Difference between revisions of "Shamanism (skill)"

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(Inserting AB details.)
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|skillname = Bonecasting
|skillname = Bonecasting
|syntax = SHAMAN BONECASTING <target>
|syntax = SHAMAN BONECASTING <target>
|description = The seers within the depths of Dendara speak highly of this art, passing
|description = The seers within the depths of Dendara speak highly of this art, passing it down from one generation to the next as a means of tracking elusive quarry that would otherwise evade their senses.
it down from one generation to the next as a means of tracking elusive
quarry that would otherwise evade their senses.


Using a bone from the corpses you carry upon you, you may question the
Using a bone from the corpses you carry upon you, you may question the bones as to the location of your target whether they be friend or foe. If they are within the area with you, you will be able to discern their current state of health.
bones as to the location of your target whether they be friend or foe.
If they are within the area with you, you will be able to discern their
current state of health.
}}
}}


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|skillname = Harrowing
|skillname = Harrowing
|syntax = SHAMAN HARROW <target>
|syntax = SHAMAN HARROW <target>
|description = While many of the spirits of Dendara can be beings of great benevolence,
|description = While many of the spirits of Dendara can be beings of great benevolence, it is common to encounter the gnarled spirits that care little for the mortal realms. In binding them to your will, you may turn their very visage against your foes.
it is common to encounter the gnarled spirits that care little for the
mortal realms. In binding them to your will, you may turn their very
visage against your foes.


Even some of the greatest beasts cannot help but to be filled with fear
Even some of the greatest beasts cannot help but to be filled with fear by the creatures that await them for all eternity. It will force the target to immediately flee from the room, and afflict them with fear.
by the creatures that await them for all eternity. It will force the
target to immediately flee from the room, and afflict them with fear.
}}
}}


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|skillname = Protection
|skillname = Protection
|syntax = SHAMAN PROTECTION
|syntax = SHAMAN PROTECTION
|description = Runes are a common sight in Dendara; strewn amongst the destroyed
|description = Runes are a common sight in Dendara; strewn amongst the destroyed shrines and broken cairns, but there are many that are still scratched into the trees and stone as a means of warding or protection against evil. One such rune, spoken as 'cethor', can be utilized by a shaman to protect himself. By calling upon your latent energy, you may channel the protective spell through your quarterstaff and scribe it into the air before you.
shrines and broken cairns, but there are many that are still scratched
into the trees and stone as a means of warding or protection against
evil. One such rune, spoken as 'cethor', can be utilized by a shaman to
protect himself. By calling upon your latent energy, you may channel the
protective spell through your quarterstaff and scribe it into the air
before you.


Your resistance to cutting and blunt damage will increase as long as you
Your resistance to cutting and blunt damage will increase as long as you continue to wield your quarterstaff. If you cease to wield your quarterstaff, the defense shall stay upon you but no longer offer its protective boon.
continue to wield your quarterstaff. If you cease to wield your
quarterstaff, the defense shall stay upon you but no longer offer its
protective boon.
}}
}}


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|skillname = Exorcise
|skillname = Exorcise
|syntax = SHAMAN EXORCISE <target>
|syntax = SHAMAN EXORCISE <target>
|description = The baleful creatures of Chaos stand outside the Rhythm of Dendara,
|description = The baleful creatures of Chaos stand outside the Rhythm of Dendara, skirting the edge of corruption and seething darkness. Cast them back to the abyss from whence they came by banishing them from the realm of mortals.
skirting the edge of corruption and seething darkness. Cast them back to
the abyss from whence they came by banishing them from the realm of
mortals.
}}
}}


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|skillname = Spiritmask
|skillname = Spiritmask
|syntax = SHAMAN SPIRITMASK <element>
|syntax = SHAMAN SPIRITMASK <element>
|description = By harvesting bone, horn, and other objects from your fallen prey, you
|description = By harvesting bone, horn, and other objects from your fallen prey, you may honor them in death by using their leering visage as a spiritmask. Using colourful inks, the shaman of Dendara create wonderous displays to the fallen beasts and gain resistances to the elements as they utter a
may honor them in death by using their leering visage as a spiritmask.
Using colourful inks, the shaman of Dendara create wonderous displays to
the fallen beasts and gain resistances to the elements as they utter a
binding prayer over the mask.
binding prayer over the mask.


While anyone may wear the mask, the powerful magics within will only
While anyone may wear the mask, the powerful magics within will only reflect upon the shaman who created it.
reflect upon the shaman who created it.


Inks:<br>
Inks:<br>
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|skillname = Warding
|skillname = Warding
|syntax = SHAMAN WARDING
|syntax = SHAMAN WARDING
|description = Spirits of the natural world can be encouraged to take on various forms
|description = Spirits of the natural world can be encouraged to take on various forms for the whim of the summoner. Utilizing a lesser spirit of lighting as a ward, you may command it take on the form of an orb that will encircle the limb you are currently parrying. If an enemy moves to strike that limb, the spirit will electrocute the attacker and have a chance of delivering a mental affliction.
for the whim of the summoner. Utilizing a lesser spirit of lighting as a
ward, you may command it take on the form of an orb that will encircle
the limb you are currently parrying. If an enemy moves to strike that
limb, the spirit will electrocute the attacker and have a chance of
delivering a mental affliction.


Warding may only fire once every two seconds.
Warding may only fire once every two seconds.
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|skillname = Spiritsight
|skillname = Spiritsight
|syntax = SHAMAN SPIRITSIGHT <ON/OFF>
|syntax = SHAMAN SPIRITSIGHT <ON/OFF>
|description = By altering your senses to discern subtle fluctuations in vital
|description = By altering your senses to discern subtle fluctuations in vital energies, you may allow yourself to gather more detailed information on
energies, you may allow yourself to gather more detailed information on
your other people. While spiritsight is active, any loki effects that
your other people. While spiritsight is active, any loki effects that
strike your people will report their afflictions to you, while keeping
strike your people will report their afflictions to you, while keeping
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OATH <oath> ACTIVATE
OATH <oath> ACTIVATE
OATH <oath> DISABLE
OATH <oath> DISABLE
|description = One of the ways a Druid may unlock their potential is by binding their
|description = One of the ways a Druid may unlock their potential is by binding their service to the many totemic spirits of Dendara. By taking individual oaths with the spirits within, you will gather numerous boons, ranging from protection from the elements, to immunity from certain mental afflictions, to a chance to resist such afflictions in their entirety. There are seven oaths that you may swear, and once unlocked, each oath will remain with you permanently. You may activate or disable them at will - though each active oath presents a cumulative mana and willpower drain.
service to the many totemic spirits of Dendara. By taking individual
oaths with the spirits within, you will gather numerous boons, ranging
from protection from the elements, to immunity from certain mental
afflictions, to a chance to resist such afflictions in their entirity.
There are seven oaths that you may swear, and once unlocked, each oath
will remain with you permanently. You may activate or disable them at
will - though each active oath presents a cumulative mana and willpower
drain.


The current oaths are:
The current oaths are:
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[Oath of the Elder Shaman]
[Oath of the Elder Shaman]
- Grants foresight to the druid, giving them a 10% chance to resist
- Grants foresight to the druid, giving them a 10% chance to resist mental afflictions
mental afflictions


[Oath of Nature's Blade]
[Oath of Nature's Blade]
- Enhances primality, causing boost to have a 33% chance to not consume
- Enhances primality, causing boost to have a 33% chance to not consume energy
energy
   
   
[Oath of Tranquility]
[Oath of Tranquility]
- Enhances healing, causing overgrowth/forest rooms to periodically heal
- Enhances healing, causing overgrowth/forest rooms to periodically heal an affliction
an affliction


[Oath of the Primeval]
[Oath of the Primeval]
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[Oath of the Rhythm]
[Oath of the Rhythm]
- Causes serene balance in the druid, granting immunity to berserking,
- Causes serene balance in the druid, granting immunity to berserking, peace and pacifism
peace and pacifism


[Oath of the Durdalis]
[Oath of the Durdalis]
- Causes resistances to shift, granting 60% damage protection from a
- Causes resistances to shift, granting 60% damage protection from a rotating magic element (fire, cold, electric, magic, psychic). Shifts every 30 seconds while active.
rotating magic element (fire, cold, electric, magic, psychic). Shifts
every 30 seconds while active.


Shamanism - Premonition
Shamanism - Premonition
|syntax = SHAMAN PREMONITION <target>
|syntax = SHAMAN PREMONITION <target>
|description = While a druid is incapable of true clairvoyance, their ability to alter
|description = While a druid is incapable of true clairvoyance, their ability to alter destiny in the most subtle of fashions can prove to be a powerful tool. With this simple hex, a druid may place a premonition deep within the psyche of their victim, foretelling future maledictions and inhibiting their victim's ability to shake off their effects. While affected by a premonition, a victim will find themselves unable to cure any infestation of spiritual parasites or the effects of blighted spines. The premonition itself may only be removed by leaving the presence of the druid, or focusing one's mind while unaffected by any other mental affliction.
destiny in the most subtle of fashions can prove to be a powerful tool.
With this simple hex, a druid may place a premonition deep within the
psyche of their victim, foretelling future maledictions and inhibiting
their victim's ability to shake off their effects. While affected by a
premonition, a victim will find themselves unable to cure any
infestation of spiritual parasites or the effects of blighted spines.
The premonition itself may only be removed by leaving the presence of
the druid, or focusing one's mind while unaffected by any other mental
affliction.
}}
}}


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SHAMAN SONGLINE LIST<br>
SHAMAN SONGLINE LIST<br>
SHAMAN SONGLINE TRAVEL <area><br>
SHAMAN SONGLINE TRAVEL <area><br>
|description = Upon your journey throughout the land, you will come across many places
|description = Upon your journey throughout the land, you will come across many places of wonder and joy, hardship and sorrow. Remember your tales of the past in short verse and whispered song by erecting small totems of these journeys. It is often said that in the depths of Dendara, the whispered song of ages long past still drifts upon the winds and can be heard as an echo of the ages.
of wonder and joy, hardship and sorrow. Remember your tales of the past
in short verse and whispered song by erecting small totems of these
journeys. It is often said that in the depths of Dendara, the whispered
song of ages long past still drifts upon the winds and can be heard as
an echo of the ages.


You may create up to three totems along your travels, binding thought
You may create up to three totems along your travels, binding thought and memory to the aged wood. Only one totem may stand within an area.
and memory to the aged wood. Only one totem may stand within an area.
}}
}}


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|skillname = Voyage
|skillname = Voyage
|syntax = SHAMAN VOYAGE <target> <area>
|syntax = SHAMAN VOYAGE <target> <area>
|description = One need not bear all hardships or joys alone as you travel the world
|description = One need not bear all hardships or joys alone as you travel the world throughout your life. While songlines may only be crafted and bound by the singer, you may compel one to experience your travels by reciting to them your song of journey. Let them experience your journey through whispered song and voice.
throughout your life. While songlines may only be crafted and bound by
the singer, you may compel one to experience your travels by reciting to
them your song of journey. Let them experience your journey through
whispered song and voice.
}}
}}


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|skillname = Omen
|skillname = Omen
|syntax = SHAMAN OMEN <target>
|syntax = SHAMAN OMEN <target>
|description = Through primal magic of bone and blood, a shaman may string three
|description = Through primal magic of bone and blood, a shaman may string three fetishes upon his or her quarterstaff and enact a binding hex upon their foe. A short time later, an omen of malevolence shall descend upon them, dealing damage and stunning.
fetishes upon his or her quarterstaff and enact a binding hex upon their
foe. A short time later, an omen of malevolence shall descend upon
them, dealing damage and stunning.


The damage and duration of the stun is modified based on how many
The damage and duration of the stun is modified based on how many of the following afflictions the target has:
of the following afflictions the target has:
Spiritbane.
Spiritbane.
Infested.
Infested.
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|syntax = FETISH CREATE <fetish>
|syntax = FETISH CREATE <fetish>
FETISH LIST
FETISH LIST
|description = You are now capable of creating mystic fetishes to invoke ancient magics
|description = You are now capable of creating mystic fetishes to invoke ancient magics upon your foe. Once created, you must string the fetishes upon your quarterstaff and attune your target to unlock their potential. See AB SHAMANISM STRINGING and AB SHAMANISM ATTUNEMENT for more details.
upon your foe. Once created, you must string the fetishes upon your
quarterstaff and attune your target to unlock their potential. See AB
SHAMANISM STRINGING and AB SHAMANISM ATTUNEMENT for more details.


Fetishes are powerful tools that are activated by an attuned target (or
Fetishes are powerful tools that are activated by an attuned target (or the druid themselves) meeting specific criteria (known as trigger
the druid themselves) meeting specific criteria (known as trigger
conditions). When the threshold is passed, the fetish will become active, and will enact a persistent effect. When the same criteria is met, the fetish will be rendered inactive. Careful consideration of fetish effects is important, as you are only capable of using three fetishes at a given time.
conditions). When the threshold is passed, the fetish will become
active, and will enact a persistent effect. When the same criteria is
met, the fetish will be rendered inactive. Careful consideration of
fetish effects is important, as you are only capable of using three
fetishes at a given time.


The creation of fetishes differs according to what fetish you are
The creation of fetishes differs according to what fetish you are attempting to create. Some fetishes require you to be standing in a certain environment type, others will require a raw material for you to refine. The list is as follows:
attemping to create. Some fetishes require you to be standing in a
certain environment type, others will require a raw material for you to
refine. The list is as follows:
Bark:    Ancient forest environ.<br>
Bark:    Ancient forest environ.<br>
Shell:    Beach environ.<br>
Shell:    Beach environ.<br>
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|skillname = Stringing
|skillname = Stringing
|syntax = FETISH STRING <fetish> [<fetish> <fetish>]
|syntax = FETISH STRING <fetish> [<fetish> <fetish>]
|description = Using a length of corded leather you may string up to three fetishes on
|description = Using a length of corded leather you may string up to three fetishes on your quarterstaff at once. You can only string fetishes that you have personally created, and only one of a type of fetish can be on your quarterstaff at once. Fetishes are consumed once they are tethered to your quarterstaff.
your quarterstaff at once. You can only string fetishes that you have
personally created, and only one of a type of fetish can be on your
quarterstaff at once. Fetishes are consumed once they are tethered to
your quarterstaff.
}}
}}


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|syntax = FETISH ATTUNE <target>
|syntax = FETISH ATTUNE <target>
FETISH UNATTUNE <target>
FETISH UNATTUNE <target>
|description = To most observers, the rattling of druidic fetishes proves to be little
|description = To most observers, the rattling of druidic fetishes proves to be little more than noise. By attuning a target to the effects of your magic, you may draw out the true power of your fetishes - allowing their energies to affect your foe.
more than noise. By attuning a target to the effects of your magic, you
may draw out the true power of your fetishes - allowing their energies
to affect your foe.
}}
}}


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{{AB
{{AB
|skillname = Horn
|skillname = Horn
|description =  The horn fetish is activated by passing the threshold
|description =  The horn fetish is activated by passing the threshold of 3 natural energy - this can be done by gaining energy, or by depleting it past that mark.
of 3 natural energy - this can be done by gaining energy, or by
depleting it past that mark.


Activation effect: A portion of the energy around you will be converted
Activation effect: A portion of the energy around you will be converted into mental fortitude, restoring a small amount of mana to the user.
into mental fortitude, restoring a small amount of mana to the user.
}}
}}


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{{AB
{{AB
|skillname = Ice
|skillname = Ice
|description =  The ice fetish is activated by the druid dropping
|description =  The ice fetish is activated by the druid dropping below 50% of their maximum health. This can be done both by being damaged or using the effusion ability (AB PRIMALITY EFFUSION) to harm oneself.
below 50% of their maximum health. This can be done both by being
damaged or using the effusion ability (AB PRIMALITY EFFUSION) to harm
oneself.


Activation effect: The magics of the ice fetish will chill the very soul
Activation effect: The magics of the ice fetish will chill the very soul of your target - giving them the spiritbane affliction for as long as the fetish is active, and generating double the normal amount of energy whenever you commune nature upon them.
of your target - giving them the spiritbane affliction for as long as
the fetish is active, and generating double the normal amount of energy
whenever you commune nature upon them.
}}
}}


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{{AB
{{AB
|skillname = Tooth
|skillname = Tooth
|description =  The tooth fetish is activated by the druid being
|description =  The tooth fetish is activated by the druid being affected by at least two broken limbs. This will only fire if the druid reached two broken limbs through gaining the afflictions, not by curing additional broken limbs.
affected by at least two broken limbs. This will only fire if the druid
reached two broken limbs through gaining the afflictions, not by curing
additional broken limbs.


Activation effect; While active, the tooth fetish will empower a druid's
Activation effect; While active, the tooth fetish will empower a druid's connection to nature, allowing them to use any primality abilities without the requirement of working arms.
connection to nature, allowing them to use any primality abilities
without the requirement of working arms.
}}
}}


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{{AB
{{AB
|skillname = Bone
|skillname = Bone
|description =  The bone fetish is activated by an attuned target
|description =  The bone fetish is activated by an attuned target 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.
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.


Activation effect: The next time your opponent attempts to form a
Activation effect: The next time your opponent attempts to form a shield, the fetish will lash out and destroy it, delivering a mental affliction in the process.
shield, the fetish will lash out and destroy it, delivering a mental
affliction in the process.
}}
}}


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{{AB
{{AB
|skillname = Claw
|skillname = Claw
|description =  The claw fetish is activated by an attuned foe who is
|description =  The claw fetish is activated by an attuned foe who is greatly bleeding - achieving at least 200 bleeding will activate the effect. This effect can only be triggered once each time the opponent passes 200 bleeding, not if they continue to bleed.
greatly bleeding - achieving at least 200 bleeding will activate the
effect. This effect can only be triggered once each time the opponent
passes 200 bleeding, not if they continue to bleed.


Activation effect: While active, thorns will hold with greater force -
Activation effect: While active, thorns will hold with greater force - preventing them from being removed from your victim by any means.
preventing them from being removed from your victim by any means.
}}
}}


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{{AB
{{AB
|skillname = Eye
|skillname = Eye
|description =  The eye fetish is activated whenever the attuned
|description =  The eye fetish is activated whenever the attuned target uses diagnose to check their afflictions.
target uses diagnose to check their afflictions.


Activation effect: Gain one energy when the fetish activates.
Activation effect: Gain one energy when the fetish activates.
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{{AB
{{AB
|skillname = Bark
|skillname = Bark
|description =  The bark fetish is activated by the druid receiving a
|description =  The bark fetish is activated by the druid receiving a moderate amount of damage - roughly 2000 health.
moderate amount of damage - roughly 2000 health.


Activation effect: The protective magics of the bark fetish will envelop
Activation effect: The protective magics of the bark fetish will envelop you in a shell, deflecting a portion of all damage received.
you in a shell, deflecting a portion of all damage received.
}}
}}


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{{AB
{{AB
|skillname = Stone
|skillname = Stone
|description =  The stone fetish is activated by an attuned target
|description =  The stone fetish is activated by an attuned target completing a writhe action. Note that this will only affect the fetish if the opponent is either bound or affected by druidic thorns when they attempt to writhe.
completing a writhe action. Note that this will only affect the fetish
if the opponent is either bound or affected by druidic thorns when they
attempt to writhe.


Activation effect: While active, the stone fetish will occasionally
Activation effect: While active, the stone fetish will occasionally prevent your victim from leaving the room - knocking them prone and off balance in the process.
prevent your victim from leaving the room - knocking them prone and off
balance in the process.
}}
}}


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{{AB
{{AB
|skillname = Shell
|skillname = Shell
|description = Trigger condition: The shell fetish is activated by an attuned target
|description = Trigger condition: The shell fetish is activated by an attuned 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.
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.


Activation effect: While the shell fetish is active, your victim will
Activation effect: While the shell fetish is active, your victim will find that the magics empowering their tree tattoo have been rendered inactive.
find that the magics empowering their tree tattoo have been rendered
inactive.
}}
}}


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{{AB
{{AB
|skillname = Feather
|skillname = Feather
|description = Trigger condition: The feather fetish is activated by an attuned target
|description = Trigger condition: The feather fetish is activated by an attuned target attempting to cure two afflictions from the same curing tree in a row. Consult HELP CURES CONCOCTIONS or HELP CURES REANIMATION to learn the various curative trees. This effect only applies to herbal/slice afflictions.
attempting to cure two afflictions from the same curing tree in a row.
Consult HELP CURES CONCOCTIONS or HELP CURES REANIMATION to learn the
various curative trees. This effect only applies to herbal/slice
afflictions.


Activation effect: The might of the storm will be imposed upon your
Activation effect: The might of the storm will be imposed upon your target - afflicting them with the stormtouched affliction and causing them to take greater damage from any electric source.
target - afflicting them with the stormtouched affliction and causing
them to take greater damage from any electric source.
}}
}}


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|skillname = Cougar
|skillname = Cougar
|syntax = FAMILIAR SUMMON COUGAR
|syntax = FAMILIAR SUMMON COUGAR
|description = The jaguar spirit will deal physical damage to your enemies and
|description = The jaguar spirit will deal physical damage to your enemies and occassionally cause one of sensitivity, blurry vision and clumsiness.
occassionally cause one of sensitivity, blurry vision and clumsiness.
}}
}}


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|skillname = Invigorate
|skillname = Invigorate
|syntax = FAMILIAR INVIGORATE
|syntax = FAMILIAR INVIGORATE
|description = At a nominal cost to your own health, you may regenerate your familiar's
|description = At a nominal cost to your own health, you may regenerate your familiar's physical form, repairing any damage they may have taken in battle.
physical form, repairing any damage they may have taken in battle.
}}
}}


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|skillname = Raven
|skillname = Raven
|syntax = FAMILIAR SUMMON RAVEN
|syntax = FAMILIAR SUMMON RAVEN
|description = The raven spirit will either drain the target's mana and deliver a
|description = The raven spirit will either drain the target's mana and deliver a hidden anxiety, or deal psychic damage to the target.
hidden anxiety, or deal psychic damage to the target.
}}
}}


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|skillname = Serpent
|skillname = Serpent
|syntax = FAMILIAR SUMMON SERPENT
|syntax = FAMILIAR SUMMON SERPENT
|description = The form of a serpent will allow your familiar to coil around your
|description = The form of a serpent will allow your familiar to coil around your victim, choking the life from them and disrupting their mind with a bout of amnesia. Occassionally, the serpent will land a particularly nasty bite, inducing one of lethargy or weariness alongside the effects of loki.
victim, choking the life from them and disrupting their mind with a bout
of amnesia. Occassionally, the serpent will land a particularly nasty
bite, inducing one of lethargy or weariness alongside the effects of
loki.
}}
}}


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|skillname = Tethering
|skillname = Tethering
|syntax = FAMILIAR TETHER <ON{{!}}OFF>
|syntax = FAMILIAR TETHER <ON{{!}}OFF>
|description = Tether your familiar to this realm, making it immune to the effects of
|description = Tether your familiar to this realm, making it immune to the effects of orb sigils at the cost of a small willpower drain to yourself.
orb sigils at the cost of a small willpower drain to yourself.
Furthermore, if the familiar is attacked when not within your presence, it will instantly return to your side.
Furthermore, if the familiar is attacked when not within your presence,
it will instantly return to your side.
}}
}}


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|skillname = Voice
|skillname = Voice
|syntax = FAMILIAR VOICE <message>
|syntax = FAMILIAR VOICE <message>
|description = With a simple link from your mind to your familiar's, you may project
|description = With a simple link from your mind to your familiar's, you may project your voice through their form, regardless of your respective locations.
your voice through their form, regardless of your respective locations.
}}
}}


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|skillname = Glance
|skillname = Glance
|syntax = FAMILIAR GLANCE
|syntax = FAMILIAR GLANCE
|description = You may quickly glance through the eyes of your familiar, allowing you
|description = You may quickly glance through the eyes of your familiar, allowing you discern all in their location at no cost.
discern all in their location at no cost.
}}
}}


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|skillname = Spider
|skillname = Spider
|syntax = FAMILIAR SUMMON SPIDER
|syntax = FAMILIAR SUMMON SPIDER
|description = By taking the form of a spider, your familiar will pierce your enemy
|description = By taking the form of a spider, your familiar will pierce your enemy with venomous fangs, causing periodic poison damage. Occassionally, it will spot an opportunity to cover your unlucky foe in sticky webs, entangling them.
with venomous fangs, causing periodic poison damage. Occassionally, it
will spot an opportunity to cover your unlucky foe in sticky webs,
entangling them.
}}
}}


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|skillname = Spiritbond
|skillname = Spiritbond
|syntax = FAMILIAR SPIRITBOND <ON{{!}}OFF>
|syntax = FAMILIAR SPIRITBOND <ON{{!}}OFF>
|description = Mitigates 10% of damage you take over to your familiar, at the expense
|description = Mitigates 10% of damage you take over to your familiar, at the expense of a slight willpower drain.}}
of a slight willpower drain.
 


{{AB
{{AB
|syntax = FAMILIAR SUMMON BEAR
|syntax = FAMILIAR SUMMON BEAR
|description = The bear spirit will can cause heavy bleeding with its swipes, or maul
|description = The bear spirit will can cause heavy bleeding with its swipes, or maul the target's limbs and break them.
the target's limbs and break them.
}}
}}


Line 534: Line 391:
|skillname = Wyvern
|skillname = Wyvern
|syntax = FAMILIAR SUMMON WYVERN
|syntax = FAMILIAR SUMMON WYVERN
|description = The wyvern spirit is the most fierce of all the familiars. Its attacks
|description = The wyvern spirit is the most fierce of all the familiars. Its attacks have a chance to stun the target and set them on fire.
have a chance to stun the target and set them on fire.
}}
}}


Line 542: Line 398:
|skillname = Morph
|skillname = Morph
|syntax = FAMILIAR MORPH <form>
|syntax = FAMILIAR MORPH <form>
|description = This command will allow your familiar to quickly change forms, allowing
|description = This command will allow your familiar to quickly change forms, allowing you to alter its physical body without dismissing it outright. There is a small equilibrium cost associated with this ability.
you to alter its physical body without dismissing it outright. There is
a small equilibrium cost associated with this ability.
}}
}}

Revision as of 23:42, 6 July 2012

Skill Rank Percent Description
Bonecasting Inept 0% Glance upon the life of your target.
Harrowing Inept 49% Lend your foe a vision of sheer terror.
Protection Novice 0% Deflect attacks using your quarterstaff.
Exorcise Novice 50% Banish unnatural spirits from the land.
Spiritmask Adept 0% Carve a spiritual mask from bone.
Warding Adept 33% Strengthen your guard with spiritual force.
Spiritsight Gifted 25% Recognize the ailments that affect your foe.
Oaths Gifted 50% Invoke sworn oaths with the spirits of Dendara.
Premonition Expert 50% Instill a fearful premonition into one's psyche.
Songlines Fabled 0% Memorize and recite songs of travel.
Voyage Mythical 33% Allow another to experience your songs.
Omen Transcendent 0% Tamper with the threads of fate themselves.
You have the following fetish related abilities:
Skill Rank Percent Description
Fetishes Apprentice 99% Carve symbolic fetishes to invoke eldritch magic.
Stringing Capable 0% Quickly string crafted fetishes to your staff.
Attunement Capable 0% Link the power of your fetishes to a victim.
Horn Capable 0% Invigorate your mind as energy surges through you.
Ice Adept 33% As their vitality fades, their spirit suffers.
Tooth Skilled 0% Draw upon nature's might even when your body is broken.
Bone Skilled 25% Dark spirits punish those who cower behind barriers.
Claw Gifted 75% A bleeding victim proves unable to reject nature.
Eye Expert 25% A fetish made to draw power from their curiosity.
Bark Expert 75% A mystical fetish to imbue the flesh.
Stone Virtuoso 66% Occlude escape when one is bound.
Shell Fabled 66% Befuddle the harmony of body and mind.
Feather Mythical 66% Touch your opponent with the essence of the wild storm.
You have the following familiar related abilities:
Skill Rank Percent Description
Familiar Apprentice 0% Call upon nature to provide a spiritual familiar.
Cougar Apprentice 0% A vicious cougar to shred your enemies.
Invigorate Apprentice 50% Sacrifice your own health to heal your familiar.
Raven Capable 50% Disturb your foes with the cry of the raven.
Serpent Skilled 50% Poison your foes with a vicious serpent.
Tethering Skilled 75% Instantly return your familiar to your presence.
Voice Gifted 0% Project your voice through your familiar.
Glance Gifted 0% Extend your vision through your familiar.
Spider Expert 0% Summon a massive spider to entangle your foes.
Spiritbond Virtuoso 0% Order your familiar to guard you from harm.
Bear Virtuoso 33% The mighty bear will cripple your foe's limbs.
Wyvern Fabled 33% A mythical beast, incinerating any in its path.
Morph Mythical 0% Instantly transform the manifestation of your familiar.
Bonecasting
Syntax: SHAMAN BONECASTING <target>
Description: The seers within the depths of Dendara speak highly of this art, passing it down from one generation to the next as a means of tracking elusive quarry that would otherwise evade their senses.

Using a bone from the corpses you carry upon you, you may question the bones as to the location of your target whether they be friend or foe. If they are within the area with you, you will be able to discern their current state of health.


Harrowing
Syntax: SHAMAN HARROW <target>
Description: While many of the spirits of Dendara can be beings of great benevolence, it is common to encounter the gnarled spirits that care little for the mortal realms. In binding them to your will, you may turn their very visage against your foes.

Even some of the greatest beasts cannot help but to be filled with fear by the creatures that await them for all eternity. It will force the target to immediately flee from the room, and afflict them with fear.


Protection
Syntax: SHAMAN PROTECTION
Description: Runes are a common sight in Dendara; strewn amongst the destroyed shrines and broken cairns, but there are many that are still scratched into the trees and stone as a means of warding or protection against evil. One such rune, spoken as 'cethor', can be utilized by a shaman to protect himself. By calling upon your latent energy, you may channel the protective spell through your quarterstaff and scribe it into the air before you.

Your resistance to cutting and blunt damage will increase as long as you continue to wield your quarterstaff. If you cease to wield your quarterstaff, the defense shall stay upon you but no longer offer its protective boon.


Exorcise
Syntax: SHAMAN EXORCISE <target>
Description: The baleful creatures of Chaos stand outside the Rhythm of Dendara, skirting the edge of corruption and seething darkness. Cast them back to the abyss from whence they came by banishing them from the realm of mortals.


Spiritmask
Syntax: SHAMAN SPIRITMASK <element>
Description: By harvesting bone, horn, and other objects from your fallen prey, you may honor them in death by using their leering visage as a spiritmask. Using colourful inks, the shaman of Dendara create wonderous displays to the fallen beasts and gain resistances to the elements as they utter a

binding prayer over the mask.

While anyone may wear the mask, the powerful magics within will only reflect upon the shaman who created it.

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.


Warding
Syntax: SHAMAN WARDING
Description: Spirits of the natural world can be encouraged to take on various forms for the whim of the summoner. Utilizing a lesser spirit of lighting as a ward, you may command it take on the form of an orb that will encircle the limb you are currently parrying. If an enemy moves to strike that limb, the spirit will electrocute the attacker and have a chance of delivering a mental affliction.

Warding may only fire once every two seconds.


Spiritsight
Syntax: SHAMAN SPIRITSIGHT <ON/OFF>
Description: By altering your senses to discern subtle fluctuations in vital energies, you may allow yourself to gather more detailed information on

your other people. While spiritsight is active, any loki effects that strike your people will report their afflictions to you, while keeping your victim unaware. In addition to this, the effect of your loki venom will be much stronger.


Oaths
Syntax: SHAMAN PREMONITION <target>
Description: While a druid is incapable of true clairvoyance, their ability to alter destiny in the most subtle of fashions can prove to be a powerful tool. With this simple hex, a druid may place a premonition deep within the psyche of their victim, foretelling future maledictions and inhibiting their victim's ability to shake off their effects. While affected by a premonition, a victim will find themselves unable to cure any infestation of spiritual parasites or the effects of blighted spines. The premonition itself may only be removed by leaving the presence of the druid, or focusing one's mind while unaffected by any other mental affliction.


Songlines
Syntax: SHAMAN SONGLINE ERECT

SHAMAN SONGLINE DESTROY
SHAMAN SONGLINE LIST
SHAMAN SONGLINE TRAVEL <area>

Description: Upon your journey throughout the land, you will come across many places of wonder and joy, hardship and sorrow. Remember your tales of the past in short verse and whispered song by erecting small totems of these journeys. It is often said that in the depths of Dendara, the whispered song of ages long past still drifts upon the winds and can be heard as an echo of the ages.

You may create up to three totems along your travels, binding thought and memory to the aged wood. Only one totem may stand within an area.


Voyage
Syntax: SHAMAN VOYAGE <target> <area>
Description: One need not bear all hardships or joys alone as you travel the world throughout your life. While songlines may only be crafted and bound by the singer, you may compel one to experience your travels by reciting to them your song of journey. Let them experience your journey through whispered song and voice.


Omen
Syntax: SHAMAN OMEN <target>
Description: Through primal magic of bone and blood, a shaman may string three fetishes upon his or her quarterstaff and enact a binding hex upon their foe. A short time later, an omen of malevolence shall descend upon them, dealing damage and stunning.

The damage and duration of the stun is modified based on how many of the following afflictions the target has: Spiritbane. Infested. Blighted. Stormtouched.


You have the following fetish abilities.

Fetishes
Syntax: FETISH CREATE <fetish>

FETISH LIST

Description: You are now capable of creating mystic fetishes to invoke ancient magics upon your foe. Once created, you must string the fetishes upon your quarterstaff and attune your target to unlock their potential. See AB SHAMANISM STRINGING and AB SHAMANISM ATTUNEMENT for more details.

Fetishes are powerful tools that are activated by an attuned target (or the druid themselves) meeting specific criteria (known as trigger conditions). When the threshold is passed, the fetish will become active, and will enact a persistent effect. When the same criteria is met, the fetish will be rendered inactive. Careful consideration of fetish effects is important, as you are only capable of using three fetishes at a given time.

The creation of fetishes differs according to what fetish you are attempting to create. Some fetishes require you to be standing in a certain environment type, others will require a raw material for you to refine. The list is as follows: Bark: Ancient forest environ.
Shell: Beach environ.
Stone: Hills or mountains environ.
Feather: 1x eagle's Feather.
Horn: 1x piece of stag's horn.
Ice: 1x elemental ice.
Bone: 1x animal corpse.
Tooth: 1x animal corpse.
Claw: 1x animal corpse.
Eye: 1x animal corpse.


Stringing
Syntax: FETISH STRING <fetish> [<fetish> <fetish>]
Description: Using a length of corded leather you may string up to three fetishes on your quarterstaff at once. You can only string fetishes that you have personally created, and only one of a type of fetish can be on your quarterstaff at once. Fetishes are consumed once they are tethered to your quarterstaff.


Attunement
Syntax: FETISH ATTUNE <target>

FETISH UNATTUNE <target>

Description: To most observers, the rattling of druidic fetishes proves to be little more than noise. By attuning a target to the effects of your magic, you may draw out the true power of your fetishes - allowing their energies to affect your foe.


Horn
Syntax: {{{syntax}}}
Description: The horn fetish is activated by passing the threshold of 3 natural energy - this can be done by gaining energy, or by depleting it past that mark.

Activation effect: A portion of the energy around you will be converted into mental fortitude, restoring a small amount of mana to the user.


Ice
Syntax: {{{syntax}}}
Description: The ice fetish is activated by the druid dropping below 50% of their maximum health. This can be done both by being damaged or using the effusion ability (AB PRIMALITY EFFUSION) to harm oneself.

Activation effect: The magics of the ice fetish will chill the very soul of your target - giving them the spiritbane affliction for as long as the fetish is active, and generating double the normal amount of energy whenever you commune nature upon them.


Tooth
Syntax: {{{syntax}}}
Description: The tooth fetish is activated by the druid being affected by at least two broken limbs. This will only fire if the druid reached two broken limbs through gaining the afflictions, not by curing additional broken limbs.

Activation effect; While active, the tooth fetish will empower a druid's connection to nature, allowing them to use any primality abilities without the requirement of working arms.


Bone
Syntax: {{{syntax}}}
Description: The bone fetish is activated by an attuned target 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.

Activation effect: The next time your opponent attempts to form a shield, the fetish will lash out and destroy it, delivering a mental affliction in the process.


Claw
Syntax: {{{syntax}}}
Description: The claw fetish is activated by an attuned foe who is greatly bleeding - achieving at least 200 bleeding will activate the effect. This effect can only be triggered once each time the opponent passes 200 bleeding, not if they continue to bleed.

Activation effect: While active, thorns will hold with greater force - preventing them from being removed from your victim by any means.


Eye
Syntax: {{{syntax}}}
Description: The eye fetish is activated whenever the attuned target uses diagnose to check their afflictions.

Activation effect: Gain one energy when the fetish activates.


Bark
Syntax: {{{syntax}}}
Description: The bark fetish is activated by the druid receiving a moderate amount of damage - roughly 2000 health.

Activation effect: The protective magics of the bark fetish will envelop you in a shell, deflecting a portion of all damage received.


Stone
Syntax: {{{syntax}}}
Description: The stone fetish is activated by an attuned target completing a writhe action. Note that this will only affect the fetish if the opponent is either bound or affected by druidic thorns when they attempt to writhe.

Activation effect: While active, the stone fetish will occasionally prevent your victim from leaving the room - knocking them prone and off balance in the process.


Shell
Syntax: {{{syntax}}}
Description: Trigger condition: The shell fetish is activated by an attuned 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.

Activation effect: While the shell fetish is active, your victim will find that the magics empowering their tree tattoo have been rendered inactive.


Feather
Syntax: {{{syntax}}}
Description: Trigger condition: The feather fetish is activated by an attuned target attempting to cure two afflictions from the same curing tree in a row. Consult HELP CURES CONCOCTIONS or HELP CURES REANIMATION to learn the various curative trees. This effect only applies to herbal/slice afflictions.

Activation effect: The might of the storm will be imposed upon your target - afflicting them with the stormtouched affliction and causing them to take greater damage from any electric source.


You have the following familiar abilities:

Familiar
Syntax: FAMILIAR SUMMON <type>

FAMILIAR DISMISS
FAMILIAR RECALL

Description: {{{description}}}


Cougar
Syntax: FAMILIAR SUMMON COUGAR
Description: The jaguar spirit will deal physical damage to your enemies and occassionally cause one of sensitivity, blurry vision and clumsiness.


Invigorate
Syntax: FAMILIAR INVIGORATE
Description: At a nominal cost to your own health, you may regenerate your familiar's physical form, repairing any damage they may have taken in battle.


Raven
Syntax: FAMILIAR SUMMON RAVEN
Description: The raven spirit will either drain the target's mana and deliver a hidden anxiety, or deal psychic damage to the target.


Serpent
Syntax: FAMILIAR SUMMON SERPENT
Description: The form of a serpent will allow your familiar to coil around your victim, choking the life from them and disrupting their mind with a bout of amnesia. Occassionally, the serpent will land a particularly nasty bite, inducing one of lethargy or weariness alongside the effects of loki.


Tethering
Syntax: FAMILIAR TETHER <ON|OFF>
Description: Tether your familiar to this realm, making it immune to the effects of orb sigils at the cost of a small willpower drain to yourself.

Furthermore, if the familiar is attacked when not within your presence, it will instantly return to your side.


Voice
Syntax: FAMILIAR VOICE <message>
Description: With a simple link from your mind to your familiar's, you may project your voice through their form, regardless of your respective locations.


Glance
Syntax: FAMILIAR GLANCE
Description: You may quickly glance through the eyes of your familiar, allowing you discern all in their location at no cost.


Spider
Syntax: FAMILIAR SUMMON SPIDER
Description: By taking the form of a spider, your familiar will pierce your enemy with venomous fangs, causing periodic poison damage. Occassionally, it will spot an opportunity to cover your unlucky foe in sticky webs, entangling them.


Spiritbond
Syntax: FAMILIAR SPIRITBOND <ON|OFF>
Description: Mitigates 10% of damage you take over to your familiar, at the expense of a slight willpower drain.


{{{skillname}}}
Syntax: FAMILIAR SUMMON BEAR
Description: The bear spirit will can cause heavy bleeding with its swipes, or maul the target's limbs and break them.


Wyvern
Syntax: FAMILIAR SUMMON WYVERN
Description: The wyvern spirit is the most fierce of all the familiars. Its attacks have a chance to stun the target and set them on fire.


Morph
Syntax: FAMILIAR MORPH <form>
Description: This command will allow your familiar to quickly change forms, allowing you to alter its physical body without dismissing it outright. There is a small equilibrium cost associated with this ability.