Maiming (skill)

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The skill of Maiming is the central one for any Berserker. In it, the warrior learns how to properly use a longsword and a shield for both offense and defense.


Slash
Syntax:
BLADE SLASH <target> [toxin]
This is the basic sword attack of the Berserker. It can be used in conjunction with another Maiming

attack.

When used against another player, you can optionally specify a toxin to envenom the blade with before attacking. This requires you to have a vial of that toxin and the Envenom ability.

Changelog:

{{{AbilityChangelog}}}


Combo
Syntax:
COMBO <list of attacks> <target>
This ability allows you execute multiple attacks at once, within the same command. The attacks will be executed in the specified order against the chosen target, who can be a player or a mobile. Note that some attacks only work on players, not on mobiles.

If the attack supports inline envenoming, you may specify the toxin immediately after the command.

Attacks can only be combined in the following order: Blade attack -> Shield attack -> Warchant. Any of these can be omitted. Some attacks cannot be combined with another.

Examples:
COMBO SLASH SMASH SHOUT target
COMBO STRIKE <toxin> SMASH <rage modifier> SHOUT target

The individual attacks are each still subject to effects such as aeon or stupidity.

Changelog:

{{{AbilityChangelog}}}


Raze
Syntax:
BLADE/SHIELD RAZE <target>
This attack uses the sword or the shield to strip an aura of rebounding or a magical shield from the target.
Changelog:

{{{AbilityChangelog}}}


Gripping
Syntax:
GRIP
While using this ability, you will prevent items from being knocked out of your grip.
Changelog:

{{{AbilityChangelog}}}


Trip
Syntax:
SHIELD TRIP <target>
Use your shield to trip your opponent to the ground.

This will prone a mobile, stopping it from attacking or moving for a short period of time.

Changelog:

{{{AbilityChangelog}}}


Posture
Syntax:
N/A
You are now capable of effectively wielding heavier shields than what your strength would otherwise allow - your strength is considered to be higher by 2 for the purposes of determining penalties.

This ability is automatically in use.

Changelog:

{{{AbilityChangelog}}}


Slam
Syntax:
SHIELD SLAM <target>
This straightforward attack causes damage to your target. When used as an opening attack, it does significantly more damage.
Changelog:

{{{AbilityChangelog}}}


Absorb
Syntax:
SHIELD ABSORB
With this skill you will use your shield to absorb a portion of the damage that you recieve fromenemy attacks.
Changelog:

{{{AbilityChangelog}}}


Envenom
Syntax:
ENVENOM <weapon> WITH <toxin>
ENVENOM <amount> ARROWS WITH <toxin>
WIPE <weapon>
With this ability, you may layer toxins on an edged weapon. Each time that weapon hits somebody, one toxin will poison your opponent, and disappear from the weapon. They work on a last-on, first-off basis, so if you put aspartame on a weapon, and then put cyanide on, the cyanide would come off first, and the aspartame second. You must have the selected toxin in a vial in your inventory. In order to get rid of the toxins on a weapon, simply WIPE <weapon>.
Changelog:

{{{AbilityChangelog}}}


Parry
Syntax:
PARRY <body part>
This allows the swordmaster to parry an bodypart, helping to reduce the chance of hitting it.
Changelog:

{{{AbilityChangelog}}}


Streamers
Syntax:
STREAMERS
ATTACH STREAMER TO <sword>
Your streamers are needed for many of the more advanced wardance and bladedance skills. Their colourful patterns help to confuse your opponent making them easier to hit.
Resource: 2 cloth
Changelog:

{{{AbilityChangelog}}}


Strike
Syntax:
BLADE STRIKE <target> [toxin]
This attack is similar to the Slash one. It causes more damage, but is somewhat slower.

When used against another player, you can optionally specify a toxin to envenom the blade with before attacking. This requires you to have a vial of that toxin and the Envenom ability.

Changelog:

{{{AbilityChangelog}}}


Envelop
Syntax:
BLADE ENVELOP <target>
By engaging your foe's sword with your own, you will be able to skillfully disarm them.
Changelog:

{{{AbilityChangelog}}}


Distract
Syntax:
BLADE DISTRACT <target>
In a deadly display of constant motion, the Berserker can distract the foe, causing them to lose their mental equilibrium. The sword must have streamers attached for this skill to work. The attack has a per-target cooldown.

This will disrupt a mobile, stopping it from attacking or moving for a short period of time.

Changelog:

{{{AbilityChangelog}}}


Smash
Syntax:
SHIELD SMASH <target>
A smash with the shield causes damage and inflicts one of the following afflictions - the first one that the target does not already have is given: nausea, clumsiness, weariness.

If the attack is used on balance (without a preceding blade attack), or when used on a target with less than 60% health, it does more damage and gives two afflictions at once.

Should the target already suffer from all these effects, the attack causes a special time-cured effect that increases the threshold of the Shatter war chant by 20%.

Changelog:

{{{AbilityChangelog}}}


Ward
Syntax:
SHIELD WARD
Using your shield, weave a defense to the power of the curse.
Changelog:

{{{AbilityChangelog}}}


Barrier
Syntax:
SHIELD BARRIER
Raise a protective barrier about yourself.
Changelog:

{{{AbilityChangelog}}}


Bloodlet
Syntax:
BLADE BLOODLET <target>
A dangerous sword skill, the swordmaster runs his blade along the exposed flesh of the opponent causing massive bleeding rather than damage.

The bleeding of successive sword cuts will only increase to a certain extent, and eventually you will reach a point where causing more wounds will not cause your opponent to bleed as extensively.

Changelog:

{{{AbilityChangelog}}}


Strip
Syntax:
SHIELD STRIP <target>
This attack will allow you to strip the defenses of your foe.
Changelog:

{{{AbilityChangelog}}}


Bash
Syntax:
SHIELD BASH <target>
A bash with the shield causes damage and inflicts one of the following afflictions - the first one that the target does not already have is given: deafness strip, sensitivity, numbness, ignorance.

If the attack is used on balance (without a preceding blade attack), or when used on a paralysed target (numbness is not enough), it does more damage and gives two afflictions at once.

Should the target already suffer from all these effects, the attack causes a special time-cured effect that increases the potency of the sensitivity affliction.

Changelog:

{{{AbilityChangelog}}}