Difference between revisions of "Shapeshifting Abilities"
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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.