Difference between revisions of "Shapeshifting Abilities"

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(Created page with '__NOTOC__ These are all the abilities in the skill of Shapeshifting. == Transform == WYVERN TRANSFORM WYVERN UNFORM DESCRIBE WYVERN <description/OFF> Your superior …')
 
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Latest revision as of 00:27, 11 April 2014


These are all the abilities in the skill of Shapeshifting.

Transform

 WYVERN TRANSFORM
 WYVERN UNFORM
 DESCRIBE WYVERN <description/OFF>

Your superior connection to Nature's animals allows you to assume the physical form of her most fearsome creature -- the Wyvern. Your transformation is significant; you will sprout wings, a tail, talons, and a mighty draconic snout. Your new form will allow you to take advantage of a number of impressive skills and techniques.

You may customize the appearance of your Wyvern form.

Speak

The intricacies of your draconic snout are no match for your superior speech skills -- You may speak freely in any of your learned languages.

Fly

 FLY
 LAND

Your mighty wings allow you to take to the skies.

Scales

 WYVERN SCALES

Your toughened wyvern hide will protect you from physical attacks.

Claw

 WYVERN CLAW <target> [toxin]

Slash a foe with your mighty talons, optionally applying a toxin from your inventory. This attack may be used on mobiles.

Spy

 WYVERN SPY <target>

From the skies, view the room of a nearby foe.

View

 WYVERN VIEW

From the skies, see everyone in your area who is out of doors.

Bludgeon

 WYVERN BLUDGEON <target>

Beat a foe with the heft of your wyvern tail. This attack may be used on mobiles.

There is no help file on that ability.

Deadaim

 DEADAIM ON/OFF

While slightly draining on your mana, you will concentrate more intently upon hitting the vital areas of your opponents with strategic blows.

Glare

 WYVERN GLARE <target>

Inspire fear in your target.

Fireaura

 WYVERN AURA FIRE
 WYVERN AURA NONE

As a wyvern, you have access to a number of auras: passive shrouds for your body that provide beneficial effects. Only one aura may be active at any time. Your fire aura will light ablaze any who dare to attack you in the same room.

Icebreath

 SUMMON ICE
 WYVERN ICEBREATH <target>
 WYVERN ICEBREATH GROUND
 WYVERN ICEBREATH FIREWALL <dir>
 BELCH [ICE]

Requires: 10% ice

Your draconic form is capable of summoning and maintaining stores of ice and fire, to a certain limit. Each can be used in elemental attacks, consuming a bit of your store in the process. The two conflicting elements may coexist, but your capacity to maintain each will be halved as long as they are both present. Belching will eliminate your stores of either or both without penalty.

Icebreath freezes the ground or eliminates a firewall. If targetted at a person, it will freeze and deal cold damage.

Each attempt to summon ice fills up your reserves by 30%. It is possible to maintain fire and ice reserves together, but you will be only be able to fill your capacity up to 50% of each.

Shock

 STING <target> SHOCK

Your tail's capabilities go beyond that of any mere Akrabi. By sending your target into a state of toxic shock, you will cause the next toxin or sting effect dealt to him or her to resurge after a brief delay. The shock will subside after a successful resurgence. If unused, it will eventually wear off. You may not resurge the shock effect.

Icewall

 WYVERN ICEWALL <dir>

Requires: 15% ice

Consume some of the accumulated ice to form an icewall.

Track

 TRACK <target>

From the skies, fly to someone who is out of doors on the same continent.

Transfer

 STING <target> TRANSFER

Randomly transfer one of your afflictions to your target.

Moonaura

 WYVERN AURA MOON
 WYVERN AURA NONE

As a wyvern, you have access to a number of auras: passive shrouds for your body that provide beneficial effects. Only one aura may be active at any time. The moon aura provides a 20% chance to return a toxin hit on your body back to your attacker. In this case, both of you will receive the affliction.

Hoist

 HOIST <target>

From the skies, swoop down and lift an target in your mighty talons. This ability is blocked by the mass salve.

Iceblast

 WYVERN ICEBLAST <target>

Requires: 8% ice

Fire a chunk of your accumulated ice at a foe, whether in-room or in a line-of-sight attack, and break his or her translucent shield.

Firebreath

 SUMMON FIRE
 WYVERN FIREBREATH <target>
 WYVERN FIREBREATH ICEWALL <dir>
 BELCH [FIRE]

Requires: 10% fire

Your draconic form is capable of summoning and maintaining stores of ice and fire, to a certain limit. Each can be used in elemental attacks, consuming a bit of your store in the process. The two conflicting elements may coexist, but your capacity to maintain each will be halved as long as they are both present. Belching will eliminate your stores of either or both without penalty.

Firebreath is capable of melting icewalls. Targetted at a player, this ability will set him or her ablaze and deal fire damage.

Each attempt to summon fire fills up your reserves by 30%. It is possible to maintain fire and ice reserves together, but you will be only be able to fill your capacity up to 50% of each.

Ensnare

 WYVERN ENSNARE <target>

Stare with the eyes of the consummate predator. If your target is blind, your gaze will return his or her sight. If your foe is unlucky enough to be caught in your gaze, they will find themselves transfixed.

Deaden

 STING <target> DEADEN

If your target has focus balance, this variety of poison will stop him or her from focusing for a short time and afflict with stupidity.

Roar

 WYVERN ROAR <target>

Bellow your powerful hunting call. If your target is deaf, your trumpeting cry will return his or her hearing. If not, your blast will stun them and knock them to their knees.

Toxicbreath

 WYVERN TOXICBREATH

Spew toxic gas, hitting all in the room with a random affliction and poison damage.

Smash

 WYVERN SMASH <target> <arms/legs>

Bring your mighty bulk down onto your target's limbs, crippling both in a single blow.

Fireblast

 WYVERN FIREBLAST <target>

Requires: 8% fire

Spout a spurt of fire, whether in-room or in line-of-sight, afflicting your target with sensitivity.

Toxicaura

 WYVERN AURA TOXIC
 WYVERN AURA NONE

As a wyvern, you have access to a number of auras: passive shrouds for your body that provide beneficial effects. Only one aura may be active at any time. The toxic aura will restrict the effects of your toxic breath only to those on your enemy list.

Disease

 STING <target> DISEASE

If your target is capable of purging his or her blood, these poisons will stop that capability for a short time and afflict with nausea.

Frostbite

 WYVERN FROSTBITE <target>

Requires: 40% ice

Use a great deal of accumulated ice to freeze your target twice and afflict with frostbite, which causes a significant balance and equilibrium penalty.

Gust

 WYVERN GUST

Flap your mighty wings, throwing all in the room to the ground and hurting them. Those without the density defence will also be hurled from the room.

Disarm

 WYVERN DISARM <direction>

Requires: 10% fire

This ability allows you to breathe some of your stored fire at a trap, destroying it. This will work on any trap regardless of the layer's skill, as no amount of concealing is a match for your fire.

Bloodpoison

 STING <target> BLOODPOISON

Poison your target's very blood, causing all sting attacks to deal additional damage. This effect may stack up to 4 times.

Bloodpoison from each Wyvern is unique - if you attempt to poison a target who is affected by another player's bloodpoison, the poison replaces the old one instead of stacking with it.

Natureaura

 WYVERN AURA NATURE
 WYVERN AURA NONE

As a wyvern, you have access to a number of auras: passive shrouds for your body that provide beneficial effects. Only one aura may be active at any time. The blessing of Nature will slightly speed certain wyvern attacks.

Incinerate

 WYVERN INCINERATE <target>

Requires: 85% fire

Expend a significant amount of stored flame to melt a target's armour, greatly reducing its efficacy and dealing damage to your foe.

Poisonmind

 STING <target> POISONMIND

Your tail's poisons will throw your target's brain chemistry out of whack, making it significantly more difficult for him or her to reduce the buildup of bloodpoison. Any attempts to cure bloodpoison will instead cure a random mental affliction.

Rupture

 STING <target> RUPTURE

If your target's blood is sufficiently poisoned, send a fatal venom in to do the job in the messiest way you know how. Kills the target instantly if you have stacked bloodpoison four times. This ability does not trigger the toxic shock effect.