General Skills
As you train in Avoidance, you will learn the art of controlling your prana-musculature in order to quickly avoid a physical attack, or divert it in a manner that makes it less effective.
Avoidance
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Jerk
DescriptionSyntax: DIVERT MELEE
Through concentrated effort you can now focus purely on lessening the damage from melee attacks by jerking away at the last moment. Other kinds of physical attacks will always strike true however.
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Diversion
DescriptionSyntax: DIVERT ALL
You can now attempt to mitigate the damage you take from physical attacks by shifting your body so it lands in a non-vital area. Due to your focus being spread across all forms of attack types, it is slightly less effective than other forms of diversion.
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Training
DescriptionSyntax: TRAINING <ON|OFF>
By keeping an eye for opportunities to avoid attacks, you'll be notified of when you can dodge and/or divert, along with the engagement type. While this is purely informative and has no true benefit otherwise, you will however know what type of avoidance you will need to concentrate on in order to be successful.
Note that you'll still be notified even if you cannot dodge/divert due to effects like paralysis.
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Block
DescriptionSyntax: DIVERT RANGED
With your heightened resolve you will attempt to mitigate damage from ranged weapons by blocking them with your arms. Other kinds of physical attacks will always strike true however.
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Rolling
DescriptionSyntax: DIVERT CHARGE
You can now focus your body to roll with a blow, allowing it to take less damage from an attack that charges in from outside your location. Other kinds of physical attacks will always strike true however.
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Stumbling
DescriptionSyntax: DIVERT UPSETS
By stumbling and absorbing the shock, you can migitate the amount of time you are left off balance or equilibrium by attacks that upset your body. Other attacks will always strike true however.
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ImprovedDiversion
DescriptionThis ability is passive.
Experience and practice bestows a more refined technique. Your chances of diverting an attack have been improved.
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Sidestep
DescriptionSyntax: DODGE MELEE
By quickly stepping to the side, you can avoid most physical attacks that are directed to hit you. Other attacks will always strike true however.
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Dodging
DescriptionSyntax: DODGE ALL
You now possess the ability to try and completely dodge a physical attack directed at you. You will avoid any effects, such as a venom upon a blade, if you are successful. Much like attempting to divert attacks, focusing on a specific attack type will have greater success then trying to dodge all forms of attack.
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Twisting
DescriptionSyntax: DODGE RANGED
Your superior reflexes will allow you to twist out of the way of an incoming projectile. Other attacks will always strike true however.
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Sliding
DescriptionSyntax: DODGE CHARGE
With great awareness, you can quickly slide out of the way of a charging attack that comes from outside your location. Other attacks will always strike true however.
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Bolstering
DescriptionSyntax: BOLSTER
Prepare your body for attacks, greatly increasing your diversion chance and mitigation for a limited time.
You may not activate both Bolstering and Nimbleness at the same time.
Cooldown: 600 seconds
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Recovery
DescriptionSyntax: DODGE UPSET
A quick recovery allows you to completely ignore the effects of an attack that upsets your balance or equilibrium. Other attacks will always strike true however.
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ImprovedDodging
DescriptionThis ability is passive.
Your reflexes have become well honed. You now have a greater chance of dodging an incoming attack.
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Nimbleness
DescriptionSyntax: NIMBLENESS
Become extremely light on your feet, allowing you to dodge multiple attacks in a row. This will remove the cooldown between each dodge attempt for a limited amount of time.
You may not activate both Nimbleness and Bolstering at the same time.
Cooldown: 600 seconds
You can read HELP AVOIDANCE for more information on the subject of dodging cooldown.
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ReflexiveDiversion
DescriptionThis ability is passive.
Your reflexes and awareness of the battlefield have reached such a point that when you are unsuccessful in dodging an attack, you will now attempt to salvage the situation and divert it instead. Keep in mind that you will only divert attack types that match your dodge type.
Different from the others, Hunting is learned while you level. Its abilities help you further in PvE, and ensure that your abilities grow as you do.
Hunting
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Might
DescriptionThis ability is passive.
Perfecting the ability to hunt another takes time and experience, as such, at the beginning your attacks will be fairly weak against denizens of the realm. However as you increase in Circles of Experience, your attacks will slowly gain strength, dealing more damage the higher your level.
You can also use the command HUNTING SKILLS to see what active abilities you possess that can be used to help you with denizens.
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Consider
DescriptionSyntax: CONSIDER <target>
You can consider a denizen to assess how strong it is and discover some of its weaknesses and resistances. Read HELP CONSIDER for more details.
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Evaluate
DescriptionSyntax: EVALUATE [target]
You can quickly determine the status and health of all denizens in your immediate location. If you choose a target, then you'll only receive information about that target.Their current health will match these values:
100%+ Completely healthy
100% Uninjured
80% - 100% Slightly bruised
60% - 79% Heavily bruised
40% - 59% Several open wounds
20% - 39% Covered in blood
10% - 19% Bleeding heavily
1% - 9% Almost dead -
Stamina
DescriptionThis ability is passive.
The more time you spend hunting, the more your prowess will improve and the longer you can stay out in the field. This ability grants you bonus endurance and willpower regeneration, increasing in potency with additional levels that you obtain.
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Gathering
DescriptionSyntax: GATHERING <ON|OFF>
Once you have slain a denizen, this ability will allow you to immediately pick up the corpse with no action needed on your behalf.
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Critical
DescriptionThis ability is passive.
Each time you strike a denizen, there is a small chance of scoring a critical hit which will increase the damage you deal. This chance will grow as you climb the ranks and gain more levels.
Eventually, you will be able to score even bigger criticals:
Critical x2
Staggering x4
Crushing x8
Mutilating x16
Annihilating x32 -
Leading
DescriptionSyntax: LEADING <ON|OFF>
LEAD <direction>
When turned on, this will prevent you from moving if anybody in your entourage is unable to move due to being off-balance. Afflictions will still cause you to leave the afflicted follower behind.
You can also lead in a direction to move for a single time with the ability restrictions enforced. -
Longevity
DescriptionThis ability is passive.
When you PROBE a denizen, you can now tell if it has any longevity bonus, and how many weeks that bonus is at.
For more information, refer to HELP LONGEVITY BONUS.
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Overkill
DescriptionThis ability is passive.
When you slay a denizen with a critical hit, any excess damage you deal that is left unneeded will be released on the next denizen you attack. This will only last for a limited time however. -
Respite
DescriptionThis ability is passive.
Should you be above 90% health, mana, acumen, or blood but not at full, they will slowly regenerate over time until you are completely healed, allowing you to always be at your peak physical condition without having to further waste resources.
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Eliminate
DescriptionSyntax: ELIMINATE <target>
If your target is an elite threat (HELP ELITES) then you can deliver a potent strike with the aim of ending their life. If their health is 5% or lower, this will instantly kill the target, and is the only way of killing elites with the resilient trait.
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Overdrive
DescriptionSyntax: OVERDRIVE
While in a state of shock, you can utilise the resulting adrenaline to increase the amount of damage you can do to a denizen for a limited amount of time.
Should you succeed in slaying the denizen that shocked you while in this state, the shock will wear off.
DetailsDamage Boost 10%
Duration 20 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
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Fitness
DescriptionSyntax: FITNESS
With the increased lung power you have gained from your bodily mastery through hunting, you are able to purge your body of the asthma affliction it may have maliciously obtained.Cooldown: 20 seconds
DetailsBalance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 endurance to use.
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Hungerless
DescriptionThis ability is passive.
The need for constant nourishment is now a thought of the past. No longer do you require food to keep yourself from collapsing from hunger, although be warned you can still be forced into a state of malnutrition by others.
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Enhancement
DescriptionSyntax: ENHANCE and ENHANCEMENTS
Your abilities have evolved to the point that you can now begin to specialise in certain characteristics of your own choosing.
As this system is rather in depth, please refer to HELP ENHANCEMENTS for more information.
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Tireless
DescriptionThis ability is passive.
No longer does your mind crave respite from the conscious world. Once you possess this ability, your need for sleep will become almost minimal, although you can still be forced into slumber.
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Scrutiny
DescriptionThis ability is passive.
Being more experienced yourself, you are now able to discern a denizen's strength in greater detail. If a denizen is an elite threat (HELP ELITES) then your Consider ability will now tell you what traits it has.
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Havens
DescriptionSyntax: RETURN TO HAVEN and EXIT HAVEN
You can now retreat to your own personal haven, an unreachable place by most making it particularly safe. Be aware that others can WREST you from your haven.
Please look at HELP HAVENS for more information on how they work.
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Instill
DescriptionSyntax: INSTILL ESSENCE OF <LIFE|DEATH> IN MYSELF
One of the greatest heights a mortal can achieve. Once you have achieved the form of the Tekal, you may choose to instill yourself with the essence of life or death. This will allow you to take the form of the Yeleni, with the essence of life, or an Azudim, with the essence of death.
You can refer to HELP YELENI or HELP AZUDIM for more information.
Persuasion is a General skill that allows you to engage in social combat with the denizens of Aetolia through carefully crafted arguments and appeals. Through mastery of this skill, you can convince others to perform various tasks, from simple acts of charity to more complex manipulations of behaviour.
Persuasion
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Appeal
DescriptionSyntax: APPEAL TO <type>
APPEALSDuring persuasion, make an appeal to your target using one of your active arguments. Active arguments are drawn from your repertoire of known argument techniques and fall into three categories:
- Ethos: Scales to wisdom.
- Logos: Scales to intelligence.
- Pathos: Scales to strength.At the start of a persuasion attempt, you will have three arguments to use. When you use an appeal, it is removed from your active arguments and you will think up a new argument in its place. You can only use appeals that are part of your active arguments.
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Acumen
DescriptionSyntax: ACUMEN
Acumen represents your mental strength and sharpness during persuasion attempts. This resource is consumed when making appeals and is depleted by your target's counterarguments. Your maximum acumen is determined by your level and an average of your strength, intelligence, and wisdom. Running out of acumen during a persuasion attempt will be considered a loss.
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Persuade
DescriptionSyntax: PERSUADE <target> FOR <type> [extra]
Initiate a persuasion attempt on a denizen. The target must be a sentient creature capable of understanding your arguments. There are many different persuasion types you can attempt that you will learn as you progress in Persuasion. Refer to the ability files on each persuasion type for more information.
Each persuasion type has several properties that affect its use:
Difficulty - Indicates how challenging the persuasion is to succeed at (basic, challenging, arduous in order).
Aversion - Indicates how news of a successful persuasion spreads to other denizens:
- None: Other denizens are unaffected by your success
- Limited: Nearby denizens become temporarily resistant to this type of persuasion
- Widespread: Word travels quickly, making denizens across a wider radius resistant
When Aversion occurs, affected denizens will gain immunity to that persuasion type for a period of time.Once persuaded, a denizen will typically carry out their persuaded action for an hour, unless the persuasion is of a one-off variety such as charity.
Some persuasion types can only be attempted on common denizens, while others may work on most sentient being. Notable or unique denizens who play important roles in the realm are often too preoccupied with their duties to be swayed by certain types of persuasion.
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Scrutinise
DescriptionSyntax: SCRUTINISE <target>
Through careful observation of a denizen's mannerisms and reactions, you can discern their personality type, current resolve and other persuasion effects.
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Cogency
DescriptionSyntax: COGENCY
Through the mastery of rhetoric and debate, you have developed cogency in your arguments, allowing you to occasionally make exceptionally powerful points that strike directly at the heart of the matter.
Your points may become:
COMPELLING (2x damage)
DECISIVELY COMPELLING (3x damage)
IRREFUTABLY COMPELLING (4x damage)
RESOUNDINGLY COMPELLING (5x damage)
INCONTROVERTIBLY COMPELLING (6x damage)The chance to make these enhanced points increases with your skill in Persuasion and a factor of your Hunting crit rate.
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Vindication
DescriptionWhen you successfully persuade a denizen, your conviction in your rhetorical prowess is validated, fully restoring your acumen. Vindication triggers automatically when you successfully persuade someone, requiring no additional action on your part.
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Cyclic
DescriptionSyntax: CYCLIC <appeal>
Choose a specific appeal strategy that you wish to consistently revisit throughout your persuasion attempt. When you designate an appeal as cyclic, that line of argument will return to your repertoire after use instead of being discarded, allowing it to naturally resurface in your active arguments as the discussion continues. However, the mental strain of maintaining and reusing the same argument increases the acumen cost by 25% each time you employ it.
Using CYCLIC without an argument will show your currently cyclic appeal, if any. You can only have one cyclic appeal active at a time, and designating a new one will replace the previous.
While cyclic appeals still leave your active arguments when used, they return to your repertoire instead of being set aside, ensuring they can be drawn again before your repertoire is exhausted. This allows for a recurring rhetorical strategy at the cost of increased mental fatigue.
You can clear your cyclic appeal by using CYCLIC NONE.
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Rhetoric
DescriptionSyntax: RHETORIC
While rhetoric mode is active, using three appeals of the same category (Ethos, Logos, or Pathos) in sequence generates a powerful bonus effect:
Ethos Chain: Your next Persuasion ability will not cost equilibrium.
Logos Chain: Your next appeal will remain in your active thoughts, allowing you to use it again.
Pathos Chain: Your next appeal deals extra damage.The rhetoric defence will fade after you have used three appeals.
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Read
DescriptionSyntax: READ <target>
By carefully observing subtle physical cues - micro-expressions, posture shifts, unconscious gestures - you can glimpse the surface thoughts of your target, though such observation shall tax your willpower to do so. You can READ NOBODY to stop doing this.
In order to see what another is thinking, they must make use of the THINK command.
- You know the following persuasions
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Charity
DescriptionSyntax: PERSUADE <target> FOR CHARITY
Difficulty: basic
Aversion: noneSince gold was first minted, the art of persuading others to share their wealth has been practiced across every culture and civilization. Through this time-honored tradition, you can convince a denizen to part with some of their gold. The amount of gold you can persuade them to give is based on your skill in Persuasion and the target's level of wealth.
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Rumour
DescriptionSyntax: PERSUADE <target> FOR RUMOUR <text>
Difficulty: basic
Aversion: noneConvince a denizen to spread information of your choosing. A successfully persuaded target will periodically repeat your rumour to others in their vicinity.
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Promote
DescriptionSyntax: PERSUADE <target> FOR PROMOTE
Difficulty: basic
Aversion: noneHire a denizen to distribute promotional materials. A successfully persuaded target will hand out any flyers you GIVE them to passing adventurers. Flyers can be made through Papercrafting.
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Recruit
DescriptionSyntax: PERSUADE <target> FOR RECRUIT
Difficulty: basic
Aversion: noneConvince a sailor to join your ship's crew. Only denizens with sailing experience can be recruited in this way.
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Worship
DescriptionSyntax: PERSUADE <target> FOR WORSHIP <deity>
Difficulty: basic*
Aversion: noneInspire religious devotion in a denizen. When successful, the target will leave to make an offering to your specified deity at the nearest shrine they can find.
* The difficulty of this persuasion can increase based on the target's religious beliefs.
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Adoration
DescriptionSyntax: PERSUADE <target> FOR ADORATION
Difficulty: basic
Aversion: noneFoster deep admiration in a denizen's heart. When successful, the target will regularly express their reverence for you through emotes and actions. Additionally, they will leap to your defense if you are attacked in their presence.
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Snitch
DescriptionSyntax: PERSUADE <target> FOR SNITCH
Difficulty: basic
Aversion: noneConvince a denizen to report violence against them. A successfully persuaded target will immediately tell you who last killed them, and will send you a tell if they are attacked.
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Informant
DescriptionSyntax: PERSUADE <target> FOR INFORMANT
Difficulty: basic
Aversion: noneTransform a denizen into your eyes and ears. A successfully persuaded informant will send you tells whenever they witness someone enter or leave their location, or when they overhear others speaking.
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Markup
DescriptionSyntax: PERSUADE <target> FOR MARKUP
Difficulty: challenging
Aversion: noneConvince a merchant to increase their prices for those on your enemy list.
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Pickpocket
DescriptionSyntax: PERSUADE <target> FOR PICKPOCKET
Difficulty: challenging
Aversion: limitedMotivate a denizen to steal from others. A successfully persuaded target will attempt to pickpocket gold from passing adventurers and share a portion of their takings with you should they survive. The amount of gold a denizen is capable of pickpocketing from a passing adventurer will depend on the denizen's overall might.
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Incitement
DescriptionSyntax: PERSUADE <target> FOR INCITEMENT
Difficulty: arduous
Aversion: widespreadStir up violence in a denizen's heart. If successful, the target will enter a berserk state and begin attacking anyone in their vicinity indiscriminately.
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Blockade
DescriptionSyntax: PERSUADE <target> FOR BLOCKADE
Difficulty: challenging
Aversion: limitedTransform a denizen into a living obstacle. When successful, the target will block all exits from the room, preventing anybody from easily leaving.
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Protest
DescriptionSyntax: PERSUADE <target> FOR PROTEST <city>
Difficulty: challenging
Aversion: limitedEncourage a denizen to raise their voice in protest against a specified city. The target will travel to the city and begin shouting protests against it.
- You can utilise the following Ethos appeal strategies
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Morality
DescriptionSyntax: APPEAL TO MORALITY
Mode: Ethos
This basic appeal leverages fundamental concepts of right and wrong, establishing a moral foundation for your argument. While not particularly damaging to the target's resolve, the contemplation of moral principles inspires additional rhetorical strategies. In effect, when using this appeal, you will draw forth two appeals for your next argument instead of the usual one. If you have five or more appeals in your active thoughts, you'll discard the first one.Reason effect: The two appeals drawn will cost 25% less acumen to use until the next time you appeal to morality.
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Authority
DescriptionSyntax: APPEAL TO AUTHORITY
Mode: Ethos
By invoking hierarchies and established power structures, this appeal diminishes your target's confidence in their own position. The weight of authority temporarily reduces the effectiveness of their counterarguments, causing them to deal 15% less damage to your acumen for 9 seconds. Your appeal gains additional impact upon their resolve if you hold leadership positions* in your city or guild, or have published works in certain certified libraries**.Reason effect: The duration of your authoritive weight is increased to 12 seconds.
* Leadership positions include city leader, city council, minister, guild leader or guild secretary.
** Certified libraries include a city library or the Grand Library. -
Reputation
DescriptionSyntax: APPEAL TO REPUTATION
Mode: Ethos
Each mention of your accomplishments and standing builds credibility in your argument. Successful reputation appeals generate stacks of Influence, with each stack increasing your resolve damage by 5% up to a maximum of five stacks. The more you prove your worth, the more weight your words carry. Your renown in the realm, measured by your accumulated fame lines, provides additional resolve damage to this appeal.Reason effect: Gain an extra stack of Influence.
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Tradition
DescriptionSyntax: APPEAL TO TRADITION
Mode: Ethos
Drawing upon cultural values and time-honored customs creates an unshakeable foundation for your argument. This powerful appeal not only deals significant damage to your target's resolve but also cleanses you of any negative effects affecting your persuasion.Reason effect: Protects you from any negative persuasion afflictions for the next 5 seconds.
- You can utilise the following Logos appeal strategies
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Evidence
DescriptionSyntax: APPEAL TO EVIDENCE
Mode: Logos
Present irrefutable facts that support your position, creating cracks in your target's convictions. These doubts linger in their mind, causing your next appeal to increase their weakness to that appeal's category for the duration of the persuasion attempt.Reason effect: Your evidence will shake them to their core, causing an additional random category weakness.
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Reason
DescriptionSyntax: APPEAL TO REASON
Mode: Logos
A straightforward logical approach forms the bedrock of rational discourse. Your reasoning appeal has a lasting impact, causing your next appeal to have a bonus effect. -
Analogy
DescriptionSyntax: APPEAL TO ANALOGY
Mode: Logos
Bridge complex ideas with familiar concepts through carefully crafted comparisons. Your analogies create cognitive bridges that make your next appeal more effective if it comes from a different appeal category, yet less effective if it stays within Logos.Reason effect: Your analogies become crystal clear through pure logic, removing the penalty for same-category usage while increasing the bonus for switching categories.
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Causality
DescriptionSyntax: APPEAL TO CAUSALITY
Mode: Logos
Demonstrate the inevitable consequences of actions and choices, creating powerful momentum in your argument. The clarity of this connection grants Revelation, guaranteeing your next two appeals to be compelling points.Reason effect: Your Revelation also grants you foresight, informing you what your appeal will be in advance for two appeals.
- You can utilise the following Pathos appeal strategies
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Intimidation
DescriptionSyntax: APPEAL TO INTIMIDATION
Mode: Pathos
Apply careful pressure through subtle implications and forceful presence. While dealing moderate damage to their resolve, your intimidating presence disrupts their ability to form complex arguments, preventing them from using advanced rhetorical techniques on their next response. An advanced rhetorical technique is any technique the denizen uses that does something more than just affect your acumen.Reason effect: The disruption lasts for two responses instead of one.
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Reassurance
DescriptionSyntax: APPEAL TO REASSURANCE
Mode: Pathos
A gentle approach that builds trust through comfort and understanding. While its effect on the target's resolve is minimal, the calming nature of this appeal restores 10% of your maximum acumen, allowing you to maintain your persuasive efforts.Reason effect: Acumen restoration is increased to 15%, but is regenerated over 10 seconds instead of immediately.
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Inspiration
DescriptionSyntax: APPEAL TO INSPIRATION
Mode: Pathos
Paint an elevating vision that resonates with deep emotional truths. Your stirring words not only damage their resolve but fill you with conviction, reducing the acumen cost of your next appeal.Reason effect: Your conviction causes your Persuasion equilibrium costs to be greatly reduced.
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Provocation
DescriptionSyntax: APPEAL TO PROVOCATION
Mode: Pathos
A calculated assault on your target's emotional equilibrium that forces an immediate reaction. Your provocation deals significant damage to their resolve, but triggers an instant retort that either weakens your acumen with double force or fails to land entirely.Reason effect: If their retort fails to land, they also become more vulnerable to your next appeal. If their retort hits, you'll recover back 25% of the acumen lost from the retort.
Survival deals with outdoors issues as well as general survival issues. Abilities in it include being able to swim, climb trees, attack dimensional wormholes, heal your limbs by force of will alone, and many other useful abilities.
Survival
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Orienteering
DescriptionSyntax: PATH FIND <target>
PATH GOYou now have a basic knowledge of getting around the land in a quick and efficient manner.
Refer to HELP SPEEDWALKING for more information.
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Swimming
DescriptionSyntax: SWIM <direction>
Should you encounter a body of water on your travels, you can now choose to swim across it, abeit somewhat slowly.
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Firstaid
DescriptionSyntax: FIRSTAID
You now possess a basic knowledge of applying healing methods and cures
to keep yourself healthy and alive. You can configure a large number of
options to best suit your needs.Refer to HELP FIRSTAID for an indepth overview of the system.
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Landmarks
DescriptionSyntax: LANDMARKS
MEMORIZE AS <alias>
FORGET <alias>This skill allows you some basic knowledge of some important landmarks within the land and the ability to create your own for personal use. Ideal for use with orienteering (AB SURVIVAL ORIENTEERING) and exploring the realm.
Refer to HELP LANDMARKS for more information on this system.
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Queueing
DescriptionSyntax:
QUEUE BAL <command> - Adds a command to your balance queue.
QUEUE EQ <command> - Adds a command to your equilibrium queue.
QUEUE SEC <command> - Adds a command to your secondary/ability queue.
QUEUE EQBAL <command> - Executes when you have both equilibrium and balance.
QUEUE CLEAR - Clear all queues.This will let you queue a command for when you next recover a balance type, allowing you to automatically perform that action when you are next able. If you already meet the conditions, then it will act as a normal command. Only one command may be queued to each type at a time, but command stacking (CONFIG SEPARATOR) is allowed. Entering QUEUE <type> alone will clear that queue.
"QB", "QE", "QS", and "QEB" may be subbed for the full commands above.
You can also add commands to queues that will fire when you recover various curing balances.
QUEUE ELIXIR <command> - Adds a command to your elixir queue.
QUEUE ANABIOTIC <command> - Adds a command to your anabiotic queue.QUEUE PILL <command> - Adds a command to your pill queue.
QUEUE POULTICE <command> - Adds a command to your poultice queue.
QUEUE PIPE <command> - Adds a command to your pipe queue.QUEUE TREE <command> - Adds a command to your tree of life tattoo queue.
QUEUE FOCUS <command> - Adds a command to your focus queue. -
Concentration
DescriptionSyntax: CONCENTRATE
If you have lost equilibrium and cannot recover it normally, you can concentrate to restore your mind and cure it of its disruption.
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Composure
DescriptionSyntax: COMPOSE
If you are ever struggling from the symptom of fear, you can compose your mind and cure yourself of it.
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Fisticuffs
DescriptionSyntax: PUNCH <victim> or KICK <victim>
You can use the basic skills of fighting by either punching or kicking to take down an opponent.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Punch Base Damage 30 + 3%
Punch Base Damage (Denizen) 150
Kick Base Damage 40 + 4%
Kick Base Damage (Denizen) 200
Punch Balance Recovery 3.50 seconds
Kick Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
(Punch) Requires at least one arm functional.
(Kick) Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Surveying
DescriptionSyntax: SURVEY
You've learned the lay of the land enough to be able to determine some basic information about your surroundings, such as the local area and the environment type.
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Bleeding
DescriptionSyntax: BLEEDING
You have learned to swiftly locate all of your open wounds and assess the severity of your blood loss.
Refer to HELP BLEEDING for more information.
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Necrosis
DescriptionSyntax: BEGIN NECROSIS and STOP
With this ability, you will be able to end your life on your own terms. If you happen to find yourself stuck somewhere and without help, this serves as a last resort.
This process is quicker if you are within the arena.
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Diagnose
DescriptionSyntax: DIAGNOSE or DIAG
You can now quickly diagnose yourself of any afflictions that may be ailing you, hidden or otherwise.
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Treading
DescriptionThis ability is passive.
You now possess enough strength in your legs to tread water, allowing you to stay in one place while swimming without fear of drowning.
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Campfire
DescriptionSyntax:
CAMPFIRE BUILD
CAMPFIRE STOKECommodities:
3 wood to build
1 wood to stokeBy building a campfire, you can keep yourself and others warm should you be out in the cold. When the fire starts to burn out, you may stoke it with extra wood to keep it alive. Be wary of your surroundings, rain will put your campfire out.
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Perceive
DescriptionSyntax: PERCEIVE
Discern whether your current location has been marked as the property of another in some fashion.
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Assessing
DescriptionSyntax: ASSESS <target>
You've now gained the ability to see the health of another player by evaluating the seriousness of his or her wounds.
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Relaxing
DescriptionSyntax: RELAX <defence name>
You can now relax a defence that you currently have, removing its effects permanently. To gain it back, simply reuse the ability that gave it to you in the first place.
Please note, you can only relax defences that can be naturally removed by others.
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Focusing
DescriptionSyntax: FOCUS
Your mental survival skills have adapted to the point where you can cure mental afflictions merely by focusing your mind at the cost of some mana.
Look at HELP TYPES for more information on what is regarded as a mental affliction. The order in which mental afflictions are cured are set for this ability based on the order in the help file.
Cooldown: 10 seconds
With Clearmind: 5 secondsYou can read AB SURVIVAL CLEARMIND for more information on reducing the cooldown.
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Clotting
DescriptionSyntax: CLOT [#]
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.
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Audit
DescriptionSyntax: AUDIT [choice]
This ability will generate a summary of the various resistances you have against each damage type, plus a number of other things such as your chance to dodge or how much bonus experience you are currently benefiting from.
You can specify a specific information type to learn in deeper detail about it. Here is a list of valid choices you can look at:
Resistances Regens and drains Other
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Cutting Health Experience
Blunt Mana Int
Magic Endurance Str
Fire Willpower Dex
Cold Con
Electric Wis
Poison Dodge
Psychic Divert
Asphyxiation Block
Spirit MaxHealth
Shadow MaxMana
Crit
AccuracyPlease note that while all values should be very close to being exact most of the time, it is likely there will be some variance depending upon skill uniquity and circumstances at hand.
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Dousing
DescriptionSyntax: FILL BUCKET WITH WATER
DOUSE FIRE or DOUSE <item>As long you possess a bucket, you can fill it with water and then douse a fire in order to put out any flames that are burning in your location.
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Sewers
DescriptionSyntax: ENTER <access point>
Dotted around the streets of cities are sewer grates and similar access points, leading to the sewer system of that city. This ability will allow you access to that foul area, but be warned that many unsavoury characters reside there. Ask your citymates for the location of such an access point if you need help.
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Extraction
DescriptionSyntax: EXTRACTION
While in the presence of a leyline focus, you may set up and maintain a constant extraction of ylem to your city's pylon. Note that you must remain in the room for this ability to be sustained.
Refer to HELP FOCI for more information.
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Satiation
DescriptionSyntax: SATIATION
By using this ability, you will begin to concentrate on processing your food more efficiently. After activating it, you'll have a short period during which to eat some food.
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FluidSwim
DescriptionThis ability is passive.
You now have the ability to swim fluidly in such a manner that you no longer need to fear drowning in ordinary circumstances.
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Metawake
DescriptionSyntax: METAWAKE <ON|OFF>
Though it will quickly drain your mental reserves, you will possess the ability to ensure that you will wake yourself up should you be put to sleep.
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Tumbling
DescriptionSyntax: TUMBLE <direction> and STOP
Your body is agile enough that you are able to escape nearly any predicament by dropping to the ground and tumbling, although there is a delay until you move out of the location.
Once you have successfully moved, your vigourous movement will strip away the cloak defence.
DetailsMovement Type Unblockable
Movement Delay 4.00 seconds
Balance Recovery 6.00 seconds
Equilibrium Recovery 6.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 endurance to use.
Costs 75 willpower to use.
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Crashing
DescriptionSyntax: CRASH <direction>
You can attempt to crash through a wall of ice by using nothing but your body weight and brute strength, breaking through and destroying the wall in the process.
There is a 25% chance of successfully breaking through the wall, however the odds become 100% if there is a person on the other side.
You will be left fallen upon the ground after using this skill.
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WormAttack
DescriptionSyntax: WORM CANCEL
Destroy a wormhole if there is one in your location. It is not a short process at all, as it is an extremely complicated matter to close a dimensional wormhole.
You must possess the Wormholes ability in Vision in order to close the wormhole.
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Clarity
DescriptionSyntax: CLARITY
Clarity of mind is a defence against a weakened psyche, protecting you one time against the effects of dementia, hallucinations, or psychosis.
You will not be able to use this skill if you are afflicted by any affliction from the antipsychotic tree.
Please see HELP CURE ORDER for more information on afflictions from the antipsychotic tree.
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Recovery
DescriptionThis ability is passive.
Your body is now strong enough that it can make use of the tree of life tattoo far more often than before.
Refer to AB TATTOOS TREE for more information on the tree tattoo.
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Selfishness
DescriptionSyntax: SELFISHNESS and GENEROSITY
With this ability, you can make yourself become so selfish that you will be unable to give or throw away any items in your possession, willingly or otherwise.
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Dampen
DescriptionSyntax: DAMPEN AEGIS
By using a different application of the process involved in extracting a focus, you can dampen the connection between an attuned aegis and the ley. Such a feat requires a lot of time and focus, and any break in concentration will interrupt the process. Once completed, the aegis will shatter in pieces, destroying it completely.
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Insomnia
DescriptionSyntax: INSOMNIA
This ability will allow you to give yourself insomnia - a useful defence against being put to sleep involuntarily.
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Swinging
DescriptionSyntax: SWING <UP|DOWN>
When standing in a location with trees, you now possess the dexterity needed in order to climb up into its branches.
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Shaking
DescriptionSyntax: SHAKE TREES
By grasping the trunk of a near by tree, you can attempt to shake it in order to have either people, denizens, or objects fall out of the branches above.
The first time you shake the trees, it will cost no balance to do so. Afterwards it will knock you off balance until your arms recover.
Cooldown (no balance): 30 seconds
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Regenerate
DescriptionSyntax: REGENERATE
After applying a restoration poultice to a limb, you may choose to bolster the amount it will heal for during the delay. The limb must be broken in order to use this ability.
Cooldown: 15 seconds
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Clinging
DescriptionSyntax: CLING
Your strength now allows you to cling to the branches should you find yourself in the trees, preventing another from either shaking your grip loose or from being blown out by the wind.
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Restoration
DescriptionSyntax: RESTORE
By channeling your mental power into healing energy, you are able to repair any crippled limbs within your body through force of will. Should those limbs be broken however, then you will be unable to mend them. There is a scaling equilibrium cost depending on how many limbs are healed.
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Breathing
DescriptionSyntax: HOLD BREATH
Providing you are cautious of your need for air, you can greatly reduce the effectiveness of an ability or action that will cause you asphyxiation damage. It will also allow you to avoid harmful effects that rely on you needing to breathe.
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Clearmind
DescriptionThis ability is passive.
Your mind has grown to the point where you can maintain a steady clear mind, allowing you to double the rate in which you recover from using the Focusing ability.
Refer to AB SURVIVAL FOCUSING for more information.
As you learn higher in the skill of Tattoos, you will be able to place more and more tattoos on your body, until such time as you are able to place two tattoos on each body part. It also includes the inking of said tattoos.
Tattoos
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Firefly
DescriptionSyntax: TOUCH FIREFLY
Required inks: 1 yellow inkA simple tattoo that will emit a cheerful glow when touched. It will always be stripped first by random defence stripping abilities.
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Moss
DescriptionSyntax: TOUCH MOSS
Required inks: 1 yellow, 1 blue, and 1 red inkTouching this tattoo will activate it, increasing your natural ability to clot your blood should you be bleeding. You can also touch it while bleeding to forcibly clot some extra blood. There is a small chance it will fade each time it helps you clot.
This tattoo is activated when you enter the realms, there is no need to turn it on unless the tattoo is fresh.
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Feather
DescriptionSyntax: TOUCH FEATHER
Required inks: 2 blue, and 1 red inkIf you are fallen and cannot stand back up easily, touching this tattoo will lift you up from the ground and place you back on your feet. This action requires the levitation defence and will strip it on use.
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Shield
DescriptionSyntax: TOUCH SHIELD
Required inks: 2 red, and 1 green inkPossibly the single most useful tattoo, touching it will surround you with a magical shield that will protect you from many attacks. Commiting an aggressive action or leaving your location will cause your shield to be dispelled.
Someone striking your magical shield will find that they bounce off of it and have their equilibrium upset, preventing them from acting for a short period.
If they strike your shield within the first 0.75 seconds of it being activated, this equilibrium upset will last slightly longer.
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Mindseye
DescriptionSyntax: TOUCH MINDSEYE
Required inks: 1 green, and 2 blue inksThis tattoo will open your mind's eye, granting you a one time protection against an attack that might leave you either blind or deaf.
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Hammer
DescriptionSyntax: TOUCH HAMMER <target>
Required inks: 2 red, and 1 purple inkThe hammer tattoo has a single purpose in life. It will summon forth a translucent hammer that will smash a magical shield protecting your target.
Should it smash a shield, the next time you use the hammer tattoo it will be slightly faster, however the effect will only last for a limited amount of time.
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Cloak
DescriptionSyntax: TOUCH CLOAK
Required inks: 3 blue inksTouching the cloak tattoo will conjure up a mystical cloak that will serve to protect you from being summoned by the brazier tattoo.
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Bell
DescriptionSyntax: TOUCH BELL
Required inks: 3 blue, and 2 red inksUpon touching the bell tattoo, you will be informed if someone nearby is spying upon you.
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Crystal
DescriptionSyntax: TOUCH CRYSTAL
Required inks: 1 green, 1 yellow, and 1 purple inkThis powerful tattoo will invigorate your body and heal it of all wounds when touched.
Additionally, if three or more people have attacked you recently, then it will begin to shimmer and bestow a boon upon you that will reduce all damage in half, providing that the damage source is in the same location as you. This effect will last for a short while before fading.
Cooldown: 900 seconds
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Sphinx
DescriptionSyntax: TOUCH SPHINX
Required inks: 1 purple, 1 gold, and 1 blue inkOnce activated, the sphinx tattoo will begin to sharpen your mind, helping to restore your acumen over time should it not be full. There is a small chance it will fade each time it restores some acumen.
This tattoo is activated when you enter the realms, there is no need to turn it on unless the tattoo is fresh.
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Wand
DescriptionSyntax: TOUCH WAND
Required inks: 1 green, 1 gold, and 1 obsidian inkWhen touched the wand tattoo will awaken your mind and completely restore your mana reserves.
Additionally, if three or more people have attacked you recently, then it will bestow a regenerative mana effect for a few seconds after. The strength of the regeneration will scale with the amount of people who have struck you recently.
Cooldown: 300 seconds
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Moon
DescriptionSyntax: TOUCH MOON
Required inks: 1 red, 1 blue, and 1 yellow inkUpon activating the moon tattoo, it will automatically restore your mana over time should it not be full. There is a small chance it will fade each time it restores some mana.
This tattoo is activated when you enter the realms, there is no need to turn it on unless the tattoo is fresh.
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Cloud
DescriptionSyntax: TOUCH CLOUD
Required inks: 1 blue, 1 yellow, and 2 purple inksTouching the cloud tattoo will cause those whom you have declared an enemy in your location to become light, stripping the density defence from them.
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Starburst
DescriptionSyntax: TOUCH STARBURST
Required inks: 1 blue inkUpon being touched, the starburst tattoo will be consumed and the blessing of the stars will be placed upon you. Should you perish while under this blessing, you will be resurrected immediately and lose less then the normal amount of experience. Be warned, you will lose all your defences as well.
You will not be able to activate this tattoo if you are protected from death already.
Cooldown (when triggered): 2 minutes
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Boar
DescriptionSyntax: TOUCH BOAR
Required inks: 1 purple, and 2 red inksOnce touched, the mighty boar tattoo will begin to spread vitality throughout your body, mending your wounds should you be hurt. There is a small chance it will fade each time it restores some health.
This tattoo is activated when you enter the realms, there is no need to turn it on unless the tattoo is fresh.
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Flower
DescriptionSyntax: TOUCH FLOWER <target>
Required inks: 1 obsidian inkDirect the curse of the wilted flower upon another by touching this tattoo. It will cause light magic damage to them ten times before the curse will fade.
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Web
DescriptionSyntax: TOUCH WEB <target>
Required inks: 1 green, and 1 yellow inkThe web tattoo will cast sticky strands of web over your opponent, entrapping them until they manage to writhe free.
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Retrace
DescriptionSyntax: RETRACE <tattoo> TO <body part>
TATTOOS MEMORISE and TATTOOS REMEMBERThis ability allows you to move a tattoo you already have from one body part to another.
You may also commit your current tattoo setup to memory for later remembrance at a glance.
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Tentacle
DescriptionSyntax: TOUCH TENTACLE <target>
Required inks: 2 green and 1 purple inkThis fearsome tattoo will call upon a hideous tentacle to burst forth from the ground, and drag your opponent back to the ground should they be above you.
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Flame
DescriptionSyntax: TOUCH FLAME
Required inks: 1 red, 1 yellow, and 1 obsidian inkUpon being activated, the flame tattoo will begin to glow. The next time you become entangled by ropes, webs, or vines, they will ignite and burn away leaving you free.
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Hourglass
DescriptionSyntax: TOUCH HOURGLASS <target>
Required inks: 2 yellow, and 1 blue inkThe hourglass tattoo will lull your opponent into a sense of false security and attempt to put them into a deep sleep. It can affect those protected by magical shields and prismatic barriers.
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Owl
DescriptionSyntax: TOUCH OWL
Required inks: 1 blue, 2 red, and 1 purple inkOnce activated, the owl tattoo will begin to spread its wisdom, helping your mind to regenerate its willpower reserves bit by bit. There is a small chance it will fade each time it restores some willpower.
This tattoo is activated when you enter the realms, there is no need to turn it on unless the tattoo is fresh.
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Brazier
DescriptionSyntax: TOUCH BRAZIER <target>
Required inks: 2 yellow, and 2 red inksThe brazier tattoo allows you to summon another to your location, providing they are not protected by some means. The range of this tattoo is limited to the local area.
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Prism
DescriptionSyntax: TOUCH PRISM <target>
Required inks: 1 red, 1 blue, 1 yellow, 1 green, and 1 purple inkThe prism tattoo will shoot out a plane of prismatic light at your target, allowing you to travel to them after a short delay. The spell is limited to the local area and you may not act during this delay. If your target has left their initial location when the spell completes, then it will fail, and you won't be moved.
Take note that it will take longer to travel to someone standing upon a monolith sigil.
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Anchor
DescriptionSyntax: TOUCH ANCHOR <target>
Required inks: 3 blue, and 1 green inkBy touching this tattoo, you can cause your target to occasionally become leg-locked for a short while when they try to move. There is a 20% chance they will be prevented from moving.
The effect of the anchor tattoo will only affect normal movement and attempts to start tumbling.
You can read AB SURVIVAL TUMBLING for more information on the tumbling skill.
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Book
DescriptionSyntax: TOUCH BOOK
Required inks: 3 obsidian, and 5 gold inksThe book tattoo will broaden your mind and allow you to gain experience at an increased rate for twenty-four hours once touched. Should you die while it is active, then the effective time will be reduced by five minutes for each death.
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Tree
DescriptionSyntax: TOUCH TREE
Required inks: 5 green inksThe tree of life tattoo is incredibly powerful, capable of healing a single random affliction when touched. There is a short period of recharge before you will be able to touch the tree tattoo once more.
Additionally, if three or more people have attacked you recently, then it will heal of you a second random affliction.
Cooldown: 30 seconds
With Recovery: 10 secondsYou can read AB SURVIVAL RECOVERY for more information on reducing the recharge time.
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Mountain
DescriptionSyntax: TOUCH MOUNTAIN
Required inks: 1 green, 1 blue, and 1 gold inkUpon activating the mountain tattoo, it will share its unyielding strength and help to you to recover your endurance over time. There is a small chance that it will fade each time it restores some endurance.
This tattoo is activated when you enter the realms, there is no need to turn it on unless the tattoo is fresh.
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Chameleon
DescriptionSyntax: TOUCH CHAMELEON <target>
Required inks: 1 gold, 1 purple, and 1 yellow inkThe chameleon tattoo will allow you to assume the identity of another, changing your appearance on both the WHO and QW/BW lists. Your target does not need to be within the realms for it to work. Should you wish to resume your normal appearance, simply touch it using your own name instead.
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Superscribe
DescriptionThis ability is passive.
Your work has become amazingly efficient to the point that all new tattoos you produce will possess more uses than normal.
- You have obtained extra tattoo slots on
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Left Leg
No further details available. -
Right Leg
No further details available. -
Left Arm
No further details available. -
Right Arm
No further details available. -
Torso
No further details available. -
Head
No further details available.
Vision is a selection of abilities all related to your perception of the world around you. Vision seeks to primarily increase your visual acuity. Starting off with simple tricks of observation, Vision will eventually give you more advanced abilities too.
Vision
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Glancing
DescriptionSyntax: GLANCE <direction>
A simple ability to anyone with sentinence. You can take a glance in the direction that you specify in order to learn about the location next to you. Use DOWN to glance at the ground should you be at an elevated height.
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Information
DescriptionSyntax: INFO HERE or IH
INFO INV or II
INFO INV <item> or II <item>
These three commands will show you information about the things around you or in your inventory, as well as its unique identification number.Syntax: FIND <item>
This command will allow you to recursively search for an item in your inventory, searching through any containers/packs as well.
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Looking
DescriptionSyntax: LOOK or QL
An inherent ability in all visual beings, you may either take a look around and view your location in full, or you may take a quick look in order to focus on the basics.
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Lists
DescriptionThis ability is a subset of commands that allow you to quickly gather information on items in your possession.
Below are the following commands:
Letterlist Appraise all the letters you carry.
Pipelist Check the contents of your pipes.
Bandagelist Check your bandages and the poultices within.
Elixlist Discover what elixirs and salves you are holding.
MagicList List the magical effects of your items.
Keylist See a list of your keys and which doors they open.
Raglist Provides a list of what venom rags you hold.
Decaying Lists things decaying, provide a # for specific intervals
Promolist Inspect your promotional items and their values.Refer to AB VISION <ability> for more information on a listing skill.
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TunnelVision
DescriptionSyntax: TUNNELVISION <target|ME|OFF>
By focusing purely on your target, you will not acknowledge the actions of others in your location, unless they are directed at you.
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Secrets
DescriptionSyntax: SECRETS
Using your perceptive powers, you will attempt to spot hidden exits from your location. It should be noted that secret exits can be fairly difficult to spot and that this only offers a chance, not guaranteed success.
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Squinting
DescriptionSyntax: SQUINT <direction> or SQ <direction>
Looking as far as you can, you can gain a better idea of the surrounding area in any direction you choose.
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Wounds
DescriptionSyntax: WOUNDS [target]
This ability will allow you to determine how badly damaged the limbs of your opponent are. If you specify no target, you can check your own limbs.
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Flyers
DescriptionSyntax: FLYERS
Take a look into the skies and see if you can spot anyone above you. Should you be flying then you will see anyone in the skies that is in your local area.
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Stargaze
DescriptionSyntax: STARGAZE
If you're outdoors at night, you can take a look at the constellations in the skies above. You can read HELP ASTRONOMY for more information on the constellations and how they affect you.
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Observe
DescriptionSyntax: OBSERVE
This ability will allow you to quickly glance into each location surrounding you.
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Farsight
DescriptionSyntax: FARSEE <target>
This ability will allow you to gaze into the distance from afar and determine the location of the one you seek. If you are not in the same area as them, then you will only know roughly the area that they reside in. You can attempt to farsee someone from anywhere on the continent.
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Detection
DescriptionSyntax: DETECTION <ON|OFF>
A practiced eye is able to discern the subtle flows of energy that mark the presence of foci in your location. You can read HELP FOCI for more information.
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Vigilance
DescriptionSyntax: VIGILANCE <ON|OFF>
At the cost of a regular mana drain, this will allow you to always notice an insidious attempt to hypnotise you.
This will additionally grant you a large bonus in detecting the deceitful actions of another, such as someone attempting to shadow your movements.
Please see HELP DECEIT for more information on this system.
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Treewatch
DescriptionSyntax: TREEWATCH [ON|OFF]
While active, this skill will allow you to spot movement by adventurers and denizens in the treetops above you. There is a drain on your mental reserves in order to maintain this ability.
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Deathsight
DescriptionSyntax: DEATHSIGHT [OFF]
Using this ability, you will be linked with the Underhalls, allowing you to sense those who perish and pass through it.
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Search
DescriptionSyntax: SEARCH
You can search your location, forcing hidden players and denizens to reveal themselves. This will not reveal subjects hidden by magical means.
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Recognition
DescriptionThis ability is passive.
Your perceptive abilities have grown such that you can now identify the voices of people who shout across the land.
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Skywatch
DescriptionSyntax: SKYWATCH [ON|OFF]
Similiar to treewatch, you're now able to keep an eye on the skies above you, allowing you to spot adventurers and denizens that pass overhead. There is a regular mana drain in order to maintain this ability.
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Aura
DescriptionSyntax: AURA OF <target>
You can now scan the aura of your opponent and discover their defensive preparedness, revealing protective abilities such as magical shields or the aura of rebounding. If they have an aura of defilement, this will also reveal to which God the aura of defilement belongs.
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EagleEye
DescriptionSyntax: EAGLEEYE <ON|OFF>
When turned on, this defence will allow you to spot any projectiles that have been fired towards your location. There is a mental drain associated with the use of this ability.
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Leylines
DescriptionSyntax: LEYLINES
You are now able to detect the presence of minor foci in your local area, while larger foci such as lessers and majors will be detectible from a distance. You can read HELP FOCI for more information.
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Alertness
DescriptionSyntax: ALERTNESS <ON|OFF|ALL>
Heighten your sense of hearing to allow the detection of movement from players in surrounding locations. If you choose all, you will also see denizens.
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Coldread
DescriptionSyntax: COLDREAD [target] [emotion]
Perform a cold read of your target to deduce their current emotional state. Their emotions must first be awakened by a Bard to make full use of this ability. If no target is supplied, then you will read yourself.
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Sacral
DescriptionSyntax: SACRAL
Seek out any sacral energies that have been placed in your location, including how much time they have left and who placed them. This will allow you to detect both devotion rites and earthen verses. -
Sources
DescriptionSyntax: SOURCES
With concentration, you can now sense the magical sources of power within your local area. This will allow you to sense fulcrums, bloodwells, singularities, and morasses that have been formed by a spellcaster.
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Fortifications
DescriptionSyntax: FORTIFICATIONS
By sensing slight disruptions in leyline energy, you may discern the presence of any ylem fortifications in your local area.
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Planning
DescriptionSyntax: WEB INFO
While within a web, you can now quickly check the level and class of those adventurers within it so you can quickly formulate a plan of action on the fly.
See HELP WEB for more information on webs.
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Traps
DescriptionSyntax: TRAPS [ALL]
Carefully search your location for traps, who placed them, and their current state. Alternatively, you may use this skill to recall what traps you've set and where they are located.
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Marks
DescriptionSyntax: MARKS
With this ability, you can quickly check your location for the tell-tale signs of a lycanthrope's mark.
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Vibrations
DescriptionSyntax: VIBES [MINE|target] or VIBRATIONS [MINE|target]
This ability will show you what vibrations have been embedded within your current location. Using a target will only show vibrations belonging to that person.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Sharpen your eyesight and possess the ability to see through the dark.
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Hypersight
DescriptionSyntax: HYPERSIGHT <ON|OFF>
Through mental focus, you will be able to heighten your sight to new levels. This will bestow a number of beneficial effects while it is active.
Hypersight will allow you to:
* See shrouded individuals and their actions.
* See those who are incorporeal (e.g. blackwind or lightform).
* See through illusions and tricks.
* Bestows a small bonus to the detection of deceitful actions.Keep in mind however that this ability will drain your mental reserves in order to maintain.
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Thirdeye
DescriptionSyntax: THIRDEYE
This ability will allow you to see shrouded individuals standing still in your location, as well as gather precise locations when using the WHO ability.
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Gauge
DescriptionSyntax: GAUGE <target> <WILLPOWER|ENDURANCE>
This will allow you to take a measure of your target's mental fortitude or their physical fatigue.
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Tattoos
DescriptionSyntax: TATTOOS <target>
Carefully study what tattoos your target has, including how many uses they may have left or if they're activated.
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Wormholes
DescriptionSyntax: WORMHOLES
Seek out formed wormholes in your location, if there are any, and where they may lead.
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Contemplation
DescriptionSyntax: CONTEMPLATE <target>
Contemplate your opponent's mental state and discover their mana levels.
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Telesense
DescriptionSyntax: TELESENSE <ON|OFF>
Tune your senses to detect any telepathic attempts made on yourself or those in your location. Be warned, this will drain your mana while active.
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Appraise
DescriptionSyntax: APPRAISE <target>
Detection difficulty modifier: 0%Check the inventory of your target and see what items they possess
There is a chance of being detected when using this ability. Please read HELP DECEIT for more information.
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Guardians
DescriptionSyntax: GUARDIANS
This ability will give you information on the status of any visible guardian angels or bone swarms in your local area. -
Terraform
DescriptionSyntax: TERRAFORMED
Through your keen eye, you can perceive locations within your area that have been terraformed into an environmental domain, such as the overgrowth from a Shaman.
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Entities
DescriptionSyntax: ENTITIES
Seeking out the disruptions caused by the entities of the Chaos Plane, you may detect the location and master of any within your area.
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Disarming
DescriptionSyntax: DISARM <trap> <direction|HERE>
Using this ability, you will attempt to disarm a trap that has been laid.
If the trap was set by you, you will recollect the commodities used in its creation, if any were used.
If the trap was not laid by you, then it will take time and concentration to disarm it. You may not perform any actions while you disarm the trap, or it will be sprung upon you. -
Allysense
DescriptionThis ability is passive.
Your senses are now keen enough to alert you of the arrival and departure of any mutual ally. Additionally, you can also determine the exact location of any mutual ally that has fallen in battle.
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Discernment
DescriptionThis ability is passive.
Your perceptive abilities have reached such a point that you are now able to passively discern the effects of random curing abilities used in the room with you.
You can additionally view HELP LONGFORM AFFS to see a list of afflictions with altered names utilised by Discernment.
Weaponry is a skill that everyone acquires. Although anyone may use any weapon in Aetolia, those untrained in weaponry, and without proficiency in that weapon, will find it difficult to be effective with it.
Weaponry
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Attack
DescriptionSyntax: SLASH <target>
The above syntax is an example and may differ between weapons.Additional syntax: PROBE <weapon>
As any commoner knows, it is a simple affair to attack with a weapon, however attacking skillfully with one requires a bit of knowledge. To attack with a weapon, first you must WIELD it, and then by using PROBE on your weapon, it will reveal a number of attack commands that you can use with it.
A longsword, for example, will state you can slash with it. So in order to attack someone, you would SLASH <target> to make use of it.
Using different weapon attacks is generally no different between each other, and will change how it looks when you attack with your weapon.
DetailsTarget Location Same location
Weapon Damage Modifier 80%
Weapon Damage Modifier (Denizen) 70%
Weapon Trauma Modifier 100%
RequirementsRequires balance and equilibrium.
Costs 40 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Throwing
DescriptionSyntax: THROW <weapon> AT <target>
You also possess the ability to throw a weapon at a target. This offers some benefits over a melee attack with a weapon, such as bypassing the aura of rebounding and being considered a ranged attack.
To throw it, first you must WIELD it like before, then you may throw it at someone. You can even throw it at someone within line of sight of you, but no further then one room.
Until you learn the Bullseye ability in Weaponry, your base accuracy will be cut in half.
See HELP THROWING for a more detailed explanation on throwing.
DetailsTarget Location Same location or line of sight
Weapon Damage Modifier 80%
Weapon Damage Modifier (Denizen) 70%
Weapon Trauma Modifier 100%
Base Throwing Range 1 room
Endurance Cost 25 endurance
Endurance Cost (range) 75 endurance
Range Damage Penalty (Denizen) 50% reduction
Added Equilibrium Recovery 50% of balance cost
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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WeaponProbe
DescriptionSyntax: WEAPONPROBE <item> or WP <item>
Using this ability, you will be able to see the weapon stats of an item, along with any venoms or magical effects that are present upon it. You can also check a weapon within a shop. Reading over HELP WEAPONRY will tell you little more about each stat.
It will also work on armour and other minor items with effects upon them.
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Proficiencies
DescriptionSyntax: PROFICIENCIES
With this ability, you will find yourself able to specialize in specific weapons, such as the longsword, broadsword, javelin, halberd, flail, and many others. In order to gain proficiency, you must first seek out someone with the knowledge to teach you that specific weapon. Once you have located such a person, you must then ensure that you have enough lessons to persuade the teacher to teach you. If you do not have enough, the teacher will inform you how many you need.
The syntax that you will want to use to learn a weapon proficiency is:
LEARN PROFICIENCY IN <weapon name> FROM <whomever>After you have given your lessons to the teacher, you must go out and practice with the weapon you are seeking proficiency in. Simply go out and use the weapon as it was intended, and eventually you will master it.
You can read HELP PROFICIENCIES for a list of teachers, where they are, and what weapons they teach.
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Technique
DescriptionSyntax: WEAPONTECHNIQUE <weapon> or WTECH <weapon>
Ever pondered what a weapon might look like if you make use of it? These command will show you exactly how it will look for each individual default attack the weapon can make. You can also check a weapon within a shop.
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Honing
DescriptionThis ability is passive.
The benefits of hard work and dedication can only be appreciated by those who know no other path. As such, those who possess no class skills will find that their ability to use a weapon has become more honed.
It will provide the following benefits when using a basic weapon attack:
- Increased damage against adventurers.
- Increased damage against denizens.
- Increased limb damage when targeting a limb.
- Faster balance recovery when using a weapon.
- Can throw a weapon from one room further away.DetailsWeapon Damage Bonus +10%
Weapon Trauma Bonus +25%
Weapon Damage Bonus (Denizen) +30%
Throw Distance Bonus +1 room
Balance Recovery Bonus -0.50 seconds
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Disarm
DescriptionSyntax: DISARM <player> [LEFT|RIGHT]
Using a weapon, you can disarm your opponent of whatever item they wield. Great against bottle wielding drunks.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 200
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Weaponbelts
DescriptionSyntax: SECURE <item or weapon> [SCABBARD]
Weaponbelts are an ingenious Troll invention that let people wield secured items quickly and with ease. By securing the item before you plan to use it, you can WIELD it without losing any balance, providing you are proficient in the weapon.
Note that only one weaponbelt is wearable at once, and weaponbelts will only hold eight items. Therefore you must be strategic if you plan on using multiple items.
You may also wear a single scabbard. This will be able to hold a single sword or dagger. Specify the SECURE with SCABBARD appended to secure the desired weapon into a worn scabbard instead of weaponbelt.
While it is generally used for weapons, it can hold other items too:
- Throwable Enchantments
- Bombs from Bombcrafting
- Archivist Codex
- Sickles for Herbalism
- Scalpels for Apothecary
- Divine Icons
- Artifact Bolas and BoomerangsItems that are not weapons do not require any proficiency to wield without balance loss.
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Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
You can also in-line envenom your weapon as you attack. For example, SLASH <opponent> XENTIO will slash them with xentio, providing you have a rag with the venom of course.
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Quickwield
DescriptionSyntax: QUICKWIELD <LEFT|RIGHT> <weapon>
QUICKWIELD BOTH <weapon> [weapon2]
QUICKUNWIELDIf you already have something wielded in your hands, you can fluidly swap them out for another weapon. If you are attempting to wield a two-handed weapon, or two new weapons at once, you need to use QUICKWIELD BOTH.
The QUICKUNWIELD command will unwield any items you are wielding.
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Armaments
DescriptionSyntax: WEAPONLIST [weapon] [IN <SHOP|ROOM|container>]
ARMORLIST [armor] [IN <SHOP|ROOM|container>]Your instruction with a myriad of weapons and armor has made you capable of identifying their characteristics and workmanship. As such, you can see a full listing of stats at a glance, along with variety of extra information.
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Parrying
DescriptionSyntax: PARRY <body part> or PARRY NOTHING
This ability allows you to parry an attack aimed at one of your limbs, providing you wield a weapon or item that allows you to do so. You can parry your head, torso, left or right arm, and left or right leg.
You will be unable to parry if you become prone (see HELP PRONE). Being fallen is excluded from this list.
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Decapitate
DescriptionSyntax: DECAPITATE <corpse> and PIKE <head>
Provided you have an edged weapon in one of your hands, you will be able to decapitate a corpse. You may then do whatever you like with the head, including buying a pike and then piking it for all to see.
Note that heads, being organic matter, do not tend to stick around too long, and if put on a pike, the pike will also decay away when the head does.
DetailsChannel Time 8 seconds
Channel Interruption Type Balance
Balance Recovery 10.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot have paresis.
Cannot be fallen.
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Targeting
DescriptionSyntax: TARGET <body part> and TARGET NOTHING
With great accuracy, you are now capable of targeting specific body parts with your weapon in the hope of dealing trauma and breaking them. You can target the head, the torso, left/right arm, or the left/right leg.
It is also possible to in-line your limb choice when attacking. For example, typing SLASH <opponent> LEFT LEG will strike their left leg if you have a capable sword.
Because this requires more precise timing on your part, the sheer damage you can do is reduced when striking a body part.
See HELP LIMB DAMAGE for more information on this subject.
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ShieldStance
DescriptionThis ability is passive.
If you are wearing a shield upon your back, you will now be able to WIELD it quickly without the normal balance loss for doing so.
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Bullseye
DescriptionThis ability is passive.
You have now gained enough skill to drastically improve your chances of hitting an opponent with a thrown weapon, ensuring that you no longer suffer a penalty to your accuracy.
See HELP THROWING for more information on how to throw a weapon.
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Bracing
DescriptionSyntax: BRACE SHIELD
As long as you wield a shield, you may brace yourself against the next arcane-sourced attack that hits you. This will allow you to deflect away half the damage, as long as you don't move from your location.
Note: You won't be able to brace if you are below half your health.
DetailsRequired Health Check 50% of max health
Damage Reduction 50%
Required Damage Source Arcane
Minimum Damage Threshold 500
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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TargetThrow
DescriptionThis ability is passive.
Your eagle eye and throwing ability now enable you to throw not just at a target, but at a specific body part on a person. See AB WEAPONRY TARGETING to learn how to target a body part.
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Archery
DescriptionUsing a bow:
SHOOT <target> [type/venom]
SWITCH <type>Using a quiver:
INSPECT QUIVER or IQ
INQ <amount> <type> ARROWS
OUTQ <amount> <type> ARROWSUse a longbow to shoot someone in a line-of-sight location from you. First you must find yourself a longbow, some arrows, and a quiver. Place the arrows you wish to use within your quiver using INQ, and then while wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose which of your arrows you will shoot by default.
In addition to the regular venoms, you may also use the sumac, loki, epteth, and epseth venoms with a bow.
Note: While you may store enchanted arrows within your quiver, this skill does not grant the ability to use them.
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Bowstance
DescriptionSyntax: BOWSTANCE
While wearing a bow upon your back, you can fluidly move it into your hands without the normal associated balance loss.
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Shatter
DescriptionSyntax: SHATTER <LEFT|RIGHT> <ARM|LEG> <target>
While wielding a blunt weapon, this ability will allow you to deal out an extraordinary amount of trauma to the chosen limb, breaking it instantly after a few seconds. You may not perform any actions during this time or your blow will be interrupted.
This attack cannot be dodged and is unaffected by rebounding aura.
DetailsTarget Location Same location
Channel Time 3.6 seconds
Channel Interrupt Type Safe
Weapon Trauma Modifier 200% minimum
RequirementsRequires balance and equilibrium.
Costs 200 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot have paresis.
Cannot be fallen.
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Armsmaster
DescriptionThis ability is passive.
You are now familiar with the weapons of the land, increasing the amount of damage that you deal to other adventurers with basic weapon attacks.
DetailsWeapon Damage Bonus +20%
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Returning
DescriptionSyntax: RETURNING <ON|OFF>
This skill will cause any weapon designed for throwing to return to your hand after being used, allowing you to throw it quickly in succession. There is a willpower drain upon your mind while you have it active.
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Counter
DescriptionSyntax: COUNTER <target>
One of the most powerful weaponry attacks, this will allow you to wield a large blade and return the damage that you take in a massive single blow. This ability will grow more powerful the more people that attack you. You may act during it, however you cannot move from your location or use abilities that consume balance or equilibrium.
This attack cannot be dodged or diverted and is unaffected by rebounding aura.
DetailsTarget Location (to start) Same area
Channel Time 4 seconds
Channel Interrupt Type Balance
Damage Return Modifier 100% of damage received
Bleeding 4% of damage to be dealt
Balance Recovery (on attack) 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 200 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Behead
DescriptionSyntax: BEHEAD <target>
Once you have an opponent in a prone position, and are wielding an edged weapon, you may try to behead him after a few seconds. This action requires your full attention, if you perform any actions during this time you will fail to behead your target.
If your opponent remains in the same location as you, and you are not hindered in any manner, you will remove his head from his body and a large smattering of blood will be left upon the ground.
DetailsTarget Location Same location
Channel Time 10 seconds
Channel Intervals 2
Channel Interrupt Type Safe
Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 150 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot have paresis.
Cannot be fallen.
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Brainsmash
DescriptionSyntax: BRAINSMASH <target>
Much like behead, you can try to kill a prone opponent with a blunt weapon, should they remain in a prone position after a few seconds. This action requires your full attention, if you perform any actions during this time you will fail to brainsmash your target.
If your opponent remains in the same location as you, and you are not hindered in any manner, you will destroy his head in a shower of brain matter and leave a pool of blood upon the ground.
DetailsTarget Location Same location
Channel Time 10 seconds
Channel Intervals 2
Channel Interrupt Type Safe
Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 150 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot have paresis.
Cannot be fallen.