Athletics is the skill of training the body for raw physical endurance. Weight training, some aerobics and a rigorous workout regime will eventually gain a variety of skills that involve either brute strength or feats of endurance. |
Skill | Learned At | Description |
---|---|---|
Weathering | Inept+0% | Immunity to normal weather. |
Vitality | Inept+50% | An adrenaline rush to heal your body. |
Breathe | Novice+0% | Prepares your body to reduce fatigue loss. |
Sturdiness | Novice+33% | Standing firm against attempts to move you. |
Fitness | Novice+66% | Increased resistance to the elements. |
Headslam | Apprentice+0% | Stun your opponent with your hard head. |
Intimidation | Apprentice+50% | Intimidates weaker opponents with your bulk. |
Blocking | Capable+0% | Allows you to block specific directions. |
Regeneration | Capable+50% | Regain health through strength of mind. |
Resistance | Adept+0% | Affords your puissant body extra magical resistance. |
Workout | Adept+33% | Maintain peak physical condition. |
Tackle | Adept+66% | Roughly tackle an opponent into an adjacent room. |
Sprinting | Master+0% | To sprint rapidly in a given direction. |
Barging | Master+33% | Barging your opponents. |
Constitution | Master+66% | Maintaining your intestinal equilibrium. |
Adrenaline | Gifted+0% | Pumping adrenaline through your veins. |
Hunger | Gifted+50% | To force hunger and thirst upon yourself. |
Doors | Expert+0% | You can now attempt to barge through doors. |
Strength | Expert+50% | Increases the strength of your strikes. |
Consciousness | Virtuoso+0% | The ability to stay conscious at all times. |
Transmute | Virtuoso+50% | Instantly convert mana into health. |
Boosting | Fabled+0% | Increasing your rate of regeneration. |
Charge | Fabled+33% | Carry someone a great distance with a charge. |
Numbness | Fabled+66% | Delaying the effects of damage. |
Immunity | Mythical+0% | Immunity from most poisons. |
Surge | Mythical+25% | Increase your health at the cost of your mana. |
Buff | Mythical+25% | An impressive display of your strength. |
Bulwark | Mythical+50% | Protect your allies. |
Taunt | Mythical+75% | Let out a cry that forces all enemies to attack you! |
Puissance | Transcendent+0% | Your next physical attack will be of great strength. |
Weathering
Syntax |
WEATHERING WEATHERING RELAX |
Vitals Bonus: 1/2 Health |
Your budding control over your body will assist you in weathering the storm of life by warming your blood and granting a 1/2 maximum health buff. It will also make you feel a bit warmer.
Additional Notes: |
Does not require or expend balance or equilibrium. |
Vitality
Syntax |
VITALITY |
You may only activate this ability when on full health and mana. Once active, when you drop to less than twenty-five percent of your maximum health without dying, you will get a sudden rush of adrenaline that will heal you significantly.
Additional Notes: |
Once your vitality defense has triggered, you cannot reraise vitality for XXX seconds. |
Breathing
Syntax |
BREATHE DEEP |
Damage Resistance: 1/3 Asphyxiation |
With the increased lung power you have gained from your bodily mastery, you are able to resist becoming out of breath, allowing you to move faster and resist asphyxiation damage.
Additional Notes: |
Increases celerity by 1. Requires & expends equilibrium. |
Sturdiness
Syntax |
STAND FIRM |
By concentrating on increasing your mass, you are able to increase resistance to most attempts to move you against your will. It is lost when you next use balance or equilibrium.
Additional Notes: |
Universal Rooting +50%. Sturdiness also falls if the user moves to another room. |
Fitness
Damage Resistance: 1/8 Fire |
Your athletic fitness is such that you are better able to sweat out a fight at extremely hot temperatures, and will therefore take less damage from heat-based attacks. There is no command to activate it; you will always be protected from the heat so long as you possess this skill.
Headslam
Syntax |
HEADSLAM <target> |
By slamming your thick skull against your opponent's head, you can briefly stun them. You may headslam even while tied up or with both arms broken, though you must be standing.
Additional Notes: |
Requires and uses balance. |
Intimidation
Syntax |
INTIMIDATE <target> |
Instill fear in your opponent by your impressive strength and bulk...assuming you are indeed bulkier and stronger.
Blocking
Syntax |
BLOCK <direction> [FIRM] UNBLOCK |
Power: 1 (any) (Only when "firm") |
This ability will allow you to block a particular direction, giving a chance to prevent normal movement in that direction. Spending power to block "firm" will make the blocking guaranteed.
Additional Notes: |
Does not affect denizens; they can still pass by. |
Regeneration
Syntax |
REGENERATION ON/OFF |
Regeneration: 1/5 Health -1/-10 Mana |
At an ongoing mental drain, you are able to channel your mental energy into healing yourself (1/5 health regen).
Additional Notes: |
Requires equilibrium, but does not expend it. |
Changelog:
- Athletics Regeneration now has a mana malus equal to half of the health regen bonus (i.e. a -1 malus without boosting, a -2 malus with boosting. (#531 on 03-08-2016)
Resistance
Syntax |
RESISTANCE |
Damage Resistance: 1/8 Magic |
Calling upon your inner physical reserves, you can exude an aura that will absorb some magical damage.
Workout
Your many hours of rigorous training grant you a 5/10 bonus to health.
Tackle
Syntax |
TACKLE <target> <direction> |
You can tackle your opponent and carry him or her to an adjacent location.
Sprinting
Syntax |
SPRINT <direction> |
Sprint quickly in a particular direction.
Barging
Syntax |
BARGE <player> <direction> |
This ability will barge a player to the direction you choose. To start the ability, you must be in a room adjacent to the room where the target player resides, and you must choose to barge him in a direction that wouldn't take him into the room you are in. So, for instance, say that Bob is in a room to the north of you, and that his room has another exit to the northeast. You would do BARGE BOB NE to carry Bob into the room northeast of him.
Changelog:
- Athletics Barging will no longer bypass walls or other exit obstructions. (#149 on 05-01-2012)
Constitution
Syntax |
CONSTITUTION |
This ability will gain you a stomach of steel.
Additional Notes: |
Creates a chance to avoid the vomiting affliction. Requires & uses equilibrium. |
Adrenaline
Syntax |
ADRENALINE |
A surge of adrenaline will speed up your reflexes.
Additional Notes: |
requires equilibrium. |
Hunger
Syntax |
HUNGER |
Force yourself to become hungry, even if you don't want to eat. You should be warned, however, that this will indeed make you hungrier than normal.
Additional Notes: |
Cures the anorexia affliction. |
Doors
Syntax |
BARGE <direction> |
If there is a door in the direction you barge, you will attempt to break it open using your superior strength and bulk.
Additional Notes: |
Most doors will take several barge attempts. Steel reinforced doors may not be barged down. |
Strength
Syntax |
FLEXING |
Damage Bonus: 2/6 Universal |
By flexing your muscles, you can enhance your damage to the tune of a 2/6 universal buff.
Additional Notes: |
Requires & uses equilibrium. |
Consciousness
Syntax |
CONSCIOUSNESS ON/OFF |
Your power of concentration is such that you will be able to maintain a grasp on consciousness where you might normally lose it.
Additional Notes: |
Prevents others from making you fall asleep. Requires and uses equilibrium. |
Transmute
Syntax |
TRANSMUTE <0-1000> |
This will instantly turn the specified amount of mana into health, minus a bit that is lost in the transfer.
Boosting
Syntax |
BOOST REGENERATION |
This ability, when used in conjunction with Regeneration, alters the rate of regeneration to a more favourable mana-to-health ratio (2/6 health regen).
Charge
Syntax |
CHARGE <target> <direction> |
Damage Type: 100% Blunt |
If your target is within your line of sight, your charge will carry you the entire length of your line of sight, much like sprint, only you will ram into your target and carry him or her with you. Your target will be slammed into the ground and take damage.
Changelog:
- Athletics Charge will now properly respect movement barriers (e.g. icewalls, greatpentagrams, etc.) along the path between the caster and target. If the target is unreachable, then the caster is unmoved, otherwise both players will be moved as far along the path as possible. (#404 on 02-25-2014)
Numbness
Syntax |
NUMB |
Power: 5 (Any) Effect: 25/25 Universal Resistance |
With a very clever method of concentration, you are now able to numb yourself to damage received, at least temporarily. While numb, you will greatly resist any damage received.
Additional Notes: |
Lasts 15 seconds. Costs 3s of Equilibrium to initiate. |
Changelog:
- Athletics Numbness has been changed to be a temporary defense that grants 25/25 universal resistance for 15 seconds. (#1178 on 12-05-2017)
Immunity
Syntax |
IMMUNITY |
Power: 4 (Any) |
Allows you to use your increased mastery over your body to burn off poisons.
Additional Notes: |
Dramatically increases poison shrugging. Each time it fires, it has a chance to remove the defense. Equilibrium used = 4 seconds. |
Surge
Syntax |
SURGE RELAX SURGE |
Power: 4 (Any) |
By channeling your power into your body, you can protect yourself for a limited time when danger is near. Surging your body will allow it to metabolize potions, sparkleberry and other forms of healing more effectively. When you relax surge, or it wears off, there will be a short duration before you can surge once more.
Additional Notes: |
Equilibrium cost 6 seconds. Doubles all healing received for 15 seconds. 30 second cooldown before you can use it again. |
Buff
Syntax |
BUFF |
Power: 8 (Any) |
By flexing all your muscles and showing off how buff you really are, you can put up breathing, constitution, consciousness, strength and immunity all at once.
Bulwark
Syntax |
BULWARK <ally> |
Power: 5 (Any) 1000 mana and 5s equilibrium |
You can adopt a protective stance to protect a mutual ally for a period of time. Being separated from your target for too long will cause this to fall, as well as becoming paranoid.
Additional Notes: |
"Cast on an ally and for the duration of the skill, any damage you target would take, you take instead. If you're separated from your target for 4s or if you're afflicted with paranoia, the [bulwark] will drop." (Changelog #1219 on 2017-Dec-30) |
Taunt
Syntax |
TAUNT ENEMIES |
Power: 8 (Any) |
Taunting personal enemies will force them to attack you for the next 6s. Should you leave the room where you taunt, this effect will fall, and all enemies will be immune to taunting for a period of time after it falls.
Puissance
Syntax |
PUISSANCE |
Power: 3 (Any) |
Your next 3 physical attack will do puissant damage, granting the ability to lower the wounding requirements for any modifiers by one level. For example, if it requires critical wounds, with puissance, it will require heavy wounds.
Wounding attacks will not use up a puissant strike. If you do not use your puissant strikes within 5 minutes, the effect will fade.
Puissant strikes will not help you with killing modifiers.
Changelog (Puissance-specific):
- Puissance will no longer use charges on the following attacks:
- Axelord Whack
- Blademaster Weakblood
- Bonecrusher Clash
- Pureblade Bleedout(#2582 on 25-Dec-2021)
- Puissance has also been converted to the defdb system. It was given a fade line when it fades after 5 minutes. Other than now showing up on GMCP, there should be no other noticeable effect. (#2582 on 25-Dec-2021)
- Puissance will no longer work towards kill modifiers, such as execute, bashbrain, exsanguinate, etc. (#1409 on 06-01-2018)
Changelog (skill-wide):
- New skill added to Athletics: Bulwurk. (#1219 on 12-30-2017)
- New skill added to Athletics: Taunt. (Announce news #2827 on 5-31-2018)