Communion (skill)
Skill | Rank | Percent | Description |
---|---|---|---|
Simulacrum | Inept | 0 % | Form a simulacrum from the ancestral memory. |
Discipline | Inept | 0 % | Understand basic simulacrum commands. |
Naming | Inept | 0 % | Bestow an identity upon your simulacrum. |
Rally | Novice | 0 % | Rally your simulacrums back to you. |
Divine | Apprentice | 0 % | Sense the presence of the living. |
Identify | Capable | 0 % | The tell-tale signs of battle. |
Excavation | Capable | 50 % | Dig and bury items. |
Eternal | Adept | 0 % | They're ghosts, after all. |
Flanking | Adept | 25 % | Send prey back to you. |
Openings | Adept | 75 % | Strike during opportunistic moments. |
Drills | Skilled | 0 % | Draw forth memories within your simulacrum. |
Authority | Skilled | 33 % | Grant a spirit authority to act on its own orders. |
Target | Gifted | 0 % | Attack specific limbs. |
Commander | Gifted | 33 % | Direct up to three simulacrums in battle. |
Report | Gifted | 66 % | Get details about the simulacrum's location. |
Deliver | Expert | 33 % | A ghostly courier. |
Investigation | Expert | 66 % | Discern the location of an item. |
Retrieve | Virtuoso | 0 % | Take an item for returning to you later. |
Pursuit | Virtuoso | 66 % | Hunt down your enemy. |
Commendation | Fabled | 0 % | Recognize a simulacrum's service. |
Invoke | Fabled | 33 % | Invoke persistent memories with aide. |
Wayfinding | Fabled | 66 % | Guide others back to you. |
Requisition | Mythical | 0 % | Bestow protection upon your simulacrum. |
Scout | Mythical | 33 % | Scout the nearby vicinity for enemies. |
Veteran | Mythical | 66 % | A master of combat. |
Distinction | Transcendent | 0 % | Tap the full strength of your simulacrum. |
Simulacrum Abilities
Skill | Rank | Percent | Description |
---|---|---|---|
Warcry | Inept | 0 % | A fierce battlecry to diminish a foe's resolve. |
Assault | Inept | 0 % | Press in upon them. |
Advance | Skilled | 66 % | Remove defences that bar your way. |
Dirge | Expert | 0 % | The fallen warrior's song. |
Intimidate | Virtuoso | 33 % | Force their minions to flee in terror. |
Simulacrum | Form a simulacrum from the ancestral memory | |
Syntax: | ||
Details: | SIMUL BOND
- Manifest some ancestral memories into a simulacrum and bond with it. Must be used within the ancestral crypts. SIMUL LIST [<memory>] - List all simulacrums under your command. Optionally filter by trait. SIMUL LIST DETAILS - See a full overview of all your simulacrums. SIMUL INFO [<simulacrum>] - View detailed information on a specific simulacrum. SIMUL SEVER <simulacrum> - Sever your bond with a simulacrum, allowing its energy to return to nature. SIMUL <CORE |
Discipline | Understand basic simulacrum commands | |
Syntax: | ||
Details: | The below are some basic commands you can do with your simulacrum while it is on active
duty with you. SIMUL GLANCE [simulacrum] - Glance to your simulacrum's current location. SIMUL RECALL <simulacrum> - Recall a simulacrum from its rest to active duty. Can be used anywhere. SIMUL DISMISS <simulacrum> - Relieves a simulacrum from active duty, sending it to rest within the bone crypts. Can be used anywhere. Simulacrums can also be ordered like most other loyal entities, as outlined in HELP LOYALTY, although they will not attack on their own. They will require special commands on your behalf. |
Naming | Bestow an identity upon your simulacrum | |
Syntax: | SIMUL NAME <simulacrum> <name> | |
Details: | Give your simulacrum a unique name to help identify it in battle. Renaming it, should it
already have a name, will cost 1,000 gold to do so. |
Rally | Rally your simulacrums back to you | |
Syntax: | SIMUL RALLY [ALL/simulacrum] | |
Details: | Rally your simulacrum, bringing them back to your side. You can also issue the command to
a single, specified simulacrum. Your simulacrums must be manifested in order to be rallied. |
Divine | Sense the presence of the living | |
Syntax: | SIMUL DIVINE <target> | |
Details: | If the target is in the same area, your simulacrum will be able to divine their location
and report to you where they are. |
Identify | The tell-tale signs of battle | |
Syntax: | SIMUL IDENTIFY | |
Details: | Your simulacrum will investigate any recently spilled blood in the room and identify who
it belongs to. |
Excavation | Dig and bury items | |
Syntax: | SIMUL DIG SIMUL BURY <item> | |
Details: | Your simulacrum is capable of burying items for you, or digging things back up again. |
Eternal | They're ghosts, after all | |
Syntax: | ||
Details: | This ability is passive.
Your bond with your simulacrums is now strong enough that you are able to maintain their existence even after their energies have been forcefully dispersed. Should this happen, they will eventually reform in the bone crypts after a period of time, however they will lose some of their accumulated experience. |
Flanking | Send prey back to you | |
Syntax: | SIMUL FLANK <ON/OFF> | |
Works against: | NPCs only | |
Details: | Your simulacrum will intercept cowardly denizens that flee before your blows, preventing
their escape. |
Openings | Strike during opportunistic moments | |
Syntax: | SIMUL OPENINGS <ON/OFF> | |
Works against: | NPCs only | |
Details: | When you are fighting denizens, your simulacrum will attack them when it sees an
opportunity. This will in turn create an opening for you to deal additional damage to your target. |
Drills | Draw forth memories within your simulacrum | |
Syntax: | SIMUL DRILLS <MAJOR/MINOR> <trait> SIMUL CORE LIST SIMUL PSYCHE LIST | |
Details: | Through the use of drills, you can draw out memories within your active simulacrum from
their past life, which they will then be able to act upon. A simulacrum can have up to two core memories, and five psyche memories of your choice. If you wish your simulacrum to have multiple memories at once, it must have at least one level for each memory you intend to draw forth. Core memories cannot be formed until the simulacrum reaches level five. |
Authority | Grant a spirit authority to act on its own orders | |
Syntax: | SIMUL AUTHORITY <target> SIMUL AUTHORITY CEASE | |
Details: | Grant your simulacrum authority to act on its own, attacking the specified target without
commands from you. |
Target | Attack specific limbs | |
Syntax: | SIMUL TARGET <limb/NONE> | |
Details: | Direct your simulacrum to attack a specific limb when making use of the Assault ability,
dealing a small amount of trauma. Refer to AB COMMUNION ASSAULT for more information. |
Commander | Direct up to three simulacrums in battle | |
Syntax: | SIMUL SWITCH <simulacrum> | |
Details: | You are now capable of directing up to three simulacrums during battle at once. Simply
make sure you have manifested them in order to do so. Memories will generally work with your active simulacrum only, unless otherwise specified. You will need to switch out your active simulacrum in order to make use of your full rotation. |
Report | Get details about the simulacrum's location | |
Syntax: | SIMUL REPORT | |
Details: | Your bond with your simulacrum allows you to gaze through its eyes and see the lifeforce
of those present with it. |
Deliver | A ghostly courier | |
Syntax: | SIMUL DELIVER <item> <target> | |
Details: | Order your simulacrum to deliver an item to someone on the same continent as you. |
Investigation | Discern the location of an item | |
Syntax: | SIMUL INVESTIGATE <item> [target] | |
Details: | Your simulacrum will investigate your current room to try and locate the specified item,
notifying you if anybody present carries it. You may optionally target a specific person to investigate. |
Retrieve | Take an item for returning to you later | |
Syntax: | SIMUL RETRIEVE <item> | |
Details: | Order your simulacrum to pick up an item from its location. |
Pursuit | Hunt down your enemy | |
Syntax: | SIMUL PURSUE <target> | |
Details: | Send your simulacrum to hunt down your specified prey. If they are enemy of yours, your
simulacrum will knock them down and stun them upon catching up to them. |
Commendation | Recognize a simulacrum's service | |
Syntax: | SIMUL COMMENDATION <simulacrum> | |
Details: | Renown cost: 3000
Recognise a simulacrum's service to you before the ancestors and offer it a commendation. This will deepen your bond, maximising the simulacrum's level, and preventing it from losing experience should it perish. Commending your simulacrum will require a significant amount of renown from your ancestral mark. Only simulacrums that have been given a commendation are eligible for customisation. |
Invoke | Invoke persistent memories with aide | |
Syntax: | SIMUL INVOKE <minor persistent trait> SIMUL PSYCHE LIST | |
Details: | Some memories are deeper and more persistent than others, and not so easily drawn forth
on your own. Bring your simulacrum to Osrek, one of the ancestors that resides within the crypt of the Raven clan, and they shall assist you in this task. The same restrictions apply as listed within AB COMMUNION DRILLS if you seek multiple traits. |
Wayfinding | Guide others back to you | |
Syntax: | SIMUL WAYFIND <target> | |
Details: | Order your simulacrum to guide someone back to you. Your simulacrum will go to the target
and motion for them to follow. For the next two minutes, the target will be able to PATH FIND SIMULACRUM in the room with the simulacrum to reach you. After two minutes, the simulacrum will return to you. |
Requisition | Bestow protection upon your simulacrum | |
Syntax: | SIMUL REQUISITION | |
Details: | Bestow a silver ancestral pendant upon your simulacrum. Silver is a great conduit for
spiritual energy, and will help your simulacrum take reduced damage in battle. Silver ancestral pendants can be created by Enchanters for your simulacrums to wear. |
Scout | Scout the nearby vicinity for enemies | |
Syntax: | SIMUL SCOUT | |
Details: | Your simulacrum will scout its surroundings, reporting to you all denizens within a five
room radius. |
Veteran | A master of combat | |
Syntax: | ||
Details: | This ability is passive.
Your simulacrums are now experts at their techniques, granting certain abilities a secondary effect should their target already be afflicted by the primary. The following is a list below: Toxicologist - Causes limp veins if they have blisters. Stormwarden - Causes hallucinations if they have epilepsy. Harrier - Causes crippled if they have weariness. Inciter - Causes impairment if they have berserking. Chanter - Causes recklessness if they have dizziness. |
Distinction | Tap the full strength of your simulacrum | |
Syntax: | ||
Details: | This ability is passive.
You have gained distinction and recognition amongst the ancestors, and their memories are more compliant as a result. Simulacrums can now be formed with one additional core and psyche memory without their form becoming unstable, allowing for a total of three core memories and six psyche memories. Please see AB COMMUNION DRILLS and AB COMMUNION INVOKE for more information. |
Warcry | A fierce battlecry to diminish a foe's resolve | |
Syntax: | SIMUL WARCRY <target> | |
Details: | Your simulacrum will release a fierce warcry towards your target, draining them of their
mana. |
Assault | Press in upon them | |
Syntax: | SIMUL ASSAULT <target> | |
Details: | Order your simulacrum to engage the target, assaulting them for cutting damage. |
Advance | Remove defences that bar your way | |
Syntax: | SIMUL ADVANCE <target> | |
Details: | Order your simulacrum to advance forth upon the target to destroy any magical shield they
are protected by. |
Dirge | The fallen warrior's song | |
Syntax: | SIMUL DIRGE | |
Details: | The ancestors will sing a sorrowful dirge, inducing emotions in those that hear it,
blurring their vision. |
Intimidate | Force their minions to flee in terror | |
Syntax: | SIMUL INTIMIDATE | |
Works against: | NPCs only | |
Details: | Your simulacrum will intimidate nearby animals and lesser entities, sending them fleeing
in terror. |