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edits
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{{SkillHeader}} | {{SkillHeader}} | ||
{{SkillTableRow |Bounty |Inept |0 |Receive the sea's bounty in the form of a weapon. }} | {{SkillTableRow |Bounty |Inept |0 |Receive the sea's bounty in the form of a weapon. }} | ||
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|} | |} | ||
{{SkillHeader}} | {{SkillHeader}} | ||
== Flail Attacks == | ====Flail Attacks==== | ||
{{SkillTableRow |Clobber |Inept |0 |Clobber your foe with a selkachoar. }} | {{SkillTableRow |Clobber |Inept |0 |Clobber your foe with a selkachoar. }} | ||
{{SkillTableRow |Crack |Capable |0 |Crack their bones with a focused blow. }} | {{SkillTableRow |Crack |Capable |0 |Crack their bones with a focused blow. }} | ||
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{{SkillTableRow |Keelhaul |Mythical |80 |Rake them bow to stern. }} | {{SkillTableRow |Keelhaul |Mythical |80 |Rake them bow to stern. }} | ||
|} | |} | ||
{{Anchor|Bounty}} | |||
{{Skill_detail | |||
|skill = Bounty | |||
|description = Receive the sea's bounty in the form of a weapon | |||
|syntax = TIDE BOUNTY PULL TEETH FROM <shark corpse> TIDE ADORN CLUB | |||
|detail = Call upon the sea to provide you with a bounty in the form of a weapon: a makeshift | |||
driftwood club. It will not be as durable as forged weapons, but will serve you well enough. | |||
To be truly called a Tidesage however, one must wield a selkachoar - earned through a rite of | |||
proving for all apprentice Tidesages. To do so, you must slay sharks and pull teeth from corpses to | |||
adorn a steel-banded club with. The ocean is filled with many terrors, and sharks are amongst the | |||
least of them. An apprentice Tidesage must prove they are capable of mastering at least that much. | |||
You need fifteen shark teeth in your inventory, bearing your mark, to adorn "a steel-banded club", | |||
transforming it into a selkachoar. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Capsize}} | |||
{{Skill_detail | |||
|skill = Capsize | |||
|description = The sea shall make them keel over | |||
|syntax = TIDE CAPSIZE <target> | |||
|detail = Direct a rippling wave at your target, crippling any bruised limbs (up to a maximum of | |||
three), and knocking them to the ground. | |||
If the target is not levitating, the rushing waters will cripple three random limbs, regardless of | |||
any bruising. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Yearn}} | |||
{{Skill_detail | |||
|skill = Yearn | |||
|description = Memories of the sea will bring comfort and vigour | |||
|syntax = TIDE YEARN | |||
|detail = Recall your memories of the open sea and be cleansed of a random affliction. Should you | |||
find yourself underground or surrounded by thick fog, your yearning for the clear skies of the open | |||
ocean will be so strong that a second affliction will be cured in the process. | |||
|cooldown = 15 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Encrust}} | |||
{{Skill_detail | |||
|skill = Encrust | |||
|description = Bind your weapon in briny barnacles | |||
|syntax = TIDE ENCRUST | |||
|detail = By invoking an old sailor's spell, you may summon a profusion of barnacles to encrust | |||
your arms and weapon. This will both prevent you from being disarmed and allow you to make use of | |||
your weapon with a single crippled arm. | |||
Note that although you will be able to attack with a single crippled arm, it will inflict a penalty | |||
on the speed of your weapon attacks if you choose to do so. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Sealegs}} | |||
{{Skill_detail | |||
|skill = Sealegs | |||
|description = Even on land you are spry | |||
|syntax = TIDE SEALEGS | |||
|detail = Navigating the decks of a heaving vessel has taught you to bolster your celerity for a | |||
limited time, provided you remain on land. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Wavebreak}} | |||
{{Skill_detail | |||
|skill = Wavebreak | |||
|description = Capitalise on their mistakes | |||
|syntax = TIDE WAVEBREAK | |||
|detail = Adopt a retaliatory battle stance, preparing to break an opponent's focus when you parry | |||
one of their blows. | |||
Your countermeasure will disarm your enemy if they cannot hold onto their weapon; alternatively, | |||
there is a small chance it will cripple their arm. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Riptide}} | |||
{{Skill_detail | |||
|skill = Riptide | |||
|description = The crashing wave brooks no barriers | |||
|syntax = TIDE RIPTIDE <target> | |||
|detail = Manifest a roaring wave to violently shatter any aura of rebounding or magical shield | |||
protecting your target. If neither is present, your riptide will instead remove a random defence, | |||
albeit at an increased cost to your balance. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Shore}} | |||
{{Skill_detail | |||
|skill = Shore | |||
|description = Recuperate in the comfort of safe shore | |||
|syntax = TIDE SHORE | |||
|detail = Provided you remain on land and not in the air, the advantages of shore leave will | |||
provide a bonus to health and mana regeneration. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Currents}} | |||
{{Skill_detail | |||
|skill = Currents | |||
|description = Sense motion in the deep currents | |||
|syntax = TIDE CURRENTS | |||
|detail = Tap into the resonance of the earth's subterranean water currents, passively detecting | |||
whether someone in the same area as you enters directly the ground below. Both of your feet must be | |||
upon the ground to sense these actions. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Rime}} | |||
{{Skill_detail | |||
|skill = Rime | |||
|description = Expose your weapon to bone-chilling cold | |||
|syntax = TIDE EXPOSE RIME | |||
|detail = Expose your selkachoar to icy rime, causing it to deal increased damage to your target at | |||
the cost of somewhat slower strikes. | |||
You may only expose your weapon to one force at a time. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Spout}} | |||
{{Skill_detail | |||
|skill = Spout | |||
|description = Run them aground | |||
|syntax = TIDE SPOUT <target> | |||
|detail = Bring forth a churning water spout and release it into the skies above you. Your target | |||
will be thrown to the ground and unbalanced, if you are successful. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Bedrabble}} | |||
{{Skill_detail | |||
|skill = Bedrabble | |||
|description = Bring a storm of muddied rain down on your enemies | |||
|syntax = TIDE BEDRABBLE | |||
|detail = Provided you are within an earthen environment, you may utilise your power over water to | |||
create a storm of mud and silt, raining it down on enemies in the location. | |||
You may perform this ability in the following earthen environments: | |||
Mountain, Hills, Desert, Natural underground, Constructed underground, Mines, Lifeless sands, | |||
Cavern, Crater, Canyon. | |||
There is also a small chance for the mudstorm to upset the balance of a person it strikes. | |||
If you are indoors, then it will become harder to escape the onslaught, and the damage will be | |||
increased. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Aquifer}} | |||
{{Skill_detail | |||
|skill = Aquifer | |||
|description = Sink into the moistened earth | |||
|syntax = TIDE AQUIFER TIDE PERMEATE <dir> TIDE RISE | |||
|detail = Take refuge in the subterranean waters of the earth. While buried, you may take on the | |||
characteristics of the water itself to travel, and rise like the high tide when you are ready to | |||
reemerge. | |||
When you rise back to the surface, you will burst free from the ground and hurl rocks and debris at | |||
your enemies, dealing blunt damage to them. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Undulation}} | |||
{{Skill_detail | |||
|skill = Undulation | |||
|description = It starts with but a ripple | |||
|syntax = TIDE UNDULATION | |||
|detail = Call forth an undulating wave to surge through your location, damaging anyone who is | |||
prone by dashing them against the ground. This damage will be amplified against victims that are | |||
already suffering harm to their body parts. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Brume}} | |||
{{Skill_detail | |||
|skill = Brume | |||
|description = Expose your weapon to freezing mists | |||
|syntax = TIDE EXPOSE BRUME | |||
|detail = By exposing your weapon to freezing fog, each strike has a chance to increase the fathoms | |||
of your apparition in the location by one level. See AB INUNDATION APPARITION for more information. | |||
You may only expose your weapon to one force at a time. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Daub}} | |||
{{Skill_detail | |||
|skill = Daub | |||
|description = Evoke the legends of the wine-dark deeps | |||
|syntax = TIDE DAUB <lesser marking> UPON <greater marking> | |||
|detail = Greater mark: 2 inks | |||
Lesser mark: 1 ink | |||
You may now avail yourself of the Keltundian tribal marks, evoking the myths and legends of the fog- | |||
rimed sea to harness their power. The first mark daubed is known as the lesser mark, and must be | |||
daubed on a greater mark. Depending on the colours used, a number of effects will occur. | |||
--- GREATER --- | |||
Tentacle (red ink): Improves limb damage by selkachoars, reduces direct damage. | |||
Wave (blue ink) : Rime damage increased and malus reduced, reduces limb damage. | |||
Mouth (yellow ink): Brume chance improved by 10% and doubles apparition expansion. | |||
Cephalopod (green): Buckle now has a 50% chance to make the target fall. | |||
Fin (purple ink) : You may swap your lesser mark with no equilibrium loss. | |||
--- LESSER --- | |||
Tentacle (red ink): Buckle becomes faster and deals increased limb damage. | |||
Wave (blue ink) : The chance for Flux to fade/end is decreased. | |||
Mouth (yellow ink): Increases bleeding done from Tidesage abilities by 30%. | |||
Cephalopod (green): Ram will cause the heartflutter affliction. | |||
Fin (purple ink) : You may swap your greater mark with no equilibrium loss. | |||
Eye (gold ink) : Your selkachoar damage is dependent on intelligence, not strength. | |||
When using purple inks for 'fin', the same syntax is used, but as long as the purple ink remains in | |||
the slot it was originally daubed in no equilibrium loss will be incurred. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Rivulets}} | |||
{{Skill_detail | |||
|skill = Rivulets | |||
|description = Travel through the deep currents of the earth | |||
|syntax = TIDE RIVULETS <target> | |||
|detail = While buried in the earth, you are able to pass through the countless rivulets of water | |||
flowing through the subterrain and travel to your target anywhere on the continent after a short | |||
delay. | |||
Should there be a monolith present, or if either of you are in a location without subterranean | |||
waters (i.e a non-earthen location), the time to complete this journey will be longer. | |||
Earthen environments include: | |||
Mountains, hills, desert, natural underground, constructed underground, mines, lifeless sand, | |||
caverns, craters, and canyons. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Drown}} | |||
{{Skill_detail | |||
|skill = Drown | |||
|description = Send them below | |||
|syntax = TIDE DROWN <target> | |||
|detail = Bring forth a massive wave to envelop your victim and slowly drown them, slaying them | |||
instantly after a channeled delay. While this will require your full attention, there is a small | |||
chance that the capricious tides will expand to an extra two enemies in your location, slaying them | |||
as well if the action is completed. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Harpoon}} | |||
{{Skill_detail | |||
|skill = Harpoon | |||
|description = Impale your foe with a frozen lance | |||
|syntax = TIDE HARPOON <target> WITHDRAW LANCE | |||
|detail = Form a crystalline lance of ice with your weapon and impale a prone target upon its | |||
frozen length. You may withdraw the lance to grant them freedom, should you so choose. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Lowtide}} | |||
{{Skill_detail | |||
|skill = Lowtide | |||
|description = Return to the shallows | |||
|syntax = TIDE LOWTIDE | |||
|detail = Dismiss the risen waters around you, removing magical floods and cleansing a verse of the | |||
Earthen Apocalyptia in the process. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Flux}} | |||
{{Skill_detail | |||
|skill = Flux | |||
|description = Your control is peerless | |||
|syntax = TIDE FLUX | |||
|detail = You may bring to bear your weapon with such force and intricate precision that parried | |||
blows will occasionally cause a tidal flux, redirecting the attack to cripple a random limb and | |||
stunning the opponent for a short while. | |||
Maintaining the tidal flux requires significant concentration, and may fade after each redirected | |||
strike. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Eviscerate}} | |||
{{Skill_detail | |||
|skill = Eviscerate | |||
|description = Gut them like a fish | |||
|syntax = TIDE EVISCERATE | |||
|detail = Should your victim remain impaled upon your frozen lance, you may drive it deeper into | |||
their gut, shredding their innards and causing both magical and asphyxiation damage at once. | |||
The immense cold will wreak further injury on the body - inflicting light and deep wounds, in | |||
addition to torso trauma. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Trench}} | |||
{{Skill_detail | |||
|skill = Trench | |||
|description = There is no sanctuary below ground | |||
|syntax = TIDE TRENCH <target> | |||
|detail = If there is an enemy buried in the earth below you, you may call on subterranean currents | |||
to form an oceanic trench and deluge your target in water, crushing their body and bones. Your | |||
opponent will suffer significant damage and find their ribs crack under the water's immense, | |||
unforgiving pressure. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hightide}} | |||
{{Skill_detail | |||
|skill = Hightide | |||
|description = High tides carry you fast and far | |||
|syntax = TIDE HIGHTIDE | |||
|detail = By capitalising on a high tide, you may increase your internal momentum, causing your | |||
next five weapon attacks to have increased accuracy and swifter balance recovery. Calling the high | |||
tide does not spend balance or equilibrium, but it will expire if not used promptly. | |||
Cooldown: 60 seconds | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Engulf}} | |||
{{Skill_detail | |||
|skill = Engulf | |||
|description = Work in tandem with your elemental, to overwhelm | |||
|syntax = TIDE ENGULF [enhancement action] | |||
|detail = By working in harmony with your synthesised elemental, you may instruct it to deliver a | |||
blow of your choice against a target when next you land a successful weapon attack. | |||
If you do not choose an enhancement action, your elemental will choose its own. | |||
This ability costs no equilibrium or balance to activate. | |||
|cooldown = 15 seconds (when triggered) | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Spearfall}} | |||
{{Skill_detail | |||
|skill = Spearfall | |||
|description = Summon forth spears of ice to drag down your opponents | |||
|syntax = TIDE SPEARFALL | |||
|detail = Form a number of icicle harpoons in the air around you, which then will fall upon your | |||
enemies in your location or adjacent, and impale them if they are prone. | |||
If they remain impaled for more then five seconds and stand upon soft ground, then sinkhole will | |||
form beneath them and they will slip into the earth below. They will need to BURROW ABOVE in order | |||
to escape. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Permafrost}} | |||
{{Skill_detail | |||
|skill = Permafrost | |||
|description = A legacy of ice | |||
|syntax = TIDE PERMAFROST TIDE THAW | |||
|detail = By fully embracing the frigid gales and frozen rime of the distant oceans, you may bring | |||
about an aura of permafrost to surround your body in a thick veneer of ice. | |||
While draped in this gelid aura, you will enjoy: | |||
* Increased strength. | |||
* Increased constitution. | |||
* Increased intelligence. | |||
* Resistance to electrical damage. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Clobber}} | |||
{{Skill_detail | |||
|skill = Clobber | |||
|description = Clobber your foe with a selkachoar | |||
|syntax = TIDE CLOBBER <target> [body part] | |||
|detail = Tightly manoeuvring your weapon, you may clobber your foe in quick succession. If you | |||
wish, you may aim for a specific body part in an attempt to cause internal damage. | |||
You may aim for the head, the torso, an arm, or a leg. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Crack}} | |||
{{Skill_detail | |||
|skill = Crack | |||
|description = Crack their bones with a focused blow | |||
|syntax = TIDE CRACK <target> <LEFT/RIGHT> <ARM/LEG> | |||
|detail = By striking precisely with your weapon, you may attempt to crack your target's limbs with | |||
a focused blow. This will cause limb damage and inflict surface trauma in the form of bruises. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Crest}} | |||
{{Skill_detail | |||
|skill = Crest | |||
|description = Strike like a cresting wave | |||
|syntax = TIDE CREST <target> | |||
|detail = Surge upwards like a cresting wave and deliver a powerful blow to your target's head. | |||
This will cause vicious damage and inflict surface trauma in the form of bruises. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Ram}} | |||
{{Skill_detail | |||
|skill = Ram | |||
|description = Drive your weapon at their stomach | |||
|syntax = TIDE RAM <target> | |||
|detail = This blow to the torso will cause damage in addition to trauma in the form of bruises. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Buckle}} | |||
{{Skill_detail | |||
|skill = Buckle | |||
|description = Their limbs will buckle under your blows | |||
|syntax = TIDE BUCKLE <target> <LEFT/RIGHT> <ARM/LEG> | |||
|detail = This powerful weapon swing will smash an opponent's limb, dealing trauma to the limb. | |||
Should the limb be suffering from bruising, the blow will cause bonus limb damage depending on the | |||
severity, and will additionally cripple it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Pitch}} | |||
{{Skill_detail | |||
|skill = Pitch | |||
|description = Choppy waves will let you strike twice | |||
|syntax = TIDE PITCH <target> <body part> <body part> | |||
|detail = By moving eratically in the manner of choppy waves, you may strike out twice with your | |||
selkachoar and attack two body parts of your choice, in addition to dealing damage. You cannot | |||
target the same body part twice, and your pitching motions will allow you to only target the arms | |||
or the legs, not the head or the torso. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Breach}} | |||
{{Skill_detail | |||
|skill = Breach | |||
|description = Bypass your opponent's defence with a breaching wave | |||
|syntax = TIDE BREACH <target> | |||
|detail = Manoeuvre your weapon just so, surging like a breaching wave to bypass your target's aura | |||
of rebounding. This strike will also knock them to the ground and remove their levitation defence. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Wreck}} | |||
{{Skill_detail | |||
|skill = Wreck | |||
|description = Wreck their hull with a strike to the chest | |||
|syntax = TIDE WRECK <target> | |||
|detail = This powerful strike to the torso will only be effective against prone targets, dealing | |||
heavy damage and crushing their chest as they lie helpless at your feet. | |||
In the process, their lung will be collapsed, making escape difficult and causing harm whenever a | |||
pipe is smoked. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Broadside}} | |||
{{Skill_detail | |||
|skill = Broadside | |||
|description = Bombard them with unrelenting force | |||
|syntax = TIDE BROADSIDE <target> | |||
|detail = Unleash a slow but powerful barrage of attacks on your enemy, striking them three times | |||
with your weapon and bombarding random limbs in a chaotic fashion. Each landed hit will be slightly | |||
weaker, and will not strike the same limb more than once. | |||
Additionally, there is a 50% chance that each blow of the broadside will cause surface trauma in | |||
your opponent's limbs, forming a bruise where your weapon struck. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Gybe}} | |||
{{Skill_detail | |||
|skill = Gybe | |||
|description = A focused blow to the enemy's head | |||
|syntax = TIDE GYBE <target> | |||
|detail = Blows to the head from a swinging boom are a common hazard for inexperienced seamen. By | |||
mimicking the gybe manoeuvre, you may deliver a mighty strike to your opponent's skull, damaging | |||
their head and dealing an escalating number of mental afflictions depending on the target's head | |||
bruising. Each effect is cumulative. | |||
No bruising: Amnesia. | |||
Minor bruising: Whiplash. | |||
Moderate bruising: Indifference. | |||
Severe bruising: Smashed throat. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Keelhaul}} | |||
{{Skill_detail | |||
|skill = Keelhaul | |||
|description = Rake them bow to stern | |||
|syntax = TIDE KEELHAUL <target> | |||
|detail = Bring forth an enormous wave to assault your target with a deadly combination of brine | |||
and barnacle in an attempt to end their life. If your victim possesses at least three body parts | |||
with at least moderate bruising, they will be too weak to survive the sea's extreme torture and | |||
ripped apart. Without a sufficiently weakened target, this will have little effect. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} |
edits