Difference between revisions of "Telepathy Abilities"

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Revision as of 06:35, 1 December 2013

Telepathy - Sense

Syntax: MIND SENSE <target> With this ability, you are able to seek out the mind of another player, gaining knowledge of his physical location. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Lock Telepathy - Lock

Syntax:

  MIND LOCK <target>
  MIND UNLOCK <target>

This is the ability that most of the Telepathic arts are focused around. It is the skill of breaking down the barriers of resistance in another person and locking your mind to his. The player must be in the same area as you, for even your powerful mind has its limits.

The time it takes to gain a mind lock can vary -dramatically-. It is a base number of seconds, with seconds added or subtracted depending on the level of your Telepathy vs. a target's Philosophy, and the level of your maximum mana vs. the target's current mana.

If your target is deadened or has you allied, or if you have a mind print of the target or possess an artifact Intellect Crown, the time required to obtain a mind lock will be decreased.

Once you have a lock, every 15 seconds, the locked mind automatically gets a chance to break the lock. The chance of breaking the lock is determined by a comparison of your current mana vs. the target's current mana, and your Telepathy level vs. the target's Philosophy level. If you have a mindprint of the target, the chance of breaking the lock will be affected by your maximum mana rather than your current mana. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Dissolve Telepathy - Dissolve

Syntax: MIND DISSOLVE This simply dissolves your mind lock with a player.

Telepathy - Glance

Syntax: MIND GLANCE This allows you to look through the eyes of the player you have locked minds with. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Telesense Telepathy - Telesense

Syntax: MIND TELESENSE

Due to your heightened telepathic awareness, you are able to, at the cost of a small mana drain, detect attempts to lock your mind as well as more effectively expel those who are able to obtain a telepathic lock on you.

Telepathy - Fear

Syntax: MIND FEAR With this ability, you are able to throw the mind of a locked player into a state of irrational fear.

This ability may be used after a Taekate combination. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Throw Telepathy - Throw

Syntax: MIND THROW <direction> As you learn to better control the mind of a locked player, you gain some control over their actions.

This is the first of them. You are able to make the player's mind try to walk its body in the 

direction of your choice. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Numbness Telepathy - Numbness

Syntax: MIND NUMBNESS

This ability temporarily rewires the mind of a locked player, preventing the player from touching tattoos and using delayed instakills.

This ability may be used after a Taekate combination. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Terror Telepathy - Terror

Syntax: MIND TERROR Having gained more knowledge of the Telepathic discipline, you are able to throw your target into a state of pure terror..far greater than simple fear. The player will drop whatever he is doing and run screaming in terror. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Confuse Telepathy - Confuse

Syntax: MIND CONFUSE By directing a powerful pulse of telepathic energy into the mind of a locked player, you are able to short-circuit his mental processes, causing him to become confused when doing certain common actions.

This ability may be used after a Taekate combination. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Suffuse Telepathy - Suffuse

Syntax: MIND SUFFUSE Not all of the Telepathic arts are concerned with harming your target. This is one that is not. What it does is take some of your considerable mental strength and give it to the player you have mind locked, albeit with some loss due to the energy it takes to transfer the mana over the telepathic link. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Drain Telepathy - Drain

Syntax: MIND DRAIN Almost the reverse of Suffuse, this drains mental strength from your target and bestows it upon you.

Telepathy - Listen

Syntax: MIND LISTEN

       MIND UNLISTEN

You are now able to direct audio sensory input to the mindlocked player over the telepathic link to you. UNWATCH will stop this ability as will doing most actions. Note that due to the ongoing effort required to maintain this ability, there is a constant loss of mental strength. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Divine Telepathy - Divine

Syntax: MIND DIVINE Having gained a certain level of competence in the art of Telepathy, you can now gain exact knowledge of the physical and mental state of a player you have locked minds with.

This ability may be used after a Taekate combination. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Fullsense Telepathy - Fullsense

Syntax: FULLSENSE By sending out an invisible telepathic web, you can detect all minds within your local area. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Isolate Telepathy - Isolate

Syntax: MIND ISOLATE This will isolate a mind locked player from all communication coming to him from outside his location. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Link Telepathy - Link

Syntax: LINK <target> By opening up a one-way channel to another telepath, you are able to lend him some of your mental strength, allowing him to perform abilities that would not otherwise be possible, due to the incredible strength of mind needed. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy PsyCombat Telepathy - Psycombat

PSYCHIC COMBAT Psychic combat is initiated by challenge. A player challenges another player (PSYCHALLENGE <PLAYER>).

The other player has 60 seconds to respond with PSYACCEPT <PLAYER> or the challenge will run out. 

Immediately after a player accepts a challenge, the players will be transported to separate rooms. There are only four commands associated with psychic combat that may be used in these rooms, and most normal commands will not work. The psychic combat commands are PSY BLAST

       Using your mental powers, you blast out at your opponent, attacking
       his mana.

PSY BARRIER

       At the expense of some mana, this protects you against Psy Blast.

PSY WHIP

       You lash out with your psychic powers to tear away your opponent's
       Psychic Barrier.

PSY SURGE

       This will end the battle, if successful. It takes a great deal of
       your mana, but if your opponent is on less than half, you will be
       the victor.

PSY PROBE Type MORE to continue reading. (73% shown) You use some mental energy to discover your opponent's mana level. PSY MEDITATE/MED

       This allows you to regain mana, albeit slowly.

PSY ESCAPE

       This takes a long time to work, during which you may not do
       anything else. After the time is up, exits will open from the
       psychic combat rooms, affording you escape.

575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Disrupt Telepathy - Disrupt

Syntax: MIND DISRUPT With this ability, you may destroy the equilibrium of your targetted player. Telepathy - Mindsense

Syntax: MINDSENSE When a telepath temporarily loses his telepathic abilities due to psychic combat, he radiates a great pain of loss. This ability seeks out those with that pain and tells you who they are. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Transfer Telepathy - Transfer

Syntax: MIND TRANSFER <telepath> Using this ability will allow you to transfer a mind lock to another telepath. The target telepath must be in the same area as you, for this is a delicate operation. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Epilepsy Mass down. def- density. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniar Telepathy - Epilepsy

Syntax: MIND EPILEPSY By short-circuiting some of the nervous system of your locked player, you are able to cause periodic spasms in him, causing him to be unable to do many things while spasming.

This ability may be used after a Taekate combination. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniar Autocuring: apply mass Applied mass. Mass up. def+ density. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniar Salve balance. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Pacify Telepathy - Pacify

Syntax: MIND PACIFY By drawing a soft cloak of telepathic power over the mind of a locked player, you are able to make offensive actions abhorrent to him. This will last for a short, random amount of time, or until an offensive act is directed at him.

This ability may be used after a Taekate combination. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Empathy Telepathy - Empathy

Syntax: MIND EMPATHY, MIND UNEMPATHY This ability will channel much damage done to a locked player over the telepathic link to you. Be careful with it though, for it is possible to die if too much damage is inflicted upon you via the telepathic link. This ability costs a regular drain of mental power.

Telepathy - Stupidity

Syntax: MIND STUPIDITY By casting a net of psychic energy over your opponent's mind, you will cause his mind to occassionally misfire and do something entirely different from what was intended.

This ability may be used after a Taekate combination. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Command Telepathy - Command

Syntax: MIND COMMAND <command>

You have gained sufficient knowledge of the workings of the mind to caress it into doing exactly what you wish.

This ability cannot be used off-balance.

575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Mindcloak Telepathy - Mindcloak

Syntax: MINDCLOAK ON/OFF

This ability will allow you to, at a regular drain of mental power, attempt mind locks that will be harder to detect than normal. It will go undetected by players who are using Telesense, for instance.

In addition, this defense will also aid you in maintaining a telepathic lock once you have obtained 

one. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Hallucinate Telepathy - Hallucinate

Syntax: MIND HALLUCINATE <target> You are able to instill wild hallucinations into the mind of your target.

This ability may be used after a Taekate combination. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Hypersense Telepathy - Hypersense

Syntax: HYPERSENSE ON/OFF

You are now able to cast a net of telepathic power over the local area. Like a spider at the centre of his web, any attempts at telepathic locking within your net will vibrate the invisible strands of mental power and alert you to attempt.

This defense will also aid you in breaking telepathic locks placed on your mind by others. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Amnesia Telepathy - Amnesia

Syntax: MIND AMNESIA A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia in your locked player. He will simply fail to execute the next action he attempts, as he will forget what he is doing before he manages to do it.

This ability may be used after a Taekate combination.

Telepathy - Barrier

Syntax: MIND BARRIER <target>

This ability will give your target a defence that will protect him/her against most sources of damage for a limited time. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Scan Telepathy - Scan

Syntax: MIND SCAN An improvement on Divine, this will allow you to see considerably more information about the locked player. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Deadening Telepathy - Deadening

Syntax: MIND DEADENING This ability will cause your opponents mind to be dull. If you start a mind lock while your opponent is in this condition, it will take but half the usual time to fully lock on. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Travel Telepathy - Travel

Syntax: MIND TRAVEL An extremely complicated ability, requiring the support of another Telepath, this opens up a pathway through the Astral plane to your locked player, transporting you instantly there. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniar The light snow continues, lightly coating you with snowflakes. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Mindnet Telepathy - Mindnet

Syntax: MINDNET ON/OFF At a constant mana drain, this ability throws up a telepathic net over the local area, informing you whenever anyone moves into or out of range of the net. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Crush Telepathy - Crush

Syntax: MIND CRUSH Though it is impossible to kill a player with this ability alone, it is used to send a crushing wave of mental energy at the target, doing both physical and mental damage. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Daze Telepathy - Daze

Syntax: MIND DAZE

This ability will hinder the speed at which your foe recovers equilibrium.

This ability may be used after a Taekate combination. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Strip Telepathy - Strip

Syntax: MIND STRIP Your mental prowess is such that you may coax your opponent into relaxing his defences.

Telepathy - Sapience

Syntax: MIND SAPIENCE By essentially tapping into a locked player's cortex, you are able to see anything the player does.

Telepathy - Kainet

Syntax: MIND KAINET ON/OFF

This allows you to cast out a web of telepathic energy in the local area that will absorb and channel ALL kai energy back to you. The drain in mental energy is, however, enormous.

575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Clamp Telepathy - Clamp

Syntax: MIND CLAMP

This allows you to reach out with your mind and clamp down on the locked player's mind, reducing his maximum health and mana levels by twenty percent. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Mask Telepathy - Mask

Syntax: MIND MASK ON|OFF

Your mind has become such a well honed tool that you are now able to strike at your opponent's mind with surgical precision. While masking your telepathic alterations will be far more strenuous on your mental strength, your target will be clueless as to what has changed within his own mind.

The following mental attacks may be masked:

 Fear
 Paralyse
 Epilepsy
 Pacify
 Stupidity
 Deadening
 Hallucinate

575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Blackout Telepathy - Blackout

Syntax: MIND BLACKOUT By sending out a blast of rawest telepathic power, you are able to, for a short period of time, knock out all senses of your locked target.

Telepathy - Scythe

Syntax: MIND SCYTHE <target>

This ability allows you to instantly secure a mind lock on a target of your choice. Unlike the regular method, this one only works while you are at the same location as the target, and is very obvious to the target.

575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Batter Telepathy - Batter

Syntax: MIND BATTER This powerful telepathic attack will instantly give your unlucky target stupidity, epilepsy, and dizziness. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Wrench Telepathy - Wrench

Syntax: MIND WRENCH <target> Like Travel, this ability requires the support of another telepath and is very powerful. It allows you to send your locked target to anyone, anywhere on the continent. It will, however, break your lock on the player. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Radiance Telepathy - Radiance

Syntax: MIND RADIANCE The most powerful attack a telepath has, this allows you to build up an awesome amount of telepathic power, then release it to your hapless victim, killing him instantly. It takes some time to build up,

during which you may do nothing else. Further, you may not execute this ability if your target is 

in the same location as you. Your concentration will also be broken if your target moves into your location. 575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab telepathy Mindprints Telepathy - Mindprints

Syntax: MIND PRINT, MINDPRINTS, FORGET <player> Once you have locked minds with a player, you are able to gain intimate knowledge of his mind, making it easier to gain a mind lock in the future. However, due to the incredible complexity of the mind, you may only hold five mindprints at once. MIND PRINT will take a mindprint of the player you have locked. MINDPRINTS will list whom you have mindprints of, and FORGET will remove a player from your list, allowing you to MINDPRINT a new player.