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