Difference between revisions of "User talk:Jaydice"

62,623 bytes removed ,  19:34, 7 June 2019
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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>
                  CAST IGNITE <ice/briarwall> AT <direction>
Damage Type:      100% Fire
Damage Source:    Magical
 
You can ignite a hapless target or destroy ice/briar walls with the fury
of elemental fire.
9800h, 8490m, 8490e, 10p, 100em BesSix-
ELEMENTALISM - GATE
 
Syntax:            TRANSVERSE <plane>
 
You can travel to or from the elemental realms from any planar gate.
9800h, 8490m, 8490e, 10p, 100em BesSix-
At this point in your training of Elementalism, you have progressed where you must
specialize in an aspect of this skill to continue learning. If you have not yet selected a
specialization, see SKILLCHOICE LIST to see what is available. There may be a choice
between two or more specializations.
9800h, 8490m, 8490e, 10p, 100em BesSix-ab loralaria
You have gained the following abilities in Loralaria:
Composition        You may compose songs expressing your own creativity.
Sustain             The ability to maintain a song.
CrystalSong        Fuse harmonics gems to your instrument.
GemAffinity        Store your gems in an interdimensional space.
BlueBerceuse        A gentle lullaby... until they're asleep.
DiscordantChord    This painful chord shall crush the disharmonic soul.
JadeGrazioso        A graceful tune to soothe the bones.
CrimsonCourante    Do a quickstep to this fast music.
Refrain            A musical structure that allows repetition of a stanza.
Reprise            A musical structure that allows reversal of a stanza.
LoralChord          Crystallise the flesh of your foes.
AureolinAubade      This passionate tune will be certain to seduce.
ChromaConcerto      Guard yourself against elemental ravages.
CaptiveAudience    Both friends and enemies hear nothing but your songs.
MidnightMinuet      Your listeners shall have to dance, albeit badly.
FleckedFortissimo  A deafening note to bring someone to their knees.
VioletVibrato      Induce mental degeneration with a varying melody.
Crescendo           A masterful composition by Morshoth Windwhisper.
EmeraldGrazioso    Soothe your mind and body with graceful notes.
StratusSerenade    A light and airy tune.
SkySforzando        Disrupt and razzle your friends.
Encore              Play a rousing encore performance.
RedRubato           Painfully warp time around your foes.
ClearCapriccio      Wrap your allies in a powerful restorative field.
Convergence        Warp space around someone, moving them far away.
Funebre             A long, sombre song to end their life.
AB LORALARIA <ability> for more information on an ability.
9800h, 8490m, 8490e, 10p, 100em BesSix-sget loralaria
LORALARIA - COMPOSITION
 
Syntax: COMPOSE NEW <song>
        COMPOSE LIST
        COMPOSE <song> STANZA <number> LYRIC <text>
        COMPOSE <song> STANZA <number> IMBUE [<power>|NONE]
        COMPOSE <song> STANZA <number> DELETE
        COMPOSE <song> DELETE
        COMPOSE <song> [INFO]
        PERFORM SONG <song> [<target>] [<effect>]
        SONGSTAT, SONGSTATUS
 
As your ability in your song specialization increases, you will be able
to compose new songs. You can write your own song and set it in
stanzas. Each song can consist of up to 9 stanzas, and certain powers
can also be invested in each stanza. Powers are divided into 3 types:
Low (L), Medium (M) and High (H). Low types can only invested in stanzas
1-3, medium in stanzas 4-6 and high in stanzas 7-9. Low stanzas
generally have simple effects, medium stanzas have stronger effects, and
high stanzas have very strong effects. Some song powers
need to be targeted and others will create a passive effect that stays
around you. As a general rule, you will not be able to stack passive
effects.
 
When playing a custom song, it always begins in stanza 1, each time you
play the song, it progresses to the next stanza until the song ends or
you change to another song or a certain amount of time elapses,
whichever comes first. Note that before the time elapses, you can take
other actions so long as you continue your performance before the time
elapses.
 
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - SUSTAIN
 
Syntax: SUSTAIN
 
This ability will allow you to slow the music you are playing to
imperceptible levels, effectively freezing the music in place.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - CRYSTALSONG
 
Syntax: ATTACH <gem> TO <instrument>
        DETACH <gem> FROM <instrument>
Power:  1 (to attach) (Matrix)
 
If you are able to acquire charged gems from the Matrix Research
Institute, you may attach any three charged gems onto your instrument.
Instrument gems may affect songs, though multiple gems of the same type
will provide no extra benefit.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - GEMAFFINITY
 
Syntax: INGEMRIFT (INGR) [<amount>|ALL] <item>
        OUTGEMRIFT (OGR) [<amount>|ALL] <item>
        INVGEMRIFT -or- IGR
Your affinity to charged gemstones will allow you to store them in an
extraplanar rift that only you can access. The gem rift holds gemstones
harvested on the Continuum plane.
 
INGEMRIFT (INGR) puts a given number of a single type of gem (or all by
default) into the GemRift. If no amount is given, then the first item
found will be used (or the entire first group, if the first item is a
grouping item).
 
OUTGEMRIFT (OGR) takes a given number of a single type of gem (or all by
default) out of the GemRift. If no amount is specified, then the default
is to take out only one gem.
 
INVGEMRIFT (or IGR) peeks into the GemRift to take a quick inventory of
what is stored there.
 
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - BLUEBERCEUSE
 
Stanza:        Low (1-3)
Targetable:    No
Damage Type:  100% Magic
 
A bard's enemies who hear this gentle lullaby will take health damage
when curing with a steam pipe. This power will be boosted by a turquoise
crystal fused to your instrument and deal additional mana and ego
damage.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - DISCORDANTCHORD
 
Syntax: PLAY DISCORDANTCHORD <target>
Power: Variable (Any)
Damage Type: 100% Magic
 
The discordant chord is tuned to especially harm those ears which are
already suffering the tonal ailments of a musician, doing greater
damage the greater the number of these afflictions the victim has. The
power cost is 2 power for each affliction the victim has from among:
manabarbs, egovice, and an achromatic aura. If the hapless victim
suffers all three of these tonal disorders, and powerspikes, their
suffering shall be grievous indeed - losing half their mana and
ego in addition to immense pain.
 
If you have an octave active in the room, its magical ability to block
the curing of auric ailments will prevent them from being consumed by
the discordant chord. Additionally, it will increase the damage of your
chord for no extra power cost.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - JADEGRAZIOSO
 
Stanza:    Low (1-3)
Targetable: No
 
This graceful, flowing melody will help the bard and his allies
regenerate health. This power will be boosted by a jade crystal fused to
your instrument.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - CRIMSONCOURANTE
 
Stanza:    Low (1-3)
Targetable: No
 
This fast tempo music will speed the balance recovery of you and your
allies (2/4 bonus), though it will have the opposite effect on
equilibrium recovery (-2/-2 penalty). If a garnet crystal has been fused
to your instrument, the equilibrium malus will be nullified.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - REFRAIN
 
Syntax: PERFORM REFRAIN <song> [<target>]
Instead of moving forward in the stanzas of a song, you can repeat the last stanza you
performed as a refrain. You can refrain as many times as you desire.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - REPRISE
 
Syntax: PLAY REPRISE
Power:  1 (any)
 
By reprising your melodies and harmonies, you can take your song back
one stanza.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - LORALCHORD
 
Syntax:        PLAY LORALCHORD <target>
Damage Type:  50% Cold 50% Asphyxiation
 
Can Target Denizens
 
This chord is similar to the basic minor second except that it is tuned
to the resonance of the Continuum and will turn your target's flesh to
crystal.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - AUREOLINAUBADE
 
Stanza:    Low (1-3)
Targetable: No
Syntax:    PLAY AUREOLINAUBADE
 
This beautiful love song may cause your sworn enemies to become
afflicted with pacifism, luminosity or healthleech. Using a beryl gem
will give this a chance for two of those.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - CHROMACONCERTO
 
Stanza:    Mid (4-6)
Targetable: No
Damage Modifier: 1/8 cold, fire and electricity resistance
                2/8 if an opal gem is attached to the instrument
 
This special song will give the bard and his or her allies some
protection against fire, cold and electrical damage.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - CAPTIVEAUDIENCE
 
Syntax: CAPTIVATE AUDIENCE
This will affect all allies and enemies in the room who can hear and are
not already captivated by a bard. Those who are captivated will only pay
attention to your songs and thus will only be affected (either
negatively or positively) by your song effects. Blanknote or Blankchord
will break the captivation.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - MIDNIGHTMINUET
 
Stanza:    Mid (4-6)
Targetable: No
 
Your enemies who hear this powerful song will be compelled to dance,
causing them to lose balance. This power will be boosted by an onyx
crystal fused to your instrument.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - FLECKEDFORTISSIMO
 
Stanza:    Mid (4-6)
Targetable: No
 
This extremely loud number causes your enemies to fall to their knees.
If a charged bloodstone is attached to your instrument, this power will
also have a chance at preventing an opponent from curing with lucidity
slush potion.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - VIOLETVIBRATO
 
Stanza:    Mid (4-6)
Targetable: No
 
The rapid alternation of pitch will cause the bard's enemies who hear it
to become afflicted with clumsiness, hallucinations, paranoia, epilepsy,
confusion, or recklessness. There will be a chance to give a second
affliction if an amethyst crystal is fused to your instrument.
 
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - CRESCENDO
 
Stanza:    Mid (4-6)
Targetable: No
Damage Modifier: 1/8 universal increase
 
This rousing music will inspire the citizens of Hallifax to greater
heights, causing the damage they do to be increased. This powerful sound
was inspired by the lyrics of "The Collectivist Crescendo" by Morshoth
Skyplume, the first guildmaster and founder of the guild.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - EMERALDGRAZIOSO
 
Stanza:    High (7-9)
Targetable: No
 
The graceful, flowing notes will gently cure the bard and his or her
allies of afflictions. This power will be boosted by an emerald crystal
fused to your instrument.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - STRATUSSERENADE
 
Stanza:    High (7-9)
Targetable: No
 
This light and airy tune takes effect only while you and your allies are
in cloudy terrain. It will grant a moment of foresight, and if played
with a diamond attached, will also speed the body and give a chance to
dodge incoming attacks.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - SKYSFORZANDO
 
Stanza:    High (7-9)
Targetable: Yes
Power:      3 (Matrix)
 
The force of this music will disrupt your target, as well as afflict
them with two random mental afflictions. This power will be boosted by a
sapphire crystal fused to your instrument and deal timewarp in addition.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - ENCORE
 
Syntax: ENCORE PERFORMANCE
Power: 3 (Any)
 
By playing an encore performance, you will speed quickly through your
song at a faster tempo - your recovery of equilibrium when playing songs
will be halved.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - REDRUBATO
 
Stanza:        High (7-9)
Targetable:    No
Damage Type:  100% Cold
 
This intriguing music varies the speed within its musical phrase which
is juxtaposed against a steady rhythm. The effect causes time to warp
around the individual before damaging them. The amount of damage is
based on the amount of time is warped on that individual. This power
will be boosted by a ruby crystal fused to your instrument.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - CLEARCAPRICCIO
 
Stanza:    High (7-9)
Targetable: No
Power:      8 (Matrix)
 
The free casual form of this music has a mystical effect to the bard and
his or her allies, wrapping them in a powerful aura of alacrity and
healing afflictions. However, due to its sheer power, the song will draw
to a close after this stanza has been played. If a diamond crystal has
been fused to the instrument, you and your allies will be cured of a few
more ailments and the aura of alacrity will last longer.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - CONVERGENCE
 
Stanza:    High (7-9)
Targetable: Yes
Power:      2 (Matrix)
 
It will focus all the musical energy on one person, causing him or her
to immediately be flung to another room in the area, bypassing all
resistance against magical summons. It will send a song back two stanzas
when performed.
9800h, 8490m, 8490e, 10p, 100em BesSix-
LORALARIA - FUNEBRE
 
Stanza:    High (7-9)
Targetable: Yes
Power:      3 (Matrix)
 
Lead your foe down a musical crescendo so compelling and captivating
that it will draw out their every last desire to live, should it end.
Once you start the killing note, you can do nothing that will disrupt
the song.
9800h, 8490m, 8490e, 10p, 100em BesSix-ab minstrelry
You have gained the following abilities in Minstrelry:
Composition        You may compose songs expressing your own creativity.
Sustain            The ability to maintain a song.
DrinkingSong        Share a merry drink with your friends.
FireForte          Guard yourself against fire.
DiscordantChord    This painful chord shall crush the disharmonic soul.
Stumbling          Uh oh! Someone should take some dancing lessons.
AlcoholFumes        You're such a boozer, people get drunk just being near you!
Refrain            A musical structure that allows repetition of a stanza.
Reprise            A musical structure that allows reversal of a stanza.
ChaosChord          This chaotic chord embodies the spirit of Gaudiguch.
YaikoYaiko          Pink elephants and giant ducks are not good omens.
CaptiveAudience    Both friends and enemies hear nothing but your songs.
PurpleHaze          The purple haze will bring with it hallucinations.
Cabaret            A lively uptempo tune to raise the spirits.
MorningStar        A rousing composition by Tetra Alin'dor.
ShotNote            Get someone seriously intoxicated!
FireFugue          A passionate tune to make their blood boil.
Jamboree            Refresh the mind with a boisterous celebration.
BurningPower        Draw energy from your burning environment.
Encore              Play a rousing encore performance.
CanCan              Watch where you kick!
DrunkenFool        Dare someone to do something they might regret.
Jitterbug          Let the jitterbug into your brain.
Rave                This energetic tune will make someone dance till they drop.
AB MINSTRELRY <ability> for more information on an ability.
9800h, 8490m, 8490e, 10p, 100em BesSix-sget minstrelry
MINSTRELRY - COMPOSITION
 
Syntax: COMPOSE NEW <song>
        COMPOSE LIST
        COMPOSE <song> STANZA <number> LYRIC <text>
        COMPOSE <song> STANZA <number> IMBUE [<power>|NONE]
        COMPOSE <song> STANZA <number> DELETE
        COMPOSE <song> DELETE
        COMPOSE <song> [INFO]
        PERFORM SONG <song> [<target>] [<effect>]
        SONGSTAT, SONGSTATUS
 
As your ability in your song specialization increases, you will be able
to compose new songs. You can write your own song and set it in
stanzas. Each song can consist of up to 9 stanzas, and certain powers
can also be invested in each stanza. Powers are divided into 3 types:
Low (L), Medium (M) and High (H). Low types can only invested in stanzas
1-3, medium in stanzas 4-6 and high in stanzas 7-9. Low stanzas
generally have simple effects, medium stanzas have stronger effects, and
high stanzas have very strong effects. Some song powers
need to be targeted and others will create a passive effect that stays
around you. As a general rule, you will not be able to stack passive
effects.
 
When playing a custom song, it always begins in stanza 1, each time you
play the song, it progresses to the next stanza until the song ends or
you change to another song or a certain amount of time elapses,
whichever comes first. Note that before the time elapses, you can take
other actions so long as you continue your performance before the time
elapses.
 
9800h, 8490m, 8490e, 10p, 100em BesSix-
MINSTRELRY - SUSTAIN
 
Syntax: SUSTAIN
 
This ability will allow you to slow the music you are playing to
imperceptible levels, effectively freezing the music in place.
9800h, 8490m, 8490e, 10p, 100em BesSix-
MINSTRELRY - DRINKINGSONG
 
Stanza:    Low (1-3)
Targetable: No
 
While the song plays, you and your allies will have an increased alcohol
tolerance. Also, as the focus of attention, you will find yourself in a
state of increased fitness, mental fortitude, and charisma depending on
just how drunk you are.
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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.
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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.
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MINSTRELRY - STUMBLING
 
Stanza:    Low (1-3)
Targetable: No
 
Enemies who hear this song may find themselves stumbling over their own
two feet.
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MINSTRELRY - ALCOHOLFUMES
 
Stanza:    Low (1-3)
Targetable: No
 
Enemies will slowly get inebriated just by hearing this song, causing a
loss of ego.
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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.
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MINSTRELRY - REPRISE
 
Syntax: PLAY REPRISE
Power:  1 (any)
 
By reprising your melodies and harmonies, you can take your song back
one stanza.
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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
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other moves.
MINSTRELRY - YAIKOYAIKO
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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.
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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.
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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).
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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
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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
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PERFORM ROARK =SMITE then it will automatically use this
MINSTRELRY - SHOTNOTE
modifier with the SMITE form.
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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.
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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.
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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
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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.
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MINSTRELRY - ENCORE


Syntax: ENCORE PERFORMANCE
You can build up to 850 hemorrhaging on a target
Power: 3 (Any)
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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
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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
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Gut:  Vomiting
MINSTRELRY - DRUNKENFOOL
Arms:  Haemophilia
Legs:  Scabies
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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
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their ego is under half, they will die from this embarrassment.
NUNCHAKU - NANGAO
Otherwise, they will suffer ego loss and a short blackout.
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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.
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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
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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.
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PARADIGMATICS - ENTHRALL


Syntax: SHIFT ENTHRALL
This advanced version of the urchin stance will regress you down a
        SHIFT ENTHRALLED
stance.
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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.
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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.
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PARADIGMATICS - FLUX


Syntax: SHIFT FLUX
Head: Asthma
By fluxing reality in the location, you will cause any enemy to leave your location to
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suffer from temporary insanity. Further, there is a chance they will turn around and not
NUNCHAKU - GUOJICHNU
be able to leave.
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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.
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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
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figment three times. A person may only carry one figment at a time.
NUNCHAKU - BURST
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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
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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
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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.
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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.
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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.
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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.
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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
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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
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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
BodypartChest, Gut, Rarm, Larm, Rleg, Lleg
Limbs:        3 power
Stance:   Surge
Astrosphere3 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-
575

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