Riving (skill)

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The Revenants are well-known for the art of Riving, a brutal combination of martial discipline and ambient shadow, in order to achieve their mastery over weapons. Broadly trained in various forms of weaponry and armor to inflict bleeding wounds, broken bones, and many other horrific and disgusting injuries, they couple these physical feats with shadow itself to make their presence upon the battlefield truly unparalleled.


Skill Rank Percent Description
Clotting Apprentice 0 % Control the flow of your blood.
Envenom Adept 50 % Apply deadly venoms to your blades.
Sturdiness Skilled 0 % Stand firm against attempts to move you.
Juxtapose Skilled 30 % Juxtapose your shade upon an ally.
Rage Skilled 60 % None can quench your fervor.
Rotcull Gifted 0 % Heighten your reflexes to prevent rot harm.
Bruising Gifted 33 % Bludgeon them into submission with your blunted weaponry.
MainGauche Expert 12 % Counterattack with your off-hand short blade.
Anguish Expert 66 % Launch a shadow to induce anguish.
Blocking Virtuoso 0 % Prevent movement in certain directions.
Separate Virtuoso 25 % Split them off to finish them alone.
Mastery Virtuoso 33 % Stand as a weaponmaster with your armament of choice.
Doubletarget Fabled 0 % Direct your fury at two limbs.
Circle Mythical 0 % Close in as they flee.

Weaponry Attacks

Skill Rank Percent Description
Rive Inept 0 % Use the wraith's standard armaments.
Raze Capable 0 % Raze the defences of your opponent.
Fell Gifted 0 % The martial style of the Trolls.
Duplicity Gifted 50 % Twinned ferocity.
Umbrage Gifted 83 % An ethereal dance of death.
Initiate Expert 37 % Initiate your foe from nearby.
Gouge Virtuoso 33 % Ruin their fragile flesh.
Deceive Virtuoso 50 % Feint and strike in one flowing action.
Eclipse Virtuoso 75 % Overshadow and extinguish your foe.
Harrow Fabled 33 % Attack without restraint.
Transpierce Fabled 66 % Pin your opponent down like a butterfly.
Hemoclysm Mythical 23 % There will be blood.
Jumpcut Mythical 50 % Step through shadow and attack from nearby.
Harvest Mythical 50 % Zigzag through them, leaving pain and shadow in your wake.
Extirpate Transcendent 0 % Ultimate suffering by the blade.

Clotting Control the flow of your blood
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: CLOT [#]

This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.

Note: {{{note}}}

Envenom Apply deadly venoms to your blades
Syntax: ENVENOM <weapon/LEFT/RIGHT> WITH <venom> WIPE <weapon>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you may layer venoms on an edged weapon. Each time that weapon hits

somebody, one venom will poison your opponent, and disappear from the weapon.

Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.

In order to get rid of the venoms on a weapon, simply WIPE <weapon>.

Note: {{{note}}}

Sturdiness Stand firm against attempts to move you
Syntax: STAND FIRM
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By concentrating on increasing your mass, you are able to gain immunity from most

physical attempts to move you. Additionally, should you be feared it will have no effect while you remain firm. You will lose this defence should you move.

Note: {{{note}}}

Juxtapose Juxtapose your shade upon an ally
Syntax: JUXTAPOSE <ally> and UNJUXTAPOSE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By juxtaposing your position for that of your ally, you can step in front of any attack

aimed at them and take the blow for them. It will last until you either choose to cease, or one of you moves away from the other.

Note: {{{note}}}

Rage None can quench your fervor
Syntax: RAGE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 30 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to cure afflictions based upon altruism, such as those

normally cured by eating a steroid pill.

Please see HELP CURE ORDER for afflictions that can be cured with the steroid pill.

Note: {{{note}}}

Rotcull Heighten your reflexes to prevent rot harm
Syntax: ROTCULL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While standing in a location overcome by the shadowrot, you can protect anybody with you

from its invasive nature by focusing entirely upon culling any tendrils or spores that surface the rot to attack.

This will require a lot of concentration to maintain, and many actions will interrupt your focus.

You can use any weapon that is compatible with Rive or Fell for this ability.

Note: {{{note}}}

Bruising Bludgeon them into submission with your blunted weaponry
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

Your attacks with bludgeoning weapons will have a two in three chance to cause bruises on any limbs you strike. These bruises will cause the target to bleed slightly, based on the severity of the bruise.

These bruises will slowly grow in severity, with each successful hit causing more bruising based upon the damage stat of your weapon. A two-handed weapon will be 25% more effective.

Should the opponent be fallen upon the ground, your strikes are guaranteed to cause a bruise and will immediately upgrade it to the next severity level.

Note: {{{note}}}

MainGauche Counterattack with your off-hand short blade
Syntax: MAINGAUCHE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While wielding a weapon with this defence active, you will have a chance to perform a

counter attack upon most physical attacks made against you. Your chance is roughly based upon your current dexterity, with higher being better.

Any counter strike made using this ability cannot deliver any effects upon the weapon, such as empowerments or venoms.

You can use any weapon that is compatible with Rive or Fell for this ability.

Note: {{{note}}}

Anguish Launch a shadow to induce anguish
Syntax: ANGUISH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 6 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Summon forth a howling shadow and direct it upon your opponent, stripping away their

deafness if they have it. Otherwise, if they are not deaf, it will:

* Stun them for a short period.
* Knock them to the ground.

Additionally the powerful howl of your shadow's voice will destroy the aura of rebounding if it is beginning to form.

If the opponent has epilepsy, then you will recover equilibrium more quickly.

You may use this ability while you do not have balance.

Note: {{{note}}}

Blocking Prevent movement in certain directions
Syntax: BLOCK <direction> and UNBLOCK
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Move into a position that blocks others from leaving your location, providing you are not

incapacitated or feared. Should you move, you will cease to block.

Note: {{{note}}}

Separate Split them off to finish them alone
Syntax: SEPARATE <player> <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using a burst of energy you may separate your foe from their allies using your own body.

Provided they are not protected by the density defence, your target will be forcefully helped in another direction for as far as you can go. You will both stop upon reaching something that blocks movement.

Note: {{{note}}}

Mastery Stand as a weaponmaster with your armament of choice
Syntax: MASTERY SHOW MASTERY WEAPON <weapon> MASTERY TALENT <talent>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This grants you the ability to select a weapon you wish to become proficient in, and a

talent you wish to focus your abilities upon. Once every so often, you will be able to change the weapon you are proficient in, and the talent you have chosen.

The benefits of a talent require you to be wielding a weapon from the specified weapon class.

Available talents:

 Small Blades and Bludgeons
 * Poise        : Reduced penalty for striking shield.
 * Conservation : Your swings cost less endurance.
 * Serration    : Attacks cause additional bleeding.
 * Overpowering : Slight chance for a minor critical strike.
 * Grace        : You can avoid rebounded attacks.
 * Rhythm       : Generates a small amount of shadow essence when parried.
 * Exhausting   : The flurry of strikes causes fatigue in your target.
 Large Blades and Bludgeons
 * Opportunizing: Attacks penetrate armour if your target is prone.
 * Pummeling    : Blunt attacks cause additional bruising.
 * Overdriving  : Can build to a higher maximum amount of blade charges.
 * Whirling     : Harrow/Harvest will hit one/two extra times respectively.
 * Remnants     : Retains 1/4th of your charge when switching targets.
 Thrown
 * Aerodynamics : You can throw your weapon one room further than normal.

Cooldown (mastery): 60 minutes Cooldown (talent): 60 minutes

Note: {{{note}}}

Doubletarget Direct your fury at two limbs
Syntax: TARGET <bodypart> WITH <right/left>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You are now dexterous enough to target two different bodyparts at the same time. Your

left hand will always be the first to strike your target, and the right hand will strike second. This will only work in tandem with abilities that let you strike twice, such as Duality or Doublestrike.

Note: {{{note}}}

Circle Close in as they flee
Syntax: CIRCLE <target> and CALM
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: At a cost of continued mental strain, you may use this ability to circle your foe,

reducing their ability to escape you. Should they flee your location, you will automatically strike and stun them, enabling you to take advantage of their cowardice. You may use this ability while off balance.

Two-handed weapons will give you a 50% chance to stop them fleeing your location immediately.

Note: {{{note}}}

Rive Use the wraith's standard armaments
Syntax: RIVEBASH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A most basic ability, this is considered the baseline for weapon to weapon combat.

Wielding a shield and weapon, you simply strike your target. Beneficial in that you have a shield for defence, detrimental in its relative weakness.

You can use spears, tridents, small bludgeons, battleaxes, and one-handed swords with this ability. For shields, any shield will suffice.

The gladius may also be used with this ability, unique to the Riving skill.

Note: {{{note}}}

Raze Raze the defences of your opponent
Syntax: RAZE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will use your weapon to tear down defensive auras and abilities that protect

your target.

It will raze the following in order: Reflections Magical shields Rebounding aura Speed defence

You can use any weapon that is compatible with Rive or Fell for this ability.

Note: {{{note}}}

Fell The martial style of the Trolls
Syntax: FELL <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A standard of the Trolls, this is a simple one-two attack with a two handed weapon.

You can use either a warhammer, bastard sword, glaive, cudgel, scythe, falx, or estoc with this ability.

The bardiche can also be used, unique to the Riving skill.

Note: {{{note}}}

Duplicity Twinned ferocity
Syntax: DPL <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If the example of the Trolls is not your style, instead use two single handed weapons.

This ability will allow you to strike with both the left and right hands at once.

You can use any weapon that is compatible with Rive for this ability.

Note: {{{note}}}

Umbrage An ethereal dance of death
Syntax: UMBRAGE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By releasing your spectral form, you are able to quickly strike everyone in your location

with a two-handed weapon. Because it is your specter, and not your physical body, you may perform this while off of equilibrium.

You can use any weapon that is compatible with Fell for this ability.

Note: {{{note}}}

Initiate Initiate your foe from nearby
Syntax: INITIATE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Why wait for them to start the fight? Initiate combat with a target in an adjacent

location. After a short delay you will move locations and introduce them to your weapon. They will be knocked to the ground and stunned for a short period.

You can use any weapon that is compatible with Rive or Fell for this ability.

Note: {{{note}}}

Gouge Ruin their fragile flesh
Syntax: GOUGE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability enables you to briefly detach your specter and tear into the flesh of your

target alongside your weapons. If your weapon is envenomed or actuated, that will take precedence and occur instead. Again, by utilizing your specter, this may be performed while off of equilibrium.

You can only make use of this ability with either a flail or edged weapons.

Note: {{{note}}}

Deceive Feint and strike in one flowing action
Syntax: DECEIVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Deceive your target by razing through their protective auras and abilities with your left

hand, while your right strikes as per normal. If using a two handed weapon, you will make a quick attack after the raze, ensuring your foe takes damage.

It will raze the following in order: Reflections Magical shields Rebounding aura Speed defence

You can use any weapon that is compatible with Rive or Fell for this ability.

Note: {{{note}}}

Eclipse Overshadow and extinguish your foe
Syntax: ECLIPSE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This attack takes several stages, during which you may be interrupted in any number of

ways. By gathering shadow into your weapon, you may temporarily eclipse the shadow within your target with that in your blade. Should this occur successfully, they will temporarily be without shadow in their body.

You can use any weapon that is compatible with Rive or Fell for this ability, providing it is a small blade or large blade.

NOTE: No denizen of the Prime Material has ever survived absence of their base elemental shadow.

Note: {{{note}}}

Harrow Attack without restraint
Syntax: HARROW <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Surrender to the fury and bloodlust, striking out with abandon with a two-handed weapon.

Three quick blows will follow, whatever weapon you hold. Should you be incapacitated or have your chosen implement of harrowing be taken from you, you will cease.

You can use any weapon that is compatible with Fell for this ability.

Note: {{{note}}}

Transpierce Pin your opponent down like a butterfly
Syntax: TRANSPIERCE <target> and WITHDRAW BLADE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If your target is prone, you can drive your blade through their body, pinning them down

and giving your weapon a nice sheath. While transpierced, your target must writhe free to be able to flee or attack, unless you withdraw your blade.

If you are wielding a two-handed blade, you will also be able to impale them if they are suffering from shock.

You can use any weapon that is compatible with Rive or Fell for this ability, providing it is a small blade or large blade.

Note: {{{note}}}

Hemoclysm There will be blood
Syntax: HEMOCLYSM <target> <limb>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will rupture the bruises upon the limb you specify, dealing a large amount

of damage and deep bleeding equal to the severity of the bruise. The bruising level must be at least moderate in order to use this ability.

You can use any weapon that is compatible with Rive or Fell for this ability, providing it is a bludgeoning weapon.

Note: {{{note}}}

Jumpcut Step through shadow and attack from nearby
Syntax: JUMPCUT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Build up shadow within yourself over a brief delay, and utilizing a limited shadowjump,

attack your enemy in an adjacent location. They will be knocked to the ground, unless you use a bladed weapon, in which case they will be transpierced.

You can use any weapon that is compatible with Rive or Fell for this ability.

Note: {{{note}}}

Harvest Zigzag through them, leaving pain and shadow in your wake
Syntax: HARVEST
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Throw your weapon to your specter and mimic the orbitting of your Sciomancer brethren.

Your weapons will spin and strike all non-ally targets in your location until there are no targets left, or six have been struck. Any empowerments or venoms upon your weapon will be delivered when you hit.

You can use any weapon that is compatible with Rive or Fell for this ability.

Note: {{{note}}}

Extirpate Ultimate suffering by the blade
Syntax: EXTIRPATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Should you have your target impaled, you may carve your sword through their stomach and

disembowel them. This will deal severe damage equal to roughly half their maximum health, however this can be increased depending if their torso is broken or mutilated.

This will free them from their impalement as you disembowel them, and your blade will cut through any bindings they might have.

If you manage to disembowel your target three times in short succession, then the shock to their system will be too much and they will perish.

Note: {{{note}}}