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C
Canon of the Second Hammer
Celestial Ray
Channeled Anger
Charge
Clairvoyance
Clashing Taktikos
Cloak
Climb
Collapsed Ellipse
Concentrated Attack
Constricting Hex
Critical Attack
Cubic Dissonance
[ Canon of the second hammer ]
Usage: canon of the second hammer
The canon of the second hammer, is the rule, the code, of the second hammer.
This ability can only be used in succession of the first hammer. If the bishop
does not have the affect of the first hammer under his control, the second
cannot be obtained.
The canon of the second hammer results in a radiating power of the hammer. This
then results in the ability to hit more targets with the hammer. The
effectiveness of the canon of the second hammer is based entirely on the user's
wisdom. The duration of the canon of the second hammer is based on the user's
constitution.
[ Celestial Ray ]
Usage: celestial ray direction
Usage: celestial direction
From unknown origins came the celestial ray. Tsilloa herself revealed the
pages which enlightened the high paladins to this power. These secrets have
since been entrusted to their brothers-in-arms, the valiant jakaen. The user
of celestial ray calls upon their deity for assistance. When answered, the
deity causes a powerful beam of light to radiate from the hands of the user.
Calling forth a celestial ray is no easy task and is very costly. If, however,
it is successful, may the gods have mercy, for the beam will travel many
leagues to strike down a mortal caught in its wake.
[ Channeled Anger ]
The ability to manifest one's internal rage into a physical form of threat.
Channeled anger will attempt to freeze your opponent, temporarily rendering
them unable to fight. This anger can be beat if the opponent is smart enough
(intellect) to realize your attempt to intimidate them. Channeled anger is
based on your willpower versus your opponent's intellect. Those who are well
versed in the study of the mind are much less likely to be susceptible to this
form of fear. However, most of the creatures in the realm are much less likely
to have a well developed mind, as opposed to a well developed physique. This
in itself is the main reason why this skill is so powerful.
[ Charge ]
Usage: charge direction
This skill has devestating power. It allows the user to specify a direction
they wish to charge. When charging, the user can span several movements, doing
damage to anything in his or her path. This ability has often been used for
taking out large groups of creatures or bringing the occasional ambusher out
of hiding. Charge costs a huge amount of endurance to use and increases its
span based on the users constitution. Charging can be just as lethal to the
user if used incorrectly -- beware.
If you happen to be in the path of a charger, it would be wise to take cover
or eliminate the charger before they can get a second charge off. Successive
charges tend to leave few standing ... and large blood paths in the wake.
[ Clairvoyance ]
The ability to use clairvoyance can be viewed as a blessing or a curse. If
one is clever enough it is possible to find meaning in the erratic and often
painful images. Be warned however, some visions may prove to be so chaotic
that they will physically throw the clairvoyant to the ground.
[ Clashing taktikos ]
Usage: clashing taktikos target
Usage: clashing taktikos (when in battle - will only target opponent)
Being the strategic fighters they are, raiders have an edge in battle few
can compare to and even fewer understand. One such ability is clashing taktikos.
Clashing taktikos is the tactic of continually maneuvering around an opponent
such that he or she cannot escape battle. The unfortunate drawback of this
strategy is the user himself or herself is also forced to stay in combat along
with his or her opponent.
Although some forms of escape from battle may exist, most common forms are
prevented.
The higher the raider's wisdom, the greater the raider's ability to prevent
any chance of escape from battle the opponent may try. The greater the raider's
constitution, the longer the raider is able to maintain the maneuvering around
the opponent that is necessary to keep the opponent locked in combat.
[ Cloak ]
It is rumored that a thief learned in the art of cloaking can actually blend
out of existence while he or she studies a target for weakness. Not much is
known of this ability, other than it aids thieves in ways that give them a
recognizably strong foundation for attack.
[ Climb ]
Usage: automatic
The climb skill is available to all classes and is specifically used to allow
passage over rocky terrain (mountains). It is possible to fly over this type
of terrain which does not require climb. However, it should be noted, even when
you are flying over a mountainous terrain, your ability to climb may improve.
The reasoning for this is simple.
As you grow more familiar with a particular type of action, whether performing
it yourself or watching others perform it, you can improve in your ability to
perform the action. In succession, it is possible to improve your ability in
some feat, not only by performing the event, but by being exposed to the
aspects of the feat itself (in this case being exposed to the specific terrain
type). Therefore, it is argued that by merely flying over the terrain type you
can improve in your ability to traverse it by understanding its architecture
from a distance.
Keep in mind, climbing is difficult and takes a lifetime to fully master. For
more information see 'help swim'.
[ Collapsed ellipse ]
Usage: collapsed ellipse range (range is either: 'wide' or 'narrow' -
defaults to 'narrow' if no range is supplied)
Only those with perfect or better than perfect dexterity can perform a wide
collapsed ellipse.
Collapsed ellipse is an advanced skill of the adroit combat group. Adroit
combat skills focus on well thought out, dexterous attacks. As such, adroit
combat skills primarily focus on the user's dexterity to determine both ability
to hit and ability to damage.
Collapsed ellipse can only be performed when a weapon is wielded. Collapsed
ellipse uses gravity and momentum to reinforce an attack in a weaving circular
pattern. This attack is performed by the user pointing his or her weapon
directly outward, while the user himself or herself leans inward. At which
point, the user begins to spin in a circle. The resulting attack is the
collapsed ellipse.
When performing this attack, use caution. Multiple creatures can be hit by this
skill.
The greater the user's constitution, the faster the user will recover from
collapsed ellipse.
The valkyrian guild has recorded at least two hidden aspects to collapsed
ellipse.
[ Concentrated Attack ]
Through greater wisdom, it's possible for one to improve their natural hitting
and damage ability in every swing in battle. This improvement is called:
concentrated attack. Concentrated attack requires the use of endurance to
improve ones natural ability to deal out immense amounts of damage as well as
being more accurate in battle. This dualistic bonus makes concentrated attack
indeed powerful. The amount of wisdom one has acquired will reflect the bonus
received from this skill.
[ Constricting hex ]
Usage: constricting hex target
Usage: constricting hex (when in battle - targets opponent)
Constricting hex is a hex which attempts to dwarf the opponent's power. This
hex performs that dwarfing by reducing the opponent's statistics based on the
witch's intellect and wisdom.
Although short-lived, constricting hex can aid a witch greatly in battle,
sometimes cutting her opponent's power in half. The duration the opponent is
dwarfed is based on the witch's constitution.
[ Critical Attack ]
Usage: critical attack target
Amongst all of the forms of attacks, critical attack is one of the most useful
and continually used. Critical attack will stay useful for a lifetime if you
possess this skill. While incredibly powerful, it does take time to fully
engage it's accuracy. There are two parts to critical attack that define
its behavior:
First, critical attack can be used voluntarily, meaning you type in the command
and target a foe with it. This form of critical attack is the most powerful,
but requires time to locate a weakness in your opponent. You will begin
searching out a weakness until either you locate one, or you fail to find one.
If you fail to find a weakness in your opponent, you will take no action (you
will not enter combat). The ability to make contact with a critical attack is
based on your dexterity versus your opponent's agility. However, the success
of finding a weakness in your opponent is based on your intellect and
dexterity versus your opponents intellect. Thus a smart opponent knows how to
hide their weakness much better than a foolish opponent.
Secondly, critical attack, once learned, has the possibility of engaging
itself throughout battle, autonomously. This means, once you have learned
critical attack, you may automatically attempt a critical on you opponent
without using it as a command. As you become more and more skilled in critical,
the likelihood of attempting a critical automatically drastically increases.
There are also rumors that remortals better understand the way of finding
weaknesses and can therefore lay forth a more empowered attack.
[ Cubic Dissonance ]
Syntax: automatic (this skill is used and improved automatically)
Usage: only works when the user has achieved 100% skill mastery
This skill allows the user to break the planar binding that other hunters
have burdening them by a target's dissonance (disturbing sounds). This sound
is related to 'hearing' the very life force of a being. Thus, the necromancer
has specific reign due to their inherent understanding of life and death.
This allows the user to expand beyond the planar (or two dimensional) confines
other hunters are contained within. Simply put, the user can hunt targets
that reside above or below the user's current location. Take heed, this skill
may be more powerful than it seems.
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