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Players Online: 55 Quests: 390 Bounties: 8

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z



S

Savage Assault
Scouting Sense
Seduce
Shadow
Shi-Ku
Shifted Accuratus
Sigil of Banishment
Silent Malevolence
Singularity of Fate
Singularity of Focus
Sixth Sense
Song of Striking
Soothing Touch
Spanning Fluctuation
Spartan Grapple
Spectral Windstorm
Spiritual Resonance Drain
Stealth
Stoicism
Storm Complexity
Stratagem of the Cloak
Striking Fist
Stun
Swim
Surrounding Sense

[ Savage Assault ]

Usage: automatic

While neither the most important skill of the barbarian, nor the most powerful, this assault is perhaps the most useful. With humble beginnings in the novice skill of bash, the unpredictability of the barbarian takes over as his training progresses. No longer in need of the concious effort to initiate, the savagery of his world takes over and the assault begins.

There are several interesting effects this skill has on its target. First and foremost, it functions similarly to the bash skill, but is automatic. This allows the barbarian to "concentrate" on other things like going insane on his target. In addition to the normal bash effects, the skill also does damage to its target. Finally, perhaps the most impressive feature of this savage attack is that it prevents those who suffer the assault from fleeing combat. Escape from an insane barbarian may no longer be an option if the barbarian savagely assaults. Beware.

[ Scouting sense ]

Usage: scouting sense

Trackers are known across the land for their ability to hunt down their enemies. Yet in the midst of other professions, trackers seem to fall short in their hunting ways. That is, until they achieve scouting sense...

Scouting sense proves the tracker as the hunting force to reckon with. Based on the tracker's intellect and constitution, scouting sense enables the tracker to hunt at a speed that no other class can compare with. The tracker's constitution determines the duration the scouting sense can be maintained and the time it takes for the tracker to recover before being able to use another one of their keen senses.

[ Seduce ]

Usage: seduce target

Certain beings in the Nodekian realm are weak minded, and are easily prone to the powerful suggestive nature of seduction. Should you succeed in a seduction, there is very little your new found pet will be able to resist...

After you have seduced at least one being you may use the 'order' command to request them to perform tasks you desire.

For more information, see: help order

[ Shadow ]

Usage: shadow target
Usage: shadow ('shadow' by itself will stop shadowing)

Note: target requires the exact name of the target.

Shadowing is an act of following. When shadowing an opponent you will be given a general direction to head (if one exists). Shadowing can not be done from extreme distances, although with a combination of certain other skills it's been known to observe greater distances than even hunt. Shadow's distance is based off of the user's intellect and wisdom. Keep in mind you will lose endurance every move you make and even for such things as "looking". This is due to consistently trying to locate something, which takes a great deal of endurance if performed over long periods of time.

[ Shi-Ku ]

Usage: shi-ku target
Usage: shi-ku ('shi-ku' by itself will stop shi-ku)

Note: target requires the exact name of the target.

Shi-ku allows for a target to be located within a certain radius. Shi-ku, or seeking, is the art of tracking an opponent. Shi-ku's distance is determined by the user's wisdom and constitution. The higher the wisdom and constitution of the user, the greater the distance of Shi-Ku. Shi-Ku has been known to evolve as the user masters their art. One warning about Shi-Ku is that it will drain endurance for each movement you make and even non-movements such as "look". This is brought about from the energy that is lost from continually searching your surrounding area for your target.

[ Shifted Accuratus ]

Usage: shifted accuratus

Along with mastery of his or her mind, mana, and spirit, a truly great sorcerer must also master his or her other abilities. For these grant access to the other mysteries of the planar sage. One of the ways a planar sage is known is for that of shifting - "moving" - through the surroundings in a magical way. In the vein of accuratus, shifting is done to aid the sorcerer's physical aim. Drawing upon speed, the sorcerer will become more capable of accurate swings in battle. The duration of this "shift" is controlled by the sorcerer's ability to sustain, thus his or her physical stamina.

[ Sigil of banishment ]

Usage: sigil of banishment target

Sigil of banishment in short is "dismissing" those who you do not wish to have around. This dismissal returns the target to their home. Sigil of banishment is an interesting ability indeed. Not only can it be used offensively, it can also be used defensively, as it can be used on foe and friend alike (including the user himself or herself).

Sigil of banishment has been rumored to have powers exceeding that of recall.

The successfulness of the ability is based solely on the user's willpower. The recovery rate before putting faith in another sigil is based on the user's constitution.

[ Silent malevolence ]

Usage: automatic

The assassin's best friend. Only thieves and ninjas obtain this incredibly intense ability. Silent malevolence uses the the cunning nature of the thief or ninja to allow them to move in a manner which seems as though they are not moving, which prevents their opponents from defending themselves, as they normally would. Although healthy opponents are usually too alert to allow themselves fall victim to this malicious form of attack, it is rumored that even those in perfect condition can sometimes fail to see this attack coming. Thieves and ninjas need to also be at least the equal of their opponent in terms of their dexterity versus their opponent's agility. An opponent who is too fast, will be able to avoid this form of attack every time. However, the true power of silent malevolence is that it will almost always kill an opponent outright, if it is successful. Beware...

[ Singularity of fate ]

Usage: singularity of fate

The fate of a rogue often lies in his or her quickness and precision. This skill attempts to hone those abilities in order to assist the rogue on his or her "fate".

The singularity of fate provides the rogue with abilities of increased agility, speed, dexterity and quickness - all of which are based on the rogues wisdom. The duration of singularity of fate is based on the constitution of the rogue.

[ Singularity of focus ]

Usage: singularity of focus

Although this skill requires an enormous drain of the body's energy to activate, its effects are well worth the cost. For a temporary period of time, a shadow rogue will be able to use singularity of focus to occasionally transform his or her stratagem of the cloak attack into a fully powered critical attack. Due to the enormous drain of this skill on the body's energy, even the greatest rogues may only use this skill sporadically and require long periods of time to recover before again activating this skill after an initial use. It has been rumored that a rogue of sound physical condition can maintain the affects of this skill for a longer period of time than his more poorly constituted brethren and that the wiser rogues are more adept at successfully using the power of singularity of focus to transform stratagem attacks.

[ Sixth sense ]

Usage: sixth sense target
Usage: sixth sense
Usage: automatic

The mind's eye. Although seemingly useless at first, sixth sense empowers an individual in many different ways. Some events of arcane nature, magical or spiritual, can be seen by sixth sense and in some situations, these events can be completely blocked. The use of sixth sense can be used to find beings within your area that might not normally been seen without sixth sense. However, sixth sense is not limited just to the advantage of finding targets in your area. Sixth sense, at times, can be the most useful utitily power, as sixth sense cannot be turned off. If you are powerful in the ways of sixth sense, arcane events will be seen while you are awake or asleep, or any other physical condition one might have. Sixth sense will benefit the user in ways are greater than seen from direct use and often, sixth sense is known as "danger sense" as it is the true power of detection, greater than any other detection method known.

[ Song of striking ]

Usage: song of striking target

Usage: song of striking (when already in battle - targets opponent)

A song of grace. Song of striking is used to increase one's ability to strike in battle and is therefore limited to use within battle (or to begin battle). This song, one of the many valkyrie songs, has a quick recover time until the use of the next song becomes available. The power of accuracy gained by the valkyrie is based on the intellect of the valkyrie, the short duration of the song's affects are based on the constitution of the valkyrie.

[ Soothing touch ]

Usage: soothing touch target

Soothing touch is a form of healing. It, however, can only be applied to the followers of user, never the user him or herself.

Soothing touch heals both health and endurance of the target. The amount of healing soothing touch does is based entirely on the druid's wisdom.

[ Spanning fluctuation ]

Usage: spanning fluctuation target

Warlocks are well known for their advanced forms of travel. Spanning fluctuation is an additional form of travel within the warlock's grasp. This skill attempts to transport a warlock and his entire group to the target's location. This indeed is a powerful skill.

The recovery time before using another flux is based on the warlock's constitution.

[ Spartan grapple ]

Usage: spartan grapple target
Usage: spartan grapple (when already in battle, this ability will automatically target your opponent if no target is supplied)

Spartan grapple is a grappling attack that incurs no damage, but rather attempts to knock the wind out of the target, leaving him or her dazed, momentarily. The spartan grapple is an advanced hand form ability. Once used, no other advanced hand form abilities can be used until the prevention time incurred by spartan grapple has expired.

Spartan grapple's effectiveness in terms of duration is based upon the user's constitution. The effectiveness of the skill is largely based on the user's skill percent (very important). In addition, the user performing the spartan grapple is basically attempting to squeeze the air out of the opponent's lungs. Because of this, the successfulness of this skill is primarily based on the user's strength versus the opponent's constitution.

One incredible advantage that the spartan grapple has over other skills, is that it can be performed under any condition.

The prevention time incurred by spartan grapple is based off of the user's constitution.

[ Spectral windstorm ]

Usage: spectral windstorm target

Spectral windstorm is an intermediate mystical pattern ability. Once used, other intermediate mystical pattern abilities cannot be used until the prevention created by this ability has fallen.

Spectral windstorm attacks the spirit and because of this, cannot be dodged or parried. The damage done by spectral windstorm is severe and is based on the user's speed and willpower.

The recovery time needed before performing another intermediate mystical pattern is based on the user's constitution.

[ Spiritual resonance drain ]

Usage: spiritual resonance drain object

When one dies, they leave with them a resonation of power, of energy. Spiritual resonance drain is an attempt to drain a creature's corpse of any remaining, resonating power and convert it into spiritual energy which is absorbed by the user of this ability. When performed successfully, spiritual resonance drain will destroy the corpse it is draining energy from, so be sure to empty the corpse you are draining from before using this power on it. The power of spiritual resonance drain is based on the willpower of the user, the more mentally willed the user of this ability is, the greater the spiritual rewards.

[ Stealth ]

Usage: stealth

Stealth is the means of blending into your surroundings to avoid being seen by others in your area. Although stealth *only* affects other players ability to see you within their area on the 'where' command, stealth has been known to be the one major reason so many player kills occur. When other players are unaware of lingering souls in their area, it is very easy for an opponent to get the initiative on a player or a group of players without their knowledge. Stealth drains much, in terms, of endurance, but lasts for a prolonged duration and as the great thieves say, "is the key to the doorway of death."

[ Stoicism ]

Usage: stoicism target
Usage: stoicism (when already in battle - targets opponent)

By focusing every action and thought into ignoring pain, someone with the knowledge of this skill can create a natural defensive position as well as an improved offensive position in battle. While stoicism offers both improved offensive and defensive tactics in battle, it will continually drain the endurance of the user. Stoicism is a powerful skill, and for those who have mastered it realize it's worthy use comes at both the beginning of and during combat. To beat stoicism, one must be willed (willpower) and keen (intellect) vs. the user's willpower and skill level (skill %).

Keep in mind that stoicism increases damage of the user's attacks and reduces the damage of incoming attacks (while even offering a slight advantage to the user's ability to avoid blows altogether). This single ability has incredible potential.

[ Storm complexity ]

Usage: storm complexity target
Usage: storm complexity (when used in battle, if no target is supplied, automatically targets opponent)

Storm complexity is a furthering of mental tempest. This ability focuses on using speed in the process of attacking with the mind. Just like physical attacks, mental attacks are more damaging if the user's speed can improve the number of inflictions taking place. And that is the goal of storm complexity.

While storm complexity is not extremely powerful, it is a complexity which has almost no needed recovery time. Therefore, storm complexity can be used quite often.

[ Stratagem of the cloak ]

Usage: automatic

Some of the finer things in life are hard to come by, such as the famous troll dish the "pixee-mixee" which requires at least seven pixies to be properly prepared. Another such thing which is hard to come by, is the skill stratagem of the cloak.

The reason why this skill is moderately difficult to attain is due its requirements. First off, you need a someone skilled in critical attack. So we're probably going to need a footpad. Secondly, you need someone skilled in the ways of cloak. So, we're probably going to need a footpad. Thirdly, you need someone who knows this skill, stratagem of the cloak (obviously). So we're probably going to need a footpad. In addition, we need all of the above in a single being. So we're probably going to need a footpad.

So what we really need here is one badass footpad. And that's exactly what is required for this skill to work. Stratagem of the cloak is a very powerful skill that uses the advantages of early target study, through the advantage of a hidden attacker to lay in an early and painful blow to a victim. Let's say that again, in a more comprehensible form.

Here are the required ingredients for making stratagem of the cloak work:

- Critical attack
- Critical attack covering the attacker in a cloak
- A proficient level of stratagem of the cloak (obviously)

When all three of the above line up (and the Suns are at exactly 45 degrees from the most northern ridge of Gedaon ... no, no, no, we're kidding) this skill makes the user all the more deadly. In short, it allows the attacker to fire off a quick ambush-like attack before the victim can prepare for defense. This being the case, stratagem of the cloak has some key advantages:

- It cannot be parried
If you don't know it's coming, how can you block it?

- It cannot be dodged
If you don't know it's coming, how can you avoid it?

- It cannot be evaded
If you don't know it's coming ... ok, I think you get the point.

Unfortunately, if the attacker is so pathetic with his aim, this attack can miss its target from time to time (old Gronkre'l use to blow his stratagem of the cloak daily. He wasn't the most accurate old geezer).

In addition to the above, when stratagem of the cloak works (even if it misses) it will initiate battle, obviously. The real advantage here is that along with starting a little rumble between two folks, the attacker is already one step into isolating their victim's weaknesses and finding that critical vulnerability. This is where the true power of stratagem lies: insofar as the attacker gets an initial, painful swiping (stratagem of the cloak) which should then lead to an extremely painful critical blow (critical attack) which may put the victim into that permanent sleeping state, we like to call, death.

The basic point of this skill is that it's only available to masters of critical attack and cloak, but when in the hands of a master, it can easily make them much more deadly then before. It should also be noted that the intellect of the target can greatly assist him in seeing this attack before it's too late. When all's said and done four attributes will determine whether or not stratagem is successful:

- Attacker's dexterity and skill percent
- Victim's intellect and experience (level)

In addition, the amount of damage which is incurred by stratagem is directly reflectant upon the attacker's dexterity. Like the old saying goes, the more dextrous the thief, the more deadly the thief.

Finally, stratagem of the cloak does drain endurance (in addition to the endurance drained by critical attack). If the attacker does not have the required endurance for this skill to be used, this skill won't be used (obviously). See "skill class" for more details on the endurance used for stratagem of the cloak.

[ Striking fist ]

Usage: striking fist target
Usage: striking fist (when already in battle, this ability will automatically target your opponent if no target is supplied)

Striking fist is a basic hand form. It is a simple form of attack that attempts to use the fist as a weapon. The user's speed is the primary factor in determining the damage done by striking fist.

Striking fist has a relatively short prevention period. Basic hand forms can be used again after striking fist's prevention has worn off.

[ Stun ]

Usage: stun target
Usage: stun (when already in battle - targets opponent)

With precise aim (dex), it's possible to temporarily prevent a creature from attacking back at you, this is the power of stun. Stun attempts to hit a being in such a way that they will be unable to fight back for a short period of time. During this time, the being will also be unable to parry or dodge any attacks, and it is said that a creature that is stunned is much more likely to be hit by any attack. Note that it has also been rumored that with high agility, some beings may resist the affects of stun and attack through it.

[ Swim ]

Usage: automatic

The swim skill is available to all classes and is specifically used to allow passage over watery terrain (deep water). It is possible to fly over this type of terrain which does not require swimming. However, it should be noted, even when you are flying over a watery terrain, your ability to swim 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, swimming is difficult and takes a lifetime to fully master. For more information see 'help climb'.

[ Surrounding sense ]

Usage: surrounding sense

Surrounding sense attempts to locate other players within a near vicinity of the user. The number of players that can be located with this talent is dependent entirely upon the user's intellect. The recovery time before being able to use another one of the tracker's keen senses is based on the user's constitution.

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