Survival (skill)

Revision as of 19:07, 25 September 2024 by Onu (talk | contribs)
Skill Rank Percent Description
Firstaid Inept 0 % Automatically attempt to cure that which ails you.
Swimming Inept 0 % Swim in the beautiful oceans, rivers, and lakes of Aetolia.
Orienteering Inept 0 % Find your way to monuments around the land.
Landmarks Inept 0 % Memorize various locations around the land.
Queueing Inept 0 % Queue a command to fire when you recover balance.
Concentration Inept 0 % Use intense mental concentration to restore equilibrium.
Composure Inept 0 % The ability to withstand even the most frightening sights.
Fisticuffs Novice 0 % Use your feet and hands to brawl.
Surveying Novice 0 % Gain information on the characteristics of your location.
Bleeding Novice 25 % Discern if you are bleeding or not.
Necrosis Novice 50 % Willingly bring about your own death.
Diagnose Novice 75 % Check up on your physical and mental health.
Treading Apprentice 0 % Swim in one place without drowning.
Campfire Apprentice 50 % Build a campfire to keep warm.
Perceive Capable 0 % Determine if a location has been claimed by another.
Assessing Capable 40 % Ascertaining the health of a target.
Relaxing Capable 75 % Relax your defences.
Focusing Adept 0 % Curing mental afflictions by sheer will.
Clotting Adept 25 % Reduce the level of your bleeding.
Audit Adept 50 % Summarise your damage resistances.
Sewers Skilled 0 % Gaining entry to the dark underbelly of the cities.
Extraction Skilled 20 % Extract energy from a focal point.
Satiation Skilled 40 % Enhance the value of what you eat.
FluidSwim Skilled 60 % Swimming with not a care in the world.
Metawake Gifted 0 % Cause yourself to quickly wake up automatically.
Tumbling Gifted 33 % Tumble past obstructions.
Crashing Gifted 66 % Crashing through walls of ice.
WormAttack Expert 0 % Attacking dimensional wormholes.
Clarity Expert 25 % Focus on clarity of mind.
Recovery Expert 50 % Recovering from the use of the Tree of Life more quickly.
Selfishness Expert 75 % Become too selfish to throw or give anything away.
Dampen Virtuoso 0 % Dampen an attuned aegis.
Insomnia Virtuoso 33 % Cause yourself to be unable to fall asleep.
Swinging Virtuoso 66 % Climbing up into the trees.
Shaking Fabled 0 % Shaking a tree to see what falls out.
Regenerate Fabled 36 % Hyper healing of the restoration poultice.
Clinging Fabled 55 % Clinging tightly onto a tree.
Restoration Mythical 0 % Healing crippled limbs by force of will.
Breathing Mythical 46 % Controlling your breathing to avoid asphyxiation.
Clearmind Transcendent 0 % A clear mind will improve your focus.

Firstaid Automatically attempt to cure that which ails you
Syntax: FIRSTAIDYou now possess a basic knowledge of applying healing methods and cures
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: to keep yourself healthy and alive. You can configure a large number of

options to best suit your needs.

Refer to HELP FIRSTAID for an indepth overview of the system.

Note: {{{note}}}

Swimming Swim in the beautiful oceans, rivers, and lakes of Aetolia
Syntax: SWIM <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Should you encounter a body of water on your travels, you can now choose to swim across

it, abeit somewhat slowly.

Note: {{{note}}}

Orienteering Find your way to monuments around the land
Syntax: PATH FIND <target> PATH GO
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You now have a basic knowledge of getting around the land in a quick and efficient manner.

Refer to HELP SPEEDWALKING for more information.

Note: {{{note}}}

Landmarks Memorize various locations around the land
Syntax: LANDMARKS MEMORIZE AS <alias> FORGET <alias>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This skill allows you some basic knowledge of some important landmarks within the land

and the ability to create your own for personal use. Ideal for use with orienteering (AB SURVIVAL ORIENTEERING) and exploring the realm.

Refer to HELP LANDMARKS for more information on this system.

Note: {{{note}}}

Queueing Queue a command to fire when you recover balance
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax:

QUEUE BAL <command> - Adds a command to your balance queue. QUEUE EQ <command> - Adds a command to your equilibrium queue. QUEUE SEC <command> - Adds a command to your secondary/ability queue. QUEUE EQBAL <command> - Executes when you have both equilibrium and balance. QUEUE CLEAR - Clear all queues.

This will let you queue a command for when you next recover a balance type, allowing you to automatically perform that action when you are next able. If you already meet the conditions, then it will act as a normal command. Only one command may be queued to each type at a time, but command stacking (CONFIG SEPARATOR) is allowed. Entering QUEUE <type> alone will clear that queue.

"QB", "QE", "QS", and "QEB" may be subbed for the full commands above.

You can also add commands to queues that will fire when you recover various curing balances.

QUEUE ELIXIR <command> - Adds a command to your elixir queue. QUEUE ANABIOTIC <command> - Adds a command to your anabiotic queue.

QUEUE PILL <command> - Adds a command to your pill queue. QUEUE POULTICE <command> - Adds a command to your poultice queue. QUEUE PIPE <command> - Adds a command to your pipe queue.

QUEUE TREE <command> - Adds a command to your tree of life tattoo queue. QUEUE FOCUS <command> - Adds a command to your focus queue.

Note: {{{note}}}

Concentration Use intense mental concentration to restore equilibrium
Syntax: CONCENTRATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If you have lost equilibrium and cannot recover it normally, you can concentrate to

restore your mind and cure it of its disruption.

Note: {{{note}}}

Composure The ability to withstand even the most frightening sights
Syntax: COMPOSE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If you are ever struggling from the symptom of fear, you can compose your mind and cure

yourself of it.

Note: {{{note}}}

Fisticuffs Use your feet and hands to brawl
Syntax: PUNCH <victim> or KICK <victim>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can use the basic skills of fighting by either punching or kicking to take down an

opponent.

Note: {{{note}}}

Surveying Gain information on the characteristics of your location
Syntax: SURVEY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You've learned the lay of the land enough to be able to determine some basic information

about your surroundings, such as the local area and the environment type.

Note: {{{note}}}

Bleeding Discern if you are bleeding or not
Syntax: BLEEDING
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You have learned to swiftly locate all of your open wounds and assess the severity of

your blood loss.

Refer to HELP BLEEDING for more information.

Note: {{{note}}}

Necrosis Willingly bring about your own death
Syntax: BEGIN NECROSIS and STOP
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you will be able to end your life on your own terms. If you happen to

find yourself stuck somewhere and without help, this serves as a last resort.

This process is quicker if you are within the arena.

Note: {{{note}}}

Diagnose Check up on your physical and mental health
Syntax: DIAGNOSE or DIAG
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can now quickly diagnose yourself of any afflictions that may be ailing you, hidden

or otherwise.

Note: {{{note}}}

Treading Swim in one place without drowning
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

You now possess enough strength in your legs to tread water, allowing you to stay in one place while swimming without fear of drowning.

Note: {{{note}}}

Campfire Build a campfire to keep warm
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax:
 CAMPFIRE BUILD
 CAMPFIRE STOKE

Commodities:

 3 wood to build
 1 wood to stoke

By building a campfire, you can keep yourself and others warm should you be out in the cold. When the fire starts to burn out, you may stoke it with extra wood to keep it alive. Be wary of your surroundings, rain will put your campfire out.

Note: {{{note}}}

Perceive Determine if a location has been claimed by another
Syntax: PERCEIVE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Discern whether your current location has been marked as the property of another in some

fashion.

Note: {{{note}}}

Assessing Ascertaining the health of a target
Syntax: ASSESS <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You've now gained the ability to see the health of another player by evaluating the

seriousness of his or her wounds.

Note: {{{note}}}

Relaxing Relax your defences
Syntax: RELAX <defence name>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can now relax a defence that you currently have, removing its effects permanently. To

gain it back, simply reuse the ability that gave it to you in the first place.

Please note, you can only relax defences that can be naturally removed by others.

Note: {{{note}}}

Focusing Curing mental afflictions by sheer will
Syntax: FOCUS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 10 seconds (5 seconds with Clearmind)
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your mental survival skills have adapted to the point where you can cure mental

afflictions merely by focusing your mind at the cost of some mana.

Look at HELP TYPES for more information on what is regarded as a mental affliction. The order in which mental afflictions are cured are set for this ability based on the order in the help file.

You can read AB SURVIVAL CLEARMIND for more information on reducing the cooldown.

Note: {{{note}}}

Clotting Reduce the level of your bleeding
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}}}

Audit Summarise your damage resistances
Syntax: AUDIT [choice]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will generate a summary of the various resistances you have against each

damage type, plus a number of other things such as your chance to dodge or how much bonus experience you are currently benefiting from.

You can specify a specific information type to learn in deeper detail about it. Here is a list of valid choices you can look at:

Resistances Regens and drains Other


----------------- ----------

Cutting Health Experience Blunt Mana Int Magic Endurance Str Fire Willpower Dex Cold Con Electric Dodge Poison Divert Psychic Block Asphyxiation MaxHealth Spirit MaxMana Shadow Crit

Please note that while all values should be very close to being exact most of the time, it is likely there will be some variance depending upon skill uniquity and circumstances at hand.

Note: {{{note}}}

Sewers Gaining entry to the dark underbelly of the cities
Syntax: ENTER <access point>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Dotted around the streets of cities are sewer grates and similar access points, leading

to the sewer system of that city. This ability will allow you access to that foul area, but be warned that many unsavoury characters reside there. Ask your citymates for the location of such an access point if you need help.

Note: {{{note}}}

Extraction Extract energy from a focal point
Syntax: EXTRACTION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While in the presence of a leyline focus, you may set up and maintain a constant

extraction of ylem to your city's pylon. Note that you must remain in the room for this ability to be sustained.

Refer to HELP FOCI for more information.

Note: {{{note}}}

Satiation Enhance the value of what you eat
Syntax: SATIATION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By using this ability, you will begin to concentrate on processing your food more

efficiently. After activating it, you'll have a short period during which to eat some food.

Note: {{{note}}}

FluidSwim Swimming with not a care in the world
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

You now have the ability to swim fluidly in such a manner that you no longer need to fear drowning in ordinary circumstances.

Note: {{{note}}}

Metawake Cause yourself to quickly wake up automatically
Syntax: METAWAKE <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Though it will quickly drain your mental reserves, you will possess the ability to ensure

that you will wake yourself up should you be put to sleep.

Note: {{{note}}}

Tumbling Tumble past obstructions
Syntax: TUMBLE <direction> STOP
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your body is agile enough that you are able to escape nearly any predicament by tumbling

out of the room, although it will be rather slow. Once you have successfully tumbled, your vigourous movement will strip away the cloak defence.

Note: {{{note}}}

Crashing Crashing through walls of ice
Syntax: CRASH <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can attempt to crash through a wall of ice using nothing but your body weight and

brute strength, breaking through and destroying the wall in the process. Success is not always certain, unless there is another person on the other side.

Note: {{{note}}}

WormAttack Attacking dimensional wormholes
Syntax: WORM CANCEL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Destroy a wormhole if there is one in your location. It is not a short process at all, as

it is an extremely complicated matter to close a dimensional wormhole.

You must possess the Wormholes ability in Vision in order to close the wormhole.

Note: {{{note}}}

Clarity Focus on clarity of mind
Syntax: CLARITY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Clarity of mind is a defence against a weakened psyche, protecting you one time against

the effects of dementia or hallucinations.

You will not be able to use this skill if you are afflicted by any affliction from the antipsychotic tree.

Please see HELP CURE ORDER for more information on afflictions from the antipsychotic tree.

Note: {{{note}}}

Recovery Recovering from the use of the Tree of Life more quickly
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

Your body is now strong enough that it can make use of the tree of life tattoo far more often than before.

Refer to AB TATTOOS TREE for more information on the tree tattoo.

Note: {{{note}}}

Selfishness Become too selfish to throw or give anything away
Syntax: SELFISHNESS and GENEROSITY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you can make yourself become so selfish that you will be unable to

give or throw away any items in your possession, willingly or otherwise.

Note: {{{note}}}

Dampen Dampen an attuned aegis
Syntax: DAMPEN AEGIS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By using a different application of the process involved in extracting a focus, you can

dampen the connection between an attuned aegis and the ley. Such a feat requires a lot of time and focus, and any break in concentration will interrupt the process. Once completed, the aegis will shatter in pieces, destroying it completely.

Note: {{{note}}}

Insomnia Cause yourself to be unable to fall asleep
Syntax: INSOMNIA
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to give yourself insomnia - a useful defence against being

put to sleep involuntarily.

Note: {{{note}}}

Swinging Climbing up into the trees
Syntax: SWING <UP/DOWN>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When standing in a location with trees, you now possess the dexterity needed in order to

climb up into its branches.

Note: {{{note}}}

Shaking Shaking a tree to see what falls out
Syntax: SHAKE TREES
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By grasping the trunk of a near by tree, you can attempt to shake it in order to have

either people, denizens, or objects fall out of the branches above.

The first time you shake the trees, it will cost no balance to do so. Afterwards it will knock you off balance until your arms recover.

Cooldown (no balance): 30 seconds

Note: {{{note}}}

Regenerate Hyper healing of the restoration poultice
Syntax: REGENERATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 15 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: After applying a restoration poultice to a limb, you may choose to bolster the amount it

will heal for during the delay. The limb must be broken in order to use this ability.

Note: {{{note}}}

Clinging Clinging tightly onto a tree
Syntax: CLING
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your strength now allows you to cling to the branches should you find yourself in the

trees, preventing another from either shaking your grip loose or from being blown out by the wind.

Note: {{{note}}}

Restoration Healing crippled limbs by force of will
Syntax: RESTORE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By channeling your mental power into healing energy, you are able to repair any crippled

limbs within your body through force of will. Should those limbs be broken however, then you will be unable to mend them. There is a scaling equilibrium cost depending on how many limbs are healed.

Note: {{{note}}}

Breathing Controlling your breathing to avoid asphyxiation
Syntax: HOLD BREATH
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Providing you are cautious of your need for air, you can greatly reduce the effectiveness

of an ability or action that will cause you asphyxiation damage. It will also allow you to avoid harmful effects that rely on you needing to breathe.

Note: {{{note}}}

Clearmind A clear mind will improve your focus
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

Your mind has grown to the point where you can maintain a steady clear mind, allowing you to double the rate in which you recover from using the Focusing ability.

Refer to AB SURVIVAL FOCUSING for more information.

Note: {{{note}}}