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m (Tor moved page Malediction to Malediction (skill)) |
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{{SkillHeader}} | {{SkillHeader}} | ||
{{SkillTableRow |Meridian |Inept |0 |Straddle the line betwixt Life and Death. }} | {{SkillTableRow |Meridian |Inept |0 |Straddle the line betwixt Life and Death. }} | ||
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{{SkillTableRow |Mortis |Transcendent |0 |All things must die. }} | {{SkillTableRow |Mortis |Transcendent |0 |All things must die. }} | ||
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{{Anchor|Meridian}} | |||
{{Skill_detail | |||
|skill = Meridian | |||
|description = Straddle the line betwixt Life and Death | |||
|syntax = CHANNELS STRADDLE LINE | |||
|detail = A Runecarver treads the brink between Life and Death, utilising the stray energy left | |||
behind in this fundamental Cycle to empower their acts of ritual magic. | |||
Once you have embraced your awareness of its delicate forces, you will be able to make repeated use | |||
of hexes. There is no cost to keeping it active and you may divest yourself of your awareness of | |||
mortality's delicate inner workings at any time. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Maledict}} | |||
{{Skill_detail | |||
|skill = Maledict | |||
|description = Assail someone with a crude, painful curse | |||
|syntax = HEX MALEDICT <target> HEX MALEDICT ICEWALL [<direction>] | |||
|detail = Craft a minor curse from your rancor and ill will to strike your foe. The force of this | |||
curse can also melt an icewall obstructing a path. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Numb}} | |||
{{Skill_detail | |||
|skill = Numb | |||
|description = Steal the heat from their heart with a numbing curse | |||
|syntax = HEX NUMB <target> | |||
|detail = Cast a minor hex of numbing cold, chilling your target one stage. | |||
If you form a pact with the spirits, this ability will freeze them for two levels if they weren't | |||
shivering to begin with. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Nightsight}} | |||
{{Skill_detail | |||
|skill = Nightsight | |||
|description = See through the dark of night | |||
|syntax = NIGHTSIGHT | |||
|detail = See easily through the shadows that surround you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Stalk}} | |||
{{Skill_detail | |||
|skill = Stalk | |||
|description = Call upon the blessing of the Broodmother | |||
|syntax = HEX STALK <ON/OFF> | |||
|detail = Call upon Kree-sa, the Broodmother to mask your movements. Whenever you attempt to move | |||
through a room covered in darkness, your movement will be completely concealed. Lifevision may spot | |||
this attempt, but heatvision cannot. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Imperil}} | |||
{{Skill_detail | |||
|skill = Imperil | |||
|description = No mortal can resist the fury of the wilds | |||
|syntax = HEX IMPERIL <target> | |||
|detail = Slice through any magical shield surrounding your target with this curse of vulnerability | |||
and peril. | |||
If you form a pact with the spirits, there is no equilibrium cost for this ability if it is | |||
successful. Should you fail, you will still be held to the terms of your pact as well as pay the | |||
equilibrium cost. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Enervate}} | |||
{{Skill_detail | |||
|skill = Enervate | |||
|description = Drain their vitality with your curse | |||
|syntax = HEX ENERVATE <target> | |||
|detail = The curse of enervation smothers the vitality of your foe, consuming their good health | |||
and physical form alike. When enervating your opponent, first you will cause clumsiness. If already | |||
clumsy, you will cause weariness. If already weary and clumsy, they will be struck with lethargy. | |||
In all cases, the enervation will cause moderate magical damage. | |||
If all three afflictions are present, you will steal away their focus balance and cause paresis. | |||
If you form a pact with the spirits, your curse will cause two afflictions in order instead of one. | |||
If paresis is delivered in this way, no focus knock will be applied. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Myconid}} | |||
{{Skill_detail | |||
|skill = Myconid | |||
|description = Form an assimilative being from your ill will | |||
|syntax = HEX MYCONID CALL MYCONID | |||
|detail = Summon a myconid, a strange fungal monstrosity native to Albedos. This creature can be | |||
ordered to attack your enemies, and will periodically cause cold damage and one level of freezing | |||
to your target. | |||
If your victim is fully frozen when the myconid strikes, they will be stunned and afflicted with | |||
nyctophobia. | |||
Please see HELP LOYALTY for the commands you can order it to do. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Jinx}} | |||
{{Skill_detail | |||
|skill = Jinx | |||
|description = A far-reaching hex of bad luck and dread | |||
|syntax = HEX JINX <target> | |||
|detail = Maledictive curses are capable of instilling illnesses of the body and mind, causing both | |||
to waste away beneath your wrath. When jinxed, your victim will suffer immediately from one of the | |||
following afflictions that they don't already have: dizziness, nyctophobia, confusion, dementia. | |||
If all four afflictions are present on the target, they will instead be struck with a significant | |||
mana drain and faintness. | |||
If you form a pact with the spirits, the jinx will relapse once more five seconds later. If your | |||
intended victim leaves the room in this time, however, you will be jinxed instead to keep balance | |||
between the forces you control. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Spiritpact}} | |||
{{Skill_detail | |||
|skill = Spiritpact | |||
|description = Pledge yourself in exchange for aid | |||
|syntax = SPIRITPACT <spell> <target> | |||
|detail = Spiritpact is used as a replacement for the normal HEX command. e.g. SPIRITPACT ENERVATE | |||
<target> | |||
Empower your curses by forming pacts with the Dia'ruian Guardians. With every successive cast of | |||
spiritpact to empower a curse, the risks and rewards increase. For now, you may call upon their aid | |||
twice, and not again until the previous pacts are fulfilled. | |||
Your pacts are slowly fulfilled over time, and will cost a small portion of your health when it | |||
occurs. The more afflictions you have, the more the health it will be. | |||
Possessing the weariness affliction will make it impossible to forge a spiritpact. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Despair}} | |||
{{Skill_detail | |||
|skill = Despair | |||
|description = A baleful, maddening hex | |||
|syntax = HEX DESPAIR <target> | |||
|detail = Hex your victim with an ominous curse of despair, giving them a chance to become burdened | |||
with phobias any time they focus. If standing in darkness, nyctophobia is always the first phobia | |||
to appear. The phobias this can afflict with are nyctophobia, agoraphobia, loneliness, vertigo, | |||
claustrophobia and fear of commitment. | |||
Despair can be cured by applying epidermal to one's head, but only if unblind. When used to cure | |||
the curse, epidermal incurs a short time before the affliction resolves, and becoming blind while | |||
this occurs will cause it to instead cure blindness once more. If your victim is already suffering | |||
a despairing hex, any further attempts on them will be ineffective. | |||
If you form a pact with the spirits, this may be performed free of any equilibrium cost. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Revile}} | |||
{{Skill_detail | |||
|skill = Revile | |||
|description = Enemies of the natural world are to be reviled | |||
|syntax = HEX REVILE <target> | |||
|detail = Send a malignant curse of rot to infiltrate your victim, feeding on the hexes you call | |||
down upon them. At first, the rot is benign, and has no meaningful effect. However, the rot will | |||
grow over time, and its effects too will increase. The rot may grow four times after the first | |||
stage. | |||
1) No effect. | |||
2) Their spirit gradually atrophies, causing escalating shadow damage. | |||
3) Their body ceases to generate warmth - preventing random curing of shivering. | |||
4) Their flesh withers under the rot, periodically causing hopelessness. | |||
5) Their body falters - the recovery time from poultices is doubled. | |||
This curse may be cured by consuming panacea. If standing outside of the presence of a morass, two | |||
stacks will be cured instead of one. | |||
If you form a pact with the spirits, you will deliver two stacks of the curse immediately. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Obeisance}} | |||
{{Skill_detail | |||
|skill = Obeisance | |||
|description = The Guardians must be sated | |||
|syntax = HEX OBEISANCE | |||
|detail = Fulfil your pact with an offering of flesh and blood, costing you a moderate amount of | |||
health and releasing you from one of your pacts. If used in succession, the repayment becomes much | |||
more dangerous and will cost equilibrium. | |||
Whenever you slay an adventurer, one of your pacts will be considered fulfilled. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Implement}} | |||
{{Skill_detail | |||
|skill = Implement | |||
|description = A ceremonial focus for greater malediction | |||
|syntax = HEX CREATE FOCUS EMBED SPHERE IN <weapon> | |||
|detail = Extract a spore from the compost heap in Duiran that will serve to heighten the powers of | |||
your cursecraft. The spore must be used to anoint either a staff, a shortsword, or a crozier. | |||
Should you be wielding an anointed object, you will be able to channel your primal magic with | |||
greater ease. Your spells will no longer require both hands, only a single hand. Additionally, | |||
parrying an attack will charge your implement with magical force, restoring a portion of your mana | |||
instantly. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Rancour}} | |||
{{Skill_detail | |||
|skill = Rancour | |||
|description = Call upon the ill will of the wilds | |||
|syntax = HEX RANCOUR <ON/OFF> | |||
|detail = The art of Malediction does not cleave to the traditional rigidity of structured | |||
spellcasting schools such as Elemancy or Sciomancy and thus allows for improvisation and additional | |||
reagents to supplement its power. By channeling raw spite and rancour, you can gather inimical | |||
spirits to aid each strike, render your curses nigh irresistable by changing their damage type to | |||
spirit. This will cause your attacks to do less overall damage and comes at a slight willpower | |||
drain. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Renewal}} | |||
{{Skill_detail | |||
|skill = Renewal | |||
|description = The bounty of the natural world sustains you | |||
|syntax = HEX RENEWAL | |||
|detail = Call upon the force of Renewal to draw two random maladies from your body. Should you be | |||
suffering from paralysis or paresis, Renewal will always cure that first, and only that. | |||
If you form a pact with the spirits, you can append an affliction name to the syntax to specify one | |||
of the afflictions that should be cured. This will only work on afflictions that Renewal can | |||
normally cure. | |||
|cooldown = 20 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Mystify}} | |||
{{Skill_detail | |||
|skill = Mystify | |||
|description = Distract the uninitiated with a complex hex | |||
|syntax = HEX MYSTIFY <target> | |||
|detail = If your target is not blind, you can mystify them with a terrible curse that distracts | |||
them with visions of the void. | |||
So long as the curse remains uncured, they will quickly receive the following afflictions in order: | |||
weariness, clumsiness, vomiting, dementia. | |||
If all four afflictions are present when the voidgaze ticks, your victim will become trapped in the | |||
void, knock them to the ground, interrupt any tumbling attempts, and they will be unable to stand | |||
for a period of time. | |||
If you form a pact with the spirits, your mystify will strip blindness when applied. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Imitate}} | |||
{{Skill_detail | |||
|skill = Imitate | |||
|description = Compel your myconid to change shape | |||
|syntax = HEX IMITATE <target> | |||
|detail = Order your myconid to change its form into a fungal representation of your chosen target. | |||
Should the myconid take any damage or attempt to attack someone, this effect will become undone. | |||
Can only be done on targets in the room. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Preymark}} | |||
{{Skill_detail | |||
|skill = Preymark | |||
|description = Mark them as the prey they are | |||
|syntax = HEX PREYMARK <target> | |||
|detail = Mark your foe as prey, causing elixirs to lose some of their potency, reducing the amount | |||
healed to health or mana this way by 20%. The strength of the curse's mark is dependent on how low | |||
your victim's mana is - the preymark will never last for fewer than two sips, and no more than five. | |||
There is a short channel associated with performing this ability. | |||
If you form a pact with the spirits, your preymark is applied instantly, and for slightly less | |||
equilibrium. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Malady}} | |||
{{Skill_detail | |||
|skill = Malady | |||
|description = A terrible, feverish curse | |||
|syntax = HEX MALADY <target> | |||
|detail = Curse your foe with wasting maladies, causing vomiting and haemophilia. If they have the | |||
dementia affliction, then the malady will drive them mad, curing it and causing hallucinations in | |||
its place. | |||
If you form a pact with the spirits, this ability is much quicker to use. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Preserve}} | |||
{{Skill_detail | |||
|skill = Preserve | |||
|description = The Warden will shelter you | |||
|syntax = HEX PRESERVE | |||
|detail = Surround yourself in a protective aura, reducing your damage taken from the elements, and | |||
significantly reducing your damage taken from shadow. | |||
Those preserved by the Warden can forge four pacts at once. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Woe}} | |||
{{Skill_detail | |||
|skill = Woe | |||
|description = Call catastrophe down upon your prey | |||
|syntax = HEX WOE <target> | |||
|detail = Call down woe and tribulation upon your foe, subjecting them to the hardships of hunted | |||
prey. While suffering this curse, afflictions delivered from Jinx will be masked, and rot cannot be | |||
cured. The more afflictions plaguing your foe, the longer the woeful curse will persist. A victim | |||
who fears the darkness will suffer even longer still. | |||
If you form a pact with the spirits, your woeful hex also delivers nyctophobia, and for slightly | |||
less equilibrium. | |||
|cooldown = 30 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Assuage}} | |||
{{Skill_detail | |||
|skill = Assuage | |||
|description = Nourish your myconid with the fallen | |||
|syntax = HEX ASSUAGE <ON/OFF> | |||
|detail = Your myconid hungers for the fallen, as befits the Cycle. Should anything die in the same | |||
location as your myconid while it is with you, the fungal creature will immediately devour the | |||
corpse and restore some willpower to you. An adventurer's corpse will restore a lot more willpower | |||
than a denizen's. | |||
There is a small cooldown on this effect occuring, with the length of time dependant on the type of | |||
corpse. | |||
Cooldown (denizen): 5 seconds | |||
Cooldown (adventurer): 15 seconds | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Vilipend}} | |||
{{Skill_detail | |||
|skill = Vilipend | |||
|description = Bring down dark visitations upon your foe | |||
|syntax = HEX VILIPEND <target> | |||
|detail = Manifest your rancor and disdain as a biting curse that periodically saps your foe's mana. | |||
The degrading hex will persist for a short time, but will vanish if your victim leaves your sight. | |||
If you form a pact with the spirits, your curse will persist indefinitely in your presence. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Nourish}} | |||
{{Skill_detail | |||
|skill = Nourish | |||
|description = A mighty offering to the Guardians | |||
|syntax = HEX NOURISH | |||
|detail = In exchange for a significant portion of your physical and mental energy, you may beseech | |||
the Guardians to release you from all of your spiritpacts. Be warned that they will not suffer such | |||
requests with any great frequency. | |||
|cooldown = 20 minutes | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Anathemise}} | |||
{{Skill_detail | |||
|skill = Anathemise | |||
|description = Let the weak ever be prey | |||
|syntax = HEX ANATHEMISE <target> | |||
|detail = Should your victim be afflicted with maladies caused by hexes, you can leverage their | |||
weakness to secure victory over them. This hex does nothing on its own, but can have any or all of | |||
the following effects depending on what they are afflicted by: | |||
Haemophilia: Causes significant bleeding. | |||
Nyctophobia: Causes significant health and mana damage. | |||
Dizziness: Causes dementia. | |||
Weariness: Causes exhaustion. | |||
If you form a pact with the spirits, one of these missing conditional afflictions will be applied | |||
at random before the curse completes. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Spite}} | |||
{{Skill_detail | |||
|skill = Spite | |||
|description = Swear vengeance upon your enemies | |||
|syntax = HEX SPITE | |||
|detail = This ability will call upon the spirits to recognise an oath of spite. Then, when you | |||
deal damage and are standing in the location you last died within, your damage will be boosted by | |||
fulfillment of your word. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Mortis}} | |||
{{Skill_detail | |||
|skill = Mortis | |||
|description = All things must die | |||
|syntax = HEX MORTIS <target> | |||
|detail = Drawing upon your mastered link to the forces of Life and Death, you may call forth a | |||
killing curse that will annihilate your foe where they stand. Your victim must be prone and | |||
suffering from a fear of darkness to begin, and such a feat requires complete concentration. Should | |||
your attempt be successful, your victim will be utterly obliterated, and any spiritual pacts you | |||
have formed will be immediately forgiven. | |||
If you form a pact with the spirits, your attempt will be quickened slightly, and more importantly, | |||
no force may disrupt it other than your opponent leaving your presence. If this attempt fails, | |||
however, your own body will be consumed to fulfill the terms of your pact. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} |
edits