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'''Syntax:'''<br />
Sabotage - Signs
SHADOW <player><br />
Syntax: SIGN <message>
        SIGN TO <person> <message>


'''Description:'''<br />
Using hand gestures, you may sign out a message that only other Saboteurs in the room will understand.
From on the ground or in the trees you are able to shadow a player from an adjacent location. This will cause you to enter their location and begin following them.
 
Sabotage - Hide
 
Syn: HIDE, EMERGE
Conceal yourself from view and then type EMERGE to cease concealing.
 
Sabotage - Illusion
 
Syntax: CONJURE ILLUSION ALL|<target> <text>
 
Create an illusion of your choosing in the room you are in or only to a specific target.
 
You may put a new line in your illusion with the special character sequence "\n" (a backslash followed by an n). You can also
use the $ME token to insert your name into the illusion. The name will be colorised accordingly to the settings of everyone who
sees the illusion.
 
Sabotage - Traps
 
Syntax:
  TRAPS
  TRAPS ALL
 
This ability will search for traps in the room, giving you information
about them. You will not be able to find traps laid by someone with
higher skill than you.
 
Sabotage - Dart
 
Syntax:
  LAY DART <direction>
  ENVENOM DART <direction> WITH <venom>
 
Commodities:
1 wood
 
The dart trap shoots out a dart when sprung. It does no damage, but may be envenomed from vials with venom in them, in which
case the dart will poison the victim with whatever venom was applied to the trap. With great skill you will be able to set up
the traps so that they will only be set off by your enemies.
 
Sabotage - Harden
 
Syntax: HARDEN
 
Your constant exposure to deadly toxins allows you to harden your skin, making you take less damage from physical attacks.
 
Sabotage - Evade
 
Syn: EVADE <direction>
All players following you will be lost when you use this ability.
Movement with evade will also be undetected by most abilities that
detect movement.
 
Sabotage - Garrote
 
Syntax: GARROTE <target>
 
Using a wielded whip, you can try to slip behind a target and choke the life out of him or her. Armour is rendered entirely
useless to your victim. Furthermore, while it is difficult to do normally, if your target is fairly helpless (paralysed, tied
up, frozen, fallen on the ground, sleeping, unconscious, or some other similar afflictions) then you will always hit with this.
The higher your sabotage, the more damage this ability will do.
 
Sabotage - Shadow
 
Syn: SHADOW <player>
From on the ground or in the trees you are able to shadow a player from an adjacent location. This will cause you to enter  
their location and begin following them.
 
Sabotage - Flay
 
Syntax: FLAY <player>
        FLAY <player> AURA
        FLAY <player> MASS
 
Using a whip, you will be able to flay the waxy coating of the fenugreek berry from your opponent, enabling you to puncture his
flesh once more.
Optionally you can choose to flay the aura of rebounding or the mass defence from your foe.
 
Sabotage - Waiting
 
Syn: AWAIT <player>
Once activated, this ability will allow you to stand still and wait for another player unnoticed. When he enters the location,
you will begin to follow him.
 
Sabotage - Pacing
 
Syn: PACING ON/OFF
You will be able to follow those who sprint away.
 
Sabotage - Puncture
 
Usage: PUNCTURE <target> WITH <toxin>
 
This skill is used to afflict your foes with various toxins. You need a dagger or a dirk, and a vial of the toxin to puncture
with.
 
Puncturing with Dioxin, Trioxin, and Sulfonal requires you to have the ability in Sabotage.
 
Sabotage - Dioxin
 
This toxin causes damage to its target. It can only be used with the Puncture ability.
 
    Required venoms: 2 Rattlesnake
 
Sabotage - Block
 
Syn: BLOCK <direction>
This will allow you to block much movement in a particular direction.
 
Sabotage - Snare
 
Syntax:
  LAY SNARE <direction>
 
Commodities:
  1 rope
 
This trap will snare an opponent like a hare heading for the cooking pot. It will only fire if you are in the same or adjacent
room as the target.
 
Sabotage - Swinging
 
Syn: SWING UP, SWING DOWN
When in a forest location, you will be able to swing up into the trees.
 
Sabotage - Secret
 
Usage: SECRET <item> TO <player>
 
This simply puts an item on a player without him noticing.
 
Sabotage - Scan
 
Syn: SCAN
While in the treetops, you can scan the ground for passerbys.
 
Sabotage - Bowmanship
 
Syn: SHOOT <player> <direction>
    INSPECT QUIVER
    SWITCH <type|toxin> <type|toxin>
 
Use one of the various bows to shoot a player in a line-of-sight location from you.
 
Sabotage - Seize
 
Syn: SEIZE <player>
While in the trees, you may seize a player and bring him up to your level.
 
Sabotage - Shove
 
Syn: SHOVE
While in the trees, you may shove a player to the ground, possibly breaking his legs.
 
Sabotage - Noose
 
Syn: CRAFT NOOSE, NOOSE <player>
While you are in the trees you can craft a noose from the vines hanging everywhere. Then, if there is a sole victim below you,
you can NOOSE <player>. This is a long process as you have to move with utter silence. If anyone else enters the location, your
attempt will be ruined.
 
Sabotage - Aiming
 
Syn: AIM <player> <direction>
Increase the accuracy of your shooting.
 
Sabotage - Listen
 
Syn: LISTEN <direction>
Use your auditory acuity to listen in on conversations in an adjacent room.
 
Sabotage - Dispel
 
Syn: DISPEL/DISPEL ME/DISPEL <player>
Use this ability to dispel most illusions associated with the room you are in, yourself, or another player.
 
Sabotage - Lipread
 
Syn: LIPREAD
 
This will allow you to hear speech as normal when deaf, as well as read the lips of any who whisper near you.
 
Sabotage - Eavesdrop
 
Syn: EAVESDROP <direction>
Your skills have improved to the point where you can now listen even through closed doors.
 
Sabotage - Trioxin
 
This toxin is a stronger version of dioxin, it causes considerable damage to its target. It can only be used with the Puncture
ability.
 
    Required venoms: 3 Rattlesnake
 
Sabotage - Wind
 
Once you have this ability, your accuracy with bowmanship will be increased.
 
Sabotage - Slit
 
Syntax: SLIT <player>
 
Provided you are wielding either a dagger or dirk, this ability will allow you to slit the throat who is bound or not conscious
(sleeping, meditating, unconscious), causing significant bleeding damage.
 
Sabotage - Doublestab
 
Syntax: DOUBLESTAB/DSTAB <player> [toxin 1] [toxin 2]
 
If you are wielding a dirk that has been envenomed with more than one toxin, you may use this ability to quickly deliver two
toxins simultaneously to your target.
 
You can optionally specify the two toxins to envenom the dirk with before attacking. This requires you to have vials containing
those toxins and the Envenom ability. The first toxin will affect the target player first.
 
Sabotage - Envenom
 
Syn: ENVENOM <amount> ARROWS WITH <toxin>
    SWITCH <type> <type>
    INSPECT QUIVER
 
You may cover the tips of arrows with a toxin if you have a vial of that
toxin or have the appropriate skill.
 
An example of switching would be SWITCH WOODEN ACONITE, SWITCH ACONITE,
SWITCH WOODEN, SWITCH ACONITE WOODEN, SWITCH METEOR, etc.
 
Sabotage - Crossbows
 
Syn: SHOOT <player> <direction>
The crossbow is more powerful, but less accurate, than the longbow.
 
Sabotage - Clothesline
 
Syntax:
  LAY CLOTHESLINE <direction>
 
Commodities:
  1 rope
 
This trap will cut the jugular of any enemy of yours that tries to pass by it, causing great bleeding.
 
Sabotage - Cloak
 
Syn: CONJURE CLOAK or CONJURE CLOAK <player>
This will conjure up a cloak that will disguise many actions from observers.
 
Sabotage - Dash
 
Syn: DASH <direction>
Sprint quickly in a particular direction.
 
Sabotage - Alarm
 
Syntax:
  SET ALARM <direction>
 
Set an alarm on a trap such that the trap owner will be notified when the trap is sprung.
 
Sabotage - Lightwall
 
Usage: CONJURE LIGHTWALL <direction>
 
This will conjure a wall of pure light that will cure blindness from any passing through it. If the player is not blind, they
will be transfixed. In addition, a lightwall in the room with you will cause your targets to be affected by the xeroderma toxin
as if they were in the sunlight.
 
Sabotage - Disarm
 
Syntax:
  DISARM TRAP <direction>
 
Using this ability, you will attempt to disarm a trap. If you are successful, and you laid the trap, you will get the
commodities that went into its making. If you are unsuccessful, you will fall victim to the trap.
 
Sabotage - Hornbows
 
Syntax: SHOOT <player> <direction>
 
The famed hornbows are both expensive and powerful. Only slightly less powerful than a crossbow, they are far more accurate.
 
Sabotage - Appraise
 
Usage: APPRAISE <player>
      APPRAISE <player> <search string>
 
This will list a player's entire inventory.
 
Syntax:
  BACKSTAB <player>
 
Only useable while hidden in the shadows, backstab is a delayed ability. After initiating it, you will spend a few seconds
circling around to get directly behind your opponent, and then you will leap from the shadows to plant a dirk or dagger in his
back.
 
Sabotage - Shrugging
 
Syntax: SHRUG <toxin>
 
This ability allows you to focus on shrugging off the effect of a toxin of your choice. The next time you are hit by the chosen
toxin, you will be able to shrug it off without feeling any of its usual effects. Only one toxin will be shrugged - you need to
pick a new toxin afterwards.
 
Changing a toxin to shrug, or picking a new one, can be done every 8 seconds.
 
Sabotage - Binding
 
Syntax: BIND <player>
If your target is sleeping or unconscious, and you have a length of rope on your person, you may hog-tie your unlucky target.
This requires much longer to writhe out of than web does, for instance.
 
Sabotage - Weaving
 
Syntax: WEAVING ON/OFF
 
At the cost of a heavy mana drain, you will be able to take less damage from other players. The effect of this ability is
significantly improved against a target whom you are currently hypnotising.
 
Sabotage - Arrowcrafting
 
Syntax: FASHION <arrow type> ARROWS
 
This ability allows you to fashion most types of arrows. These are the arrows that you can produce, and the required
commodities:
 
Arrow      Commodities Required        Yields
---------- ---------------------------- ----------
Wooden    1 Wood                      15 Arrows
Razor      1 Wood, 1 Steel              10 Arrows
Spiral    1 Wood                      5 Arrows
Barbed    1 Wood, 1 Steel              10 Arrows
Pitched    1 Wood                      10 Arrows
Broad      1 Wood, 1 Steel              10 Arrows
Net        1 Wood, 1 Steel, 1 Rope      5 Arrows
 
Razor arrows cause extra bleeding, spiral arrows have increased damage, barbed arrows remain in the target's body until pulled
out, pitched arrows set their target ablaze, broad arrows can shatter shields, and net arrows entangle.
 
Sabotage - Yank
 
Syntax: YANK <player>
Using this ability, you may try to yank a player from an adjacent room into yours with your whip. You must be wielding a whip
to use this ability.
Sabotage - Snipe
 
Syn: SNIPE <player> <direction>
Using this ability, you can improve your accuracy at shooting. Use it instead of the SHOOT command.
 
Syntax:
  CONCEAL TRAP <direction>
 
This powerful ability will allow you to disguise the effects of a trap from he who sets it off. The victim will know he set off
a trap, but will not immediately know what kind of trap was set off.
 
Syntax:
  SUMMON COBRA
  SUMMON COBRA INVENTORY/INV
 
The first time you summon a cobra, you may have to try many times before you're successful. Eventually though, the cobras of
the wild won't be able to resist your serpentine charms, and one will come slithering to serve. Once you have your cobra, you
may summon it back at any time should you lose it, by simply executing the syntax again. Your cobra may be ordered to perform
the actions listed in HELP MOBILES.
 
After you have obtained a cobra, you may train it in some useful abilities.
 
Sabotage - Scourge
 
Syntax: SCOURGE <target>
 
This ability will flay the skin from the bones of your target, preventing your target from applying the fenugreek berry for a
short time. This affliction cannot be cured, but will wear off automatically after a short amount of time. In addition, due to
the sensitive skin of your target, any punctures that apply an affliction will also cause Trioxin damage to the target.
 
Sabotage - Flashwall
 
Syntax: CONJURE FLASHWALL <direction>
 
A different version of a lightwall, a flashwall causes anyone who passes through it to become highly suspectible to hypnosis
for some time. Hypnosis attempts against the affected individual will always succeed, and an ongoing hypnosis will not break if
the target moves beyond the reach of the hypnotiser.
 
Much like the lightwall, a flashwall also triggers the effects of the xeroderma toxin.
 
Sabotage - Sulfonal
 
Those infected with this toxin find that any additional toxins applied to them via the Puncture ability will relapse several
seconds later. This toxin can only be applied using the Puncture ability.
 
Required venoms: 3 Meadowhawk, 2 Centipede
Sabotage - Phase
 
Syn: PHASE, UNPHASE
This is probably the most effective concealment ability there is. While phased, you will be hidden from all mortal players,
aside from other phased ones. You will, further, be unable to interact with items, mobiles, or unphased players.  The caveat
here is that you may try to attack an unphased player, which will automatically unphase you. Thus, phase can be used as an
effective aid to assassinations.
 
 
Syntax: WORM CREATE
        WORM INFO
 
Wormholes are mysterious and not very well understood constructs of magick. Using one's mind, it is possible to establish a
dimensional link between two distant spots, and to use this connection in various ways.
 
Two different types of wormholes exist. Personal wormholes are small, volatile, and quick to create, but they can only ever be
used by their owner, whom they always follow around. Stable wormholes require longer to create, but once stabilised, they
persist indefinitely or until they are destroyed, and anyone with the ability to use them may do so.
 
Using the wormhole in any way requires that the wormhole is connected to a target location. How this is done is explained in
the AB help for the Attach ability. The required connection type is listed in each AB help file. Abilities that require a room
connection can be used with both personal and stable wormholes, all other abilities require a personal wormhole to function.
 
WORM CREATE allows you to create your personal wormhole, and WORM INFO allows you to discern its current status. You can't
actually use your personal wormhole until you learn the necessary abilities to do so.
 
 
Syntax: WORM SEEK
Connection: Room
 
This ability allows you to seek out all stable and personal wormholes that are present in this room. It will also find a
personal wormhole that is attached to this room from elsewhere.
 
Syntax: WORM WARP
Connection: Room
 
This ability allows you to warp through a wormhole and arrive at its other end. The wormhole needs to be connected to another
room. You can only use your personal wormhole in this way if you have learned how to connect it to another room.
 
As personal wormholes are more volatile than stable ones, attempts to travel through one are blocked by monolith sigils and
similar effects.
Spatium - Channel
 
Syntax: WORM CHANNEL <item>
Connection: Room
 
This ability allows you to hurl held items through a wormhole.
 
 
Syntax: WORM GLANCE
Connection: Room
 
This ability allows you to glance through a stable or personal wormhole, allowing you to see what is on the other end.
 
Syntax: WORM ATTACH VOLCANO
 
This ability allows you to attach your personal wormhole to a mighty volcano. Once attached, you will be able to use abilities
that require a Volcano connection.
 
Spatium - Attach
 
Syntax: WORM ATTACH <location>
        WORM DETACH
 
This ability allows you to actually use your personal wormhole by attaching it to various locations. The descriptions of
available locations are available in their respective AB help files.
 
Spatium - Burn
 
Syntax: WORM BURN <target>
Connection: Volcano
 
This ability allows you to send searing flames against another individual, setting him on fire.
 
It can be used off-balance.
 
Spatium - Tundra
 
Syntax: WORM ATTACH TUNDRA
 
This ability allows you to attach your personal wormhole to a frozen tundra. Once attached, you will be able to use abilities
that require a Tundra connection.
 
Syntax: WORM FREEZE <target>
Connection: Tundra
 
This ability allows you to send a blast of cold air against an individual, freezing him.
 
It can be used off-balance.
 
Spatium - Mask
 
Syntax: WORM MASK
 
Masking your personal wormhole prevents it from being detected by the Seek and Sources abilities. Using any wormhole-related
aggressive ability unmasks it.
 
Syntax: WORM SHADOWPLANT <target> [plant name]
Connection: Tundra, Volcano, Rashirmir, Circular, Demonic, or Elemental
 
This ability allows you to spit out a shadowy plant from your wormhole directly into your target's inventory. When an affected
individual attempts to eat a plant of the chosen type, he will eat the shadowplant instead, which will have no effect, but will
still use up plant balance.
 
If you do not specify a plant name, a random one will be used. The type of the random plant will only be known to you.
 
The shadowplant requires one second before it fully materialises, and if not eaten, it evaporates four seconds later.
 
Additionally, shadowplants summoned from the tundra will freeze the target when eaten, while shadowplants from the volcano will
set on fire. Shadowplants from other locations will have no extra effect.
 
The target cannot interact with the shadowplant in any way - it will only take effect when attempting to eat a real plant.
This ability can be used off-balance.
 
Spatium - Room
 
Syntax: WORM ATTACH <player>
 
This ability allows you to connect your personal wormhole to any individual who is currently within your area. Everyone in the
target room is notified about the connection. The wormhole remains attached even if the target individual moves elsewhere, but
if you move to another room or warp through the wormhole, the connection will instantly be severed.
 
All abilities that require a Room connection can also be performed using stable wormholes. If there is a stable wormhole in
your room, your personal wormhole takes priority over it - to use the stable wormhole, you first need to detach your wormhole
or attach it to a different location (Tundra, Volcano, etc).
 
Only one personal wormhole may be attached to a room at a time.
 
Syntax: WORM ATTACH RASHIRMIR
 
This ability allows you to attach your personal wormhole to Rashirmir, the Dream Realm. Once attached, you will be able to use
abilities that require a Rashirmir connection.
 
Spatium - Choke
 
Syntax: WORM CHOKE <target>
Connection: Rashirmir
 
This ability inflicts asphyxiation damage to its target.
 
It can be used off-balance.
 
Spatium - Flight
 
Syntax: WORM FLIGHT
Connection: Rashirmir
 
By carefully positioning your wormhole, this ability allows you to take off into the skies. Your movement will be slower than
usual due to the constant maintenance required.
 
Spatium - Blizzard
 
Syntax: WORM BLIZZARD [OFF]
Connection: Tundra
 
This ability allows you to invoke a mighty blizzard, obscuring the room and making it difficult to leave. The blizzard will
only last while the wormhole remains connected to the tundra.
 
Spatium - Resonance
 
Syntax: WORM RESONANCE ON/OFF
Connection: Room
 
This ability allows you to cause anything said at the other end of the wormhole to resonate back to you. Words resonating
through a personal wormhole will only be heard by its owner, while words resonating through a stable one will be heard by
anyone on the other end. Additionally, resonance works in both directions for stable wormholes, but only towards the owner for
personal ones.
 
Spatium - Confound
 
Syntax: WORM CONFOUND <target>
Connection: Tundra, Volcano, Rashirmir, Circular, Demonic, or Elemental
 
This ability allows you to confound the mind of a target, slowing down his ability to focus his mind for roughly the next 20
seconds.
 
It can be used off-balance.
 
Spatium - Splice
 
Syntax: WORM SPLICE <target> [UNSTABLE]
 
This ability allows you to splice stable wormholes, which may then be used by anyone with the ability to do so. It requires two
individuals with the ability to splice, each of them needs to execute this command with the other individual as the target. The
process is intensive, takes several minutes, and most actions interrupt it. If successful, a new stable wormhole is formed
between the two locations.
 
If both individuals specify the optional UNSTABLE parameter, an unstable wormhole is formed, which is a hybrid between stable
and personal wormholes. Unstable wormholes are formed by attaching personal wormholes together, and behave exactly like
personal wormholes attached to another room. The difference is that unstable wormholes can span across areas, and that warping
through them is not stopped by monolith sigils or consecrations. If either of the two individuals moves or warps through the
wormhole, it is destroyed.
 
Splicing an unstable wormhole is much faster than splicing a stable one.
 
Note: wormholes spliced into an anti-magick territory will collapse after some time.
 
Spatium - Sources
 
Syntax: WORM SOURCES
 
This ability allows you to discover all wormholes within the area, both stable and personal ones.
 
Spatium - Obscure
 
Syntax: WORM OBSCURE <target>
Connection: Tundra, Volcano, Rashirmir, Circular, Demonic, or Elemental
 
This ability causes any toxins delivered by the Puncture attack to be masked for the next 10 seconds.
 
Obscure and Becloud cannot both be active at the same time. The ability can be used off-balance.
 
Spatium - Tremors
 
Syntax: WORM TREMORS [OFF]
 
This ability will alert you whenever any wormholes in your area or an area adjacent to yours are being attacked, as well as
when a new wormhole is being spliced.
 
Syntax: WORM DEVOUR <target>
Connection: Rashirmir
 
This ability will attempt to suck an unwilling target through it, where he will suffocate instantly. The process takes several
seconds, during which you cannot do anything else nor be hindered. The duration of the ability is also shortened if the target
is not under effect of the mass defence.
Spatium - Engulf
 
Syntax: WORM ENGULF <target>/OFF
Connection: Volcano
 
This ability causes a continuous torrent of flame to start spewing out of the wormhole, engulfing its target. The flames
instantly burn away the aura of rebounding that may form around the target. The effect is continuous and lasts while the
wormhole is attached to the volcano. When the torrent is interrupted, the flames fade away shortly afterwards.
 
 
Syntax: WORM ATTACH SELF
 
This ability allows you to attach your personal wormhole to itself, worming a circular connection. Once attached, you will be
able to use abilities that require a Circular connection.
 
Spatium - Enthrall
 
Syntax: WORM ENTHRALL <target>
Connection: Circular
 
This ability instantly triggers a random hypnotic suggestion implanted in the target's mind. It cannot be used while the
suggestions are already being activated.
 
This ability can not be used off-balance, but it is possible to follow with the Puncture ability immediately afterwards.
 
Spatium - Instill
 
Syntax: WORM INSTILL <target> <affliction or toxin name>
Connection: Tundra, Volcano, Rashirmir, Circular, Demonic, or Elemental
 
This ability allows you to instill an affliction of your choice, that the target is currently afflicted with, deep within the
target. The ability is delayed and only takes effect after two seconds - if the affliction is cured in this interval, the
ability fails with no effect.
 
Once successfully instilled, the affliction will become more difficult to cure, and all curing methods will cure this
affliction last, only after curing any other afflictions that the target has and that the curing method can heal.
 
The afflictions can be chosen from all those that can be delivered by a toxin or by hypnosis - other afflictions may not be
instilled. Additionally, the effects of Ciguatoxin and Metrazol can not be instilled.
 
For example, if the target is afflicted with stupidity, masochism, and lethargy, and stupidity is instilled, eating orphine
will cure masochism first, and stupidity second (as no other orphine-cured afflictions remain).
This ability can be used off-balance.
 
Spatium - Cancel
 
Syntax: WORM CANCEL
 
This ability allows you to attempt to sever a dimensional wormhole at your location. This requires utmost concentration - most
actions will abort the attempt.
 
Both stable wormholes and personal wormholes attached to your location can be cancelled in this way. Cancelling personal
wormholes is much faster than cancelling stable ones.
 
Spatium - Wormsnipe
 
Syntax: WORM SNIPE <target>
Connection: Room
 
While wielding a bow and wearing a quiver, you may shoot arrows through wormholes at targets that reside on the other end.
 
Spatium - Vortex
 
Syntax: WORM VORTEX <player>
Connection: Room
 
This ability attempts to suck a player at the other end of a wormhole through to you. The attempt will fail if the player is
too heavy to be moved.
 
Spatium - Becloud
 
Syntax: WORM BECLOUD <target>
Connection: Circular
 
For the next 20 seconds, hypnosis suggestions triggered on the target will have a 33% chance to show a generic message instead
of the usual one.
 
Obscure and Becloud cannot both be active at the same time. The ability can be used off-balance.
 
Syntax: WORM ANNIHILATE <target>
Connection: Circular
 
This ability attempts to annihilate the mind of its target, if it has been sufficiently weakened. If the target is under the
effect of less than four hypnotic afflictions, the attempt will fail with no effect. If the target has six or more, it will
instantly kill him, otherwise the attempt will take several seconds during which you may do nothing else.
 
Afflictions that can also be given by toxins (clumsiness, stupidity, recklessness, and anorexia) are not included in the count.
 
Spatium - Demonic
 
Syntax: WORM ATTACH DEMONIC
 
This ability allows you to attach your personal wormhole to the Demonic plane. Once attached, you will be able to use abilities
that require a Demonic connection.
 
Spatium - Demon
 
Syntax: WORM SUMMON DEMON
Connection: Demonic
 
This ability summons a demonic lamia loyal to you, which can be commanded in the usual way. The lamia remains with you until
slain, even if you attach your wormhole to another location. The lamia has the following abilities:
 
DEMON PROTECT - provides a defence against several types of non-physical damage, while the lamia is with you
 
DEMON SCENT - locates all individuals within the area
 
DEMON ENSNARE <target> - transfixes the target, or strips the blindness defence
 
DEMON WARP - allows the demon to warp through a wormhole, if there is one in your room. The demon can warp through your
personal wormhole as well
 
DEMON EXPLODE - causes significant damage to everyone in the room and kills the lamia. This can be used at a distance
 
DEMON RETURN - causes the demon to return back to you
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