|detail = Enhancement. | |||
Syntax: SYNTH ENHANCE POUND <1-80%> | |||
This unique ability requires a little extra information in order to enhance your elemental. | |||
When your opponent's health falls below the specified threshold, your elemental will lash out and | |||
deliver a powerful blow that stuns them. This enhancement will be placed on cooldown for a short | |||
time after it is enacted. | |||
|cooldown = 60 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Strangulate}} | |||
{{Skill_detail | |||
|skill = Strangulate | |||
|description = Choke them with strands of air | |||
|syntax = | |||
|detail = Enhancement. | |||
Should your victim be prone and experiencing moderate bruising upon the head, your elemental will | |||
attempt to choke them with elemental air - causing asphyxiation damage and inducing a blackout. | |||
This enhancement will be placed on cooldown for a short time after it is enacted. | |||
|cooldown = 30 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Deconstruct}} | |||
{{Skill_detail | |||
|skill = Deconstruct | |||
|description = Wreak destruction on their limbs | |||
|syntax = | |||
|detail = Enhancement. | |||
To enhance: SYNTH ENHANCE DECONSTRUCT [<LEFT|RIGHT> <ARM|LEG>] | |||
This unique ability requires a little extra information in order to enhance your elemental. | |||
Should your elemental spot moderate bruising upon the limb you have most recently struck, their | |||
next blow will attempt to deconstruct it, dislocating the limb's joint. If left uncured, it will | |||
eventually cause the limb to collapse and become broken. | |||
By default your elemental has only a 33% chance it will attempt to deconstruct a limb even when its | |||
conditions are met, however if it attempts to deconstruct the exact limb that you have specified in | |||
your enhancement, then the chance is guaranteed instead. | |||
Your elemental cannot deconstruct a limb that is already broken or dislocated, neither will it work | |||
on the head or torso. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Detain}} | |||
{{Skill_detail | |||
|skill = Detain | |||
|description = Prevent any upward escapes | |||
|syntax = | |||
|detail = Directive ability. | |||
Enemies who attempt to fly away or swing into the trees will occasionally be met with resistance | |||
from your elemental, who will shove them to the ground and remove their levitation. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Enclose}} | |||
{{Skill_detail | |||
|skill = Enclose | |||
|description = Surround and conquer | |||
|syntax = | |||
|detail = Directive ability. | |||
Your elemental will attempt to surround the target it has been ordered to attack, granting a chance | |||
to prevent them from dodging. They will still be able to divert however. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Guard}} | |||
{{Skill_detail | |||
|skill = Guard | |||
|description = Your elemental will protect you | |||
|syntax = | |||
|detail = Directive ability. | |||
By adopting a protective stance, your elemental will make it difficult for others to strike you, | |||
reducing the damage you suffer from blunt and cutting based attacks. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cover}} | |||
{{Skill_detail | |||
|skill = Cover | |||
|description = Your elemental will provide cover from aerial assaults | |||
|syntax = | |||
|detail = Directive ability. | |||
Your elemental will look out for incoming projectiles, raising a shield of air to deny their | |||
ingress. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Reprisal}} | |||
{{Skill_detail | |||
|skill = Reprisal | |||
|description = Your elemental will avenge you | |||
|syntax = | |||
|detail = Directive ability. | |||
When your opponent succeeds in parrying one of your blows, your elemental will enact a reprisal and | |||
strike out in response, unbalancing them and disabling their parry. | |||
There is a short cooldown that takes effect when this directive activates, preventing it from | |||
occurring again for a time. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Brace}} | |||
{{Skill_detail | |||
|skill = Brace | |||
|description = Your elemental will attempt to keep you upright | |||
|syntax = | |||
|detail = Directive ability. | |||
Should you be knocked to the ground by an active attack, there is a chance that your elemental will | |||
brace you against the fall, returning you to your feet. This ability will fail if either of your | |||
legs are crippled. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Circuits}} | |||
{{Skill_detail | |||
|skill = Circuits | |||
|description = Ensure your elemental acts in the correct sequence | |||
|syntax = | |||
|detail = Directive ability. | |||
By directing your elemental to work in circuits, you will ensure that it never repeats the same | |||
manouevre twice, except in the event that no other conditions are met in their enhancements list. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Occlude}} | |||
{{Skill_detail | |||
|skill = Occlude | |||
|description = Deny them the medicine they need | |||
|syntax = | |||
|detail = Directive ability. | |||
Your elemental will watch your opponent carefully, spotting attempts to consume curative pills or | |||
use a pipe, and granting a chance to wash them away before they can be used. This will only be | |||
effective against the target you ordered your elemental to kill. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hobble}} | |||
{{Skill_detail | |||
|skill = Hobble | |||
|description = There is no escape | |||
|syntax = | |||
|detail = Directive ability. | |||
Whenever an enemy attempts to flee your location with one of their legs bruised, your elemental | |||
will hobble them in order to prevent their escape, knocking them down and crippling that leg. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Ballast}} | |||
{{Skill_detail | |||
|skill = Ballast | |||
|description = As sturdy as the mast | |||
|syntax = | |||
|detail = Directive ability. | |||
Your elemental will protect you from being moved against your will at all costs, even resisting | |||
magical effects. Should you wish to move of your own volition, the elemental will allow you to pass. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} |
Latest revision as of 14:01, 25 September 2024
Skill | Rank | Percent | Description |
---|---|---|---|
Synthesise | Inept | 0 % | Utilise your knowledge to construct a proto-elemental. |
Direct | Inept | 0 % | Issue directions to your elemental. |
Enhancements | Inept | 0 % | Enhance your elemental to act opportunistically. |
Excise | Novice | 0 % | Clear away any enhancements from your elemental. |
Movement | Novice | 50 % | Order your elemental to move about the land. |
Imbuing | Apprentice | 0 % | Enhance your construct with an element of choice. |
Listening | Apprentice | 33 % | Open your mind to allow your elemental in. |
Escape | Apprentice | 50 % | When in grave danger, your ally will quickly flee. |
Glance | Capable | 33 % | See what your elemental sees. |
Designate | Adept | 66 % | Designate an action as the highest priority. |
Recuperate | Skilled | 66 % | Regenerate the health of your elemental. |
Mouthpiece | Gifted | 0 % | Your elemental will speak and socialise on your behalf. |
Modes | Gifted | 33 % | Shift easily between plans of action. |
Attend | Expert | 0 % | Your elemental will attend to your defeated foes. |
Lifebond | Mythical | 0 % | Tie your fates together. |
Amalgamate | Mythical | 0 % | Take advantage of a second imbued element. |
Ingrain | Transcendent | 0 % | Ingrain commands directly into the mind. |
Club | Inept | 0 % | An effective but unrefined physical assault. |
Trammel | Capable | 66 % | Stop their heart with a brutal strike. |
Squeeze | Adept | 33 % | Even a gentle squeeze can break bones. |
Chime | Gifted | 66 % | The way to the heart is through the stomach. |
Concuss | Expert | 25 % | Leave them reeling. |
Nullify | Expert | 50 % | Cast aside their protective shields. |
Clutch | Expert | 50 % | Your elemental will hold them in place. |
Pound | Virtuoso | 33 % | The weak will pay the toll. |
Strangulate | Fabled | 0 % | Choke them with strands of air. |
Deconstruct | Fabled | 25 % | Wreak destruction on their limbs. |
Detain | Capable | 0 % | Prevent any upward escapes. |
Enclose | Adept | 0 % | Surround and conquer. |
Guard | Adept | 50 % | Your elemental will protect you. |
Cover | Skilled | 0 % | Your elemental will provide cover from aerial assaults. |
Reprisal | Skilled | 33 % | Your elemental will avenge you. |
Brace | Virtuoso | 0 % | Your elemental will attempt to keep you upright. |
Circuits | Virtuoso | 66 % | Ensure your elemental acts in the correct sequence. |
Occlude | Fabled | 50 % | Deny them the medicine they need. |
Hobble | Fabled | 75 % | There is no escape. |
Ballast | Mythical | 0 % | As sturdy as the mast. |
Synthesise | Utilise your knowledge to construct a proto-elemental | |
Syntax: | SYNTH SYNTHESISE | |
Details: | You are now capable of synthesising a proto-elemental from pearls. This elemental will
obey your will and possess a variety of combat-related abilities that form the majority of Synthesis. To create one, you will need five pearls from the corpses of oysters.
|
Direct | Issue directions to your elemental | |
Syntax: | ||
Details: | Syntax: SYNTH <command> [...]
Issue commands to your elemental, whether in person or remotely from a distance. Each command will do something different and is explained below. Info - SYNTH INFO [ITEMS]: Learn about the state of your elemental. Get - SYNTH GET <item>: Pick up an item from their location. Give - SYNTH GIVE <item> TO <target>: Pass an item to someone. Drop - SYNTH DROP <item>: Have your elemental drop an item it holds. Call - SYNTH CALL: Recall your elemental from a distance, returning to your side. Return - SYNTH RETURN: Have your elemental retreat to safety. |
Enhancements | Enhance your elemental to act opportunistically | |
Syntax: | SYNTH ENHANCE <ability> SYNTH DIRECTIVE <ability> <ON/OFF> SYNTH
ENHANCEMENTS | |
Details: | Your elemental is capable of comprehending complex orders, and this ability allows you to
prepare such orders in advance, causing your ally to act as opportunity presents instead of requiring a direct command. When the elemental is ready to attack and has been ordered to fight, it will follow its list of enhancements in sequential order, using the first ability it is capable of carrying out. To take advantage of this, it is wise to order your enhancements in priority order, preferring abilities with conditions to be high on the list, and those with few or no conditions to be low priority. If the elemental is unable to use any enhancements, it will default to the Club ability. Elementals may also be given directives to act when a situation presents itself. However, any directive given beyond the first will slow down its attack speed slightly. |
Excise | Clear away any enhancements from your elemental | |
Syntax: | SYNTH EXCISE [ALL] | |
Details: | With a single command, you may clear away any enhancements from your elemental. Should
you specify ALL, this will also cause your elemental to discard any directives. |
Movement | Order your elemental to move about the land | |
Syntax: | SYNTH MOVE <direction> | |
Details: | You may command your elemental to move about independent of your actions. You may even
command it remotely. |
Imbuing | Enhance your construct with an element of choice | |
Syntax: | SYNTH IMBUE <elemental> | |
Details: | Drawing on the ambient residue left behind in inks, you may imbue your elemental with
said element, empowering its abilities. Fire (red ink): Each strike from the club enhancement has a 33% chance to ignite the foe and deal extra fire damage. Water (blue ink): Each strike from the club enhancement has a 33% chance to freeze the foe and deal extra cold damage. Spirit (yellow ink): Your servant will regenerate health much more quickly, and you will be granted a minor bonus when using health elixirs. Earth (green ink): Every third hit, your selkachoar will deliver the loki venom to your opponent. Air (purple ink): An elemental imbued with air will receive no penalty to their attack speed for the first three reflexes they are trained to perform, and they gain an extra slot for their ingrain ability. An elemental may only be imbued with one effect at a time, and any new effects will replace the previous. |
Listening | Open your mind to allow your elemental in | |
Syntax: | SYNTH LISTEN <ON/OFF> | |
Details: | Your elemental will continually report anything said within its location, should you not
be present. |
Escape | When in grave danger, your ally will quickly flee | |
Syntax: | SYNTH ESCAPE HERE | |
Details: | You may specify a location for your elemental to escape to, should they fall below 25% of
their maximum health. |
Glance | See what your elemental sees | |
Syntax: | SYNTH GLANCE | |
Details: | At a minor cost to equilibrium, you may envision whatever your elemental can see. |
Designate | Designate an action as the highest priority | |
Syntax: | SYNTH DESIGNATE <ability> | |
Details: | This command allows you to specify an ability for your elemental to use when next
available, regardless of your enhancement order. The ability must still meet the specified requirements in order to activate, otherwise it will perform like normal. Designating an ability requires balance to set and consumes a very small amount of equilibrium. |
Recuperate | Regenerate the health of your elemental | |
Syntax: | SYNTH RECUPERATE | |
Details: | By lending mental power to your elemental, you will cause them to instantly regenerate a
portion of their life. This ability consumes a moderate amount of equilibrium, but may be done off balance. |
Mouthpiece | Your elemental will speak and socialise on your behalf | |
Syntax: | SYNTH SAY <sentence> SYNTH EMOTE <string> | |
Details: | You are now linked to your elemental, allowing you to control their speech and actions.
This can be performed even at a distance. |
Modes | Shift easily between plans of action | |
Syntax: | ||
Details: | Syntax: SYNTH MODE SWITCH <1 |
Attend | Your elemental will attend to your defeated foes | |
Syntax: | SYNTH ATTEND <ON/OFF> | |
Details: | You may order your elemental to fetch the body of any kills that you make. |
Lifebond | Tie your fates together | |
Syntax: | SYNTH LIFEBOND <ON/OFF> | |
Details: | You may bond your body to that of your elemental, causing you both to share a portion of
each other's damage. Should your elemental die, you will find yourself suffering heavily - taking a significant amount of damage and receiving a powerful stun. |
Amalgamate | Take advantage of a second imbued element | |
Syntax: | SYNTH AMALGAMATE <colour> | |
Details: | You may now imbue a second element into your construct, allowing it to receive two
benefits at once. |
Ingrain | Ingrain commands directly into the mind | |
Syntax: | ||
Details: | Syntax: SYNTH INGRAIN <ability> [ability2]
Your elemental's composition is now of such integrity that you can ingrain a single specific directive directly into their make-up. This directive will become innate to them with no penalty to attack speed, and will, in some cases, bolster its capabilities in that task. There is a significant cooldown upon changing this effect however, so make sure you choose wisely. Some of the bolstered effects include: ENCLOSE - Increases your own ability to dodge by 3%. COVER - Arrows will be reflected, chance to deflect increased. REPRISAL - Increases damage and balance loss on hit. GUARD - Increases resistance to all forms of damage. BRACE - Will proc 100% of the time. OCCLUDE - Chance increased and elemental also causes amnesia on hit. BALLAST - Attempts to move allies have a chance to fail. You do not need the directive to be in effect in order to gain the benefits. It will be enabled automatically regardless of your enhancement selections. An elemental can normally only have a single directive ingrained, unless it has been imbued with air via purple ink. Cooldown: 1 hour |
Club | An effective but unrefined physical assault | |
Syntax: | ||
Details: | Enhancement.
Your elemental will strike out at any foe they are capable of, dealing direct blunt damage in a display of force. |
Trammel | Stop their heart with a brutal strike | |
Syntax: | ||
Details: | Enhancement.
Should your target possess bruising on their torso, your elemental will take advantage with a powerful strike to the chest, causing heartflutter and briefly stunning them. If the target is in the process of forming an aura of rebounding, trammeling them will disrupt the aura and prevent it from fully forming into a defence against weapons. |
Squeeze | Even a gentle squeeze can break bones | |
Syntax: | ||
Details: | Enhancement.
Your elemental will attempt to tear out a prone opponent's limbs, crippling one in the process. If all limbs are crippled, then it will cause trauma to the torso instead. |
Chime | The way to the heart is through the stomach | |
Syntax: | ||
Details: | Enhancement.
Should your elemental sense an opponent with a mangled torso, it will send out a wave of psychic force, inflicting psychic damage and causing both paresis and heartflutter. |
Concuss | Leave them reeling | |
Syntax: | ||
Details: | Enhancement.
Your elemental will strike out at an opponent with a broken head, shaking their vision and leaving them with blurry sight. |
Nullify | Cast aside their protective shields | |
Syntax: | ||
Details: | Enhancement.
If your enemy attempts to protect themselves with a magical shield, your elemental will counter with its own magic, nullifying the barrier and destroying it. |
Clutch | Your elemental will hold them in place | |
Syntax: | ||
Details: | Enhancement.
Your elemental will seize upon a target with a broken torso who is also prone, clutching their body in a powerful hold until they writhe free of its grip. |
Pound | The weak will pay the toll | |
Syntax: | ||
Cooldown: | 60 seconds | |
Details: | Enhancement.
Syntax: SYNTH ENHANCE POUND <1-80%> This unique ability requires a little extra information in order to enhance your elemental. When your opponent's health falls below the specified threshold, your elemental will lash out and deliver a powerful blow that stuns them. This enhancement will be placed on cooldown for a short time after it is enacted. |
Strangulate | Choke them with strands of air | |
Syntax: | ||
Cooldown: | 30 seconds | |
Details: | Enhancement.
Should your victim be prone and experiencing moderate bruising upon the head, your elemental will attempt to choke them with elemental air - causing asphyxiation damage and inducing a blackout. This enhancement will be placed on cooldown for a short time after it is enacted. |
Deconstruct | Wreak destruction on their limbs | |
Syntax: | ||
Details: | Enhancement.
To enhance: SYNTH ENHANCE DECONSTRUCT [<LEFT |
Detain | Prevent any upward escapes | |
Syntax: | ||
Details: | Directive ability.
Enemies who attempt to fly away or swing into the trees will occasionally be met with resistance from your elemental, who will shove them to the ground and remove their levitation. |
Enclose | Surround and conquer | |
Syntax: | ||
Details: | Directive ability.
Your elemental will attempt to surround the target it has been ordered to attack, granting a chance to prevent them from dodging. They will still be able to divert however. |
Guard | Your elemental will protect you | |
Syntax: | ||
Details: | Directive ability.
By adopting a protective stance, your elemental will make it difficult for others to strike you, reducing the damage you suffer from blunt and cutting based attacks. |
Cover | Your elemental will provide cover from aerial assaults | |
Syntax: | ||
Details: | Directive ability.
Your elemental will look out for incoming projectiles, raising a shield of air to deny their ingress. |
Reprisal | Your elemental will avenge you | |
Syntax: | ||
Details: | Directive ability.
When your opponent succeeds in parrying one of your blows, your elemental will enact a reprisal and strike out in response, unbalancing them and disabling their parry. There is a short cooldown that takes effect when this directive activates, preventing it from occurring again for a time. |
Brace | Your elemental will attempt to keep you upright | |
Syntax: | ||
Details: | Directive ability.
Should you be knocked to the ground by an active attack, there is a chance that your elemental will brace you against the fall, returning you to your feet. This ability will fail if either of your legs are crippled. |
Circuits | Ensure your elemental acts in the correct sequence | |
Syntax: | ||
Details: | Directive ability.
By directing your elemental to work in circuits, you will ensure that it never repeats the same manouevre twice, except in the event that no other conditions are met in their enhancements list. |
Occlude | Deny them the medicine they need | |
Syntax: | ||
Details: | Directive ability.
Your elemental will watch your opponent carefully, spotting attempts to consume curative pills or use a pipe, and granting a chance to wash them away before they can be used. This will only be effective against the target you ordered your elemental to kill. |
Hobble | There is no escape | |
Syntax: | ||
Details: | Directive ability.
Whenever an enemy attempts to flee your location with one of their legs bruised, your elemental will hobble them in order to prevent their escape, knocking them down and crippling that leg. |
Ballast | As sturdy as the mast | |
Syntax: | ||
Details: | Directive ability.
Your elemental will protect you from being moved against your will at all costs, even resisting magical effects. Should you wish to move of your own volition, the elemental will allow you to pass. |