288
edits
m (Tor moved page Synthesis to Synthesis (skill)) |
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{{SkillTableRow |Amalgamate |Mythical |0 |Take advantage of a second imbued element. }} | {{SkillTableRow |Amalgamate |Mythical |0 |Take advantage of a second imbued element. }} | ||
{{SkillTableRow |Ingrain |Transcendent |0 |Ingrain commands directly into the mind. }} | {{SkillTableRow |Ingrain |Transcendent |0 |Ingrain commands directly into the mind. }} | ||
{{SkillTableRow |Club |Inept |0 |An effective but unrefined physical assault. }} | {{SkillTableRow |Club |Inept |0 |An effective but unrefined physical assault. }} | ||
{{SkillTableRow |Trammel |Capable |66 |Stop their heart with a brutal strike. }} | {{SkillTableRow |Trammel |Capable |66 |Stop their heart with a brutal strike. }} | ||
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{{SkillTableRow |Strangulate |Fabled |0 |Choke them with strands of air. }} | {{SkillTableRow |Strangulate |Fabled |0 |Choke them with strands of air. }} | ||
{{SkillTableRow |Deconstruct |Fabled |25 |Wreak destruction on their limbs. }} | {{SkillTableRow |Deconstruct |Fabled |25 |Wreak destruction on their limbs. }} | ||
{{SkillTableRow |Detain |Capable |0 |Prevent any upward escapes. }} | {{SkillTableRow |Detain |Capable |0 |Prevent any upward escapes. }} | ||
{{SkillTableRow |Enclose |Adept |0 |Surround and conquer. }} | {{SkillTableRow |Enclose |Adept |0 |Surround and conquer. }} | ||
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{{SkillTableRow |Ballast |Mythical |0 |As sturdy as the mast. }} | {{SkillTableRow |Ballast |Mythical |0 |As sturdy as the mast. }} | ||
|} | |} | ||
{{Anchor|Synthesise}} | |||
{{Skill_detail | |||
|skill = Synthesise | |||
|description = Utilise your knowledge to construct a proto-elemental | |||
|syntax = SYNTH SYNTHESISE | |||
|detail = You are now capable of synthesising a proto-elemental from pearls. This elemental will | |||
obey your will and possess a variety of combat-related abilities that form the majority of | |||
Synthesis. | |||
To create one, you will need five pearls from the corpses of oysters. | |||
You can view HELP LOYALTY for more information on how to command it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Direct}} | |||
{{Skill_detail | |||
|skill = Direct | |||
|description = Issue directions to your elemental | |||
|syntax = | |||
|detail = Syntax: SYNTH <command> [...] | |||
Issue commands to your elemental, whether in person or remotely from a distance. Each command will | |||
do something different and is explained below. | |||
Info - SYNTH INFO [ITEMS]: Learn about the state of your elemental. | |||
Get - SYNTH GET <item>: Pick up an item from their location. | |||
Give - SYNTH GIVE <item> TO <target>: Pass an item to someone. | |||
Drop - SYNTH DROP <item>: Have your elemental drop an item it holds. | |||
Call - SYNTH CALL: Recall your elemental from a distance, returning to your side. | |||
Return - SYNTH RETURN: Have your elemental retreat to safety. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Enhancements}} | |||
{{Skill_detail | |||
|skill = Enhancements | |||
|description = Enhance your elemental to act opportunistically | |||
|syntax = SYNTH ENHANCE <ability> SYNTH DIRECTIVE <ability> <ON/OFF> SYNTH | |||
ENHANCEMENTS | |||
|detail = Your elemental is capable of comprehending complex orders, and this ability allows you to | |||
prepare such orders in advance, causing your ally to act as opportunity presents instead of | |||
requiring a direct command. | |||
When the elemental is ready to attack and has been ordered to fight, it will follow its list of | |||
enhancements in sequential order, using the first ability it is capable of carrying out. To take | |||
advantage of this, it is wise to order your enhancements in priority order, preferring abilities | |||
with conditions to be high on the list, and those with few or no conditions to be low priority. If | |||
the elemental is unable to use any enhancements, it will default to the Club ability. | |||
Elementals may also be given directives to act when a situation presents itself. However, any | |||
directive given beyond the first will slow down its attack speed slightly. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Excise}} | |||
{{Skill_detail | |||
|skill = Excise | |||
|description = Clear away any enhancements from your elemental | |||
|syntax = SYNTH EXCISE [ALL] | |||
|detail = With a single command, you may clear away any enhancements from your elemental. Should | |||
you specify ALL, this will also cause your elemental to discard any directives. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Movement}} | |||
{{Skill_detail | |||
|skill = Movement | |||
|description = Order your elemental to move about the land | |||
|syntax = SYNTH MOVE <direction> | |||
|detail = You may command your elemental to move about independent of your actions. You may even | |||
command it remotely. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Imbuing}} | |||
{{Skill_detail | |||
|skill = Imbuing | |||
|description = Enhance your construct with an element of choice | |||
|syntax = SYNTH IMBUE <elemental> | |||
|detail = Drawing on the ambient residue left behind in inks, you may imbue your elemental with | |||
said element, empowering its abilities. | |||
Fire (red ink): | |||
Each strike from the club enhancement has a 33% chance to ignite the foe and deal extra fire damage. | |||
Water (blue ink): | |||
Each strike from the club enhancement has a 33% chance to freeze the foe and deal extra cold damage. | |||
Spirit (yellow ink): | |||
Your servant will regenerate health much more quickly, and you will be granted a minor bonus when | |||
using health elixirs. | |||
Earth (green ink): | |||
Every third hit, your selkachoar will deliver the loki venom to your opponent. | |||
Air (purple ink): | |||
An elemental imbued with air will receive no penalty to their attack speed for the first three | |||
reflexes they are trained to perform, and they gain an extra slot for their ingrain ability. | |||
An elemental may only be imbued with one effect at a time, and any new effects will replace the | |||
previous. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Listening}} | |||
{{Skill_detail | |||
|skill = Listening | |||
|description = Open your mind to allow your elemental in | |||
|syntax = SYNTH LISTEN <ON/OFF> | |||
|detail = Your elemental will continually report anything said within its location, should you not | |||
be present. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Escape}} | |||
{{Skill_detail | |||
|skill = Escape | |||
|description = When in grave danger, your ally will quickly flee | |||
|syntax = SYNTH ESCAPE HERE | |||
|detail = You may specify a location for your elemental to escape to, should they fall below 25% of | |||
their maximum health. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Glance}} | |||
{{Skill_detail | |||
|skill = Glance | |||
|description = See what your elemental sees | |||
|syntax = SYNTH GLANCE | |||
|detail = At a minor cost to equilibrium, you may envision whatever your elemental can see. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Designate}} | |||
{{Skill_detail | |||
|skill = Designate | |||
|description = Designate an action as the highest priority | |||
|syntax = SYNTH DESIGNATE <ability> | |||
|detail = This command allows you to specify an ability for your elemental to use when next | |||
available, regardless of your enhancement order. The ability must still meet the specified | |||
requirements in order to activate, otherwise it will perform like normal. | |||
Designating an ability requires balance to set and consumes a very small amount of equilibrium. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Recuperate}} | |||
{{Skill_detail | |||
|skill = Recuperate | |||
|description = Regenerate the health of your elemental | |||
|syntax = SYNTH RECUPERATE | |||
|detail = By lending mental power to your elemental, you will cause them to instantly regenerate a | |||
portion of their life. This ability consumes a moderate amount of equilibrium, but may be done off | |||
balance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Mouthpiece}} | |||
{{Skill_detail | |||
|skill = Mouthpiece | |||
|description = Your elemental will speak and socialise on your behalf | |||
|syntax = SYNTH SAY <sentence> SYNTH EMOTE <string> | |||
|detail = You are now linked to your elemental, allowing you to control their speech and actions. | |||
This can be performed even at a distance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Modes}} | |||
{{Skill_detail | |||
|skill = Modes | |||
|description = Shift easily between plans of action | |||
|syntax = | |||
|detail = Syntax: SYNTH MODE SWITCH <1|2|3> | |||
Your elemental is now capable of storing blueprints of their enhancements and directives, allowing | |||
you to switch between three distinct plans of action. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Attend}} | |||
{{Skill_detail | |||
|skill = Attend | |||
|description = Your elemental will attend to your defeated foes | |||
|syntax = SYNTH ATTEND <ON/OFF> | |||
|detail = You may order your elemental to fetch the body of any kills that you make. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Lifebond}} | |||
{{Skill_detail | |||
|skill = Lifebond | |||
|description = Tie your fates together | |||
|syntax = SYNTH LIFEBOND <ON/OFF> | |||
|detail = You may bond your body to that of your elemental, causing you both to share a portion of | |||
each other's damage. Should your elemental die, you will find yourself suffering heavily - taking a | |||
significant amount of damage and receiving a powerful stun. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Amalgamate}} | |||
{{Skill_detail | |||
|skill = Amalgamate | |||
|description = Take advantage of a second imbued element | |||
|syntax = SYNTH AMALGAMATE <colour> | |||
|detail = You may now imbue a second element into your construct, allowing it to receive two | |||
benefits at once. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Ingrain}} | |||
{{Skill_detail | |||
|skill = Ingrain | |||
|description = Ingrain commands directly into the mind | |||
|syntax = | |||
|detail = Syntax: SYNTH INGRAIN <ability> [ability2] | |||
Your elemental's composition is now of such integrity that you can ingrain a single specific | |||
directive directly into their make-up. This directive will become innate to them with no penalty to | |||
attack speed, and will, in some cases, bolster its capabilities in that task. | |||
There is a significant cooldown upon changing this effect however, so make sure you choose wisely. | |||
Some of the bolstered effects include: | |||
ENCLOSE - Increases your own ability to dodge by 3%. | |||
COVER - Arrows will be reflected, chance to deflect increased. | |||
REPRISAL - Increases damage and balance loss on hit. | |||
GUARD - Increases resistance to all forms of damage. | |||
BRACE - Will proc 100% of the time. | |||
OCCLUDE - Chance increased and elemental also causes amnesia on hit. | |||
BALLAST - Attempts to move allies have a chance to fail. | |||
You do not need the directive to be in effect in order to gain the benefits. It will be enabled | |||
automatically regardless of your enhancement selections. | |||
An elemental can normally only have a single directive ingrained, unless it has been imbued with | |||
air via purple ink. | |||
Cooldown: 1 hour | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Club}} | |||
{{Skill_detail | |||
|skill = Club | |||
|description = An effective but unrefined physical assault | |||
|syntax = | |||
|detail = Enhancement. | |||
Your elemental will strike out at any foe they are capable of, dealing direct blunt damage in a | |||
display of force. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Trammel}} | |||
{{Skill_detail | |||
|skill = Trammel | |||
|description = Stop their heart with a brutal strike | |||
|syntax = | |||
|detail = Enhancement. | |||
Should your target possess bruising on their torso, your elemental will take advantage with a | |||
powerful strike to the chest, causing heartflutter and briefly stunning them. | |||
If the target is in the process of forming an aura of rebounding, trammeling them will disrupt the | |||
aura and prevent it from fully forming into a defence against weapons. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Squeeze}} | |||
{{Skill_detail | |||
|skill = Squeeze | |||
|description = Even a gentle squeeze can break bones | |||
|syntax = | |||
|detail = Enhancement. | |||
Your elemental will attempt to tear out a prone opponent's limbs, crippling one in the process. If | |||
all limbs are crippled, then it will cause trauma to the torso instead. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Chime}} | |||
{{Skill_detail | |||
|skill = Chime | |||
|description = The way to the heart is through the stomach | |||
|syntax = | |||
|detail = Enhancement. | |||
Should your elemental sense an opponent with a mangled torso, it will send out a wave of psychic | |||
force, inflicting psychic damage and causing both paresis and heartflutter. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Concuss}} | |||
{{Skill_detail | |||
|skill = Concuss | |||
|description = Leave them reeling | |||
|syntax = | |||
|detail = Enhancement. | |||
Your elemental will strike out at an opponent with a broken head, shaking their vision and leaving | |||
them with blurry sight. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Nullify}} | |||
{{Skill_detail | |||
|skill = Nullify | |||
|description = Cast aside their protective shields | |||
|syntax = | |||
|detail = Enhancement. | |||
If your enemy attempts to protect themselves with a magical shield, your elemental will counter | |||
with its own magic, nullifying the barrier and destroying it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Clutch}} | |||
{{Skill_detail | |||
|skill = Clutch | |||
|description = Your elemental will hold them in place | |||
|syntax = | |||
|detail = Enhancement. | |||
Your elemental will seize upon a target with a broken torso who is also prone, clutching their body | |||
in a powerful hold until they writhe free of its grip. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Pound}} | |||
{{Skill_detail | |||
|skill = Pound | |||
|description = The weak will pay the toll | |||
|syntax = | |||
|detail = Enhancement. | |||
Syntax: SYNTH ENHANCE POUND <1-80%> | |||
This unique ability requires a little extra information in order to enhance your elemental. | |||
When your opponent's health falls below the specified threshold, your elemental will lash out and | |||
deliver a powerful blow that stuns them. This enhancement will be placed on cooldown for a short | |||
time after it is enacted. | |||
|cooldown = 60 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Strangulate}} | |||
{{Skill_detail | |||
|skill = Strangulate | |||
|description = Choke them with strands of air | |||
|syntax = | |||
|detail = Enhancement. | |||
Should your victim be prone and experiencing moderate bruising upon the head, your elemental will | |||
attempt to choke them with elemental air - causing asphyxiation damage and inducing a blackout. | |||
This enhancement will be placed on cooldown for a short time after it is enacted. | |||
|cooldown = 30 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Deconstruct}} | |||
{{Skill_detail | |||
|skill = Deconstruct | |||
|description = Wreak destruction on their limbs | |||
|syntax = | |||
|detail = Enhancement. | |||
To enhance: SYNTH ENHANCE DECONSTRUCT [<LEFT|RIGHT> <ARM|LEG>] | |||
This unique ability requires a little extra information in order to enhance your elemental. | |||
Should your elemental spot moderate bruising upon the limb you have most recently struck, their | |||
next blow will attempt to deconstruct it, dislocating the limb's joint. If left uncured, it will | |||
eventually cause the limb to collapse and become broken. | |||
By default your elemental has only a 33% chance it will attempt to deconstruct a limb even when its | |||
conditions are met, however if it attempts to deconstruct the exact limb that you have specified in | |||
your enhancement, then the chance is guaranteed instead. | |||
Your elemental cannot deconstruct a limb that is already broken or dislocated, neither will it work | |||
on the head or torso. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Detain}} | |||
{{Skill_detail | |||
|skill = Detain | |||
|description = Prevent any upward escapes | |||
|syntax = | |||
|detail = Directive ability. | |||
Enemies who attempt to fly away or swing into the trees will occasionally be met with resistance | |||
from your elemental, who will shove them to the ground and remove their levitation. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Enclose}} | |||
{{Skill_detail | |||
|skill = Enclose | |||
|description = Surround and conquer | |||
|syntax = | |||
|detail = Directive ability. | |||
Your elemental will attempt to surround the target it has been ordered to attack, granting a chance | |||
to prevent them from dodging. They will still be able to divert however. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Guard}} | |||
{{Skill_detail | |||
|skill = Guard | |||
|description = Your elemental will protect you | |||
|syntax = | |||
|detail = Directive ability. | |||
By adopting a protective stance, your elemental will make it difficult for others to strike you, | |||
reducing the damage you suffer from blunt and cutting based attacks. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cover}} | |||
{{Skill_detail | |||
|skill = Cover | |||
|description = Your elemental will provide cover from aerial assaults | |||
|syntax = | |||
|detail = Directive ability. | |||
Your elemental will look out for incoming projectiles, raising a shield of air to deny their | |||
ingress. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Reprisal}} | |||
{{Skill_detail | |||
|skill = Reprisal | |||
|description = Your elemental will avenge you | |||
|syntax = | |||
|detail = Directive ability. | |||
When your opponent succeeds in parrying one of your blows, your elemental will enact a reprisal and | |||
strike out in response, unbalancing them and disabling their parry. | |||
There is a short cooldown that takes effect when this directive activates, preventing it from | |||
occurring again for a time. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Brace}} | |||
{{Skill_detail | |||
|skill = Brace | |||
|description = Your elemental will attempt to keep you upright | |||
|syntax = | |||
|detail = Directive ability. | |||
Should you be knocked to the ground by an active attack, there is a chance that your elemental will | |||
brace you against the fall, returning you to your feet. This ability will fail if either of your | |||
legs are crippled. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Circuits}} | |||
{{Skill_detail | |||
|skill = Circuits | |||
|description = Ensure your elemental acts in the correct sequence | |||
|syntax = | |||
|detail = Directive ability. | |||
By directing your elemental to work in circuits, you will ensure that it never repeats the same | |||
manouevre twice, except in the event that no other conditions are met in their enhancements list. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Occlude}} | |||
{{Skill_detail | |||
|skill = Occlude | |||
|description = Deny them the medicine they need | |||
|syntax = | |||
|detail = Directive ability. | |||
Your elemental will watch your opponent carefully, spotting attempts to consume curative pills or | |||
use a pipe, and granting a chance to wash them away before they can be used. This will only be | |||
effective against the target you ordered your elemental to kill. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hobble}} | |||
{{Skill_detail | |||
|skill = Hobble | |||
|description = There is no escape | |||
|syntax = | |||
|detail = Directive ability. | |||
Whenever an enemy attempts to flee your location with one of their legs bruised, your elemental | |||
will hobble them in order to prevent their escape, knocking them down and crippling that leg. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Ballast}} | |||
{{Skill_detail | |||
|skill = Ballast | |||
|description = As sturdy as the mast | |||
|syntax = | |||
|detail = Directive ability. | |||
Your elemental will protect you from being moved against your will at all costs, even resisting | |||
magical effects. Should you wish to move of your own volition, the elemental will allow you to pass. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} |
edits