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Players Online:
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Quests:
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Bounties:
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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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