Battlefury (skill)

Revision as of 13:43, 25 September 2024 by Onu (talk | contribs)
Skill Rank Percent Description
Clotting Apprentice 0 % Control the flow of your blood.
Envenom Adept 50 % Apply deadly venoms to your blades.
Sturdiness Skilled 0 % Stand firm against attempts to move you.
Defend Skilled 30 % Defend your allies with life and limb.
Rage Skilled 60 % None can quench your fervor.
Bruising Gifted 33 % Bludgeon them into submission with your blunted weaponry.
MainGauche Expert 12 % Counterattack with your off-hand short blade.
Battlecry Expert 66 % Stun a target with the power of your voice.
Blocking Virtuoso 0 % Prevent movement in certain directions.
Barge Virtuoso 25 % Barge your enemies from the room in a show of strength.
Mastery Virtuoso 33 % Stand as a weaponsmaster with your armament of choice.
Doubletarget Fabled 0 % Direct your fury at two limbs.
Engage Mythical 0 % Strike down cowards as they flee from your might.

Weaponry Attacks

Skill Rank Percent Description
Strike Inept 0 % Strike and batter your foe with blade and shield.
Raze Capable 0 % Raze the defences of your opponent.
Doubleswing Gifted 0 % Two attacks with a two-handed weapon.
Duality Gifted 50 % Attacking with a weapon in each hand.
Arc Gifted 83 % Swing your blade in a controlled arc.
Charge Expert 37 % Charge into your opponent.
Rend Virtuoso 33 % Rend the flesh of your opponent.
Razestrike Virtuoso 50 % Raze and strike at the same time.
Cleave Virtuoso 75 % Split your foe in two.
Zeal Fabled 33 % A flurry of swift attacks.
Impale Fabled 66 % Sink your blade into the gut of your opponent.
Rupture Mythical 23 % Bludgeon their limbs to a pulp.
Lunge Mythical 50 % A deep, piercing blow from an adjacent location.
Tempest Mythical 50 % A whirlwind of martial might.
Disembowel Transcendent 0 % Tear the entrails from your opponent.

Clotting Control the flow of your blood
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: CLOT [#]

This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.

Note: {{{note}}}

Envenom Apply deadly venoms to your blades
Syntax: ENVENOM <weapon/LEFT/RIGHT> WITH <venom> WIPE <weapon>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you may layer venoms on an edged weapon. Each time that weapon hits

somebody, one venom will poison your opponent, and disappear from the weapon.

Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on,

the voyria would come off first, and the xentio second. You must possess a rag with the venom in 

order to apply it to a weapon.

In order to get rid of the venoms on a weapon, simply WIPE <weapon>.

Note: {{{note}}}

Sturdiness Stand firm against attempts to move you
Syntax: STAND FIRM
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By concentrating on increasing your mass, you are able to gain immunity from most

physical attempts to move you. Additionally, should you be feared it will have no effect while you remain firm. You will lose this defence should you move.

Note: {{{note}}}

Defend Defend your allies with life and limb
Syntax: DEFEND <ally> and UNDEFEND
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By carefully defending your ally, you can step in front of any attack aimed at them and

take the blow for them. It will last until you either choose to cease defending them, or one of you moves away from the other.

Note: {{{note}}}

Rage None can quench your fervor
Syntax: RAGE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to cure afflictions based upon altruism, such as those

normally cured by eating a steroid pill.

Please see HELP CURE ORDER for afflictions that can be cured with the steroid pill.

Cooldown: 30 seconds

Note: {{{note}}}

Bruising Bludgeon them into submission with your blunted weaponry
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

Your attacks with bludgeoning weapons will have a two in three chance to cause bruises on any limbs you strike. These bruises will cause the target to bleed slightly, based on the severity of the bruise.

These bruises will slowly grow in severity, with each successful hit causing more bruising based upon the damage stat of your weapon. A two-handed weapon will be 25% more effective.

Should the opponent be fallen upon the ground, your strikes are guaranteed to cause a bruise and will immediately upgrade it to the next severity level.

Note: {{{note}}}

MainGauche Counterattack with your off-hand short blade
Syntax: MAINGAUCHE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While wielding a weapon with this defence active, you will have a chance to perform a

counter attack upon most physical attacks made against you. Your chance is roughly based upon your current dexerity, with higher being better.

Any counter strike made using this ability cannot deliver any effects upon the weapon, such as empowerments or venoms.

You can use any weapon that is compatible with Strike or Doubleswing for this ability.

Note: {{{note}}}

Battlecry Stun a target with the power of your voice
Syntax: BATTLECRY <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Let loose a powerful battlecry at your opponent that will strip away their deafness if

they have it. Otherwise, if they are not deaf, it will:

* Stun them for a short period.
* Knock them to the ground.

Additionally your powerful voice will destroy the aura of rebounding if it is beginning to form.

If the target has epilepsy, then you will recover equilibrium quicker then usual.

This ability can be used while you do not have balance.

Cooldown: 6 seconds

Note: {{{note}}}

Blocking Prevent movement in certain directions
Syntax: BLOCK <direction> and UNBLOCK
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Move into a position that blocks others from leaving your location, providing you are not

incapacitated or feared. Should you move, you will cease to block.

Note: {{{note}}}

Barge Barge your enemies from the room in a show of strength
Syntax: BARGE <player> <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Providing the target isn't protected by the density defence, you can barge them in a

direction of your choosing. This will push them in that direction for as far as you can go.

Note: {{{note}}}

Mastery Stand as a weaponsmaster with your armament of choice
Syntax: MASTERY SHOW MASTERY WEAPON <weapon> MASTERY TALENT <talent>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This grants you the ability to select a weapon you wish to become proficient in, and a

talent you wish to focus your abilities upon. Once every so often, you will be able to change the weapon you are proficient in, and the talent you have chosen.

The benefits of a talent require you to be wielding a weapon from the specified weapon class.

Available talents:

 Small Blades and Bludgeons
 * Poise        : Reduced penalty for striking shield.
 * Conservation : Your swings cost less endurance.
 * Serration    : Attacks cause additional bleeding.
 * Overpowering : Slight chance for a minor critical strike.
 * Grace        : You can avoid rebounded attacks.
 * Rhythm       : Generates a small amount of blade charge when parried.
 * Exhausting   : The flurry of strikes causes fatigue in your target.
 Large Blades and Bludgeons
 * Opportunizing: Attacks penetrate armour if your target is prone.
 * Pummeling    : Blunt attacks cause additional bruising.
 * Overdriving  : Can build to a higher maximum amount of blade charges.
 * Whirling     : Zeal/Tempest will hit one/two extra times respectively.
 * Remnants     : Retains 1/4th of your charge when switching targets.
 Thrown
 * Aerodynamics : You can throw your weapon one room further than normal.

Cooldown (mastery): 60 minutes Cooldown (talent): 60 minutes

Note: {{{note}}}

Doubletarget Direct your fury at two limbs
Syntax: TARGET <bodypart> WITH <right/left>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You are now dexterous enough to target two different bodyparts at the same time. Your

left hand will always be the first to strike your target, and the right hand will strike second. This will only work in tandem with abilities that let you strike twice, such as Duality or Doublestrike.

Note: {{{note}}}

Engage Strike down cowards as they flee from your might
Syntax: ENGAGE <target> and DISENGAGE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to deliver a final strike with your weapons that will briefly

stun your target as they flee your location. Your focus upon this task will cause a continual mental strain, and can be used while off balance.

Two-handed weapons will give you a 50% chance to stop them fleeing your location immediately.

Note: {{{note}}}

Strike Strike and batter your foe with blade and shield
Syntax: STRIKEBASH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Taught to all new fledging Templars, the basic weapon and shield combination makes for

good defence and offensive power against simple foes.

You can use spears, tridents, small bludgeons, battleaxes, and one-handed swords with this abiliity.

For shields, any shield will suffice.

The shotel can also be used, but you must be one of the duamvi in order to do so. See HELP DUAMVI for more information.

Note: {{{note}}}

Raze Raze the defences of your opponent
Syntax: RAZE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will use your weapon to tear down defensive auras and abilities that protect

your target.

It will raze the following in order: Reflections Magical shields Rebounding aura Speed defence

You can use any weapon that is compatible with Strike or Doubleswing for this ability.

Note: {{{note}}}

Doubleswing Two attacks with a two-handed weapon
Syntax: DSW <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This attack makes use of the slow and powerful two-handed weapons of the realm to land

two strikes or slashes in quick succession.

You can use either a warhammer, bastard sword, glaive, cudgel, scythe, falx, or estoc with this ability.

The manta can also be used, unique to the Battlefury skill.

Note: {{{note}}}

Duality Attacking with a weapon in each hand
Syntax: DSK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: For those that prefer speed, then this ability allows the user to wield two different

weapons in each hand so that you can strike with both in a single blow.

You can use any weapon that is compatible with Strike for this ability.

Note: {{{note}}}

Arc Swing your blade in a controlled arc
Syntax: ARC
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While wielding a two-handed weapon, you can sweep it in a large arc through your location,
striking all those within it. This ability can be used while off equilibrium.

You can use any weapon that is compatible with Doubleswing for this ability.

Note: {{{note}}}

Charge Charge into your opponent
Syntax: CHARGE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: After a short delay, you can charge at a player in an adjacent location and slam into

them with your weapon in hand. They will be knocked to the ground and stunned for a short period.

You can use any weapon that is compatible with Strike or Doubleswing for this ability.

Note: {{{note}}}

Rend Rend the flesh of your opponent
Syntax: RENDING <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to strike in manner that will rend the flesh of your target,

causing them to bleed. If it is envenomed or empowered, then that effect will occur instead. You may make use of this ability while off equilibrium.

You can only make use of this ability with either a flail or edged weapons.

Note: {{{note}}}

Razestrike Raze and strike at the same time
Syntax: RAZESTRIKE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Like raze, this will destroy any protective auras and abilities that may prevent you from

striking your target. However you will additionally strike them with either your right-hand weapon or your two-handed weapon.

It will raze the following in order: Reflections Magical shields Rebounding aura Speed defence

You can use any weapon that is compatible with Strike or Doubleswing for this ability.

Note: {{{note}}}

Cleave Split your foe in two
Syntax: CLEAVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A several stage attack that requires a large amount of time in order to completely cleave

your target in twain. Should your finishing blow be successful, then they will be instantly slain. You may begin this ability even if your target is not present.

You can use any weapon that is compatible with Strike or Doubleswing for this ability, providing it is a small blade or large blade.

Note: {{{note}}}

Zeal A flurry of swift attacks
Syntax: ZEAL <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You now can attack your target with a flurry of three quick blows with a two-handed

weapon. The speed between each attack is the same regardless of the weapon you hold. Keep in mind however that if you become incapacitated in some manner, then you will cease your flurry.

You can use any weapon that is compatible with Doubleswing for this ability.

Note: {{{note}}}

Impale Sink your blade into the gut of your opponent
Syntax: IMPALE <target> and WITHDRAW BLADE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Should your target be prone, you may thrust your blade into their stomach and impale them

upon its steel. While impaled, your target will be unable to escape until they writhe free and you will be unable to attack until your weapon is withdrawn.

If you are wielding a two-handed blade, you will also be able to impale them if they are suffering from shock.

You can use any weapon that is compatible with Strike or Doubleswing for this ability, providing it is a small blade or large blade.

Note: {{{note}}}

Rupture Bludgeon their limbs to a pulp
Syntax: RUPTURE <target> <limb>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will rupture the bruises upon the limb you specify, dealing a large amount

of damage and deep bleeding equal to the severity of the bruise. The bruising level must be at least moderate in order to use this ability.

You can use any weapon that is compatible with Strike or Doubleswing for this ability, providing it is a bludgeoning weapon.

Note: {{{note}}}

Lunge A deep, piercing blow from an adjacent location
Syntax: LUNGE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: After a short delay, you may lunge at a target in an adjacent location. If you are

wielding a bladed weapon then you will impale them with it, otherwise you will simply knock them to the ground.

You can use any weapon that is compatible with Strike or Doubleswing for this ability.

Note: {{{note}}}

Tempest A whirlwind of martial might
Syntax: TEMPEST
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The usage of this ability will allow you to spin rapidly and strike out with your weapons

at any who you do not consider an ally. You will continue spinning until there are no targets left for you to strike, or after six strikes. Any empowerments or venoms upon your weapon of choice will be delivered to whom you hit.

You can use any weapon that is compatible with Strike or Doubleswing for this ability.

Note: {{{note}}}

Disembowel Tear the entrails from your opponent
Syntax: DISEMBOWEL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Should you have your target impaled, you may carve your sword through their stomach and

disembowel them. This will deal severe damage equal to roughly half their maximum health, however this can be increased depending if their torso is broken or mutilated.

This will free them from their impalement as you disembowel them, and your blade will cut through any bindings they might have.

If you manage to disembowel your target three times in short succession, then the shock to their system will be too much and they will perish.

Note: {{{note}}}