Communion (skill)

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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:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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

Note: {{{note}}}

Discipline Understand basic simulacrum commands
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Naming Bestow an identity upon your simulacrum
Syntax: SIMUL NAME <simulacrum> <name>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Rally Rally your simulacrums back to you
Syntax: SIMUL RALLY [ALL/simulacrum]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Divine Sense the presence of the living
Syntax: SIMUL DIVINE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Identify The tell-tale signs of battle
Syntax: SIMUL IDENTIFY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your simulacrum will investigate any recently spilled blood in the room and identify who

it belongs to.

Note: {{{note}}}

Excavation Dig and bury items
Syntax: SIMUL DIG SIMUL BURY <item>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your simulacrum is capable of burying items for you, or digging things back up again.
Note: {{{note}}}

Eternal They're ghosts, after all
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Flanking Send prey back to you
Syntax: SIMUL FLANK <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: NPCs only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your simulacrum will intercept cowardly denizens that flee before your blows, preventing

their escape.

Note: {{{note}}}

Openings Strike during opportunistic moments
Syntax: SIMUL OPENINGS <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: NPCs only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Drills Draw forth memories within your simulacrum
Syntax: SIMUL DRILLS <MAJOR/MINOR> <trait> SIMUL CORE LIST SIMUL PSYCHE LIST
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Authority Grant a spirit authority to act on its own orders
Syntax: SIMUL AUTHORITY <target> SIMUL AUTHORITY CEASE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Grant your simulacrum authority to act on its own, attacking the specified target without

commands from you.

Note: {{{note}}}

Target Attack specific limbs
Syntax: SIMUL TARGET <limb/NONE>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Commander Direct up to three simulacrums in battle
Syntax: SIMUL SWITCH <simulacrum>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Report Get details about the simulacrum's location
Syntax: SIMUL REPORT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your bond with your simulacrum allows you to gaze through its eyes and see the lifeforce

of those present with it.

Note: {{{note}}}

Deliver A ghostly courier
Syntax: SIMUL DELIVER <item> <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Order your simulacrum to deliver an item to someone on the same continent as you.
Note: {{{note}}}

Investigation Discern the location of an item
Syntax: SIMUL INVESTIGATE <item> [target]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Retrieve Take an item for returning to you later
Syntax: SIMUL RETRIEVE <item>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Order your simulacrum to pick up an item from its location.
Note: {{{note}}}

Pursuit Hunt down your enemy
Syntax: SIMUL PURSUE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Commendation Recognize a simulacrum's service
Syntax: SIMUL COMMENDATION <simulacrum>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Invoke Invoke persistent memories with aide
Syntax: SIMUL INVOKE <minor persistent trait> SIMUL PSYCHE LIST
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Wayfinding Guide others back to you
Syntax: SIMUL WAYFIND <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Requisition Bestow protection upon your simulacrum
Syntax: SIMUL REQUISITION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Scout Scout the nearby vicinity for enemies
Syntax: SIMUL SCOUT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your simulacrum will scout its surroundings, reporting to you all denizens within a five

room radius.

Note: {{{note}}}

Veteran A master of combat
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Distinction Tap the full strength of your simulacrum
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Warcry A fierce battlecry to diminish a foe's resolve
Syntax: SIMUL WARCRY <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your simulacrum will release a fierce warcry towards your target, draining them of their

mana.

Note: {{{note}}}

Assault Press in upon them
Syntax: SIMUL ASSAULT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Order your simulacrum to engage the target, assaulting them for cutting damage.
Note: {{{note}}}

Advance Remove defences that bar your way
Syntax: SIMUL ADVANCE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Order your simulacrum to advance forth upon the target to destroy any magical shield they

are protected by.

Note: {{{note}}}

Dirge The fallen warrior's song
Syntax: SIMUL DIRGE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The ancestors will sing a sorrowful dirge, inducing emotions in those that hear it,

blurring their vision.

Note: {{{note}}}

Intimidate Force their minions to flee in terror
Syntax: SIMUL INTIMIDATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: NPCs only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your simulacrum will intimidate nearby animals and lesser entities, sending them fleeing

in terror.

Note: {{{note}}}