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{{SkillHeader}} | {{SkillHeader}} | ||
{{SkillTableRow |Inhume |Inept |0 |Anchor yourself to the bones of the world. }} | {{SkillTableRow |Inhume |Inept |0 |Anchor yourself to the bones of the world. }} | ||
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{{SkillTableRow |Dim |Virtuoso |33 |Mute the glow of your heavenly radiance. }} | {{SkillTableRow |Dim |Virtuoso |33 |Mute the glow of your heavenly radiance. }} | ||
{{SkillTableRow |Envenom |Virtuoso |66 |Coat a weapon in venoms. }} | {{SkillTableRow |Envenom |Virtuoso |66 |Coat a weapon in venoms. }} | ||
{{SkillTableRow |Censure |Virtuoso |66 |Punish the evildoers with a two-handed blade. }} | |||
{{SkillTableRow |Crusade |Fabled |0 |Let none stand in your way. }} | {{SkillTableRow |Crusade |Fabled |0 |Let none stand in your way. }} | ||
{{SkillTableRow |Bunker |Fabled |33 |Fortify a dugout to retreat to in times of need. }} | {{SkillTableRow |Bunker |Fabled |33 |Fortify a dugout to retreat to in times of need. }} | ||
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{{SkillTableRow |Succour |Transcendent |0 |Expunge that which ails you. }} | {{SkillTableRow |Succour |Transcendent |0 |Expunge that which ails you. }} | ||
|} | |} | ||
{{Anchor|Inhume}} | |||
{{Skill_detail | |||
|skill = Inhume | |||
|description = Anchor yourself to the bones of the world | |||
|syntax = INHUME and MANIFEST | |||
|detail = You may inhume yourself and form an anchor with the stable ground of the Prime Material. | |||
While inhumed, the earth will shield you from the effects of the dark star, and from any roaming | |||
aggressive entities. When you are ready to return to the world, you may simply MANIFEST again. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Deliver}} | |||
{{Skill_detail | |||
|skill = Deliver | |||
|description = Deliver all from evil | |||
|syntax = DELIVER <corpse> | |||
|detail = Perform the final rite upon a corpse, delivering them from their corporeal bonds and | |||
granting them peace. This holy purification will nourish you and your symbiote, restoring you in | |||
spirit. | |||
Attempt to deliver a target from the evil which plagues them, coaxing their inner demons to come | |||
forth and face the light's judgement. The target must be prone or suffering from paresis for this | |||
to take effect, and will be unable to suffer the truth of their transgressions if they have the | |||
hardcoating defence. By performing such a holy act of purification, you will find yourself | |||
nourished in spirit, your life blood restored at the expense of the evildoer. | |||
Look at HELP TYPES for more information on what is regarded as a physical affliction. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Denounce}} | |||
{{Skill_detail | |||
|skill = Denounce | |||
|description = Bring justice to the wicked with your raw strength | |||
|syntax = DENOUNCE <target> | |||
|detail = Many are the crimes of the wicked, and ever must you stand against them. By concentrating | |||
your raw strength, you may deliver a denouncing strike of such force that they will be stunned. | |||
The more you learn in Ascendance, the greater strength your denouncing strike will possess against | |||
another player. | |||
This ability may be used with the TARGET ability in Weaponry to attack any part of the opponent's | |||
body. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Ague}} | |||
{{Skill_detail | |||
|skill = Ague | |||
|description = They shall feel no warmth | |||
|syntax = AGUE <target> | |||
|detail = Blood cost: 10 | |||
Deny your opponent the warmth of fire and the comfort of light, freezing them by one stage. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Nightsight}} | |||
{{Skill_detail | |||
|skill = Nightsight | |||
|description = The darkness is no bar to your discerning eye | |||
|syntax = NIGHTSIGHT | |||
|detail = Those who stalk the night are among your most hated foes. Your eyes shall penetrate the | |||
darkness, allowing you to hunt them more efficiently. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Transience}} | |||
{{Skill_detail | |||
|skill = Transience | |||
|description = Their blows cannot conquer you | |||
|syntax = TRANSIENCE [OFF] | |||
|detail = By relaxing part of your ascended consciousness, you may, at a cost of endurance to | |||
maintain it, bring about a state of transience. While active, this will increase your ability to | |||
dodge attacks directed at you. | |||
See HELP AVOIDANCE for more specific information. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hide}} | |||
{{Skill_detail | |||
|skill = Hide | |||
|description = Conceal yourself in times of need | |||
|syntax = HIDE and EMERGE | |||
|detail = Conceal yourself from view, hiding yourself from the eyes of others within the room. You | |||
may emerge if you wish to reveal yourself and cease to hide. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Impersonate}} | |||
{{Skill_detail | |||
|skill = Impersonate | |||
|description = Mask your holy spirit | |||
|syntax = IMPERSONATE [OFF] | |||
|detail = Blood cost: 100 | |||
Additional syntax: DESCRIBE IMPERSONATED SELF <description> | |||
There are times when you must walk among men and beasts without the bright radiance that is your | |||
ascended self. While so masked, impersonated as one of the common folk, none will be able to tell | |||
your status as a holy Akkari, and you may describe your state thusly as an alternate to your | |||
standard appearance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Symayda}} | |||
{{Skill_detail | |||
|skill = Symayda | |||
|description = Assume the form of the great prowler | |||
|syntax = BECOME SYMAYDA and REVERT | |||
|detail = Blood cost: 400 | |||
Additional syntax: DASH <dir> | |||
By altering your ascended consciousness just so, you may take on the form of the symayda, the great | |||
prowlers which guard the realm of Spirit. While your actions are limited in this form, you will | |||
find yourself able to DASH, and the dark star shall bring you no harm. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Muffle}} | |||
{{Skill_detail | |||
|skill = Muffle | |||
|description = Muffle your footsteps | |||
|syntax = MUFFLE | |||
|detail = Blood cost: 300 | |||
There are times when you must hunt with stealth as well as fervour. During the night, you may | |||
muffle your footsteps, becoming unseen when you move. At dawn, this effect will fade, for there is | |||
no need to hide from the light. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Penitence}} | |||
{{Skill_detail | |||
|skill = Penitence | |||
|description = Heavy weighs the crime | |||
|syntax = PENITENCE <target> | |||
|detail = By reciting a list of your target's crimes, you can induce within them a profound guilt | |||
that will make them sweat. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Clotting}} | |||
{{Skill_detail | |||
|skill = Clotting | |||
|description = Reduce the level of your bleeding | |||
|syntax = | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Catching}} | |||
{{Skill_detail | |||
|skill = Catching | |||
|description = Your reflexes are sublime | |||
|syntax = CATCHING [OFF] | |||
|detail = With this ability active, you have a chance to snatch arrows from the air before they | |||
strike you. There is an endurance upkeep associated with this ability in order to maintain your | |||
focus. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Bloodlet}} | |||
{{Skill_detail | |||
|skill = Bloodlet | |||
|description = Let the blood of the unholy spill free | |||
|syntax = BLOODLET <target> | |||
|detail = Open bleeding wounds in your enemy's chest, rending their flesh. If the flesh is already | |||
rended, you will cause them to bleed more profusely. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Relentless}} | |||
{{Skill_detail | |||
|skill = Relentless | |||
|description = You shall not break | |||
|syntax = RELENTLESS | |||
|detail = Blood cost: 200 | |||
Your devotion is unrelenting, and thus you must endure. By fortifying your body against physical | |||
attacks, you may reduce the damage you take from cutting and blunt sources as though you were | |||
wearing additional armour. | |||
This bonus armour will become weaker the less life-blood you have. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hyriamah}} | |||
{{Skill_detail | |||
|skill = Hyriamah | |||
|description = Take on the form of the flaming hawk | |||
|syntax = BECOME HYRIAMAH and REVERT | |||
|detail = Blood cost: 400 | |||
Additional syntax: FLY and LAND | |||
By assuming the form of the hyriamah, the great hawks of fire, you may take to the skies and FLY. | |||
While in this form, your actions will be severely limited, but the dark star will not harm you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Celerity}} | |||
{{Skill_detail | |||
|skill = Celerity | |||
|description = Hunt evil with alacrity and speed | |||
|syntax = CELERITY | |||
|detail = Blood cost: 150 | |||
This will halve the time it takes for your movement limit to be reset, allowing you to move about | |||
the land considerably faster. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Block}} | |||
{{Skill_detail | |||
|skill = Block | |||
|description = They shall not escape justice | |||
|syntax = BLOCK <direction> and UNBLOCK | |||
|detail = Move into a position that blocks others from leaving your location should they attempt to | |||
depart, providing you are not incapacited. Should you move, you will cease to block. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Quell}} | |||
{{Skill_detail | |||
|skill = Quell | |||
|description = Break through the shields of your foe | |||
|syntax = | |||
|detail = This ability is passive. | |||
When denouncing a target who is protected by a magical shield, your zeal will drive you to greater | |||
fervour, quelling their defence in a single blow. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Dissipate}} | |||
{{Skill_detail | |||
|skill = Dissipate | |||
|description = Eschew corporeality and set free your consciousness | |||
|syntax = DISSIPATE | |||
|detail = Typically only possible through death, you may now shed your body and return to your | |||
ascended consciousness. While in this form you will be immune to most attacks, and the effects of | |||
the dark star, but your actions will be severely limited. | |||
To return to your body, you must inhume yourself or return to your bunker. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Vivify}} | |||
{{Skill_detail | |||
|skill = Vivify | |||
|description = Reinvigorate your corporeal form | |||
|syntax = VIVIFY | |||
|detail = Blood cost: 300 | |||
At the cost of some of your spirit, you will be able to mend a large amount of damage done to your | |||
body. | |||
The amount of health this skill will heal will increase with the less life-blood you have. | |||
|cooldown = 25 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Acuity}} | |||
{{Skill_detail | |||
|skill = Acuity | |||
|description = Sense the movement of others nearby | |||
|syntax = ACUITY [OFF] | |||
|detail = Blood cost: 200 | |||
Your sharpened senses will allow you to detect when others are nearby. This ability will only last | |||
a short time before its effects fade. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Resolve}} | |||
{{Skill_detail | |||
|skill = Resolve | |||
|description = No harmful magic shall break you | |||
|syntax = RESOLVE | |||
|detail = Blood cost: 200 | |||
By strengthening your resolve, you may ward yourself against magical attacks that would harm you, | |||
reducing their damage. The effectiveness of this ability will grow with your skill in Ascendance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Dim}} | |||
{{Skill_detail | |||
|skill = Dim | |||
|description = Mute the glow of your heavenly radiance | |||
|syntax = DIM | |||
|detail = Blood cost: 50 | |||
Though it may pain you to do so, you may suppress the fervour that burns bright within you, | |||
concealing you from sight even when beside others. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Envenom}} | |||
{{Skill_detail | |||
|skill = Envenom | |||
|description = Coat a weapon in venoms | |||
|syntax = ENVENOM <weapon/LEFT/RIGHT> WITH <venom> WIPE <weapon> | |||
|detail = 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>. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Censure}} | |||
{{Skill_detail | |||
|skill = Censure | |||
|description = Punish the evildoers with a two-handed blade | |||
|syntax = CENSURE <target> [LENIENT] | |||
|detail = While wielding a two-handed blade, you may censure an evildoer with your weapon and gouge | |||
them open. This will poison them if there is venom present on the blade, and the strength of your | |||
zeal will ensure the strike does more damage than a standard blow from a weapon. | |||
You can choose to show lenience in your censure if you wish. This will reduce the damage you deal, | |||
but it will be quicker and can be performed while one of your arms is crippled. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Crusade}} | |||
{{Skill_detail | |||
|skill = Crusade | |||
|description = Let none stand in your way | |||
|syntax = CRUSADE <target> | |||
|detail = At times, infidels may seek to bar you from your duty, and this simply cannot be | |||
permitted. While mounted, you may charge one such infidel and combine the momentum of your steed | |||
with your own strength to cast them aside, hurling them into the air. This will either slam them | |||
into the ceiling above or send them sailing into the sky. | |||
Gravity will become a natural ally when making use of this skill, assuming they cannot fly. | |||
|cooldown = 30 seconds | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Bunker}} | |||
{{Skill_detail | |||
|skill = Bunker | |||
|description = Fortify a dugout to retreat to in times of need | |||
|syntax = | |||
|detail = Syntax: BURY ICON, RETREAT, and MANIFEST | |||
In order to establish a secure bunker, you must first purchase a holy icon, and bury it somewhere | |||
with soft soil, somewhere unlikely to be disturbed or dug up. You may only have one icon and one | |||
bunker at a time. | |||
Once the icon is buried, the act will consecrate the ground and become a bunker, allowing you to | |||
retreat to it provided you are within the same area. This will allow you to heal yourself or regain | |||
your physical body much faster than inhuming. When you are ready to return to the land above, you | |||
must manifest. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Entrench}} | |||
{{Skill_detail | |||
|skill = Entrench | |||
|description = Secure your bunker | |||
|syntax = ENTRENCH | |||
|detail = Blood cost: 1000 | |||
To utilise this ability you must have established an underground bunker. While standing atop it, | |||
you may link your spirit to it, allowing you to retreat to the dugout from anywhere on the | |||
continent, rather than only the local area. However, doing so at a distance will break the | |||
spiritual bond. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Ardour}} | |||
{{Skill_detail | |||
|skill = Ardour | |||
|description = Through faith and fervour shall you be lifted up | |||
|syntax = ARDOUR <STRENGTH/INTELLIGENCE/CONSTITUTION/DEXTERITY/WISDOM> | |||
|detail = Blood cost: 250 | |||
The power of your faith and devotion to your sacred cause is such that you are able to take | |||
advantage of that burning ardour and enhance your physical form, granting you an additional stat of | |||
your choice. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Intuition}} | |||
{{Skill_detail | |||
|skill = Intuition | |||
|description = Intuition grants you flexibility | |||
|syntax = INTUITION <BALANCE/EQUILIBRIUM/DAMAGE> | |||
|detail = Blood cost: 500 | |||
Flexibility is the greatest tool at a warrior's disposal. Your honed intuition allows you to switch | |||
freely between speed enhancements for balance, equilibrium, or damage, however you must have | |||
selected one of the three already. | |||
For more information on enhancements, please see AB HUNTING ENHANCEMENT. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Disengage}} | |||
{{Skill_detail | |||
|skill = Disengage | |||
|description = Carry out a tactical withdrawal | |||
|syntax = DISENGAGE <direction> | |||
|detail = There are times when withdrawal is the sensible option, and you may now disengage from | |||
battle, evading certain triggers and traps and bypassing those that may prevent you from leaving. | |||
Those following you will be lost, and any who see you disengage will not know the direction. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Rekindle}} | |||
{{Skill_detail | |||
|skill = Rekindle | |||
|description = Restore your damaged limbs | |||
|syntax = REKINDLE <body part> | |||
|detail = Blood cost: 200 | |||
By force of will and expenditure of your life blood, you may renew a damaged body part, healing it | |||
of trauma by 6% and restoring it toward its original form. You may heal the head, torso, left or | |||
right arm, or left or right leg. | |||
This will only work while the limb is either damaged or mutilated. | |||
|cooldown = 50 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Succour}} | |||
{{Skill_detail | |||
|skill = Succour | |||
|description = Expunge that which ails you | |||
|syntax = SUCCOUR | |||
|detail = Blood cost: 250 | |||
Turn your pious spirit inwards, expunging one random affliction from your body. There is no | |||
prevention to this ability other than the initial mana cost and requiring balance and equilbrium to | |||
perform. | |||
|cooldown = 10 seconds | |||
|target = | |||
|required = | |||
}} |
edits