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{{SkillHeader}} | {{SkillHeader}} | ||
{{SkillTableRow |Bowmanship |Inept |0 |Hunt with bow and arrow. }} | {{SkillTableRow |Bowmanship |Inept |0 |Hunt with bow and arrow. }} | ||
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|} | |} | ||
{{SkillHeader}} | {{SkillHeader}} | ||
== Traps == | ====Traps==== | ||
{{SkillTableRow |Traps |Capable |0 |Discern the presence of traps in your location. }} | {{SkillTableRow |Traps |Capable |0 |Discern the presence of traps in your location. }} | ||
{{SkillTableRow |Clothesline |Adept |0 |Thin rope that will slice your victim. }} | {{SkillTableRow |Clothesline |Adept |0 |Thin rope that will slice your victim. }} | ||
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{{SkillTableRow |Spike |Fabled |50 |A hidden spear beneath the earth. }} | {{SkillTableRow |Spike |Fabled |50 |A hidden spear beneath the earth. }} | ||
{{SkillTableRow |Launcher |Mythical |0 |A mechanism for spraying resin onto foes. }} | {{SkillTableRow |Launcher |Mythical |0 |A mechanism for spraying resin onto foes. }} | ||
{{SkillTableRow |Entrapment |Mythical |50 |Steer an opponent into one of your traps. }}|} | {{SkillTableRow |Entrapment |Mythical |50 |Steer an opponent into one of your traps. }} | ||
|} | |||
{{SkillHeader}} | {{SkillHeader}} | ||
== Resins == | ====Resins==== | ||
{{SkillTableRow |Resins |Novice |0 |Prepare pitch by distilling plantlife and inks. }} | {{SkillTableRow |Resins |Novice |0 |Prepare pitch by distilling plantlife and inks. }} | ||
{{SkillTableRow |Pyrolum |Apprentice |0 |An explosive resin that burns with flames. }} | {{SkillTableRow |Pyrolum |Apprentice |0 |An explosive resin that burns with flames. }} | ||
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{{SkillTableRow |Lysirine |Mythical |0 |A resin that induces sluggish behaviour. }} | {{SkillTableRow |Lysirine |Mythical |0 |A resin that induces sluggish behaviour. }} | ||
|} | |} | ||
{{Anchor|Bowmanship}} | |||
{{Skill_detail | |||
|skill = Bowmanship | |||
|description = Hunt with bow and arrow | |||
|syntax = | |||
|detail = Using a bow: | |||
SHOOT <target> [type/venom] | |||
SWITCH <type> | |||
Using a quiver: | |||
INSPECT QUIVER or IQ | |||
INQ <amount> <type> ARROWS | |||
OUTQ <amount> <type> ARROWS | |||
Every hunter begins their journey with the basic longbow. First you must find yourself a bow, some | |||
arrows, and a quiver. Place the arrows you wish to use within your quiver using INQ, and then while | |||
wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose | |||
which of your arrows you will shoot by default. | |||
In addition to the regular venoms, you may also use the sumac and loki venoms with a bow. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Adhere}} | |||
{{Skill_detail | |||
|skill = Adhere | |||
|description = Adhere resins to your arrows | |||
|syntax = SHOOT <target> <resin> | |||
|detail = You now possess the ability to adhere a resin to your arrow, in order to coat your | |||
opponent with it. This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Warningshot}} | |||
{{Skill_detail | |||
|skill = Warningshot | |||
|description = Threaten your foe with a warning shot | |||
|syntax = WARNINGSHOT <target> | |||
|detail = Fire a warning shot using your bow with the intent to threaten. This will consume your | |||
normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Bowstance}} | |||
{{Skill_detail | |||
|skill = Bowstance | |||
|description = Wield bows fluidly | |||
|syntax = BOWSTANCE | |||
|detail = While wearing a bow, fluidly move it into your hands. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Fireshot}} | |||
{{Skill_detail | |||
|skill = Fireshot | |||
|description = Ignite resins on a distant target | |||
|syntax = SHOOT <target> FIRESHOT | |||
|detail = You may light your arrow before firing it, causing it to ignite any resins on contact and | |||
set your target on fire. This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Delivery}} | |||
{{Skill_detail | |||
|skill = Delivery | |||
|description = Attach an item to your arrow | |||
|syntax = DELIVERYSHOT <target> <item> | |||
|detail = Attach an item to your arrow, delivering it to your target. The item cannot be too heavy. | |||
This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Crossbows}} | |||
{{Skill_detail | |||
|skill = Crossbows | |||
|description = The hunter's weapon of choice | |||
|syntax = | |||
|detail = This ability is passive. | |||
Known for its mechanical ingenity, the crossbow is the chosen weapon for hunters all around the | |||
land. It takes a knowledgable mind to fully appreciate and use the weapon, and your proficiency | |||
with traps has helped you learn it quicker than most. | |||
Refer to AB TRACKING BOWMANSHIP on how to use the crossbow. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Heavyshot}} | |||
{{Skill_detail | |||
|skill = Heavyshot | |||
|description = A dense projectile that can push enemies | |||
|syntax = SHOOT <target> HEAVYSHOT | |||
|detail = Attaching a lead weight to your arrow will push your target out of the room with the | |||
momentum of the arrow. This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Scent}} | |||
{{Skill_detail | |||
|skill = Scent | |||
|description = Seek out the scents of those nearby | |||
|syntax = SCENT | |||
|detail = A basic means of tracking, you can determine the location of those in the local area and | |||
in adjacent areas. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hurling}} | |||
{{Skill_detail | |||
|skill = Hurling | |||
|description = Hurl a glob of resin using a fire source | |||
|syntax = RESIN HURL <resin type> AT <target> | |||
|detail = Quickly hurl resin at someone in your location by heating it until it forms a soft shell. | |||
This requires you to have a fire source in your inventory, such as a tinderbox. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Aiming}} | |||
{{Skill_detail | |||
|skill = Aiming | |||
|description = Increase your accuracy in shooting | |||
|syntax = AIM <target> | |||
|detail = Increase the accuracy of your crossbow by aiming at your target first. As long as they | |||
remain within the trajectory of the arrow, it will always hit them, even if they move from their | |||
original location. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Powershot}} | |||
{{Skill_detail | |||
|skill = Powershot | |||
|description = Strike a target with a stunning shot | |||
|syntax = SHOOT <target> POWERSHOT | |||
|detail = By overdrawing your string, you can release a powerful shot that will stun your opponent | |||
briefly. This will consume your normal arrows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Combust}} | |||
{{Skill_detail | |||
|skill = Combust | |||
|description = Instantly ignite resins in your presence | |||
|syntax = RESIN COMBUST <target> | |||
|detail = By releasing a small cloud of volatile powder, you will rapidly change the flashpoint of | |||
any resins on your target, causing them to instantly combust. If the target already has an ignited | |||
resin, then using this ability will cause the resin to burn through three cycles worth of material, | |||
potentially causing a hot burn. | |||
Using this ability will additionally open up the opportunity for a dhuriv flourish. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Preysense}} | |||
{{Skill_detail | |||
|skill = Preysense | |||
|description = Spot resins burning from a distance | |||
|syntax = PREYSENSE | |||
|detail = Once a resin is ignited upon someone, you can track their location, health, and mana from | |||
anywhere in the local area. It will bypass any sort of cloaking they may have. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Precision}} | |||
{{Skill_detail | |||
|skill = Precision | |||
|description = Snipe your enemies from distant treetops | |||
|syntax = | |||
|detail = This ability is passive. | |||
Providing you are above the ground, such as in the trees or sky, your training and incredible sight | |||
allows you to aim and strike at anyone in the local area with your bow. Your arrows will take | |||
slightly longer to reach your target due to the distance and there is a slightly increased | |||
endurance cost to do so. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Quickshot}} | |||
{{Skill_detail | |||
|skill = Quickshot | |||
|description = Fire off a shot with inhuman reflexes | |||
|syntax = | |||
|detail = This ability is passive. | |||
As long as you have a bow on hand, you can shoot it as though you are wielding it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Masking}} | |||
{{Skill_detail | |||
|skill = Masking | |||
|description = Cloak your scent with a mixture of herbs | |||
|syntax = MASK SCENT | |||
|detail = At a periodic minor cost to your mana and willpower, you may mask your scent entirely, | |||
preventing anyone from picking up on it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Alacrity}} | |||
{{Skill_detail | |||
|skill = Alacrity | |||
|description = Experience the true mastery of dexterity | |||
|syntax = ALACRITY | |||
|detail = This ability will prepare yourself to hunt your prey, granting nimble fingers when | |||
performing certain actions. | |||
Whenever you next shoot an arrow, lay a trap, or hurl a resin, it will cost significantly less | |||
balance in order to do so. This will last for three uses at which stage your alacrity will be lost. | |||
Note that any arrows you shoot will deal less damage then normal while under the effects of | |||
alacrity. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Traps}} | |||
{{Skill_detail | |||
|skill = Traps | |||
|description = Discern the presence of traps in your location | |||
|syntax = TRAPS [ALL] | |||
|detail = This ability will search for traps in the room, giving you information about them. You | |||
can also search for all traps in the land laid by you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Clothesline}} | |||
{{Skill_detail | |||
|skill = Clothesline | |||
|description = Thin rope that will slice your victim | |||
|syntax = LAY CLOTHESLINE <direction> | |||
|detail = Commodities: | |||
1 rope | |||
This trap will cut the jugular of any enemy of yours that passes by, slitting their neck and | |||
causing them to bleed. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Darts}} | |||
{{Skill_detail | |||
|skill = Darts | |||
|description = Pierce your foe with twin poisonous darts | |||
|syntax = LAY DARTS <direction> | |||
|detail = Commodities: | |||
1 wood | |||
The darts trap shoots out a dart when sprung, and then a second one a few moments later. It does no | |||
damage, but may be coated to poison the victim. This trap can only be sprung by your enemies. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Coat}} | |||
{{Skill_detail | |||
|skill = Coat | |||
|description = Coat your traps in resins or venoms | |||
|syntax = COAT <trap> <direction/HERE> WITH <substance> WIPE OFF TRAP <direction/HERE> | |||
|detail = You now posess the ability to coat a trap in either venoms or resins. Only certain kinds | |||
of traps can be coated with either a venom or a resin. | |||
In addition to the regular venoms, you may also use the sumac and loki venoms with your trap. | |||
Traps that can be coated: | |||
Darts, Spike, and Launcher | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Incendiary}} | |||
{{Skill_detail | |||
|skill = Incendiary | |||
|description = An explosive trap that ignites resins | |||
|syntax = LAY INCENDIARY <direction> | |||
|detail = Commodities: | |||
1 iron | |||
This simple trap will burst into hot sharpel when an enemy treads on it, lighting them on fire and | |||
igniting any resins that have adhered to them. If burning resins are already present on the target, | |||
then it will melt away the top layer and induce a hot burn. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Disarming}} | |||
{{Skill_detail | |||
|skill = Disarming | |||
|description = Quickly take traps apart | |||
|syntax = DISARM <trap> <direction/HERE> | |||
|detail = Using this ability, you will attempt to disarm a trap that has been laid. | |||
If the trap was set by you, you will recollect the commodities used in its creation, if any were | |||
used. | |||
If the trap was not laid by you, then it will take time and concentration to disarm it. You may not | |||
perform any actions while you disarm the trap, or it will be sprung upon you. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Smokescreen}} | |||
{{Skill_detail | |||
|skill = Smokescreen | |||
|description = Take cover beneath smoke when your foe arrives | |||
|syntax = LAY SMOKESCREEN HERE | |||
|detail = Commodities: | |||
2 diamond dust | |||
An explosive trap that lets loose a smokescreen, improving your ability to dodge and divert | |||
drastically by weaving through the smoke. This effect remains active for a short period within the | |||
room it is triggered in. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Horseshoe}} | |||
{{Skill_detail | |||
|skill = Horseshoe | |||
|description = A trap that stuns its victims with a head strike | |||
|syntax = LAY HORSESHOE HERE | |||
|detail = Commodities: | |||
1 iron | |||
A few seconds after this trap has been sprung by an enemy, a horseshoe will fall down from above | |||
and strike them in the head, stunning them from a short period. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Noose}} | |||
{{Skill_detail | |||
|skill = Noose | |||
|description = Catch your prey in an entangling trap | |||
|syntax = LAY NOOSE <direction> | |||
|detail = Commodities: | |||
2 rope | |||
This trap will snare your enemy in a noose, strangling them until they writhe free of its grasp. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Catapult}} | |||
{{Skill_detail | |||
|skill = Catapult | |||
|description = Send your victim flying across the area | |||
|syntax = LAY CATAPULT HERE <direction to launch> LAY CATAPULT HERE SKYWARDS | |||
|detail = Commodities: | |||
1 rope, 1 wood | |||
The catapult trap launches an enemy in the specified direction or straight up into the sky, should | |||
they not have the density defence. Multiple catapults can be chained together to move an enemy a | |||
number of rooms, however only three catapults will activate in a single instance. Any further | |||
catapults triggered will break. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Alarm}} | |||
{{Skill_detail | |||
|skill = Alarm | |||
|description = Put an alarm on a trap | |||
|syntax = SET ALARM <direction/HERE> | |||
|detail = You can set an alarm on your trap to notify you of who springs it or disarms it, | |||
including what kind of trap it was, and its location. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Spike}} | |||
{{Skill_detail | |||
|skill = Spike | |||
|description = A hidden spear beneath the earth | |||
|syntax = LAY SPIKE HERE | |||
|detail = Commodities: | |||
1 rope, 1 wood, 1 iron | |||
The spike trap is a delayed trap that activates after a few seconds, launching a iron-tipped spike | |||
into your opponent from below. It can be coated to poison your target as well. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Launcher}} | |||
{{Skill_detail | |||
|skill = Launcher | |||
|description = A mechanism for spraying resin onto foes | |||
|syntax = LAY LAUNCHER HERE | |||
|detail = Commodities: | |||
1 rope, 1 wood | |||
Once coated with a resin, this mechanical trap will launch its payload into the air when triggered. | |||
This will adhere a layer of resin to not only the enemy who triggered it, but all enemies within | |||
the location as well. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Entrapment}} | |||
{{Skill_detail | |||
|skill = Entrapment | |||
|description = Steer an opponent into one of your traps | |||
|syntax = | |||
|detail = This ability is passive. | |||
The skill with which you lay out a trap now allows you a chance to steer an opponent into it, | |||
should they dodge an attack. This will only work on traps laid in your location and not on traps | |||
that are armed upon exits. | |||
This chance is increased if they are suffering from the heartflutter affliction or a raccoon is | |||
aiding you. | |||
Base chance: 30% | |||
Heartflutter: +30% | |||
Raccoon assistance: +10% | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Resins}} | |||
{{Skill_detail | |||
|skill = Resins | |||
|description = Prepare pitch by distilling plantlife and inks | |||
|syntax = RESIN PREPARE <type> IN <cauldron> COLLECT SAP FILL <vial> FROM <cauldron> | |||
FLUIDCACHE CONSUME <cauldron> | |||
|detail = To begin preparing adhesive resins, you must first have access to a preservation room, | |||
have a chunk of hardened plant sap and inks to use as a base, and a cauldron to house the resin in. | |||
First you must COLLECT yourself some sap from any forest room, which will be enough for one mixture | |||
of resin. Each resin will also require a specific amount of inks, which will depend on the resin | |||
you are trying to make. Once you have these two ingredients, you can then begin to PREPARE your | |||
resin, which will create the mixture in short order. Each batch will contain enough resin to FILL | |||
three vials. | |||
There are two layers which can be adhered to a target's body with one resin application needed to | |||
create a single layer. The first layer, when ignited, will burn slowly and heat up over time, | |||
causing a negative effect on the target until it finishes burning. Once the first layer burns away, | |||
the second layer will ignite in a powerful reaction. This reaction is short lived and lasts little | |||
more then a couple seconds, but is generally more powerful. | |||
For each resin, you can view their corresponding help file (AB TRACKING <resin>) to find out more. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Pyrolum}} | |||
{{Skill_detail | |||
|skill = Pyrolum | |||
|description = An explosive resin that burns with flames | |||
|syntax = | |||
|detail = Color: Crimson | |||
Inks: 3 red | |||
Pyrolum is a basic resin taught to all beginners. It is well known for being able to burn for long | |||
periods of time, gaining intensity the longer it is alight. | |||
Cold burn effect (12 cycles): | |||
Pyrolum will scorch the lungs with heated fumes periodically, dealing fire damage. | |||
Hot burn effect: | |||
Pyrolum will combust in a tower of horrific flames, burning the unfortunate victim coated in it. | |||
The less health they have when it activates, the more damage they will take. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Corsin}} | |||
{{Skill_detail | |||
|skill = Corsin | |||
|description = A resin that hardens as it burns | |||
|syntax = | |||
|detail = Color: Indigo | |||
Inks: 2 purple, 1 blue | |||
Unlike other resins, when burnt the corsin resin emits no heat or fumes. However, it will quickly | |||
harden and form a tough shell, making movement difficult. | |||
Cold burn effect (8 cycles): | |||
A tough shell will begin to form, reducing the target's ability to dodge and divert while it burns. | |||
It will also improve accuracy against the target by 10%. | |||
Hot burn effect: | |||
The resin will rapidly harden into a solid state, forming a shell that will hinder movement for a | |||
few seconds before breaking away. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Trientia}} | |||
{{Skill_detail | |||
|skill = Trientia | |||
|description = A dizzying resin that emits powerful fumes | |||
|syntax = | |||
|detail = Color: Goldenrod | |||
Inks: 3 yellow | |||
This extremely slick resin produces powerful fumes when ignited, causing harmful effects to those | |||
that inhale it. As it reaches high temperature, the fumes become powerfully toxic to a weakened | |||
mind. | |||
Cold burn effect (9 cycles): | |||
If the opponent is suffering from dizziness, then the fumes will cause the faintness affliction. | |||
Hot burn effect: | |||
The resin will release powerful toxic fumes as it burns away, stunning the target for a time based | |||
on each euphoriant cured affliction they have yet to heal. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Harimel}} | |||
{{Skill_detail | |||
|skill = Harimel | |||
|description = A slow burning resin that clings to the skin | |||
|syntax = | |||
|detail = Color: Navy | |||
Inks: 3 blue | |||
Highly viscuous in nature and slow to burn, the harimel resin will reveal minute motions of the | |||
target through its smoky fumes. It has been known to deeply char the skin once it reaches high | |||
temperatures. | |||
Cold burn effect (14 cycles): | |||
The smoky fumes will reveal which limb the target shifts their parry to. | |||
Hot burn effect: | |||
Burns the skin deeply, giving the burnt skin affliction making poultices useless until cured. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Glauxe}} | |||
{{Skill_detail | |||
|skill = Glauxe | |||
|description = Blackout-inducing resin that releases a tarry smoke | |||
|syntax = | |||
|detail = Color: Mahogany | |||
Inks: 2 red, 1 yellow | |||
The glauxe resin is a potent adherance that releases a tarry smoke as it burns. The smoke will | |||
cause an irritant that will agitate the effects of allergies, increasing its potency while the | |||
resin remains. At higher temperatures where it reaches a vapor point, it will completely knock out | |||
the senses. | |||
Cold burn effect (10 cycles): | |||
The tarry smoke will give the target allergies. If they have allergies, then it will increase its | |||
severity by one stack. | |||
Hot burn effect: | |||
Induces a short-lived blackout in the target. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Badulem}} | |||
{{Skill_detail | |||
|skill = Badulem | |||
|description = A poisonous resin that mixes with toxins | |||
|syntax = | |||
|detail = Color: Olive | |||
Inks: 1 green, 2 yellow | |||
Badulum resin is unique in that it'll liquify and seep into any open wounds on the target while | |||
burning and react with left over traces of venom. It is known to have a dangerously toxic effect. | |||
Cold burn effect (8 cycles): | |||
The target will take increasing poison damage, proportional to the amount of venom afflictions | |||
present. | |||
Hot burn effect: | |||
For each venom affliction present on the target, they will become afflicted with an instance of | |||
loki. It won't give afflictions the target already has. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Lysirine}} | |||
{{Skill_detail | |||
|skill = Lysirine | |||
|description = A resin that induces sluggish behaviour | |||
|syntax = | |||
|detail = Color: Fuschia | |||
Inks: 2 red 1 purple | |||
A pleasant-smelling resin, the fumes from the concoction are known to induce a sluggish effect in | |||
those that breathe them in. As the resin heats up, the fumes can begin to mess with the target's | |||
mind. | |||
Cold burn effect (6 cycles): | |||
Reduces the time of paresis to transform into paralysis by half. | |||
Hot burn effect: | |||
Powerful fumes will leave the target with paresis, impatience, and confusion. | |||
If they already have paresis, it will give heartflutter instead. | |||
If they have impatience, it will give hallucinations instead. | |||
If they have confusion, it will give stupidity instead. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} |
edits