Difference between revisions of "Ascendance (skill)"
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{{SkillTableRow |Inhume |Inept |0 |Anchor yourself to the bones of the world. }} | {{SkillTableRow |Inhume |Inept |0 |Anchor yourself to the bones of the world. }} | ||
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{{SkillTableRow |Dim |Virtuoso |33 |Mute the glow of your heavenly radiance. }} | {{SkillTableRow |Dim |Virtuoso |33 |Mute the glow of your heavenly radiance. }} | ||
{{SkillTableRow |Envenom |Virtuoso |66 |Coat a weapon in venoms. }} | {{SkillTableRow |Envenom |Virtuoso |66 |Coat a weapon in venoms. }} | ||
{{SkillTableRow |Censure |Virtuoso |66 |Punish the evildoers with a two-handed blade. }} | |||
{{SkillTableRow |Crusade |Fabled |0 |Let none stand in your way. }} | {{SkillTableRow |Crusade |Fabled |0 |Let none stand in your way. }} | ||
{{SkillTableRow |Bunker |Fabled |33 |Fortify a dugout to retreat to in times of need. }} | {{SkillTableRow |Bunker |Fabled |33 |Fortify a dugout to retreat to in times of need. }} | ||
Line 38: | Line 35: | ||
{{SkillTableRow |Succour |Transcendent |0 |Expunge that which ails you. }} | {{SkillTableRow |Succour |Transcendent |0 |Expunge that which ails you. }} | ||
|} | |} | ||
{{Anchor|Inhume}} | |||
{{Skill_detail | |||
|skill = Inhume | |||
|description = Anchor yourself to the bones of the world | |||
|syntax = INHUME and MANIFEST | |||
|detail = You may inhume yourself and form an anchor with the stable ground of the Prime Material. | |||
While inhumed, the earth will shield you from the effects of the dark star, and from any roaming | |||
aggressive entities. When you are ready to return to the world, you may simply MANIFEST again. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Deliver}} | |||
{{Skill_detail | |||
|skill = Deliver | |||
|description = Deliver all from evil | |||
|syntax = DELIVER <corpse> | |||
|detail = Perform the final rite upon a corpse, delivering them from their corporeal bonds and | |||
granting them peace. This holy purification will nourish you and your symbiote, restoring you in | |||
spirit. | |||
Attempt to deliver a target from the evil which plagues them, coaxing their inner demons to come | |||
forth and face the light's judgement. The target must be prone or suffering from paresis for this | |||
to take effect, and will be unable to suffer the truth of their transgressions if they have the | |||
hardcoating defence. By performing such a holy act of purification, you will find yourself | |||
nourished in spirit, your life blood restored at the expense of the evildoer. | |||
Look at HELP TYPES for more information on what is regarded as a physical affliction. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Denounce}} | |||
{{Skill_detail | |||
|skill = Denounce | |||
|description = Bring justice to the wicked with your raw strength | |||
|syntax = DENOUNCE <target> | |||
|detail = Many are the crimes of the wicked, and ever must you stand against them. By concentrating | |||
your raw strength, you may deliver a denouncing strike of such force that they will be stunned. | |||
The more you learn in Ascendance, the greater strength your denouncing strike will possess against | |||
another player. | |||
This ability may be used with the TARGET ability in Weaponry to attack any part of the opponent's | |||
body. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Ague}} | |||
{{Skill_detail | |||
|skill = Ague | |||
|description = They shall feel no warmth | |||
|syntax = AGUE <target> | |||
|detail = Blood cost: 10 | |||
Deny your opponent the warmth of fire and the comfort of light, freezing them by one stage. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Nightsight}} | |||
{{Skill_detail | |||
|skill = Nightsight | |||
|description = The darkness is no bar to your discerning eye | |||
|syntax = NIGHTSIGHT | |||
|detail = Those who stalk the night are among your most hated foes. Your eyes shall penetrate the | |||
darkness, allowing you to hunt them more efficiently. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Transience}} | |||
{{Skill_detail | |||
|skill = Transience | |||
|description = Their blows cannot conquer you | |||
|syntax = TRANSIENCE [OFF] | |||
|detail = By relaxing part of your ascended consciousness, you may, at a cost of endurance to | |||
maintain it, bring about a state of transience. While active, this will increase your ability to | |||
dodge attacks directed at you. | |||
See HELP AVOIDANCE for more specific information. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hide}} | |||
{{Skill_detail | |||
|skill = Hide | |||
|description = Conceal yourself in times of need | |||
|syntax = HIDE and EMERGE | |||
|detail = Conceal yourself from view, hiding yourself from the eyes of others within the room. You | |||
may emerge if you wish to reveal yourself and cease to hide. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Impersonate}} | |||
{{Skill_detail | |||
|skill = Impersonate | |||
|description = Mask your holy spirit | |||
|syntax = IMPERSONATE [OFF] | |||
|detail = Blood cost: 100 | |||
Additional syntax: DESCRIBE IMPERSONATED SELF <description> | |||
There are times when you must walk among men and beasts without the bright radiance that is your | |||
ascended self. While so masked, impersonated as one of the common folk, none will be able to tell | |||
your status as a holy Akkari, and you may describe your state thusly as an alternate to your | |||
standard appearance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Symayda}} | |||
{{Skill_detail | |||
|skill = Symayda | |||
|description = Assume the form of the great prowler | |||
|syntax = BECOME SYMAYDA and REVERT | |||
|detail = Blood cost: 400 | |||
Additional syntax: DASH <dir> | |||
By altering your ascended consciousness just so, you may take on the form of the symayda, the great | |||
prowlers which guard the realm of Spirit. While your actions are limited in this form, you will | |||
find yourself able to DASH, and the dark star shall bring you no harm. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Muffle}} | |||
{{Skill_detail | |||
|skill = Muffle | |||
|description = Muffle your footsteps | |||
|syntax = MUFFLE | |||
|detail = Blood cost: 300 | |||
There are times when you must hunt with stealth as well as fervour. During the night, you may | |||
muffle your footsteps, becoming unseen when you move. At dawn, this effect will fade, for there is | |||
no need to hide from the light. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Penitence}} | |||
{{Skill_detail | |||
|skill = Penitence | |||
|description = Heavy weighs the crime | |||
|syntax = PENITENCE <target> | |||
|detail = By reciting a list of your target's crimes, you can induce within them a profound guilt | |||
that will make them sweat. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Clotting}} | |||
{{Skill_detail | |||
|skill = Clotting | |||
|description = Reduce the level of your bleeding | |||
|syntax = | |||
|detail = Syntax: CLOT [#] | |||
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify | |||
how many times you wish to clot if need be. If you input no amount, then you will try and clot away | |||
20 bleeding by default. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Catching}} | |||
{{Skill_detail | |||
|skill = Catching | |||
|description = Your reflexes are sublime | |||
|syntax = CATCHING [OFF] | |||
|detail = With this ability active, you have a chance to snatch arrows from the air before they | |||
strike you. There is an endurance upkeep associated with this ability in order to maintain your | |||
focus. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Bloodlet}} | |||
{{Skill_detail | |||
|skill = Bloodlet | |||
|description = Let the blood of the unholy spill free | |||
|syntax = BLOODLET <target> | |||
|detail = Open bleeding wounds in your enemy's chest, rending their flesh. If the flesh is already | |||
rended, you will cause them to bleed more profusely. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Relentless}} | |||
{{Skill_detail | |||
|skill = Relentless | |||
|description = You shall not break | |||
|syntax = RELENTLESS | |||
|detail = Blood cost: 200 | |||
Your devotion is unrelenting, and thus you must endure. By fortifying your body against physical | |||
attacks, you may reduce the damage you take from cutting and blunt sources as though you were | |||
wearing additional armour. | |||
This bonus armour will become weaker the less life-blood you have. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hyriamah}} | |||
{{Skill_detail | |||
|skill = Hyriamah | |||
|description = Take on the form of the flaming hawk | |||
|syntax = BECOME HYRIAMAH and REVERT | |||
|detail = Blood cost: 400 | |||
Additional syntax: FLY and LAND | |||
By assuming the form of the hyriamah, the great hawks of fire, you may take to the skies and FLY. | |||
While in this form, your actions will be severely limited, but the dark star will not harm you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Celerity}} | |||
{{Skill_detail | |||
|skill = Celerity | |||
|description = Hunt evil with alacrity and speed | |||
|syntax = CELERITY | |||
|detail = Blood cost: 150 | |||
This will halve the time it takes for your movement limit to be reset, allowing you to move about | |||
the land considerably faster. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Block}} | |||
{{Skill_detail | |||
|skill = Block | |||
|description = They shall not escape justice | |||
|syntax = BLOCK <direction> and UNBLOCK | |||
|detail = Move into a position that blocks others from leaving your location should they attempt to | |||
depart, providing you are not incapacited. Should you move, you will cease to block. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Quell}} | |||
{{Skill_detail | |||
|skill = Quell | |||
|description = Break through the shields of your foe | |||
|syntax = | |||
|detail = This ability is passive. | |||
When denouncing a target who is protected by a magical shield, your zeal will drive you to greater | |||
fervour, quelling their defence in a single blow. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Dissipate}} | |||
{{Skill_detail | |||
|skill = Dissipate | |||
|description = Eschew corporeality and set free your consciousness | |||
|syntax = DISSIPATE | |||
|detail = Typically only possible through death, you may now shed your body and return to your | |||
ascended consciousness. While in this form you will be immune to most attacks, and the effects of | |||
the dark star, but your actions will be severely limited. | |||
To return to your body, you must inhume yourself or return to your bunker. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Vivify}} | |||
{{Skill_detail | |||
|skill = Vivify | |||
|description = Reinvigorate your corporeal form | |||
|syntax = VIVIFY | |||
|detail = Blood cost: 300 | |||
At the cost of some of your spirit, you will be able to mend a large amount of damage done to your | |||
body. | |||
The amount of health this skill will heal will increase with the less life-blood you have. | |||
|cooldown = 25 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Acuity}} | |||
{{Skill_detail | |||
|skill = Acuity | |||
|description = Sense the movement of others nearby | |||
|syntax = ACUITY [OFF] | |||
|detail = Blood cost: 200 | |||
Your sharpened senses will allow you to detect when others are nearby. This ability will only last | |||
a short time before its effects fade. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Resolve}} | |||
{{Skill_detail | |||
|skill = Resolve | |||
|description = No harmful magic shall break you | |||
|syntax = RESOLVE | |||
|detail = Blood cost: 200 | |||
By strengthening your resolve, you may ward yourself against magical attacks that would harm you, | |||
reducing their damage. The effectiveness of this ability will grow with your skill in Ascendance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Dim}} | |||
{{Skill_detail | |||
|skill = Dim | |||
|description = Mute the glow of your heavenly radiance | |||
|syntax = DIM | |||
|detail = Blood cost: 50 | |||
Though it may pain you to do so, you may suppress the fervour that burns bright within you, | |||
concealing you from sight even when beside others. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Envenom}} | |||
{{Skill_detail | |||
|skill = Envenom | |||
|description = Coat a weapon in venoms | |||
|syntax = ENVENOM <weapon/LEFT/RIGHT> WITH <venom> WIPE <weapon> | |||
|detail = With this ability, you may layer venoms on an edged weapon. Each time that weapon hits | |||
somebody, one venom will poison your opponent, and disappear from the weapon. | |||
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, | |||
the voyria would come off first, and the xentio second. You must possess a rag with the venom in | |||
order to apply it to a weapon. | |||
In order to get rid of the venoms on a weapon, simply WIPE <weapon>. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Censure}} | |||
{{Skill_detail | |||
|skill = Censure | |||
|description = Punish the evildoers with a two-handed blade | |||
|syntax = CENSURE <target> [LENIENT] | |||
|detail = While wielding a two-handed blade, you may censure an evildoer with your weapon and gouge | |||
them open. This will poison them if there is venom present on the blade, and the strength of your | |||
zeal will ensure the strike does more damage than a standard blow from a weapon. | |||
You can choose to show lenience in your censure if you wish. This will reduce the damage you deal, | |||
but it will be quicker and can be performed while one of your arms is crippled. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Crusade}} | |||
{{Skill_detail | |||
|skill = Crusade | |||
|description = Let none stand in your way | |||
|syntax = CRUSADE <target> | |||
|detail = At times, infidels may seek to bar you from your duty, and this simply cannot be | |||
permitted. While mounted, you may charge one such infidel and combine the momentum of your steed | |||
with your own strength to cast them aside, hurling them into the air. This will either slam them | |||
into the ceiling above or send them sailing into the sky. | |||
Gravity will become a natural ally when making use of this skill, assuming they cannot fly. | |||
|cooldown = 30 seconds | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Bunker}} | |||
{{Skill_detail | |||
|skill = Bunker | |||
|description = Fortify a dugout to retreat to in times of need | |||
|syntax = | |||
|detail = Syntax: BURY ICON, RETREAT, and MANIFEST | |||
In order to establish a secure bunker, you must first purchase a holy icon, and bury it somewhere | |||
with soft soil, somewhere unlikely to be disturbed or dug up. You may only have one icon and one | |||
bunker at a time. | |||
Once the icon is buried, the act will consecrate the ground and become a bunker, allowing you to | |||
retreat to it provided you are within the same area. This will allow you to heal yourself or regain | |||
your physical body much faster than inhuming. When you are ready to return to the land above, you | |||
must manifest. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Entrench}} | |||
{{Skill_detail | |||
|skill = Entrench | |||
|description = Secure your bunker | |||
|syntax = ENTRENCH | |||
|detail = Blood cost: 1000 | |||
To utilise this ability you must have established an underground bunker. While standing atop it, | |||
you may link your spirit to it, allowing you to retreat to the dugout from anywhere on the | |||
continent, rather than only the local area. However, doing so at a distance will break the | |||
spiritual bond. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Ardour}} | |||
{{Skill_detail | |||
|skill = Ardour | |||
|description = Through faith and fervour shall you be lifted up | |||
|syntax = ARDOUR <STRENGTH/INTELLIGENCE/CONSTITUTION/DEXTERITY/WISDOM> | |||
|detail = Blood cost: 250 | |||
The power of your faith and devotion to your sacred cause is such that you are able to take | |||
advantage of that burning ardour and enhance your physical form, granting you an additional stat of | |||
your choice. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Intuition}} | |||
{{Skill_detail | |||
|skill = Intuition | |||
|description = Intuition grants you flexibility | |||
|syntax = INTUITION <BALANCE/EQUILIBRIUM/DAMAGE> | |||
|detail = Blood cost: 500 | |||
Flexibility is the greatest tool at a warrior's disposal. Your honed intuition allows you to switch | |||
freely between speed enhancements for balance, equilibrium, or damage, however you must have | |||
selected one of the three already. | |||
For more information on enhancements, please see AB HUNTING ENHANCEMENT. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Disengage}} | |||
{{Skill_detail | |||
|skill = Disengage | |||
|description = Carry out a tactical withdrawal | |||
|syntax = DISENGAGE <direction> | |||
|detail = There are times when withdrawal is the sensible option, and you may now disengage from | |||
battle, evading certain triggers and traps and bypassing those that may prevent you from leaving. | |||
Those following you will be lost, and any who see you disengage will not know the direction. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Rekindle}} | |||
{{Skill_detail | |||
|skill = Rekindle | |||
|description = Restore your damaged limbs | |||
|syntax = REKINDLE <body part> | |||
|detail = Blood cost: 200 | |||
By force of will and expenditure of your life blood, you may renew a damaged body part, healing it | |||
of trauma by 6% and restoring it toward its original form. You may heal the head, torso, left or | |||
right arm, or left or right leg. | |||
This will only work while the limb is either damaged or mutilated. | |||
|cooldown = 50 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Succour}} | |||
{{Skill_detail | |||
|skill = Succour | |||
|description = Expunge that which ails you | |||
|syntax = SUCCOUR | |||
|detail = Blood cost: 250 | |||
Turn your pious spirit inwards, expunging one random affliction from your body. There is no | |||
prevention to this ability other than the initial mana cost and requiring balance and equilbrium to | |||
perform. | |||
|cooldown = 10 seconds | |||
|target = | |||
|required = | |||
}} |
Latest revision as of 13:08, 25 September 2024
Skill | Rank | Percent | Description |
---|---|---|---|
Inhume | Inept | 0 % | Anchor yourself to the bones of the world. |
Deliver | Inept | 0 % | Deliver all from evil. |
Denounce | Inept | 0 % | Bring justice to the wicked with your raw strength. |
Ague | Novice | 0 % | They shall feel no warmth. |
Nightsight | Novice | 50 % | The darkness is no bar to your discerning eye. |
Transience | Apprentice | 0 % | Their blows cannot conquer you. |
Hide | Apprentice | 33 % | Conceal yourself in times of need. |
Impersonate | Capable | 0 % | Mask your holy spirit. |
Symayda | Capable | 33 % | Assume the form of the great prowler. |
Muffle | Capable | 66 % | Muffle your footsteps. |
Penitence | Adept | 0 % | Heavy weighs the crime. |
Clotting | Adept | 33 % | Reduce the level of your bleeding. |
Catching | Adept | 66 % | Your reflexes are sublime. |
Bloodlet | Skilled | 0 % | Let the blood of the unholy spill free. |
Relentless | Skilled | 33 % | You shall not break. |
Hyriamah | Skilled | 66 % | Take on the form of the flaming hawk. |
Celerity | Gifted | 0 % | Hunt evil with alacrity and speed. |
Block | Gifted | 33 % | They shall not escape justice. |
Quell | Gifted | 66 % | Break through the shields of your foe. |
Dissipate | Expert | 0 % | Eschew corporeality and set free your consciousness. |
Vivify | Expert | 33 % | Reinvigorate your corporeal form. |
Acuity | Expert | 66 % | Sense the movement of others nearby. |
Resolve | Virtuoso | 0 % | No harmful magic shall break you. |
Dim | Virtuoso | 33 % | Mute the glow of your heavenly radiance. |
Envenom | Virtuoso | 66 % | Coat a weapon in venoms. |
Censure | Virtuoso | 66 % | Punish the evildoers with a two-handed blade. |
Crusade | Fabled | 0 % | Let none stand in your way. |
Bunker | Fabled | 33 % | Fortify a dugout to retreat to in times of need. |
Entrench | Fabled | 66 % | Secure your bunker. |
Ardour | Mythical | 0 % | Through faith and fervour shall you be lifted up. |
Intuition | Mythical | 25 % | Intuition grants you flexibility. |
Disengage | Mythical | 50 % | Carry out a tactical withdrawal. |
Rekindle | Mythical | 75 % | Restore your damaged limbs. |
Succour | Transcendent | 0 % | Expunge that which ails you. |
Inhume | Anchor yourself to the bones of the world | |
Syntax: | INHUME and MANIFEST | |
Details: | You may inhume yourself and form an anchor with the stable ground of the Prime Material.
While inhumed, the earth will shield you from the effects of the dark star, and from any roaming aggressive entities. When you are ready to return to the world, you may simply MANIFEST again. |
Deliver | Deliver all from evil | |
Syntax: | DELIVER <corpse> | |
Works against: | Both players and NPCs | |
Details: | Perform the final rite upon a corpse, delivering them from their corporeal bonds and
granting them peace. This holy purification will nourish you and your symbiote, restoring you in spirit. Attempt to deliver a target from the evil which plagues them, coaxing their inner demons to come forth and face the light's judgement. The target must be prone or suffering from paresis for this to take effect, and will be unable to suffer the truth of their transgressions if they have the hardcoating defence. By performing such a holy act of purification, you will find yourself nourished in spirit, your life blood restored at the expense of the evildoer. Look at HELP TYPES for more information on what is regarded as a physical affliction. |
Denounce | Bring justice to the wicked with your raw strength | |
Syntax: | DENOUNCE <target> | |
Works against: | Both players and NPCs | |
Details: | Many are the crimes of the wicked, and ever must you stand against them. By concentrating
your raw strength, you may deliver a denouncing strike of such force that they will be stunned. The more you learn in Ascendance, the greater strength your denouncing strike will possess against another player. This ability may be used with the TARGET ability in Weaponry to attack any part of the opponent's body. |
Ague | They shall feel no warmth | |
Syntax: | AGUE <target> | |
Works against: | Players only | |
Details: | Blood cost: 10
Deny your opponent the warmth of fire and the comfort of light, freezing them by one stage. |
Nightsight | The darkness is no bar to your discerning eye | |
Syntax: | NIGHTSIGHT | |
Details: | Those who stalk the night are among your most hated foes. Your eyes shall penetrate the
darkness, allowing you to hunt them more efficiently. |
Transience | Their blows cannot conquer you | |
Syntax: | TRANSIENCE [OFF] | |
Details: | By relaxing part of your ascended consciousness, you may, at a cost of endurance to
maintain it, bring about a state of transience. While active, this will increase your ability to dodge attacks directed at you. See HELP AVOIDANCE for more specific information. |
Hide | Conceal yourself in times of need | |
Syntax: | HIDE and EMERGE | |
Details: | Conceal yourself from view, hiding yourself from the eyes of others within the room. You
may emerge if you wish to reveal yourself and cease to hide. |
Impersonate | Mask your holy spirit | |
Syntax: | IMPERSONATE [OFF] | |
Details: | Blood cost: 100
Additional syntax: DESCRIBE IMPERSONATED SELF <description> There are times when you must walk among men and beasts without the bright radiance that is your ascended self. While so masked, impersonated as one of the common folk, none will be able to tell your status as a holy Akkari, and you may describe your state thusly as an alternate to your standard appearance. |
Symayda | Assume the form of the great prowler | |
Syntax: | BECOME SYMAYDA and REVERT | |
Details: | Blood cost: 400
Additional syntax: DASH <dir> By altering your ascended consciousness just so, you may take on the form of the symayda, the great prowlers which guard the realm of Spirit. While your actions are limited in this form, you will find yourself able to DASH, and the dark star shall bring you no harm. |
Muffle | Muffle your footsteps | |
Syntax: | MUFFLE | |
Details: | Blood cost: 300
There are times when you must hunt with stealth as well as fervour. During the night, you may muffle your footsteps, becoming unseen when you move. At dawn, this effect will fade, for there is no need to hide from the light. |
Penitence | Heavy weighs the crime | |
Syntax: | PENITENCE <target> | |
Details: | By reciting a list of your target's crimes, you can induce within them a profound guilt
that will make them sweat. |
Clotting | Reduce the level of your bleeding | |
Syntax: | ||
Details: | Syntax: CLOT [#]
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default. |
Catching | Your reflexes are sublime | |
Syntax: | CATCHING [OFF] | |
Details: | With this ability active, you have a chance to snatch arrows from the air before they
strike you. There is an endurance upkeep associated with this ability in order to maintain your focus. |
Bloodlet | Let the blood of the unholy spill free | |
Syntax: | BLOODLET <target> | |
Works against: | Players only | |
Details: | Open bleeding wounds in your enemy's chest, rending their flesh. If the flesh is already
rended, you will cause them to bleed more profusely. |
Relentless | You shall not break | |
Syntax: | RELENTLESS | |
Details: | Blood cost: 200
Your devotion is unrelenting, and thus you must endure. By fortifying your body against physical attacks, you may reduce the damage you take from cutting and blunt sources as though you were wearing additional armour. This bonus armour will become weaker the less life-blood you have. |
Hyriamah | Take on the form of the flaming hawk | |
Syntax: | BECOME HYRIAMAH and REVERT | |
Details: | Blood cost: 400
Additional syntax: FLY and LAND By assuming the form of the hyriamah, the great hawks of fire, you may take to the skies and FLY. While in this form, your actions will be severely limited, but the dark star will not harm you. |
Celerity | Hunt evil with alacrity and speed | |
Syntax: | CELERITY | |
Details: | Blood cost: 150
This will halve the time it takes for your movement limit to be reset, allowing you to move about the land considerably faster. |
Block | They shall not escape justice | |
Syntax: | BLOCK <direction> and UNBLOCK | |
Works against: | Players only | |
Details: | Move into a position that blocks others from leaving your location should they attempt to
depart, providing you are not incapacited. Should you move, you will cease to block. |
Quell | Break through the shields of your foe | |
Syntax: | ||
Works against: | Both players and NPCs | |
Details: | This ability is passive.
When denouncing a target who is protected by a magical shield, your zeal will drive you to greater fervour, quelling their defence in a single blow. |
Dissipate | Eschew corporeality and set free your consciousness | |
Syntax: | DISSIPATE | |
Details: | Typically only possible through death, you may now shed your body and return to your
ascended consciousness. While in this form you will be immune to most attacks, and the effects of the dark star, but your actions will be severely limited. To return to your body, you must inhume yourself or return to your bunker. |
Vivify | Reinvigorate your corporeal form | |
Syntax: | VIVIFY | |
Cooldown: | 25 seconds | |
Details: | Blood cost: 300
At the cost of some of your spirit, you will be able to mend a large amount of damage done to your body. The amount of health this skill will heal will increase with the less life-blood you have. |
Acuity | Sense the movement of others nearby | |
Syntax: | ACUITY [OFF] | |
Details: | Blood cost: 200
Your sharpened senses will allow you to detect when others are nearby. This ability will only last a short time before its effects fade. |
Resolve | No harmful magic shall break you | |
Syntax: | RESOLVE | |
Details: | Blood cost: 200
By strengthening your resolve, you may ward yourself against magical attacks that would harm you, reducing their damage. The effectiveness of this ability will grow with your skill in Ascendance. |
Dim | Mute the glow of your heavenly radiance | |
Syntax: | DIM | |
Details: | Blood cost: 50
Though it may pain you to do so, you may suppress the fervour that burns bright within you, concealing you from sight even when beside others. |
Envenom | Coat a weapon in venoms | |
Syntax: | ENVENOM <weapon/LEFT/RIGHT> WITH <venom> WIPE <weapon> | |
Details: | With this ability, you may layer venoms on an edged weapon. Each time that weapon hits
somebody, one venom will poison your opponent, and disappear from the weapon. Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon. In order to get rid of the venoms on a weapon, simply WIPE <weapon>. |
Censure | Punish the evildoers with a two-handed blade | |
Syntax: | CENSURE <target> [LENIENT] | |
Works against: | Both players and NPCs | |
Details: | While wielding a two-handed blade, you may censure an evildoer with your weapon and gouge
them open. This will poison them if there is venom present on the blade, and the strength of your zeal will ensure the strike does more damage than a standard blow from a weapon. You can choose to show lenience in your censure if you wish. This will reduce the damage you deal, but it will be quicker and can be performed while one of your arms is crippled. |
Crusade | Let none stand in your way | |
Syntax: | CRUSADE <target> | |
Works against: | Players only | |
Cooldown: | 30 seconds | |
Details: | At times, infidels may seek to bar you from your duty, and this simply cannot be
permitted. While mounted, you may charge one such infidel and combine the momentum of your steed with your own strength to cast them aside, hurling them into the air. This will either slam them into the ceiling above or send them sailing into the sky. Gravity will become a natural ally when making use of this skill, assuming they cannot fly. |
Bunker | Fortify a dugout to retreat to in times of need | |
Syntax: | ||
Details: | Syntax: BURY ICON, RETREAT, and MANIFEST
In order to establish a secure bunker, you must first purchase a holy icon, and bury it somewhere with soft soil, somewhere unlikely to be disturbed or dug up. You may only have one icon and one bunker at a time. Once the icon is buried, the act will consecrate the ground and become a bunker, allowing you to retreat to it provided you are within the same area. This will allow you to heal yourself or regain your physical body much faster than inhuming. When you are ready to return to the land above, you must manifest. |
Entrench | Secure your bunker | |
Syntax: | ENTRENCH | |
Details: | Blood cost: 1000
To utilise this ability you must have established an underground bunker. While standing atop it, you may link your spirit to it, allowing you to retreat to the dugout from anywhere on the continent, rather than only the local area. However, doing so at a distance will break the spiritual bond. |
Ardour | Through faith and fervour shall you be lifted up | |
Syntax: | ARDOUR <STRENGTH/INTELLIGENCE/CONSTITUTION/DEXTERITY/WISDOM> | |
Details: | Blood cost: 250
The power of your faith and devotion to your sacred cause is such that you are able to take advantage of that burning ardour and enhance your physical form, granting you an additional stat of your choice. |
Intuition | Intuition grants you flexibility | |
Syntax: | INTUITION <BALANCE/EQUILIBRIUM/DAMAGE> | |
Details: | Blood cost: 500
Flexibility is the greatest tool at a warrior's disposal. Your honed intuition allows you to switch freely between speed enhancements for balance, equilibrium, or damage, however you must have selected one of the three already. For more information on enhancements, please see AB HUNTING ENHANCEMENT. |
Disengage | Carry out a tactical withdrawal | |
Syntax: | DISENGAGE <direction> | |
Details: | There are times when withdrawal is the sensible option, and you may now disengage from
battle, evading certain triggers and traps and bypassing those that may prevent you from leaving. Those following you will be lost, and any who see you disengage will not know the direction. |
Rekindle | Restore your damaged limbs | |
Syntax: | REKINDLE <body part> | |
Cooldown: | 50 seconds | |
Details: | Blood cost: 200
By force of will and expenditure of your life blood, you may renew a damaged body part, healing it of trauma by 6% and restoring it toward its original form. You may heal the head, torso, left or right arm, or left or right leg. This will only work while the limb is either damaged or mutilated. |
Succour | Expunge that which ails you | |
Syntax: | SUCCOUR | |
Cooldown: | 10 seconds | |
Details: | Blood cost: 250
Turn your pious spirit inwards, expunging one random affliction from your body. There is no prevention to this ability other than the initial mana cost and requiring balance and equilbrium to perform. |