Shamanism (skill)

Revision as of 20:42, 2 August 2012 by Erion (talk | contribs) (Ice change)
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: OATHS

OATH <oath> ACTIVATE
OATH <oath> DISABLE

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.

The current oaths are:

[Oath of the Forestwalker] - Grants forestwalking and health regeneration in forest rooms

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

[Oath of Nature's Blade] - Enhances primality, causing boost to have a 33% chance to not consume energy

[Oath of Tranquility] - Enhances healing, causing overgrowth/forest rooms to periodically heal an affliction

[Oath of the Primeval] - Enhances spirit animal, causing them to strike more quickly.

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

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


Premonition
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. It will remain in affect for up to 10 seconds after the Druid has healed past 50% of their health.

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 preventing natural passive health regeneration. Certain Primality 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.


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:


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.