Difference between revisions of "Experimentation (skill)"
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|skill = Disciplines | |skill = Disciplines | ||
|description = Recall knowledge of your specialised studies | |description = Recall knowledge of your specialised studies | ||
|syntax = DISCIPLINES DISCIPLINE <discipline> RECALL DISCIPLINE <discipline> DISMISS | |syntax = DISCIPLINES DISCIPLINE <discipline> RECALL DISCIPLINE <discipline> DISMISS DISCIPLINE DISMISS ALL | ||
|detail = While expected to be exceptional in all scientific pursuits, some Alchemists may display | |detail = While expected to be exceptional in all scientific pursuits, some Alchemists may display | ||
a particular affinity for certain disciplines. Through rigorous study in these different fields, | a particular affinity for certain disciplines. Through rigorous study in these different fields, | ||
Line 518: | Line 517: | ||
|description = Augment your conduit with additional compounds | |description = Augment your conduit with additional compounds | ||
|syntax = | |syntax = | ||
|detail = Syntax: COMPOUND AUGMENT <[compound 1] [compound 2] .. [compound nth]> | |detail = Syntax: COMPOUND AUGMENT <[compound 1] [compound 2] .. [compound nth]> COMPOUND REMOVE <compound> COMPOUND REMOVE ALL | ||
You may augment your conduit with up to three different compounds. To ensure quality, you may only | You may augment your conduit with up to three different compounds. To ensure quality, you may only |
Latest revision as of 18:36, 25 September 2024
Skill | Rank | Percent | Description |
---|---|---|---|
Extispicy | Inept | 0 % | Study entrails to discern your target. |
Ignition | Inept | 49 % | A simple chemical reaction to inspire animalistic fear. |
Obfuscation | Novice | 0 % | Smoke from your conduit will make you harder to strike. |
Dissolution | Novice | 50 % | Sever the ties that bind Chaos entities to the Prime. |
Gasmask | Adept | 0 % | Transform remains into a protective gas mask. |
Crutch | Adept | 33 % | Utilise your conduit as a crutch. |
Cognisance | Gifted | 25 % | Outliers stick out like sore thumbs. |
Disciplines | Gifted | 50 % | Recall knowledge of your specialised studies. |
Prognosis | Expert | 50 % | Instill dread with the knowledge of future ailments. |
Expeditions | Fabled | 0 % | Arrange for expeditions to points of interest. |
Lifevision | Fabled | 50 % | The ability to see the life force of others. |
Delegation | Mythical | 33 % | Send another off to complete your expedition for you. |
Hallucinogen | Mythical | 50 % | So frail are mortal minds already; this substance may not help. |
Causality | Transcendent | 0 % | Perfect the timing of cause and effect for precision in science. |
Experiment Abilities
Skill | Rank | Percent | Description |
---|---|---|---|
Lacerating | Apprentice | 0 % | A barbed and clawed experiment made for rending flesh. |
Requesting | Apprentice | 0 % | Request a particular experiment for your needs. |
Transfusion | Apprentice | 50 % | Lend your experiment some of your lifeblood. |
Wailing | Capable | 50 % | An experiment with a disconcerting habit. |
Toxic | Skilled | 50 % | Toxic secretions make for an effective attacker. |
Preservation | Skilled | 75 % | Safeguard your experiment from harm. |
Articulation | Gifted | 0 % | Make it speak as if it had thoughts. |
Witness | Gifted | 0 % | Witness that which your experiment sees. |
Arachnidal | Expert | 0 % | It's no Chiav, but the next best thing. |
Interposition | Virtuoso | 0 % | Your experiment will intercept blows against you. |
Tumefactive | Virtuoso | 33 % | Weighty tumours make for acceptable bludgeons. |
Immolative | Fabled | 33 % | Utilise Xoran features to induce fire. |
Reconfiguration | Mythical | 0 % | Reconfigure your experiment to suit your needs. |
Compound Abilities
Skill | Rank | Percent | Description |
---|---|---|---|
Compounds | Capable | 99 % | Certain compounds when burnt can elicit harrowing effects. |
Exposure | Capable | 0 % | Expose your enemy to the effects of your deadly compounds. |
Augmentation | Capable | 0 % | Augment your conduit with additional compounds. |
Exhilarant | Capable | 0 % | Flare your synapses with an exhilarant of the mind. |
Toxoid | Adept | 33 % | Their sickness is your route to health. |
Invigorant | Skilled | 0 % | Just a whiff is all you need to continue your fight. |
Caustic | Skilled | 25 % | Erode the barriers that protect them. |
Anticoagulant | Gifted | 75 % | Their blood was already flowing; let it flow more. |
Diagnostic | Expert | 25 % | Some patients will insist on diagnosing themselves. |
Anesthetic | Expert | 75 % | A numbing agent, to counteract pain centres. |
Inhibiting | Virtuoso | 66 % | Motor functions are often the first to fail. |
Intoxicant | Fabled | 66 % | Overconfidence is the drunk's downfall. |
Galvanic | Mythical | 66 % | A dash of bottled lightning. |
Extispicy | Study entrails to discern your target | |
Syntax: | DERIVE EXTISPICY <target> | |
Details: | Extispicy is a foundational aspect of biological sciences, and by carefully dissecting
parts of a corpse carried about your person, you may utilise the entrails to divine knowledge of your target's location - whether friend or foe. If they are within the area with you, you will be able to discern their current state of health. |
Ignition | A simple chemical reaction to inspire animalistic fear | |
Syntax: | DERIVE IGNITION <target> | |
Works against: | Both players and NPCs | |
Details: | To run from fire is an animalistic response ingrained in most creatures; a simple
concoction, when ignited, can burst with a harrowing boom and a flash of flame. While admittedly little more than a flashy chemical reaction, this display will drive your target into a state of panic, afflicting them with fear and forcing them to flee from the room in an instinctive act of self-preservation. |
Obfuscation | Smoke from your conduit will make you harder to strike | |
Syntax: | DERIVE OBFUSCATION | |
Details: | A pinch of minerals coating your conduit will produce a billowing black smoke that
obscures your form. Enemies that seek to harm you with either cutting or blunt damage will find their attacks less effective thanks to their impaired vision. This defence will protect you so long as you wield your conduit, but be warned: dropping or ceasing to wield it will forsake its protection. |
Dissolution | Sever the ties that bind Chaos entities to the Prime | |
Syntax: | DERIVE DISSOLUTION <target> | |
Details: | The proper combination of chemicals and minerals thrown precisely at the anchor point of
a doppleganger or mirrormask entity will create a reaction that quickly and cleanly severs their ties to this plane, banishing them. |
Gasmask | Transform remains into a protective gas mask | |
Syntax: | DERIVE GASMASK <element> | |
Details: | A trained Alchemist is precisely aware of the tools provided to them by their
surroundings; by utilizing scraps pulled from a corpse, as well as a handful of ink, you can fashion together an effective gas mask to protect you from the noxious effects of the world at large. While anyone can wear the mask, its fit is dependent on the sizing fashioned by the creating Alchemist, and thus will offer only them the maximum protection. Inks: Fire: 1 red ink, 1 yellow ink. Magic: 1 red ink, 1 green ink. Cold: 1 blue ink. Electric: 1 yellow ink. Poison: 1 green ink. Psychic: 1 purple ink. Asphyxiation: 1 gold ink. |
Crutch | Utilise your conduit as a crutch | |
Syntax: | DERIVE CRUTCH [OFF] | |
Details: | By utilising your conduit as a protective crutch, it will protect the limb you are
currently parrying by deploying a minor field of electricity to surround it. Maintaining this will drain mana so long as it is active. If an enemy moves to strike that limb, the conduit will electrocute the attacker, and if that limb is broken, then it will deliver a masked mental affliction. The afflictions mirroring, mental disruption, patterns and dread are excluded from this effect. Look at HELP TYPES for more information on what is a mental affliction. Cooldown (on proc): 2 seconds |
Cognisance | Outliers stick out like sore thumbs | |
Syntax: | DERIVE COGNISANCE <ON/OFF> | |
Details: | It is an Alchemist's duty to be acutely aware of the status of their experiments, thus it
comes as no surprise that you possess an unrivaled ability to perceive your opponent and their symptoms. While you are cognisant of your opponent, any loki effects that strike your foe will report their afflictions to you while keeping them unaware. Additionally, any loki venom that you inflict upon others will no longer deliver effects the target already suffers from. |
Disciplines | Recall knowledge of your specialised studies | |
Syntax: | DISCIPLINES DISCIPLINE <discipline> RECALL DISCIPLINE <discipline> DISMISS DISCIPLINE DISMISS ALL | |
Details: | While expected to be exceptional in all scientific pursuits, some Alchemists may display
a particular affinity for certain disciplines. Through rigorous study in these different fields, you will find yourself capable of recalling your teachings in a time of need. Be warned, however, that actively recalling teachings from a discipline will take a mental toll that is multiplied by the number you try to simultaneously keep at the forefront of your mind. Available disciplines are: [Field Studies] Grants forestwalking and health regeneration in blight and forest rooms. [Research] Offers a 2% chance to resist mental afflictions you receive. [Compounding] Enhances Alchemy, causing catalysts to have a 25% chance to not reduce volatility. [Biology] Enhances healing, causing both blight and forest rooms to periodically heal an affliction so long as you are not paralyzed. [Experimentation] Enhances the abilities of your experiment, causing it to strike faster. [Procedure & Protocol] So aware are you of standard procedure and protocol, force abilities and effects will have no effect on you. [Chemistry] Allows you to completely negate an elemental attack on a 20-90 second cooldown. |
Prognosis | Instill dread with the knowledge of future ailments | |
Syntax: | DERIVE PROGNOSIS <target> | |
Details: | Your critical eye is easily able to assess a target's physiological state and, by
providing to them a detailed prognosis of their future maladies, you are able to instill them with dread. While affected by this state of dread, a victim will be unable to cure themselves of the effects of the infiltrative compound, nor will they be able to cure the blighted effects of your pathogen skill. The prognosis effect may only be removed by leaving the source - the Alchemist that derived it - for a long enough time, or focusing one's mind while unaffected by any other mental affliction. |
Expeditions | Arrange for expeditions to points of interest | |
Syntax: | DERIVE EXPEDITION ESTABLISH DERIVE EXPEDITION FORFEIT <area> DERIVE
EXPEDITION LIST DERIVE EXPEDITION TRAVEL <area> | |
Details: | Insofar as field studies are concerned, Alchemists will often find themselves tracing the
same paths and studiously observing for changes along the way. Establishing a route as a formal expedition ingrains the way so effectively in an Alchemist's mind that traversing it comes as second nature, allowing focus to be paid instead to more eruditious endeavors. You can create up to three expeditions, the likes of which are formally marked with a stake of wood at its endpoint. There is no use in attempting to establish multiple expeditions to a single area. |
Lifevision | The ability to see the life force of others | |
Syntax: | LIFEVISION | |
Details: | Your rapt attentiveness has developed over time to allow for the ability to notice all
living things within your sight, regardless of attempts to hide. You will additionally find yourself capable of occasionally spotting illusory attempts to trick you. |
Delegation | Send another off to complete your expedition for you | |
Syntax: | DERIVE DELEGATE <target> <area> | |
Details: | Much to your chagrin, it is sometimes necessary to rely on others to complete tasks for
you. You may delegate an expedition to another of your choice, sending them off to your expedition marker. |
Hallucinogen | So frail are mortal minds already; this substance may not help | |
Syntax: | DERIVE HALLUCINOGEN <target> [phobia] | |
Details: | So long as your target has at least three mental afflictions, you can slip them a
powerful hallucinogen that is sure to compound their existing mental fragility; by doing so, you will inflict their mind with a phobia, and drain it of some mana. You can inflict the following phobias: Fear, agoraphobia, claustrophobia, vertigo, loneliness, shyness, paranoia, or superstition. Additionally, the equilibrium cost for this skill is reduced for each mental affliction the target has. However, it will not obtain any further benefit after the fifth mental affliction. Look at HELP TYPES for more information on what is regarded as a mental affliction |
Causality | Perfect the timing of cause and effect for precision in science | |
Syntax: | ||
Details: | Syntax: DERIVE CAUSALITY <target> [IN <6-12>]
A practiced Alchemist is more than capable of educing chain reactions through the knowledge of compounds and the precise timing required for each to properly interact effectively. Provided the Alchemist has three compounds in their conduit, they may specify a time (six seconds is the default if none is provided) in which a flagrant reaction will bombard their foe, dealing unblockable damage and stunning them. If they are shielded, then it will be annihilated. Certain afflictions bestowed by the Alchemist will multiply the damage and stun from the attack when it is initially set off, each of them greatly increasing its power and allowing it to reach a near lethal state when all are present. Curing or obtaining these afflictions after the synchronous reaction is set will not alter its potency. The following are the afflictions that will increase its potency: Paranoia, Infested, Blighted, and Stormtouched. |
Lacerating | A barbed and clawed experiment made for rending flesh | |
Syntax: | EXPERIMENT REQUEST LACERATING | |
Details: | Request an experiment with twisted flesh and barbed claws primed for evisceration.
Occasionally, one of its swipes will cause one of impairment, blurry vision, or clumsiness and will be masked from their view. |
Requesting | Request a particular experiment for your needs | |
Syntax: | EXPERIMENT REQUEST <type> EXPERIMENT DISMISS EXPERIMENT RECALL | |
Details: | Additional syntax: EXPERIMENT HIDE and EXPERIMENT REVEAL
Request a suitable experiment for your current needs. If it happens to wander off, as they want to do, they have been painstakingly conditioned to return when called. Should you wish to hide your experiment from prying eyes, it is capable of this as well. Refer to HELP LOYALS for more information on leading your familiar, such as ordering it to attack and other useful commands. |
Transfusion | Lend your experiment some of your lifeblood | |
Syntax: | EXPERIMENT TRANSFUSION | |
Details: | At a cost of your own wellbeing, you may begin a transfusion with your experiment to heal
it from damage taken over the course of your studies. |
Wailing | An experiment with a disconcerting habit | |
Syntax: | EXPERIMENT REQUEST WAILING | |
Details: | Modified vocal cords mixed with an.. unfortunate demeanor come together to create a wail
capable of dealing psychic-based damage to your enemies, or inciting volatility for your own advantage in Alchemy. |
Toxic | Toxic secretions make for an effective attacker | |
Syntax: | EXPERIMENT REQUEST TOXIC | |
Details: | Toxic secretions will lend this experiment a potent edge when it bites an opponent,
delivering both poison damage and the loki venom. Be warned, however, that it may not always bite; these particular experiments are equally fond of strangulation. |
Preservation | Safeguard your experiment from harm | |
Syntax: | EXPERIMENT PRESERVATION <ON/OFF> | |
Details: | At a cost of a small willpower drain, you may focus on the preservation of your
experiment. You will deflect orb sigils that seek to banish it, and if it is attacked when not by your side, the experiment will return immediately to you. |
Articulation | Make it speak as if it had thoughts | |
Syntax: | EXPERIMENT ARTICULATE <message> | |
Details: | So conditioned is your experiment that it can pick up on subtle cues and movements well
enough to articulate what it is you have on your mind through its own mouth. |
Witness | Witness that which your experiment sees | |
Syntax: | EXPERIMENT WITNESS | |
Details: | Your experiment will relay to you what it is they see, quickly providing you with all in
their location. |
Arachnidal | It's no Chiav, but the next best thing | |
Syntax: | EXPERIMENT REQUEST ARACHNIDAL | |
Details: | Study shows that Djeirani subjects, grafted precisely with spinnerets and fangs, can
mimic the physical dexterity of a true spider. Each venomous bite that this rabid experiment makes will cause periodic poison damage and silently deliver allergies, vomiting, or disfigurement. After a set number of attacks, it will spot an opportunity to cover your unlucky foe in sticky webs instead, entangling them. |
Interposition | Your experiment will intercept blows against you | |
Syntax: | EXPERIMENT INTERPOSITION <ON/OFF> | |
Details: | Though directing it to do so will cost some willpower, you can instruct your experiment
to do its best to intercept a portion of that which would harm you. |
Tumefactive | Weighty tumours make for acceptable bludgeons | |
Syntax: | EXPERIMENT REQUEST TUMEFACTIVE | |
Details: | It goes to show that even failed experiments have their purposes; calcified tumors,
utilized by a motivated experiment, can cripple the limbs of your opponent and deliver blunt damage. |
Immolative | Utilise Xoran features to induce fire | |
Syntax: | EXPERIMENT REQUEST IMMOLATIVE | |
Details: | Experiments equipped with transposed Xoran biological elements allow for a devastating
breath of fire that can set enemies ablaze, stun them, or simply singe them quite severely. |
Reconfiguration | Reconfigure your experiment to suit your needs | |
Syntax: | EXPERIMENT RECONFIGURE <quality> | |
Cooldown: | 20 seconds | |
Details: | You may reconfigure the form of your experiment to bring about new physical features for
you to utilize on a whim. It will also recover any missing health the experiment had. |
Compounds | Certain compounds when burnt can elicit harrowing effects | |
Syntax: | COMPOUND CREATE <compound> COMPOUND LIST | |
Details: | The creation of compounds is a cornerstone element of an Alchemist's studies. Once a
compound has been created, you must apply it to your conduit and expose your opponent to it in order to unlock their potential. See AB EXPERIMENTATION AUGMENTATION and AB EXPERIMENTATION EXPOSURE for more details. Compounds are complicated creations that are typically activated by your target meeting a specific criteria, known as a trigger condition. When the condition is met, the compound will activate, and then enact a persistent effect. When the same criteria is met a second time or the threshold no longer applies, the compound will be rendered inactive. Careful consideration of compound effects is important, as your conduit is only capable of containing three at a given time. The creation of compounds differs according to which one you are attempting to create. Some compounds require you to be standing in a certain environment type, while others will require a raw material on hand to synthesize. The list is as follows: Anesthetic: Forest environments Intoxicant: Beach environment Inhibiting: Hills or mountains environment Galvanic: An eagle feather OR the corpse of an eagle Exhilarant: A piece of stag's horn OR the corpse of a stag Toxoid: An elemental ice commodity Caustic: Bone powder OR an animal corpse Invigorant: A crocodile's tooth OR an animal corpse Anticoagulant: A lion's claw OR an animal corpse Diagnostic: An animal corpse |
Exposure | Expose your enemy to the effects of your deadly compounds | |
Syntax: | COMPOUND EXPOSE <target> and COMPOUND EXPOSE NONE | |
Details: | By exposing your enemy to the gaseous form of your compounds, you may subject them to
their inhibiting effects. |
Augmentation | Augment your conduit with additional compounds | |
Syntax: | ||
Details: | Syntax: COMPOUND AUGMENT <[compound 1] [compound 2] .. [compound nth]> COMPOUND REMOVE <compound> COMPOUND REMOVE ALL
You may augment your conduit with up to three different compounds. To ensure quality, you may only utilize compounds of your own creation, and only one of any single type can be utilized at once. In some cases, it may be possible have more than three compounds at once. Please refer to AB EXPERIMENTATION <compound> to learn more. |
Exhilarant | Flare your synapses with an exhilarant of the mind | |
Syntax: | ||
Details: | Activator: Self. Trigger condition:
The exhilarant compound is activated by passing the threshold of 3 volatility - this can be done by gaining volatility, or by depleting it past that mark. Target: Self. Activation effect: The volatility around you will be converted into mental fortitude, restoring a small amount of mana and willpower to yourself. |
Toxoid | Their sickness is your route to health | |
Syntax: | ||
Details: | Activator: Self. Trigger condition:
The toxoid compound is activated by the Alchemist dropping below 50% of their maximum health. This can be accomplished both by being damaged, or by causing self harm. Healing back up the last 50% of your health will cause the effect to linger for a short period before eventually fading. Target: Exposed target. Activation effect: The toxoid compound will bestow upon your opponent the spiritbane affliction for as long as the compound is active, preventing natural passive health regeneration. Certain Alchemy attacks made against the target will heal you for a portion of the damage dealt, but will never heal you past 50% of your max health. |
Invigorant | Just a whiff is all you need to continue your fight | |
Syntax: | ||
Details: | Activator: Self. Trigger condition:
The invigorant compound is permanently activated once strung by the Alchemist, providing you wield your conduit. Target: Self. Activation effect: While active, the invigorant compound will act as an anesthetic of sorts, numbing the Alchemist to the pain of the crippled limbs and allowing them to use any Alchemy abilities without the requirement of working arms. |
Caustic | Erode the barriers that protect them | |
Syntax: | ||
Details: | Activator: Exposed target. Trigger condition:
The caustic compound is activated by a target breathing it in using a shield tattoo or any other means of forming a temporary barrier. This does not apply to the prismatic barrier generated by using a lyre or other such means. Target: Exposed target. Activation effect: The next time your opponent attempts to form a shield, the compound will engulf and erode it whilst simultaneously delivering a masked mental affliction from the antipsychotic tree in the process. The compound will then go inactive once more. You can view HELP CURE ORDER for more information on afflictions in the antipsychotic cure tree. |
Anticoagulant | Their blood was already flowing; let it flow more | |
Syntax: | ||
Details: | Activator: Attuned target. Trigger condition:
The anticoagulant compound is activated by a bleeding target that breathes the compound - achieving at least 200 bleeding will activate the effect. This effect can only be triggered once each time your foe passes 200 bleeding, not if they continue to bleed. Target: Exposed target. Activation effect: While active, shards from the Virulent ability will more effectively be embedded into your opponent's flesh, preventing them from being removed by any means. |
Diagnostic | Some patients will insist on diagnosing themselves | |
Syntax: | ||
Details: | Activator: Exposed target. Trigger condition:
The diagnostic compound is activated whenever the Exposed target uses the Diagnose ability to check their afflictions. You can view AB SURVIVAL DIAGNOSE for more information. Target: Self. Activation effect: Generate 1 volatility when the compound activates for use in Alchemy. |
Anesthetic | A numbing agent, to counteract pain centres | |
Syntax: | ||
Details: | Activator: Self. Trigger condition:
The anesthetic compound is activated by the Alchemist receiving a cumulative amount of damage - roughly about 2000 damage. Once this amount of damage has been passed a second time, the compound will deactivate. Target: Self. Activation effect: The revitalizing effects of the anesthetic compound will flood your body, numbing you to a portion of all damage received. |
Inhibiting | Motor functions are often the first to fail | |
Syntax: | ||
Details: | Activator: Exposed target. Trigger condition:
The inhibiting compound is activated by a Exposed target having Causality cast upon them. Target: Exposed target. Activation effect: Upon activation, the inhibiting compound will afflict the target with an inhibiting aroma. This effect will occasionally infiltrate your opponent's body and wreak havoc upon their motor functions - preventing them from leaving, and knocking them prone and off balance. |
Intoxicant | Overconfidence is the drunk's downfall | |
Syntax: | ||
Details: | Activator: Exposed target. Trigger condition:
The intoxicant compound is activated by a Exposed target attempting to focus their mind to cure mental maladies. The condition will only be achieved if the opponent is both capable of focusing and consumes the proper balance. Target: Exposed target. Activation effect: While the intoxicant compound is active, your victim will find themselves incapable of precisely touching their tree tattoo to any practical effect. |
Galvanic | A dash of bottled lightning | |
Syntax: | ||
Details: | This compound does not count towards your maximum allowed limit of augmentations.
Activator: Exposed target. Trigger condition: The galvanic compound is activated by a Exposed target attempting to cure two afflictions from the same curing tree in a row through the use of curative pills. You can review HELP CURE ORDER to learn more about the various curative trees. Target: Exposed target. Activation effect: After three seconds of exposure to the compound, your foe will be afflicted with the stormtouched affliction, which nullifies the usefulness of their electrical resistance. |