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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.  | 
 | Yeah... you're gonna want to copy the text from the editing console and not straight from the page obviously, that's some hideous formatting there mediawiki.--[[User:Enyalida|Enyalida]] ([[User talk:Enyalida|talk]]) 19:33, 31 May 2019 (UTC)
  |  | Boost               Spend power for superior kata moves.  | 
 |    |  | Gripping            Grip your wielded items in a deathlock.  | 
 | ----
  |  | *Xiiangu            Your lightweight form.  | 
 |    |  | Xianchuk            Basic arm attacks.  | 
 | combat
  |  | *Xiiangzi           A stance that makes people think you're crazy.  | 
 | harmony
  |  | Nangao              Cause a little insanity.  | 
 | elementalism
  |  | Guolao              Move back in this party.  | 
 | loralaria
  |  | Marjgona            Give them a taste of that sweet weed.  | 
 | minstrelry
  |  | *Guojichnu          Too hot to handle this stance.  | 
 | paradigmatics
  |  | Burst               Mess with someone's mind.  | 
 | phantasms
  |  | Huoyanti            This kick is on fire.  | 
 | psionics
  |  | Zhanchuk            Slow them down with this grapple.  | 
 |    |  | *Caihnu             A middling stance.  | 
 |    |  | Cankanchu           A percussive kick.  | 
 |    |  | Neihuo              Burn with an inner fire.  | 
 | 9800h, 7300m, 7300e, 10p Bex-ab combat
  |  | *Zhonguli           A forgetful stance.  | 
 | You have gained the following abilities in Combat:
  |  | Ganzhou             Break some limbs with this throw.  | 
 | Squads              Lead squads into combat.
  |  | Donchaku            Punishing arm attacks.  | 
 | Weaponprobe         Examine the quality of armour and weapons.
  |  | *Tanchaku           Open up avenues of weakness.  | 
 | Envenom             Coat a weapon in poisons.
  |  | Tannaku             Deceivingly strong kicks.  | 
 | Legs                A stance to protect the legs.
  |  | Xuanmu              Give a dazzling display of your weapon.  | 
 | Stratagem           Plan your assault down to the last detail.
  |  | Zhoncu              Throw them on their head!  | 
 | Left                A stance to protect the left side.
  |  | *Donjbui            Heating up with this stance.  | 
 | Right               A stance to protect the right side.
  |  | Longhuxi            Use booze to breathe fire.  | 
 | TrueShield          Protect your body better with shields.
  |  | Zuijiudashi         Your swaying movements help avoid getting entrapped.  | 
 | Arms                A stance to protect the arms.
  |  | Yonghengqishi       Bring your foe eternal enlightenment.  | 
 | ShieldParry         Use shields to parry.
  |  | * denotes stances.  | 
 | Gut                 A stance to protect the gut.
  |  | AB NUNCHAKU <ability> for more information on an ability.  | 
 | Distribution        Evenly distribute loot to your squad.
  |  | 9800h, 8490m, 8490e, 10p, 100em esSix-sget nunchaku  | 
 | Chest               A stance to protect the chest.
  |  | NUNCHAKU - NUNCHA  | 
 | WeaponParry         Use weapons to parry.
  |  | 
 | Head                A stance to protect the head.
  |  | 
 | 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.
  |  | 
 | Angphet             Strengthen your body against harm.
  |  | 
 | 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.
  |  | 
 | Akhchukrakoosh      Let karma take care of its own.
  |  | 
 | Krakphet            Your strikes will be filled with inner passions.
  |  | 
 | Akhkrak             Let the fire within burn away that which ails.
  |  | 
 | Angmun              Protect the mind against harm.
  |  | 
 | Akhang              Metal responds favorably to your touch.
  |  | 
 | 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.
  |  | 
 | 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>
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 |                    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.
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 | MidnightMinuet      Your listeners shall have to dance, albeit badly.
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 | FleckedFortissimo   A deafening note to bring someone to their knees.
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 | 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.
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 | SkySforzando        Disrupt and razzle your friends.
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 | Encore              Play a rousing encore performance.
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 | 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.
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 | 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]
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 |         PERFORM SONG <song> [<target>] [<effect>]
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 |         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
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 | need to be targeted and others will create a passive effect that stays
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 | around you. As a general rule, you will not be able to stack passive
  |  | 
 | effects.
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 |    |  | 
 | 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.
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 |    |  | 
 | 9800h, 8490m, 8490e, 10p, 100em BesSix-
  |  | 
 | LORALARIA - SUSTAIN
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 |    |  | 
 | Syntax: SUSTAIN
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 |    |  | 
 | 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
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 |    |  | 
 | Syntax: ATTACH <gem> TO <instrument>
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 |         DETACH <gem> FROM <instrument>
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 | Power:  1 (to attach) (Matrix)
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 |    |  | 
 | 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.
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 | 9800h, 8490m, 8490e, 10p, 100em BesSix-
  |  | 
 | LORALARIA - GEMAFFINITY
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 |    |  | 
 | Syntax: INGEMRIFT (INGR) [<amount>|ALL] <item>
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 |         OUTGEMRIFT (OGR) [<amount>|ALL] <item>
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 |         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
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 | harvested on the Continuum plane.
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 |    |  | 
 | 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
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 | found will be used (or the entire first group, if the first item is a
  |  | 
 | grouping item).
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 |    |  | 
 | 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.
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 |    |  | 
 | INVGEMRIFT (or IGR) peeks into the GemRift to take a quick inventory of
  |  | 
 | what is stored there.
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 |    |  | 
 | 9800h, 8490m, 8490e, 10p, 100em BesSix-
  |  | 
 | LORALARIA - BLUEBERCEUSE
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 |    |  | 
 | Stanza:        Low (1-3)
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 | Targetable:    No
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 | Damage Type:   100% Magic
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 |    |  | 
 | 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>
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 | Power: Variable (Any)
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 | Damage Type: 100% Magic
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 |    |  | 
 | The discordant chord is tuned to especially harm those ears which are
  |  | 
 | already suffering the tonal ailments of a musician, doing greater
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 | 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.
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 |    |  | 
 | 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
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 |    |  | 
 | Stanza:     Low (1-3)
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 | Targetable: No
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 |    |  | 
 | 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.
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 | 9800h, 8490m, 8490e, 10p, 100em BesSix-
  |  | 
 | LORALARIA - CRIMSONCOURANTE
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 |    |  | 
 |  Stanza:     Low (1-3)
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 | Targetable: No
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 |    |  | 
 | This fast tempo music will speed the balance recovery of you and your
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 | 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
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 |    |  | 
 | 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.
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 | 9800h, 8490m, 8490e, 10p, 100em BesSix-
  |  | 
 | LORALARIA - REPRISE
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 |    |  | 
 | Syntax: PLAY REPRISE
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 | Power:  1 (any)
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 |    |  | 
 | By reprising your melodies and harmonies, you can take your song back
  |  | 
 | one stanza.
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 | 9800h, 8490m, 8490e, 10p, 100em BesSix-
  |  | 
 | LORALARIA - LORALCHORD
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 |    |  | 
 | Syntax:        PLAY LORALCHORD <target>
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 | Damage Type:   50% Cold 50% Asphyxiation
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 |    |  | 
 | Can Target Denizens
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 |    |  | 
 | 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.
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 | 9800h, 8490m, 8490e, 10p, 100em BesSix-
  |  | 
 | LORALARIA - AUREOLINAUBADE
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 |    |  | 
 | Stanza:     Low (1-3)
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 | Targetable: No
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 | Syntax:     PLAY AUREOLINAUBADE
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 |    |  | 
 | 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.
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 | 9800h, 8490m, 8490e, 10p, 100em BesSix-
  |  | 
 | LORALARIA - CHROMACONCERTO
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 |    |  | 
 |  Stanza:     Mid (4-6)
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 | Targetable: No
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 | 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
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 | 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)
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 | 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)
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 | 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.
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 | 9800h, 8490m, 8490e, 10p, 100em BesSix-
  |  | 
 | LORALARIA - VIOLETVIBRATO
  |  | 
 |    |  | 
 | Stanza:     Mid (4-6)
  |  | 
 | Targetable: No
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 |    |  | 
 | 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.
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 |    |  | 
 | 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
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 | 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
  |  | 
 | 
  |  | 
  | 
 | 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
  |  | 
 | 
  |  | 
  | 
 | 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
  |  | 
 | 
  |  | 
  | 
 | 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>
  |  | 
 |         PHANTOMSPHERE DETONATE
  |  | 
 | 
  |  | 
  | 
 | 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.
  |  | 
 | 
  |  | 
  | 
 | 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
  |  | 
 | 
  |  | 
  | 
 | 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-
  |  |