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| Here is a big ol rough dump of skillset info.--[[User:Enyalida|Enyalida]] ([[User talk:Enyalida|talk]]) 19:30, 31 May 2019 (UTC)
| | Nuncha The basic nunchuck attack. |
| | | Nunki Attack the defences that would keep your nunchuck out. |
| | | Boost Spend power for superior kata moves. |
| ----
| | Gripping Grip your wielded items in a deathlock. |
| combat
| | *Xiiangu Your lightweight form. |
| harmony
| | Xianchuk Basic arm attacks. |
| elementalism
| | *Xiiangzi A stance that makes people think you're crazy. |
| loralaria
| | Nangao Cause a little insanity. |
| minstrelry
| | Guolao Move back in this party. |
| paradigmatics
| | Marjgona Give them a taste of that sweet weed. |
| phantasms
| | *Guojichnu Too hot to handle this stance. |
| psionics
| | Burst Mess with someone's mind. |
| | | Huoyanti This kick is on fire. |
| | | Zhanchuk Slow them down with this grapple. |
| | | *Caihnu A middling stance. |
| 9800h, 7300m, 7300e, 10p Bex-ab combat
| | Cankanchu A percussive kick. |
| You have gained the following abilities in Combat:
| | Neihuo Burn with an inner fire. |
| Squads Lead squads into combat.
| | *Zhonguli A forgetful stance. |
| Weaponprobe Examine the quality of armour and weapons.
| | Ganzhou Break some limbs with this throw. |
| Envenom Coat a weapon in poisons.
| | Donchaku Punishing arm attacks. |
| Legs A stance to protect the legs.
| | *Tanchaku Open up avenues of weakness. |
| Stratagem Plan your assault down to the last detail.
| | Tannaku Deceivingly strong kicks. |
| Left A stance to protect the left side.
| | Xuanmu Give a dazzling display of your weapon. |
| Right A stance to protect the right side.
| | Zhoncu Throw them on their head! |
| TrueShield Protect your body better with shields.
| | *Donjbui Heating up with this stance. |
| Arms A stance to protect the arms.
| | Longhuxi Use booze to breathe fire. |
| ShieldParry Use shields to parry.
| | Zuijiudashi Your swaying movements help avoid getting entrapped. |
| Gut A stance to protect the gut.
| | Yonghengqishi Bring your foe eternal enlightenment. |
| Distribution Evenly distribute loot to your squad.
| | * denotes stances. |
| Chest A stance to protect the chest.
| | AB NUNCHAKU <ability> for more information on an ability. |
| WeaponParry Use weapons to parry.
| | 9800h, 8490m, 8490e, 10p, 100em esSix-sget nunchaku |
| Head A stance to protect the head.
| | NUNCHAKU - NUNCHA |
| Lower A stance to protect the lower body.
| |
| KeenEye Observe use of venoms with your keen eye.
| |
| Middle A stance to protect the middle body.
| |
| Disengage Escape the prying eye of a watchful knight.
| |
| Veteran Increased survivability as a veteran of many battles.
| |
| ShieldStun Stun people with a swing of your shield.
| |
| Unity Do not leave behind anyone in your squad.
| |
| Upper A stance to protect the vital upper body.
| |
| Vitals A stance to protect the vitals organs.
| |
| ShieldRiposte Respond to an attack with a swing of the shield.
| |
| AB COMBAT <ability> for more information on an ability.
| |
| | |
| COMBAT - SQUADS
| |
| | |
| Syntaxes: SQUAD MUSTER
| |
| SQUAD NAME <new name>
| |
| SQUAD RECRUITS
| |
| SQUAD DRAFT <player>
| |
| SQUAD DISCHARGE <player>
| |
| SQUAD LIEUTENANT <player>
| |
| SQUAD FORMATION <org>|NONE
| |
| SQUAD TRANSFER <player>
| |
| SQUAD DISBAND
| |
| SQUAD LEAVE
| |
| | |
| You can create squads for hunting the creatures and denizens of
| |
| Lusternia (non-player characters and animals). All squad members in the
| |
| entourage of the squad's leader (the commandant) and the commandant will
| |
| get an experience bonus from such hunting. The bonus increases with the
| |
| size of your squad. You can only command a squad of 12 people or less.
| |
| | |
| * MUSTER - Creates a squad with you as its commandant and only member.
| |
| * NAME - Gives your squad a unique name.
| |
| * RECRUITS - Lists the recruits in your squad and their ranks.
| |
| * DRAFT - Brings another player into your squad. You may only draft
| |
| allies.
| |
| * DISCHARGE - Removes a recruit from your squad.
| |
| * LIEUTENANT - Should you, as the commandant of a squad, leave the squad | |
| or die, your lieutenant will be promoted to commandant.
| |
| * FORMATION - Lets you orient your squad in support of a city or
| |
| commune. That organization's nexus will gain some energy as the squad
| |
| gains experience through NPC combat.
| |
| * TRANSFER - As commandant, you may transfer leadership of the squad to | |
| another member.
| |
| * DISBAND - Eliminates your squad.
| |
| * LEAVE - Lets you quit a squad into which you have been drafted.
| |
| | |
| Type MORE to continue reading. (83% shown)
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - WEAPONPROBE
| |
| | |
| Syntax: WEAPONPROBE or WPROBE or WP
| |
| ARMOUR/ARMOR
| |
| | |
| This will show the statistics upon weapons or armour (including
| |
| enchanted robes). It will also list any dwarven runes inscribed and
| |
| poisons upon a weapon.
| |
| | |
| The second command lets you discern the state of your physical
| |
| protection, effectively probing your worn armour, hide, or tattoos for
| |
| the defence they provide.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - ENVENOM
| |
| | |
| Syntax: ENVENOM <weapon> WITH <venom>
| |
| | |
| Poisoning your opponent is a sure way to get the upper hand in battle.
| |
| One method is to simply coat your weapon with poison, allowing the
| |
| poison a chance to enter your victim's bloodstream on attack. You can
| |
| see what poisons are on a weapon by WEAPONPROBE.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - LEGS
| |
| | |
| Syntax: STANCE LEGS
| |
| | |
| You will concentrate all your defensive capabilities to protect your
| |
| legs in equal measure. Stancing bodyparts is a way to combat monk
| |
| attacks and prevent those attacks from landing.
| |
| | |
| Your effectiveness with stances will increase with learning both more
| |
| Combat and Kata.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - STRATAGEM
| |
| | |
| Syntax: STRATAGEM LIST
| |
| STRATAGEM CLEAR
| |
| STRATAGEM NOW
| |
| STRATAGEM PAUSE
| |
| STRATAGEM ECHO [ON|OFF]
| |
| STRATAGEM ADD [<mods>] <action>
| |
| STRATAGEM INSERT [<position>] [<mods>] <action>
| |
| STRATAGEM REPLACE [<position>] [<mods>] <action>
| |
| STRATAGEM REMOVE <action/position>
| |
| | |
| Your knowledge of the flow of combat is such that you may now develop
| |
| stratagems of assault. A stratagem can consist of no more than ten
| |
| actions, each of which can consist of no more than five subactions
| |
| (each separated by a single pipe character, '|'). If your stratagem
| |
| stops, you may attempt to start it again with STRATAGEM NOW. Inserting
| |
| points into your stratagem will add the new action BEFORE the position
| |
| you supply. You may substitute SM for STRATAGEM for brevity.
| |
| | |
| Modifiers can be applied to individual actions. The following modifiers
| |
| are available:
| |
| ARM - Requires only one arm on balance.
| |
| SUB - Requires the Sub Psionic Channel.
| |
| SUPER - Requires the Super Psionic Channel.
| |
| ID - Requires the Id Psionic Channel.
| |
| FREE - Does not consume equilibrium or balance.
| |
| REPEAT - Will remain in the stratagem after triggering.
| |
| | |
| You may pause your stratagem before creating it in order to compile a
| |
| list of actions to perform at a later date (which you can start with
| |
| STRATAGEM NOW), or pause a currently executing stratagem mid-flow.
| |
| | |
| If you specify an action as repeating, it will not be removed from your
| |
| stratagem when it is performed. It will continue ad infinitum until you
| |
| Type MORE to continue reading. (95% shown)
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - LEFT
| |
| | |
| Syntax: STANCE LEFT
| |
| This stance will slant your body so your left side is harder to hit. This spreads your
| |
| defensive focus among your left leg and left arm.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - RIGHT
| |
| | |
| Syntax: STANCE RIGHT
| |
| This stance will slant your body so your right side is harder to hit. This spreads your
| |
| defensive focus among your right leg and right arm.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - TRUESHIELD
| |
| | |
| While any dunce can hold a shield and protect an arm, by practice and training you are
| |
| able to position your shield by second nature, allowing further protection to your arm
| |
| wielding the shield as well as your head, chest and gut. Note that while it is physically
| |
| possible to wield two shields, doing so is so cumbersome that you will lose all benefit
| |
| from both shields.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - ARMS
| |
| | |
| Syntax: STANCE ARMS
| |
| You will concentrate all your defensive capabilities to protect your arms in equal measure.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - SHIELDPARRY
| |
| | |
| Syntax: PARRY <body part> <numeric weight>
| |
| PARRY
| |
| PARRY ALL
| |
| PARRY RESET <bodypart/weight list>
| |
| UNPARRY
| |
| | |
| Possessing shield parry in both Knighthood and Combat will improve your
| |
| parry accuracy with shields.
| |
| | |
| You can also completely reset your parry and establish a new set of
| |
| priorities with a single command.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - GUT
| |
| | |
| Syntax: STANCE GUT
| |
| You will concentrate all your defensive capabilities to protect your gut.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - DISTRIBUTION
| |
| | |
| Syntax: SQUAD DISTRIBUTION ON|OFF
| |
| | |
| Only available to the commandant of a squad. With distribution turned
| |
| on, you will immediately grab all gold dropped by any creature slain by
| |
| your squad and distribute it evenly to all your recruits. If it cannot
| |
| be split evenly, the commandant will pocket the difference.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - CHEST
| |
| | |
| Syntax: STANCE CHEST
| |
| You will concentrate all your defensive capabilities to protect your chest.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - WEAPONPARRY
| |
| | |
| Syntax: PARRY <body part> <numeric weight>
| |
| PARRY
| |
| PARRY ALL
| |
| PARRY RESET <bodypart/weight list>
| |
| UNPARRY
| |
| | |
| Possessing weapon parry in both Knighthood and Combat will improve your
| |
| parry accuracy with weapons.
| |
| | |
| You can also completely reset your parry and establish a new set of
| |
| priorities with a single command.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - HEAD
| |
| | |
| Syntax: STANCE HEAD
| |
| You will concentrate all your defensive capabilities to protect your head.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - LOWER
| |
| | |
| Syntax: STANCE LOWER
| |
| By leaning forward and with fast footwork, you will make your lower extremeties a
| |
| difficult target. This spreads your defensive focus among your gut and legs.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - KEENEYE
| |
| | |
| Syntax: KEENEYE <ON/OFF>
| |
| | |
| With a keen eye, you can see when your weapons discharge venoms.
| |
| You will generally only notice a poison if it has been explicitly
| |
| envenomed (or similar) by you, from a liquid container. Naturally
| |
| poisonous effects will not trigger this.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - MIDDLE
| |
| | |
| Syntax: STANCE MIDDLE
| |
| Keeping your elbows close and your head thrust forward, this stance will protect your
| |
| middle. This spreads your defensive focus among arms, chest and gut.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - DISENGAGE
| |
| | |
| Syntax: DISENGAGE <target>
| |
| If a knight has moved to engage you, with a sudden move you can disengage in order to exit
| |
| without worrying about a sword in your back.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - VETERAN
| |
| | |
| Your many hours of combat training grant you a 1/4 bonus to health.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - SHIELDSTUN
| |
| | |
| Syntax: SHIELDSTUN <target>
| |
| Slamming your shield into your target is an excellent way to stun someone senseless.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - UNITY
| |
| | |
| Syntax: SQUAD UNITY ON|OFF
| |
| | |
| Available to the commandant of a squad. If the commandant tries to move, he will announce
| |
| the move. If any recruits shout that they are unable to follow then the commandant will
| |
| cancel the order. This should assist in moving the whole squad as a group, leaving nobody
| |
| behind.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - UPPER
| |
| | |
| Syntax: STANCE UPPER
| |
| With a keen eye to the moves of your opponent, you weave your torso from side to side and
| |
| keep your arms in motion in such a way as to protect your upper body. This spreads your
| |
| defensive focus among your arms, chest and head.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - VITALS
| |
| | |
| Syntax: STANCE VITALS
| |
| By keeping your arms forward to block and your legs braced for blows, you will protect the
| |
| vital parts of your body. This spreads your defensive focus among your gut, chest and head.
| |
| 9800h, 7300m, 7300e, 10p Bex-
| |
| COMBAT - SHIELDRIPOSTE
| |
| | |
| You will make an automatic shield stun against a parry if your shield succeeds in fully
| |
| blocking an attack.
| |
| | |
| | |
| 8490h, 8490m, 8490e, 10p, 100em BesSix-(-1310h, 13.4%, +1190m, 16.3%, +1190e, 16.3%) ab harmony
| |
| You have gained the following abilities in Harmony:
| |
| Ooshmun Sense those who move under the shroud of deceit.
| |
| Lumuti Your confidence prevents you from knowing fear.
| |
| Chuphet Stand still and strong against attempts to move you.
| |
| Ooshphet Let your feet travel like the fastest winds.
| |
| Krakuti Burst the inflated egos of those who deserve it.
| |
| Anguti Expand your ability to influence and debate others.
| |
| Lumphet Let healing energies course through your body.
| |
| Highchant A special feat to quickly chant.
| |
| Krakmun Drain the minds of those who seek to harm.
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| Angphet Strengthen your body against harm.
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| Regeneration Let your mantra vibrate through body, mind and heart.
| |
| Akhooshlumang None will be able to see your inner being.
| |
| Lummun Your mind has mastery over your body.
| |
| Akhlum Surround yourself with a frosty chill.
| |
| Chuuti Wrap yourself in the strength of the peaceful heart.
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| Akhchukrakoosh Let karma take care of its own.
| |
| Krakphet Your strikes will be filled with inner passions.
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| Akhkrak Let the fire within burn away that which ails.
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| Angmun Protect the mind against harm.
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| Akhang Metal responds favorably to your touch.
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| Chumun Gird your mind against thoughts that confuse.
| |
| Akhchu Control that which attempts to bind you.
| |
| Akhlumangchu Call upon the protection of the spirit within.
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| Ooshuti Pierce the illusions that seek to trick you.
| |
| Akhoosh Feel the wind empower and move you.
| |
| Akhlumooshchu Banish the evil spirits that plague you.
| |
| Akhangooshkrak Even death plays a part in the harmony of existence.
| |
| AB HARMONY <ability> for more information on an ability.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-(+1310h, 15.4%) sget harmony
| |
| HARMONY - OOSHMUN
| |
| | |
| Type: Mind
| |
| Element: Wind
| |
| By infusing your mental aura with the qualities of wind, you can sense
| |
| the movement of those who are shrouded. This does not detect those in
| |
| dreambodies.
| |
| | |
| Syntax: MANTRA CHANT <mantra> <mantra> <mantra>
| |
| MANTRA STATUS
| |
| All chants are made up of three parts, each part being filled by a
| |
| That's new!
| |
| mantra. You cannot have duplicate mantras within a chant. It doesn't
| |
| matter which order you chant mantras. You can use the sound of "na" to
| |
| denote a blank space within a mantra so you may change parts of your
| |
| mantra without needing to replace the entire chant.
| |
| | |
| For example, you may start with:
| |
| MANTRA CHANT OOSHMUN LUMUTI CHUPHET
| |
| Later you can change the chant by using "na" in one or two positions.
| |
| For example:
| |
| MANTRA CHANT NA KRAKMUN NA
| |
| This would change the previous chant to be: OOSHMUN KRAKMUN CHUPHET
| |
| Note that equilibrium is shorter when using blank "na" positions within
| |
| a chant.
| |
| | |
| Chants such as Krakuti that enable you to use active abilities like
| |
| MANTRA HEARTFIRE must be chanted in order for the ability to be
| |
| accessible.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - LUMUTI
| |
| | |
| Type: Heart
| |
| Element: Water
| |
| With the heart aura filled with the qualities of the element of water,
| |
| you never will know fear.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - CHUPHET
| |
| | |
| Type: Body
| |
| Element: Wood
| |
| Stand still and strong against forces that try to move you with the
| |
| qualities of wood within your body aura.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - OOSHPHET
| |
| | |
| Type: Body
| |
| Element: Wind
| |
| With the wind within your body aura, you can travel at greater speeds
| |
| without getting the "hasty" message.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - KRAKUTI
| |
| | |
| Syntax: MANTRA HEARTFIRE <target>
| |
| Type: Heart
| |
| That's new!
| |
| Element: Fire
| |
| With fire in your heart, the egos of others cannot stand in your way.
| |
| This ability may not be used on denizens.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - ANGUTI
| |
| | |
| Type: Heart
| |
| Element: Metal
| |
| With the strength of metal supporting your heart aura, you can excel at
| |
| debates and influencing others.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - LUMPHET
| |
| | |
| Type: Body
| |
| Element: Water
| |
| The water element runs through your body aura, allowing your body to
| |
| absorb healing potions at a faster rate.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - HIGHCHANT
| |
| | |
| Syntax: MANTRA HIGHCHANT <mantra> <mantra> <mantra>
| |
| Power: 1 (Any)
| |
| That's new!
| |
| | |
| You can chant this with fervour and no impact
| |
| will be felt on balance or equilibrium.
| |
| | |
| | |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - KRAKMUN
| |
| | |
| Syntax: MANTRA MINDFIRE <target>
| |
| Type: Mind
| |
| That's new!
| |
| Element: Fire
| |
| With the fire of the mind blazing in your mental aura, you can attack
| |
| the mana from others.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - ANGPHET
| |
| | |
| Type: Body
| |
| Element: Metal
| |
| Damage Modifier: 1/8 cutting and blunt resistance
| |
| With your body aura reinforced with the strength of the element of
| |
| metal, you can resist damage from cutting and blunt attacks.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - REGENERATION
| |
| | |
| Depending on the types of mantras that you currently have active, you will regenerate
| |
| health (body), mana (mind), or ego (heart). The more of a certain type of mantra you have
| |
| vibrating will increase the amount of regeneration. For example, having two heart mantras
| |
| active will regenerate ego more than just having one.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHOOSHLUMANG
| |
| | |
| Type: Spirit
| |
| Elements: Metal, Water and Wind
| |
| While the elements of metal, water and wind combine within your aura,
| |
| others will be unable to accurately discern the health, mana or ego of
| |
| your inner being.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - LUMMUN
| |
| | |
| Type: Mind
| |
| Element: Water
| |
| While the water element flows through your mental aura, you will be in a
| |
| state where your mind will master your body. The ability to sip lucidity
| |
| slush will be improved. Also, a 1/4 mana regeneration.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHLUM
| |
| | |
| Type: Spirit
| |
| Elements: Water, Water and Water
| |
| This mantra is not chanted; instead, it is a special bond arising from
| |
| the rhythm created by three seperate water mantras. In attaining such a
| |
| state of harmony you will be surrounded by a frosty protection whereby
| |
| there is a chance when someone harms you that they in turn will be
| |
| chilled.
| |
| | |
| For those who are connected to the Pool of Stars and stands in a watery
| |
| location, this frosty protection will be greatly enhanced.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - CHUUTI
| |
| | |
| Type: Heart
| |
| Element: Wood
| |
| While your heart aura is reinforced with the qualities of wood, those
| |
| who harm you may at times find themselves at peace.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHCHUKRAKOOSH
| |
| | |
| Syntax: MANTRA KARMA <target>
| |
| Type: Spirit
| |
| That's new!
| |
| Elements: Wood, Fire and Wind
| |
| With the blending elements in your aura of wood, fire and wind, you can
| |
| determine the karma of others. Further, any damage you do against
| |
| another will be increased by the difference between their karma and
| |
| yours.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - KRAKPHET
| |
| | |
| Type: Body
| |
| Element: Fire
| |
| Damage Modifier: 1/8 blunt and cutting increase
| |
| | |
| By causing your body aura to blaze, you can increase the damage done of
| |
| your physical attacks.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHKRAK
| |
| | |
| Syntax: MANTRA BOIL
| |
| Power: 3
| |
| That's new!
| |
| Type: Spirit
| |
| Elements: Fire, Fire and Fire
| |
| This mantra is not chanted; instead, it is a special bond arising from
| |
| the rhythm created by three seperate fire mantras. In attaining such a
| |
| state of harmony you will have the ability to boil afflictions from
| |
| the blood.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - ANGMUN
| |
| | |
| Type: Mind
| |
| Element: Metal
| |
| Damage Modifier: 1/3 psychic resistance
| |
| Gird your mental aura with the strength of steel and resist the effects
| |
| of psychic damage.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHANG
| |
| | |
| Type: Spirit
| |
| Elements: Metal, Metal and Metal
| |
| This mantra is not chanted; instead, it is a special bond arising from
| |
| the rhythm created by three seperate metal mantras. In attaining such a
| |
| state of harmony, any weapons you hold will be enhanced.
| |
| | |
| This will provide a 2/10 buff to both cutting and blunt damage types.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - CHUMUN
| |
| | |
| Type: Mind
| |
| Element: Wood
| |
| Allow your mental aura to bend like wood and resist the effects of
| |
| confusion, stupidity and dementia.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHCHU
| |
| | |
| Type: Spirit
| |
| Elements: Wood, Wood and Wood
| |
| This mantra is not chanted; instead, it is a special bond arising from
| |
| the rhythm created by three seperate wood mantras. In attaining such a
| |
| state of harmony you will be surrounded by an aura that rejects ties
| |
| that bind occasionally.
| |
| | |
| For those bonded with the Moonhart Mother, the chance of the aura
| |
| rejecting
| |
| entanglements will be greatly increased.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHLUMANGCHU
| |
| | |
| Syntax: MANTRA PRISM
| |
| Power: 1 (any)
| |
| That's new!
| |
| Type: Spirit
| |
| Elements: Water, Metal and Wood
| |
| By blending the auric elements of water, metal and wood around you, you
| |
| may call up a prismatic aura at any time for protection.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - OOSHUTI
| |
| | |
| Type: Heart
| |
| Element: Wind
| |
| Opening your heart to be as free as the wind allows you to help pierce
| |
| illusions that would fool you.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHOOSH
| |
| | |
| Syntax: MANTRA WIND <direction>
| |
| Power: 2
| |
| That's new!
| |
| Type: Spirit
| |
| Elements: Wind, Wind and Wind
| |
| This mantra is not chanted; instead, it is a special bond arising from
| |
| the rhythm created by three seperate wind mantras. In attaining such a
| |
| state of harmony you can move in any direction even if you are bound or
| |
| otherwise normally are blocked from movement.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHLUMOOSHCHU
| |
| | |
| Syntax: MANTRA BANISH <ghost/spirit>
| |
| MANTRA SENSE
| |
| Type: Spirit
| |
| That's new!
| |
| Elements: Wood, Water and Wind
| |
| Damage Type: 100% Magical
| |
| Damage Source: Magical
| |
| | |
| For ghosts and spirits that plague you, this extremely powerful attack
| |
| will help drive them away. Its power is partially based on your karmic
| |
| strength.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| HARMONY - AKHANGOOSHKRAK
| |
| | |
| Syntax: MANTRA DEATHTOUCH <target>
| |
| Type: Spirit
| |
| That's new!
| |
| Elements: Metal, Fire, Wind
| |
| Power: 5 (any)
| |
| | |
| This supremely powerful vibration will mark another who has two of the | |
| three vital statistics (health, mana, or ego) below 2/3. It will take
| |
| some time for the mark to sink in and obliterate their soul, and it will
| |
| only do so if you are in the same room as them, not asleep, and not
| |
| blind. Power will be consumed upon attempting to place the deathtouch,
| |
| even if they are too healthy to be marked.
| |
| | |
| For full details on the use of chants, see AB HARMONY OOSHMUN.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-ab elementalism
| |
| You have gained the following abilities in Elementalism:
| |
| Sense You can sense elementals infused in the ground.
| |
| Blast Release a blast of elemental power.
| |
| Cleanse Wash yourself squeaky clean.
| |
| Scry Locate another player.
| |
| Gust Blow someone in a direction with a gust of wind.
| |
| Dig Unearth buried treasures and burrowing people.
| |
| Levitate Float on a cushion of air.
| |
| Stoneskin Protect yourself from physical damage.
| |
| Waterbreathe Extract air from water.
| |
| Firewall Create a wall of elemental fire.
| |
| Geyser Knock someone out of the trees or the sky.
| |
| Elementshield Shield yourself from the elements.
| |
| Doorblast Blast open jammed doors.
| |
| Fog Conjure up obscuring fog.
| |
| Magelock Freeze the latch of a door.
| |
| Freeze Chill another player.
| |
| Trance Channel the power of the Elemental planes.
| |
| Icewall Conjure up an obstructing icewall.
| |
| Ignite Attack with elemental fire.
| |
| Gate Open gates to or from the elemental planes.
| |
| Master Move on to a master specialization.
| |
| AB ELEMENTALISM <ability> for more information on an ability.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-sget elementalism
| |
| ELEMENTALISM - SENSE
| |
| | |
| If you can survey a location, you will be able to sense whether or not
| |
| an elemental is infused in that room. You can also sense any runes or
| |
| dream motes infused at that location.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - BLAST
| |
| | |
| Syntax: CAST BLAST <target>
| |
| Damage Type: 100% Fire
| |
| Can target both adventurers and denizens.
| |
| | |
| Attack your target with a blast of pure elemental power.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - CLEANSE
| |
| | |
| Syntax: CAST CLEANSE [<target>]
| |
| | |
| Create refreshing, cleansing water to bathe in, washing away unwanted
| |
| odours for ourself or for another.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - SCRY
| |
| | |
| Syntax: CAST SCRY <target>
| |
| | |
| Create a scrying mirror with a handful of water and reveal the location
| |
| of another adventurer.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - GUST
| |
| | |
| Syntax: CAST GUST [<target> <direction>]
| |
| | |
| By channeling the element of air, you can either blow a fog or cloud out
| |
| of the room, or blow a target in a particular direction.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - DIG
| |
| | |
| Syntax: CAST DIG
| |
| | |
| Manual labour is a thing of the past for the mage who can simply command
| |
| the earth to expose its hidden treasures.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - LEVITATE
| |
| | |
| Syntax: CAST LEVITATE
| |
| | |
| Make yourself light as a feather and lift yourself up on a cushion of
| |
| air, making yourself immune from falling damage.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - STONESKIN
| |
| | |
| Syntax: CAST STONESKIN
| |
| Damage Resistance: 2/10 to Blunt
| |
| 2/10 to Cutting
| |
| | |
| This incantation coats much of your body in stone, providing some
| |
| protection against physical attacks.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - WATERBREATHE
| |
| | |
| Syntax: CAST WATERBREATHE
| |
| | |
| You can create a magical mask over your mouth which will filter oxygen
| |
| from water and allow you to breathe underwater without consequence.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - FIREWALL
| |
| | |
| Syntax: CAST FIREWALL <direction>
| |
| | |
| Channeling the power of elemental fire, you will create walls of burning
| |
| flame that singe your enemies.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - GEYSER
| |
| | |
| Syntax: CAST GEYSER AT <target>
| |
| CAST GEYSER <direction>
| |
| | |
| Using this ability, you may knock your target out of the trees or skies
| |
| with a powerful spout of elemental water.
| |
| | |
| If cast in a direction, it will douse any firewalls that may be there.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - ELEMENTSHIELD
| |
| | |
| Syntax: CAST ELEMENTSHIELD
| |
| Works on/against: Self
| |
| Damage Resistance: 1/8 to Fire
| |
| 1/8 to Cold
| |
| 1/8 to Electricity
| |
| Details:
| |
| Surround yourself with a magical shield that absorbs some damage from
| |
| elemental damage such as fire, cold, and electricity. This shield will
| |
| also provide a slight benefit against the effects of extreme hot and
| |
| cold weather.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - DOORBLAST
| |
| | |
| Syntax: CAST DOORBLAST <direction>
| |
| | |
| Locked doors will not stop the diligent mage who can summon a wind to
| |
| blow it open. Some doors will resist attempts to be blasted open while
| |
| others will be altogether impossible to open with this spell.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - FOG
| |
| | |
| Syntax: CAST FOG
| |
| | |
| With the powers of air and water, you can obfuscate a room with
| |
| elemental fog.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - MAGELOCK
| |
| | |
| Syntax: CAST MAGELOCK <direction>
| |
| | |
| No key is needed for the mage to lock doors; simply freeze the lock in
| |
| place.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - FREEZE
| |
| | |
| Syntax: CAST FREEZE <GROUND|target>
| |
| | |
| Cast at the ground, you will create a layer of ice to cover the area,
| |
| causing passersby to slip occasionally. This frost is also powerful
| |
| enough to put out a wildfire in your location.
| |
| | |
| When cast at another person, you will first clear off the Fire potion
| |
| defense if your target has one on, then cause him or her to shiver
| |
| uncontrollably, before finally freezing them stiff.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - TRANCE
| |
| | |
| So great is your link with the Elemental Plane that you receive a 5/10
| |
| bonus to mana.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - ICEWALL
| |
| | |
| Syntax: CAST ICEWALL <direction>
| |
| | |
| This spell will create a wall of elemental ice, blocking the passage of
| |
| those who would seek to pass by.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - IGNITE
| |
| | |
| Syntax: CAST IGNITE <target>
| |
| CAST IGNITE <ice/briarwall> AT <direction>
| |
| Damage Type: 100% Fire
| |
| Damage Source: Magical
| |
| | |
| You can ignite a hapless target or destroy ice/briar walls with the fury
| |
| of elemental fire.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| ELEMENTALISM - GATE
| |
| | |
| Syntax: TRANSVERSE <plane>
| |
| | |
| You can travel to or from the elemental realms from any planar gate.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| At this point in your training of Elementalism, you have progressed where you must
| |
| specialize in an aspect of this skill to continue learning. If you have not yet selected a
| |
| specialization, see SKILLCHOICE LIST to see what is available. There may be a choice
| |
| between two or more specializations.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-ab loralaria
| |
| You have gained the following abilities in Loralaria:
| |
| Composition You may compose songs expressing your own creativity.
| |
| Sustain The ability to maintain a song.
| |
| CrystalSong Fuse harmonics gems to your instrument.
| |
| GemAffinity Store your gems in an interdimensional space.
| |
| BlueBerceuse A gentle lullaby... until they're asleep.
| |
| DiscordantChord This painful chord shall crush the disharmonic soul.
| |
| JadeGrazioso A graceful tune to soothe the bones.
| |
| CrimsonCourante Do a quickstep to this fast music.
| |
| Refrain A musical structure that allows repetition of a stanza.
| |
| Reprise A musical structure that allows reversal of a stanza.
| |
| LoralChord Crystallise the flesh of your foes.
| |
| AureolinAubade This passionate tune will be certain to seduce.
| |
| ChromaConcerto Guard yourself against elemental ravages.
| |
| CaptiveAudience Both friends and enemies hear nothing but your songs.
| |
| MidnightMinuet Your listeners shall have to dance, albeit badly.
| |
| FleckedFortissimo A deafening note to bring someone to their knees.
| |
| VioletVibrato Induce mental degeneration with a varying melody.
| |
| Crescendo A masterful composition by Morshoth Windwhisper.
| |
| EmeraldGrazioso Soothe your mind and body with graceful notes.
| |
| StratusSerenade A light and airy tune.
| |
| SkySforzando Disrupt and razzle your friends.
| |
| Encore Play a rousing encore performance.
| |
| RedRubato Painfully warp time around your foes.
| |
| ClearCapriccio Wrap your allies in a powerful restorative field.
| |
| Convergence Warp space around someone, moving them far away.
| |
| Funebre A long, sombre song to end their life.
| |
| AB LORALARIA <ability> for more information on an ability.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-sget loralaria
| |
| LORALARIA - COMPOSITION
| |
| | |
| Syntax: COMPOSE NEW <song>
| |
| COMPOSE LIST
| |
| COMPOSE <song> STANZA <number> LYRIC <text>
| |
| COMPOSE <song> STANZA <number> IMBUE [<power>|NONE]
| |
| COMPOSE <song> STANZA <number> DELETE
| |
| COMPOSE <song> DELETE
| |
| COMPOSE <song> [INFO]
| |
| PERFORM SONG <song> [<target>] [<effect>]
| |
| SONGSTAT, SONGSTATUS
| |
| | |
| As your ability in your song specialization increases, you will be able
| |
| to compose new songs. You can write your own song and set it in
| |
| stanzas. Each song can consist of up to 9 stanzas, and certain powers
| |
| can also be invested in each stanza. Powers are divided into 3 types:
| |
| Low (L), Medium (M) and High (H). Low types can only invested in stanzas
| |
| 1-3, medium in stanzas 4-6 and high in stanzas 7-9. Low stanzas
| |
| generally have simple effects, medium stanzas have stronger effects, and
| |
| high stanzas have very strong effects. Some song powers
| |
| need to be targeted and others will create a passive effect that stays
| |
| around you. As a general rule, you will not be able to stack passive
| |
| effects.
| |
| | |
| When playing a custom song, it always begins in stanza 1, each time you
| |
| play the song, it progresses to the next stanza until the song ends or
| |
| you change to another song or a certain amount of time elapses,
| |
| whichever comes first. Note that before the time elapses, you can take
| |
| other actions so long as you continue your performance before the time
| |
| elapses.
| |
| | |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - SUSTAIN
| |
| | |
| Syntax: SUSTAIN
| |
| | |
| This ability will allow you to slow the music you are playing to
| |
| imperceptible levels, effectively freezing the music in place.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - CRYSTALSONG
| |
| | |
| Syntax: ATTACH <gem> TO <instrument>
| |
| DETACH <gem> FROM <instrument>
| |
| Power: 1 (to attach) (Matrix)
| |
| | |
| If you are able to acquire charged gems from the Matrix Research
| |
| Institute, you may attach any three charged gems onto your instrument.
| |
| Instrument gems may affect songs, though multiple gems of the same type
| |
| will provide no extra benefit.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - GEMAFFINITY
| |
| | |
| Syntax: INGEMRIFT (INGR) [<amount>|ALL] <item>
| |
| OUTGEMRIFT (OGR) [<amount>|ALL] <item>
| |
| INVGEMRIFT -or- IGR
| |
| Your affinity to charged gemstones will allow you to store them in an
| |
| extraplanar rift that only you can access. The gem rift holds gemstones
| |
| harvested on the Continuum plane.
| |
| | |
| INGEMRIFT (INGR) puts a given number of a single type of gem (or all by
| |
| default) into the GemRift. If no amount is given, then the first item
| |
| found will be used (or the entire first group, if the first item is a
| |
| grouping item).
| |
| | |
| OUTGEMRIFT (OGR) takes a given number of a single type of gem (or all by
| |
| default) out of the GemRift. If no amount is specified, then the default
| |
| is to take out only one gem.
| |
| | |
| INVGEMRIFT (or IGR) peeks into the GemRift to take a quick inventory of
| |
| what is stored there.
| |
| | |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - BLUEBERCEUSE
| |
| | |
| Stanza: Low (1-3)
| |
| Targetable: No
| |
| Damage Type: 100% Magic
| |
| | |
| A bard's enemies who hear this gentle lullaby will take health damage
| |
| when curing with a steam pipe. This power will be boosted by a turquoise
| |
| crystal fused to your instrument and deal additional mana and ego
| |
| damage.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - DISCORDANTCHORD
| |
| | |
| Syntax: PLAY DISCORDANTCHORD <target>
| |
| Power: Variable (Any)
| |
| Damage Type: 100% Magic
| |
| | |
| The discordant chord is tuned to especially harm those ears which are
| |
| already suffering the tonal ailments of a musician, doing greater
| |
| damage the greater the number of these afflictions the victim has. The
| |
| power cost is 2 power for each affliction the victim has from among:
| |
| manabarbs, egovice, and an achromatic aura. If the hapless victim
| |
| suffers all three of these tonal disorders, and powerspikes, their
| |
| suffering shall be grievous indeed - losing half their mana and
| |
| ego in addition to immense pain.
| |
| | |
| If you have an octave active in the room, its magical ability to block
| |
| the curing of auric ailments will prevent them from being consumed by
| |
| the discordant chord. Additionally, it will increase the damage of your
| |
| chord for no extra power cost.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - JADEGRAZIOSO
| |
| | |
| Stanza: Low (1-3)
| |
| Targetable: No
| |
| | |
| This graceful, flowing melody will help the bard and his allies
| |
| regenerate health. This power will be boosted by a jade crystal fused to
| |
| your instrument.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - CRIMSONCOURANTE
| |
| | |
| Stanza: Low (1-3)
| |
| Targetable: No
| |
| | |
| This fast tempo music will speed the balance recovery of you and your
| |
| allies (2/4 bonus), though it will have the opposite effect on
| |
| equilibrium recovery (-2/-2 penalty). If a garnet crystal has been fused
| |
| to your instrument, the equilibrium malus will be nullified.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - REFRAIN
| |
| | |
| Syntax: PERFORM REFRAIN <song> [<target>]
| |
| Instead of moving forward in the stanzas of a song, you can repeat the last stanza you
| |
| performed as a refrain. You can refrain as many times as you desire.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - REPRISE
| |
| | |
| Syntax: PLAY REPRISE
| |
| Power: 1 (any)
| |
| | |
| By reprising your melodies and harmonies, you can take your song back
| |
| one stanza.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - LORALCHORD
| |
| | |
| Syntax: PLAY LORALCHORD <target>
| |
| Damage Type: 50% Cold 50% Asphyxiation
| |
| | |
| Can Target Denizens
| |
| | |
| This chord is similar to the basic minor second except that it is tuned
| |
| to the resonance of the Continuum and will turn your target's flesh to
| |
| crystal.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - AUREOLINAUBADE
| |
| | |
| Stanza: Low (1-3)
| |
| Targetable: No
| |
| Syntax: PLAY AUREOLINAUBADE
| |
| | |
| This beautiful love song may cause your sworn enemies to become
| |
| afflicted with pacifism, luminosity or healthleech. Using a beryl gem
| |
| will give this a chance for two of those.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - CHROMACONCERTO
| |
| | |
| Stanza: Mid (4-6)
| |
| Targetable: No
| |
| Damage Modifier: 1/8 cold, fire and electricity resistance
| |
| 2/8 if an opal gem is attached to the instrument
| |
| | |
| This special song will give the bard and his or her allies some
| |
| protection against fire, cold and electrical damage.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - CAPTIVEAUDIENCE
| |
| | |
| Syntax: CAPTIVATE AUDIENCE
| |
| This will affect all allies and enemies in the room who can hear and are
| |
| not already captivated by a bard. Those who are captivated will only pay
| |
| attention to your songs and thus will only be affected (either
| |
| negatively or positively) by your song effects. Blanknote or Blankchord
| |
| will break the captivation.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - MIDNIGHTMINUET
| |
| | |
| Stanza: Mid (4-6)
| |
| Targetable: No
| |
| | |
| Your enemies who hear this powerful song will be compelled to dance, | |
| causing them to lose balance. This power will be boosted by an onyx
| |
| crystal fused to your instrument.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - FLECKEDFORTISSIMO
| |
| | |
| Stanza: Mid (4-6)
| |
| Targetable: No
| |
| | |
| This extremely loud number causes your enemies to fall to their knees.
| |
| If a charged bloodstone is attached to your instrument, this power will
| |
| also have a chance at preventing an opponent from curing with lucidity
| |
| slush potion.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - VIOLETVIBRATO
| |
| | |
| Stanza: Mid (4-6)
| |
| Targetable: No
| |
| | |
| The rapid alternation of pitch will cause the bard's enemies who hear it
| |
| to become afflicted with clumsiness, hallucinations, paranoia, epilepsy,
| |
| confusion, or recklessness. There will be a chance to give a second
| |
| affliction if an amethyst crystal is fused to your instrument.
| |
| | |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - CRESCENDO
| |
| | |
| Stanza: Mid (4-6)
| |
| Targetable: No
| |
| Damage Modifier: 1/8 universal increase
| |
| | |
| This rousing music will inspire the citizens of Hallifax to greater
| |
| heights, causing the damage they do to be increased. This powerful sound
| |
| was inspired by the lyrics of "The Collectivist Crescendo" by Morshoth
| |
| Skyplume, the first guildmaster and founder of the guild.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - EMERALDGRAZIOSO
| |
| | |
| Stanza: High (7-9)
| |
| Targetable: No
| |
| | |
| The graceful, flowing notes will gently cure the bard and his or her
| |
| allies of afflictions. This power will be boosted by an emerald crystal
| |
| fused to your instrument.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - STRATUSSERENADE
| |
| | |
| Stanza: High (7-9)
| |
| Targetable: No
| |
| | |
| This light and airy tune takes effect only while you and your allies are
| |
| in cloudy terrain. It will grant a moment of foresight, and if played
| |
| with a diamond attached, will also speed the body and give a chance to
| |
| dodge incoming attacks.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - SKYSFORZANDO
| |
| | |
| Stanza: High (7-9)
| |
| Targetable: Yes
| |
| Power: 3 (Matrix)
| |
| | |
| The force of this music will disrupt your target, as well as afflict
| |
| them with two random mental afflictions. This power will be boosted by a
| |
| sapphire crystal fused to your instrument and deal timewarp in addition.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - ENCORE
| |
| | |
| Syntax: ENCORE PERFORMANCE
| |
| Power: 3 (Any)
| |
| | |
| By playing an encore performance, you will speed quickly through your
| |
| song at a faster tempo - your recovery of equilibrium when playing songs
| |
| will be halved.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - REDRUBATO
| |
| | |
| Stanza: High (7-9)
| |
| Targetable: No
| |
| Damage Type: 100% Cold
| |
| | |
| This intriguing music varies the speed within its musical phrase which
| |
| is juxtaposed against a steady rhythm. The effect causes time to warp
| |
| around the individual before damaging them. The amount of damage is
| |
| based on the amount of time is warped on that individual. This power
| |
| will be boosted by a ruby crystal fused to your instrument.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - CLEARCAPRICCIO
| |
| | |
| Stanza: High (7-9)
| |
| Targetable: No
| |
| Power: 8 (Matrix)
| |
| | |
| The free casual form of this music has a mystical effect to the bard and
| |
| his or her allies, wrapping them in a powerful aura of alacrity and
| |
| healing afflictions. However, due to its sheer power, the song will draw
| |
| to a close after this stanza has been played. If a diamond crystal has
| |
| been fused to the instrument, you and your allies will be cured of a few
| |
| more ailments and the aura of alacrity will last longer.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - CONVERGENCE
| |
| | |
| Stanza: High (7-9)
| |
| Targetable: Yes
| |
| Power: 2 (Matrix)
| |
| | |
| It will focus all the musical energy on one person, causing him or her
| |
| to immediately be flung to another room in the area, bypassing all
| |
| resistance against magical summons. It will send a song back two stanzas
| |
| when performed.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| LORALARIA - FUNEBRE
| |
| | |
| Stanza: High (7-9)
| |
| Targetable: Yes
| |
| Power: 3 (Matrix)
| |
| | |
| Lead your foe down a musical crescendo so compelling and captivating
| |
| that it will draw out their every last desire to live, should it end.
| |
| Once you start the killing note, you can do nothing that will disrupt
| |
| the song.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-ab minstrelry
| |
| You have gained the following abilities in Minstrelry:
| |
| Composition You may compose songs expressing your own creativity.
| |
| Sustain The ability to maintain a song.
| |
| DrinkingSong Share a merry drink with your friends.
| |
| FireForte Guard yourself against fire.
| |
| DiscordantChord This painful chord shall crush the disharmonic soul.
| |
| Stumbling Uh oh! Someone should take some dancing lessons.
| |
| AlcoholFumes You're such a boozer, people get drunk just being near you!
| |
| Refrain A musical structure that allows repetition of a stanza.
| |
| Reprise A musical structure that allows reversal of a stanza.
| |
| ChaosChord This chaotic chord embodies the spirit of Gaudiguch.
| |
| YaikoYaiko Pink elephants and giant ducks are not good omens.
| |
| CaptiveAudience Both friends and enemies hear nothing but your songs.
| |
| PurpleHaze The purple haze will bring with it hallucinations.
| |
| Cabaret A lively uptempo tune to raise the spirits.
| |
| MorningStar A rousing composition by Tetra Alin'dor.
| |
| ShotNote Get someone seriously intoxicated!
| |
| FireFugue A passionate tune to make their blood boil.
| |
| Jamboree Refresh the mind with a boisterous celebration.
| |
| BurningPower Draw energy from your burning environment.
| |
| Encore Play a rousing encore performance.
| |
| CanCan Watch where you kick!
| |
| DrunkenFool Dare someone to do something they might regret.
| |
| Jitterbug Let the jitterbug into your brain.
| |
| Rave This energetic tune will make someone dance till they drop.
| |
| AB MINSTRELRY <ability> for more information on an ability. | |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-sget minstrelry | |
| MINSTRELRY - COMPOSITION
| |
| | |
| Syntax: COMPOSE NEW <song>
| |
| COMPOSE LIST
| |
| COMPOSE <song> STANZA <number> LYRIC <text>
| |
| COMPOSE <song> STANZA <number> IMBUE [<power>|NONE]
| |
| COMPOSE <song> STANZA <number> DELETE
| |
| COMPOSE <song> DELETE
| |
| COMPOSE <song> [INFO]
| |
| PERFORM SONG <song> [<target>] [<effect>]
| |
| SONGSTAT, SONGSTATUS
| |
| | |
| As your ability in your song specialization increases, you will be able
| |
| to compose new songs. You can write your own song and set it in
| |
| stanzas. Each song can consist of up to 9 stanzas, and certain powers
| |
| can also be invested in each stanza. Powers are divided into 3 types:
| |
| Low (L), Medium (M) and High (H). Low types can only invested in stanzas
| |
| 1-3, medium in stanzas 4-6 and high in stanzas 7-9. Low stanzas
| |
| generally have simple effects, medium stanzas have stronger effects, and
| |
| high stanzas have very strong effects. Some song powers
| |
| need to be targeted and others will create a passive effect that stays
| |
| around you. As a general rule, you will not be able to stack passive
| |
| effects.
| |
| | |
| When playing a custom song, it always begins in stanza 1, each time you
| |
| play the song, it progresses to the next stanza until the song ends or
| |
| you change to another song or a certain amount of time elapses,
| |
| whichever comes first. Note that before the time elapses, you can take
| |
| other actions so long as you continue your performance before the time
| |
| elapses.
| |
| | |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - SUSTAIN
| |
| | |
| Syntax: SUSTAIN
| |
| | |
| This ability will allow you to slow the music you are playing to
| |
| imperceptible levels, effectively freezing the music in place.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - DRINKINGSONG
| |
| | |
| Stanza: Low (1-3)
| |
| Targetable: No
| |
| | |
| While the song plays, you and your allies will have an increased alcohol
| |
| tolerance. Also, as the focus of attention, you will find yourself in a
| |
| state of increased fitness, mental fortitude, and charisma depending on
| |
| just how drunk you are.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - FIREFORTE
| |
| | |
| Stanza: Low (1-3)
| |
| Targetable: No
| |
| Damage Modifier: 1/8 fire and pyschic damage buff
| |
| 1/8 fire, cutting and blunt resistance
| |
| | |
| Protection against both physical and fire damage will befall you and
| |
| your allies. Furthermore, any fire or psychic damage caused by you or
| |
| your allies will be increased.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - DISCORDANTCHORD
| |
| | |
| Syntax: PLAY DISCORDANTCHORD <target>
| |
| Power: Variable (Any)
| |
| Damage Type: 100% Magic
| |
| | |
| The discordant chord is tuned to especially harm those ears which are
| |
| already suffering the tonal ailments of a musician, doing greater
| |
| damage the greater the number of these afflictions the victim has. The
| |
| power cost is 2 power for each affliction the victim has from among:
| |
| manabarbs, egovice, and an achromatic aura. If the hapless victim
| |
| suffers all three of these tonal disorders, and powerspikes, their
| |
| suffering shall be grievous indeed - losing half their mana and
| |
| ego in addition to immense pain.
| |
| | |
| If you have an octave active in the room, its magical ability to block
| |
| the curing of auric ailments will prevent them from being consumed by
| |
| the discordant chord. Additionally, it will increase the damage of your
| |
| chord for no extra power cost.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - STUMBLING
| |
| | |
| Stanza: Low (1-3)
| |
| Targetable: No
| |
| | |
| Enemies who hear this song may find themselves stumbling over their own
| |
| two feet.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - ALCOHOLFUMES
| |
| | |
| Stanza: Low (1-3)
| |
| Targetable: No
| |
| | |
| Enemies will slowly get inebriated just by hearing this song, causing a
| |
| loss of ego.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - REFRAIN
| |
| | |
| Syntax: PERFORM REFRAIN <song> [<target>]
| |
| Instead of moving forward in the stanzas of a song, you can repeat the last stanza you
| |
| performed as a refrain. You can refrain as many times as you desire.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - REPRISE
| |
| | |
| Syntax: PLAY REPRISE
| |
| Power: 1 (any)
| |
| | |
| By reprising your melodies and harmonies, you can take your song back
| |
| one stanza.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - CHAOSCHORD
| |
| | |
| Syntax: PLAY CHAOSCHORD <target>
| |
| Damage Type: 50% Fire 50% Psychic
| |
|
| |
|
| | Syntax: KA NUNCHA <target> <bodypart> RIGHT|LEFT |
| | Kata: Arm Action |
| | Bodypart: Head, Chest, Gut, Rarm, Larm, Rleg, Lleg |
| Can Target Denizens | | Can Target Denizens |
| | Stance: Base |
|
| |
|
| This chord is similar in nature to the minor second, except that it is
| | The basic attack with a nunchaku weapon will do blunt damage. You will |
| tuned to the power of the Fire Plane and will slowly boil your target's
| | do more damage than other arm actions with this move. Note that while a |
| blood.
| | nunchaku is wielded, the trained monk can still perform punches and |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| | other moves. |
| MINSTRELRY - YAIKOYAIKO
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | | NUNCHAKU - NUNKI |
| Stanza: Mid (4-6)
| |
| Targetable: No
| |
| | |
| This effect drains the mana and ego of any enemies who hear it. The
| |
| amount drained will increase if your enemy is particularly insane.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - CAPTIVEAUDIENCE
| |
| | |
| Syntax: CAPTIVATE AUDIENCE
| |
| This will affect all allies and enemies in the room who can hear and are
| |
| not already captivated by a bard. Those who are captivated will only pay
| |
| attention to your songs and thus will only be affected (either
| |
| negatively or positively) by your song effects. Blanknote or Blankchord
| |
| will break the captivation.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - PURPLEHAZE
| |
| | |
| Stanza: Mid (4-6)
| |
| Targetable: No
| |
| | |
| Those enemies who hear this song and are suffering from the effects of
| |
| cactus weed, will slowly begin to accrue a number of hallucinatory
| |
| ailments (hallucinations, paranoia, clumsiness, confusion).
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | |
| MINSTRELRY - CABARET
| |
|
| |
|
| Stanza: Mid (4-6)
| | Syntax: KATA PERFORM <target> <form> NUNKI |
| Targetable: No
| | Syntax: KATA PERFORM <target> =<form> |
| | Kata: Modifier |
| | Power: 3 (Eternal Flame) |
|
| |
|
| You and your allies will enjoy regeneration of your ego and mana.
| | When using your nunchaku to attack opponents, your weapon will shear |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| | away the defences of your enemies that serve to keep your weapons out. |
| MINSTRELRY - MORNINGSTAR
| |
|
| |
|
| Stanza: Mid (4-6)
| | This will additionally boost your form as well. |
| Targetable: No
| |
| Damage Modifier: 1/8 universal increase
| |
|
| |
|
| This rousing music will inspire the citizens of Gaudiguch to greater
| | As an alternative, you can also add this to any form by |
| heights, causing the damage they do to be increased. This powerful sound
| | prepending "=" to the name of the form. For example, if you |
| was inspired by the lyrics of "Morning Star" by Tetra Alin'dor, the
| | have a form SMITE that you wish to use against Roark then |
| first guildmaster and founder of the guild.
| | you would do KATA PERFORM ROARK SMITE. If you do KATA |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | | PERFORM ROARK =SMITE then it will automatically use this |
| MINSTRELRY - SHOTNOTE
| | modifier with the SMITE form. |
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - BOOST |
|
| |
|
| Stanza: High (7-9)
| | Syntax KATA PERFORM <target> <form> BOOST |
| Targetable: Yes
| | Syntax KATA PERFORM <target> <form>+ |
| Power: 3 (Eternal Flame) | | Power: 2 (Eternal Flame) |
|
| |
|
| This revealing note can be sustained and directed at a target, causing
| | Boosting a form will give you a temporary 13/13 balance buff for that |
| ego loss, stun, and two of the following afflictions: addiction,
| | form only. You can add boost either by using the BOOST argument at the |
| recklessness, stupidity, paranoia, hallucinations.
| | end of the form or appending '+' to the end for the form name. |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| MINSTRELRY - FIREFUGUE
| | NUNCHAKU - GRIPPING |
|
| |
|
| Stanza: High (7-9)
| | Syntax: GRIP |
| Targetable: No
| | RELAX GRIP |
| Damage Type: 100% Fire
| |
|
| |
|
| This music when heard by enemies will cause them to combust, the amount
| | While using this ability, you will prevent wielded items from being knocked out of your |
| of damage depending on their burn level.
| | grip. Relax when you want to unwield. |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| MINSTRELRY - JAMBOREE
| | NUNCHAKU - XIIANGU |
|
| |
|
| Stanza: High (7-9)
| | Stance: Base |
| Targetable: No
| |
|
| |
|
| This rousing protective music will soothe the stresses of your
| | Changing stances now deals hemorrhaging. Hemorrhaging is an affliction |
| existence, occasionally healing afflictions of the mind.
| | that prevents you from clotting bleed below that level, or bruising |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| | below half that level. It cures over time. |
| MINSTRELRY - BURNINGPOWER
| |
|
| |
|
| Stanza: High (7-9)
| | Certain afflictions will give you bonus hemorrhaging if your target has |
| Targetable: Yes
| | them when you start your form. Boosting will also double your |
| Power 3 (Eternal Flame)
| | hemorrhaging. |
|
| |
|
| This fiery note will imbue your target with the ability to draw power
| | Afflictions: Vomiting, Disloyalty, DamagedOrgans, Sickening |
| from the latent heat of the desert. The next five power-consuming feats
| |
| he performs in a pyrocast desert shall require one less power.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - ENCORE
| |
|
| |
|
| Syntax: ENCORE PERFORMANCE
| | You can build up to 850 hemorrhaging on a target |
| Power: 3 (Any)
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - XIANCHUK |
|
| |
|
| By playing an encore performance, you will speed quickly through your
| | Syntax: KA XIANCHUK <target> <bodypart> RIGHT|LEFT |
| song at a faster tempo - your recovery of equilibrium when playing songs
| | Kata: Arm Action |
| will be halved.
| | Bodypart: Head, Chest, Gut |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| | Stance: Base |
| MINSTRELRY - CANCAN
| |
|
| |
|
| Stanza: High (7-9)
| | This move causes mild afflictions. |
| Targetable: No
| |
|
| |
|
| An amusing number that will cause enemies to kick each other. Obviously
| | Head: Disloyalty |
| this has no effect if there are not at least two enemies in the room.
| | Chest: Pacifism |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | | Gut: Vomiting |
| MINSTRELRY - DRUNKENFOOL
| | Arms: Haemophilia |
| | Legs: Scabies |
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - XIIANGZI |
|
| |
|
| Stanza: High (7-9)
| | Twist Low Stance |
| Targetable: Yes
| |
| Power: 5 (Eternal Flame)
| |
|
| |
|
| This little ditty must be directed at a target. It will cause
| | Bonus Effect: Temporary Insanity |
| that person to dance like a fool, causing extreme embarrassment. If
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| their ego is under half, they will die from this embarrassment.
| | NUNCHAKU - NANGAO |
| Otherwise, they will suffer ego loss and a short blackout.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | |
| MINSTRELRY - JITTERBUG
| |
|
| |
|
| Stanza: High (7-9)
| | Syntax: KA NANGAO <target> <bodypart> RIGHT|LEFT |
| Targetable: No
| | Kata: Arm Action |
| | Bodypart: Head |
| | Stance: Twist |
|
| |
|
| A lively tune that will cause your enemies to jitter, which makes their
| | This move causes mild afflictions. |
| attempt to heal themselves occasionally not take effect as well as
| |
| making them a little bit more insane.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| MINSTRELRY - RAVE
| |
|
| |
|
| Stanza: High (7-9)
| | Head: Temporary Insanity |
| Targetable: Yes
| |
| Power: 3 (Eternal Flame)
| |
|
| |
|
| Put on a killer performance by playing music that it is impossible not
| | The amount of temporary insanity will increase depending on how many |
| to rave to. Such vigorous, ongoing exercise will eventually lead to
| | mental afflictions the target has. |
| fatal exhaustion. Once you start the killing note, you can do nothing
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| that will disrupt the song.
| | NUNCHAKU - GUOLAO |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-ab paradigmatics
| |
| You have gained the following abilities in Paradigmatics:
| |
| Initiation Redefine reality and thus sanity as an Initiate.
| |
| Enthrall Love is a many-splendored thing which can be manipulated.
| |
| Revelations Reveal new forms of reality to challenge others.
| |
| Flux Let reality flux to hold your enemies in your location.
| |
| BadLuck Plague someone with a most extreme bout of bad luck.
| |
| Figment Create a figment of your imagination to send to another.
| |
| ChaoteSign This mystic symbol will help protect you from harm.
| |
| GreyWhispers Send grey whispers to plague the minds of enemies.
| |
| EyeSnare Snare the eyes of your enemies by tweaking reality.
| |
| GoodLuck You can create your own good luck.
| |
| Polarity Your strength is in your mind and vice versa.
| |
| Reimagination Reimagine another person for good or ill.
| |
| Gnosis A gnostic state that strengthens spiritual fortitude.
| |
| Reality The ultimate in shifting reality will cause destabilisation.
| |
| VisionFlux Allow others to see the visions of your own reality.
| |
| Truename Learn the truename of a rival to control their destiny.
| |
| ChaosAura Exude a chaotic aura to disturb reality.
| |
| EntropicBlade More entropy can't be bad? Right?
| |
| Fusion Fuse your heart, mind and body together into a single whole.
| |
| Snafu Situation Normal, All Fragged Up - for your enemies.
| |
| Illumination Your own personal illumination is deadly to others.
| |
| Butterfly Create a chaos butterfly and send on a visit to another.
| |
| AB PARADIGMATICS <ability> for more information on an ability.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-sget paradigmatics | |
| PARADIGMATICS - INITIATION
| |
|
| |
|
| Once you have been initiated into the mysteries of shifting paradigms, sanity becomes a
| | Syntax: KATA PERFORM <target> <form> GUOLAO |
| matter of perception. You will be better equipped to handle insanity than those who are
| | Power: 2p (Eternal Flame) |
| still bound by outmoded perceptions of reality.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - ENTHRALL
| |
|
| |
|
| Syntax: SHIFT ENTHRALL
| | This advanced version of the urchin stance will regress you down a |
| SHIFT ENTHRALLED
| | stance. |
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - MARJGONA |
|
| |
|
| Shift the perceptions of those around you so that any enemy who loves
| | Syntax: KA MARJGONA <target> <bodypart> |
| you (or is in lust with you) or is engaged by you will find it difficult
| | Kata: Grapple |
| to leave your
| | Bodypart: Head |
| presence. You can also view those who are desperately lusting after you
| | Stance: Twist |
| with the latter ability.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - REVELATIONS
| |
|
| |
|
| Syntax: SHIFT REVELATIONS <target>
| | You can use your nunchaku to force your opponent to partake in the sweet |
| Your perception of reality is shaped by your own will. By revealing how you perceive
| | sensation of smoking some good ol' weed. It'll also make smoking further |
| reality to others, you can test their sanity. Subjects will no doubt become temporarily
| | difficult! |
| insane.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - FLUX
| |
|
| |
|
| Syntax: SHIFT FLUX
| | Head: Asthma |
| By fluxing reality in the location, you will cause any enemy to leave your location to
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| suffer from temporary insanity. Further, there is a chance they will turn around and not
| | NUNCHAKU - GUOJICHNU |
| be able to leave.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | |
| PARADIGMATICS - BADLUCK
| |
|
| |
|
| Syntax: SHIFT BADLUCK <target>
| | Twist High Stance |
| Power: 3 (Eternal Flame)
| |
| By imagining the worst possible events that could plague your target, you can manifest
| |
| that into reality, plaguing your victim with bad luck.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - FIGMENT
| |
|
| |
|
| Syntax: SHIFT FIGMENT <target> <illusion>
| | Bonus Effect: Burns |
| Create a figment of the imagination and embed it in another. That person will see your
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| figment three times. A person may only carry one figment at a time.
| | NUNCHAKU - BURST |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | |
| PARADIGMATICS - CHAOTESIGN
| |
|
| |
|
| Syntax: SHIFT CHAOTESIGN [ACTIVATE] | | Syntax: KATA PERFORM <target> <form> BURST <aff> [<aff>+} [HIDE] |
| Power: 2 (Eternal Flame) | | Power: 2 (Eternal Flame) |
|
| |
|
| By drawing this arcane symbol on your forehead you will gain a 2/8
| | Bursting allows you to convert hemorrhaging to mental afflictions. |
| universal damage resistance. The chaote sign upon your brow will
| |
| charge each time you are attacked. After a dozen strikes, it
| |
| will be fully charged, allowing you to activate a flare of energy
| |
| that completely absorbs damage from the next strike that hits you.
| |
| An unused charge will fade 10 seconds after it reaches its peak; an
| |
| activated charge will fade on the next hit or after 30 seconds,
| |
| whichever comes sooner.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - GREYWHISPERS
| |
| | |
| Syntax: SHIFT GREYWHISPERS <target>
| |
| Power: 3 (Eternal Flame)
| |
| There are constant whispers that manifest from the grey static behind
| |
| reality. Opening up the mind of another to those whispers will cause
| |
| madness.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - EYESNARE
| |
| | |
| Syntax: SHIFT EYESNARE
| |
| By tweaking reality just slightly in your location, your enemies will have a slight chance
| |
| of being distracted and losing an action. If they are so distracted by what they see out
| |
| of the corner of their eyes, they will suffer some temporary insanity.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - GOODLUCK
| |
| | |
| Syntax: SHIFT GOODLUCK
| |
| By surrounding yourself with the best possible luck, you will notice that you are more
| |
| likely to receive critical hits than otherwise.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - POLARITY
| |
| | |
| Syntax: SHIFT POLARITY [BUFF|RESIST] <damage type> <damage type>
| |
| SHIFT POLARITY OFF
| |
| | |
| You may switch damage type affected by all buffs of the given types. Any
| |
| buffs or resistances which would affect the first damage type, will now
| |
| affect the second damage type, and vice versa.
| |
| | |
| Thus, for example, if you have a total of 5/10 fire buff and 7/10 cold
| |
| buff, selecting BUFF FIRE COLD will make it 7/10 fire buff and 5/10 cold
| |
| buff.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - REIMAGINATION
| |
| | |
| Syntax: SHIFT REIMAGINATION <target> <type> [PLUS|MINUS]
| |
| Power: 3 (Eternal Flame)
| |
| | |
| This powerful ability can be either a blessing or a curse. You can
| |
| reimagine another person, changing their maximum health, mana, ego or
| |
| offensive universal buffs either positively or negatively by 4 factors.
| |
| Only one stat on any person can be reimagined and it will last only a
| |
| short time.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - GNOSIS
| |
| | |
| Syntax: SHIFT GNOSIS
| |
| By raising your own consciousness, you can achieve a higher spiritual
| |
| state, which will offer resistance to some spiritual afflictions, such
| |
| as healthleech, manabarbs, warpedaura, pacifism, disloyalty or succumb.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - REALITY
| |
| | |
| Syntax: SHIFT REALITY
| |
| Power: 5 (Eternal Flame)
| |
| The ultimate in paradigm shifting is altering reality to the point where the physical
| |
| location is affected. This powerful spell may -not- be cast on the prime material plane
| |
| nor can it be cast on aether manses or ships. The shifting of reality is indiscriminate,
| |
| affecting the caster and allies as well as enemies and neutral bystanders. Upon casting,
| |
| there is a chance it will fling others in the room into another room in the local area
| |
| (though there is a small chance it will fling a person into the astral plane regardless of
| |
| where they are). Further, while reality has shifted in the room cast, there is a chance
| |
| that anyone entering or exiting the room will be flung into a random room in the local
| |
| area (or possibly the astral plane).
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - VISIONFLUX
| |
| | |
| Syntax: SHIFT VISIONFLUX
| |
| Power: 6 (Eternal Flame)
| |
| You can cause your enemies to see brief glimpses of your own personal visions that shape
| |
| your own unique reality. These visions will cause insanity as well as mental diseases. The
| |
| use is dangerous as your max ego and mana will be halved while the visionflux is active.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - TRUENAME
| |
| | |
| Syntax: SHIFT TRUENAME <target>
| |
| Damage Modifier: 1/8 universal increase
| |
| | |
| Every person bears a true name, which is hidden even from one's own
| |
| self. Discovering the truename of a person is very traumatic to that
| |
| individual, physically, emotionally and psychically. If the victim's
| |
| temporary insanity is at least moderate, the truename will be revealed.
| |
| Regardless of whether you are able to receive the truename or not, your
| |
| target will suffer a brief blackout. You can hold the truename of only
| |
| one individual. While holding the truename of a person, any damage you
| |
| do to that person will be increased.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - CHAOSAURA
| |
| | |
| Syntax: SHIFT CHAOSAURA ON/OFF
| |
| Power: 10 (Eternal Flame) (to enable)
| |
| | |
| By drawing upon your chaotic perception of reality, you can create an
| |
| aura of gibbering madness and bind it around your hands. Warrior
| |
| weapons, and Transmology Flay, Crush, and Claw attacks will have a
| |
| chance to cause insanity.
| |
| | |
| Furthermore, warrior weapons will have 1/6 of their attacks will be
| |
| converted to psychic damage.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - ENTROPICBLADE
| |
| | |
| Syntax: SHIFT ENTROPICBLADE
| |
| Power: 3 (Eternal Flame)
| |
|
| |
|
| Must have ChaosAura up
| | You can afflict one mental affliction for every 150 hemorrhaging |
| | burst. |
|
| |
|
| Effect: For the next 5 rounds*, you will deal two random afflictions per
| | You can afflict one hidden mental affliction for every 250 hemorrhaging |
| round.
| | burst. |
|
| |
|
| Possible Afflictions: Confusion, Paranoia, Hallucinations, Stupidity,
| | You cannot afflict temporary insanity by bursting. |
| Addiction, Anorexia.
| |
|
| |
|
| *Two Handers will deal two afflictions per strike, One Handers will deal
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| one affliction per strike, for a total of 10 afflictions.
| | NUNCHAKU - HUOYANTI |
|
| |
|
| This effect can only be maintained for 5 minutes without using it.
| | Syntax: KA HUOYANTI <target> <bodypart> RIGHT|LEFT |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| | Kata: Leg Action |
| PARADIGMATICS - FUSION
| | Bodypart: Head, Chest, Gut, Rarm, Larm, Rleg, Lleg |
| | Stance: Surge |
|
| |
|
| Syntax: SHIFT FUSION ON/OFF
| | This style of kick is too hot to handle. |
| By fusing your heart, mind and body into one whole, you will find that 20% of the time
| |
| your body is harmed, your mana or ego will absorb the damage instead of your health.
| |
| Fusion is costly to maintain as your mana and ego will constantly be drained to upkeep the
| |
| fusion.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - SNAFU
| |
|
| |
|
| Syntax: SHIFT SNAFU
| | Effect: Burns. |
| Power: 5 (Eternal Flame)
| |
| You can envision the worst possible outcomes for all your enemies, and
| |
| embed that reality in the room you are in. This will cause bad luck for
| |
| all enemies in the location.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - ILLUMINATION
| |
|
| |
|
| Syntax: SHIFT ILLUMINATION <target>
| | *The amount of burns will increase with the number of mental afflictions |
| Power: 8 (Eternal Flame)
| | on your target. |
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - ZHANCHUK |
|
| |
|
| Every master of shifting paradigms creates their own personal reality
| | Syntax: KA ZHANCHUK <target> <bodypart> |
| which brings with it a unique illumination or enlightenment. While this
| | Kata: Grapple |
| is of great spiritual import to the individual, it can be deadly when
| | Bodypart: Head, Chest, Gut, Larm, Rarm, Lleg, Rleg |
| pondered by anyone else. If you have a person's truename and if their
| | Stance: Center |
| temporary insanity is massive, they will immediately die upon being so
| |
| illuminated.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PARADIGMATICS - BUTTERFLY
| |
|
| |
|
| Syntax: SHIFT BUTTERFLY <target> [<direction>]
| | You can use your nunchaku to force your opponent to sloooowww down and |
| Power: variable (Eternal Flame)
| | enjoy the scenery. |
|
| |
|
| Could the fluttering of a butterfly's wings in the Tolborolla Valley
| | Effect: -5/-5 balance malus while grappled. |
| raise a sandstorm in the Skarch Desert? Such is the capricious and
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| precarious nature of the multiverse where the repercussions of one small
| | NUNCHAKU - CAIHNU |
| event can have unpredictable and momentous consequence. By manifesting
| |
| the butterfly, the symbol that embraces the nature of chaos theory, you
| |
| can send it towards one other so long as he or she is within your line
| |
| of sight. The results will be extremely volatile and unpredictable and
| |
| could even backfire on the caster.
| |
|
| |
|
| The power taken by this chaotic skill will vary wildly from use to use.
| | Center Stance |
| When the butterfly lands on its target, it will attempt to manifest a
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| power and will only be able to do so if it can draw the energy from you.
| | NUNCHAKU - CANKANCHU |
| The costs are shown below:
| |
|
| |
|
| Disease: 2 power
| | Syntax: KA CANKANCHU <target> <bodypart> RIGHT|LEFT |
| Spider: 2 power
| | Kata: Leg Action |
| Boulder: 3 power
| | Bodypart: Chest, Gut, Rarm, Larm, Rleg, Lleg |
| Limbs: 3 power
| | Stance: Surge |
| Astrosphere: 3 power
| |
| Pit: 5 power
| |
| Displacement: 5 power
| |
| Rip: 7 power
| |
| Maggot: 10 power
| |
| Allcure: 10 power
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-ab phantasms
| |
| You have gained the following abilities in Phantasms:
| |
| Whisper Phantom whispers startle your opponent off equilibrium.
| |
| PhantomWall Entangle your foe with a phantom wall.
| |
| Phantom Embed shadowy phantoms into another's mind.
| |
| FalseVision Send an improved illusion to someone's room from afar.
| |
| Wounds Illusory wounds will make damage appear greater than it is.
| |
| Terrain Trick another mage with an illusory terrain.
| |
| BurningEye Burn through illusions with an all-seeing eye.
| |
| Stalker Send a phantom at anyone in your demesne.
| |
| Claws Weave illusory claws to rake your opponent's skin.
| |
| StolenThoughts Hear what your victim says and hears.
| |
| PhantomArmour Don a suit of phantom armour.
| |
| Mirage Weave illusory terrain over your entire demesne.
| |
| PhantomSphere Ghastly spheres of torture invade your enemies' minds.
| |
| Reality Altering reality will cause widespread confusion and panic.
| |
| Phantasmagoria Decimate all your enemies with phantom stalkers.
| |
| AB PHANTASMS <ability> for more information on an ability.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-sget phantasms
| |
| PHANTASMS - WHISPER
| |
|
| |
|
| Syntax: WEAVE WHISPER <target>
| | Chest: CollapsedLung |
| Power: 1 (any)
| | Gut: Dysentery |
| Whispers from an unseen source confuse and disturb your foe, leading to
| | Limbs: Rigormortis |
| a loss of equilibrium due to a very disturbed mental state.
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | | NUNCHAKU - NEIHUO |
| PHANTASMS - PHANTOMWALL
| |
|
| |
|
| Syntax: WEAVE PHANTOMWALL <direction> | | Syntax: KA <NEIHUO|INNERFIRE> |
| This will enable you to weave a wall of phantoms that will hinder any
| | Kata: Unique |
| movement in that direction. Anyone who moves into it will arrive at
| |
| their destination, webbed.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PHANTASMS - PHANTOM
| |
|
| |
|
| Syntax: WEAVE PHANTOM <target>
| | You are able to summon the inner fire within yourself and by doing so, |
| Power: 2 (Any)
| | cure yourself of any afflictions that may chill you. You can only use |
| Damage Type: 100% Psychic
| | this periodically. |
| Damage Source: Magical
| |
| This illusion will only exist in the mind of your opponent. The illusory
| |
| phantom will give a variety of afflictions of the mind. It will also do
| |
| some psychic damage to the recipient.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PHANTASMS - FALSEVISION
| |
|
| |
|
| Syntax: WEAVE FALSEVISION <target> <delay> [COLOUR <colour>] <illusion
| | Effect: Cure Frozen, Cure Shivering or apply fire potion defense. |
| text>
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| Power: 3*number of lines (Any)
| | NUNCHAKU - ZHONGULI |
| This skill is considered an improvement on an improvement, whereby you
| |
| are able to send an "improved" illusion to any target's room in your
| |
| local area. The cost in mana is two mana for each character in the
| |
| illusion.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | |
| PHANTASMS - WOUNDS
| |
|
| |
|
| Syntax: WEAVE WOUNDS <target>
| | Surge Low Stance |
| By creating illusions of wounds upon an opponent, that opponent will
| |
| think he or she is much more wounded than is actually
| |
| the case.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |
| PHANTASMS - TERRAIN
| |
|
| |
|
| Syntax: WEAVE TERRAIN <environment>
| | Effect: Amnesia |
| You can create an illusory terrain that will mask the true environment
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| of a location.
| | NUNCHAKU - GANZHOU |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | |
| PHANTASMS - BURNINGEYE
| |
|
| |
|
| Syntax: WEAVE BURNINGEYE | | Syntax: KA GANZHOU <target> |
| | Kata: Grapple Ender |
| | Bodyparts: LArm, RArm, LLeg, RLeg |
| | Stance: Surge |
|
| |
|
| The illusion of a burning eye will hover ominously above your head,
| | This technique improves upon the basic Kata throw attack. When throwing |
| seeing all, and helping you see through the deceits that others would
| | someone while locking a limb, you will break the limb or you will mangle |
| weave upon you.
| | the limb if the limb was already broken. For locks on non-limb |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| | bodyparts, it will not cause any |
| PHANTASMS - STALKER
| | additional afflictions and will act like a normal kata throw. |
|
| |
|
| Syntax: WEAVE STALKER [<target>]
| | Limbs: If Damaged, will Mutilate, otherwise it will Damage |
| Power: 1 (any)
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - DONCHAKU |
|
| |
|
| This spell is available in two flavours.
| | Syntax: KA DONCHAKU <target> <bodypart> RIGHT|LEFT |
| | Kata: Arm Action |
| | Bodypart: Head, Chest, Gut, LArm, RArm, LLeg, RLeg |
| | Stance: Surge |
|
| |
|
| The first is available to mages who create demenses. You may send a
| | This move causes serious afflictions. |
| phantom to stalk anyone in your demense. It will not last as long as the
| |
| normal phantom illusion.
| |
|
| |
|
| The second is available to mages who study chemantics. You may summon a
| | Head: DamagedThroat |
| stalker to lay in wait about you, which will then plague the next person
| | Chest: CrushedChest |
| to be hit by your stratus field/pellucid mist/ferrous fumes/incendiary
| | Gut: DamagedOrgans |
| effluvium. It will not last as long as the normal phantom illusion, once
| | Arms: Powersap |
| applied to an opponent.
| | Legs: Relapsing |
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - TANCHAKU |
|
| |
|
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| | Surge High Stance |
| PHANTASMS - CLAWS
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|
| |
|
| Syntax: WEAVE CLAWS <target>
| | Effect: -5/0 debuff to fire and psychic resistance for 5 seconds. |
| Power Cost: 3 (any)
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - TANNAKU |
|
| |
|
| Illusory claws, of a phantom of the most despicable nature, will rake
| | Syntax: KA TANNAKU <target> <bodypart> RIGHT|LEFT |
| your enemy's body and cause severe bleeding over time.
| | Kata: Leg Action |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| | Bodypart: Head, Chest, Gut, Rarm, Larm, Rleg, Lleg |
| PHANTASMS - STOLENTHOUGHTS
| | Stance: Surge |
|
| |
|
| Syntax: WEAVE STOLENTHOUGHTS <target>
| | Head: DamagedSkull |
| | Chest: Healthleech |
| | Gut: InternalBleeding |
| | Limbs: DamagedLimb -> MutilatedLimb |
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - XUANMU |
|
| |
|
| This phantom will allow you to sneak into the ears of your target and
| | Syntax: KA XUANMU <target> |
| hear what is being said at that location.
| | Power: 1 (Eternal Flame) |
|
| |
|
| Syntax: STOLENTHOUGHTS (to turn it on and off)
| | Using your nunchaku, you can put on such a display that you will |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| | transfix your enemy. |
| PHANTASMS - PHANTOMARMOUR
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|
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|
| Syntax: WEAVE PHANTOMARMOUR
| | Effect: Transfix (bypasses sixthsense defense) |
| Damage Modifier: 1/8 psychic resistance
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| This phantom is entirely passive, he sits on your body and looks
| | NUNCHAKU - ZHONCU |
| conspicuously like a suit of armour (though you will still be able to
| |
| wear whatever you please). It does, however, give you a slight increase
| |
| in resistance to psychic damage, and on top of that, has a slight chance
| |
| to cause your enemy to black out when you are attacked (with a higher
| |
| chance if it's psychic damage).
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | |
| PHANTASMS - MIRAGE
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|
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|
| Syntax: WEAVE MIRAGE <environment> | | Syntax: KA ZHONCU <target> |
| Power: 1+ (any)
| | Kata: Grapple Ender |
| | Bodyparts: Head, Chest, Gut, LArm, RArm, LLeg, RLeg |
| | Stance: Surge |
|
| |
|
| This handy timesaver will enable you to twist the very fabric of your
| | Using this modified kata throw, you can end up giving your opponent one |
| demesne's reality at once, making it all illusory terrain of your
| | heck of a headache! |
| choosing.
| |
|
| |
|
| Power is determined by dividing the size of the meld in four and
| | Effect: Concussion |
| adding one to the result.
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | | NUNCHAKU - DONJBUI |
| PHANTASMS - PHANTOMSPHERE
| |
|
| |
|
| Syntax: WEAVE PHANTOMSPHERE
| | Killer Stance |
| PHANTOMSPHERE LOOK
| |
| PHANTOMSPHERE MOVE <direction>
| |
| PHANTOMSPHERE UNITE
| |
| PHANTOMSPHERE ATTACK <target>
| |
| PHANTOMSPHERE SHATTER <target>
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| PHANTOMSPHERE DETONATE
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|
| |
|
| Damage Type: Unblockable
| | Effect: 50% of your damage will be fire damage for 5s. |
| Damage Source: None
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| | NUNCHAKU - LONGHUXI |
|
| |
|
| The deadly phantom sphere, or sentinel sphere as it is called for its
| | Syntax: KA LONGHUXI |
| nigh-unyielding ability to keep watch over one's demesne, is an archaic
| | Power: 5 (Eternal Flame) |
| torture device that has the power to kill your enemies. It requires a
| |
| demesne of at least three rooms. Simply send it to your target's
| |
| room and command it to attack. It will rest just inside your target's
| |
| brain, and, on the eighth orb, you will feed it images so terrifying
| |
| that your victim's heart will simply stop and they will drop dead. There
| |
| is a chance with each additional sphere that the victim will
| |
| spontaneously manifest a variety of mental conditions from the ghostly
| |
| images. The illusion, being made of naught but your will, may also
| |
| transform into illusory spears to shatter the shields of your enemies at
| |
| a distance. Detonating the phantom sphere will harm all enemies in your
| |
| room, doing even more damage to those with phantomspheres already
| |
| afflicting them.
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|
| |
|
| NOTE: Your phantom sphere will be unable to attack your target if they
| | You can use both your inner fire and your booze to breathe a cloud of |
| are in your room.
| | fire onto your enemies, causing blackout, confusion and forgetfulness |
|
| |
|
| As well, once your target leaves the demesne, their phantom spheres will
| | Effect: Blackout, Amnesia and Confusion |
| quickly dissipate over time, so it is in your best interests to make
| | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| sure they do not leave... alive.
| | NUNCHAKU - ZUIJIUDASHI |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | |
| PHANTASMS - REALITY
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|
| |
|
| Syntax: WEAVE REALITY
| | Your passive swaying allows you to sometimes avoid entanglements and |
| Power: 5 (Any)
| | transfixes. This ability is more effective the drunker you are. |
| This powerful illusion will warp reality in the location. Any of your | | 9800h, 8490m, 8490e, 10p, 100em esSix- |
| personal enemies at that location will be subjected to
| | NUNCHAKU - YONGHENGQISHI |
| a variety of mind-boggling effects.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix- | |
| PHANTASMS - PHANTASMAGORIA
| |
| Syntax: WEAVE PHANTASMAGORIA
| |
| Power: 1+ (any) (power will increase if more than one enemy to afflict)
| |
|
| |
|
| Your knowledge of phantasms is so great that you can now mercilessly
| | Syntax: KA YONGHENGQISHI <target> <bodypart> RIGHT|LEFT |
| send phantom stalkers after all the enemies in your demesne, afflicting
| | Kata: Full Action |
| their minds. It will increase in power cost depending on how many
| | Power: 3 (Eternal Flame) |
| additional enemies are available to strike.
| | Bodypart: Head, Chest, Gut |
| | Stance: Killer |
|
| |
|
| If you specialise in Chemantics rather than melds, this illusion will
| | Yonghengqishi is showing your foes eternal enlightenment. By using this |
| cost 5 power and summon a swarm of phantom stalkers that stay with you
| | skill, you will cause damage to your enemy depending on how many mental |
| until your next adjuvant/catalyst/bomb/explosion is triggered, at which
| | afflictions they have. |
| point they will seek out all of your affected enemies.
| |
| 9800h, 8490m, 8490e, 10p, 100em BesSix-
| |