Telepathy Abilities


These are all the abilities in the skill of Telepathy.

Sense

 MIND SENSE <target>

With this ability, you are able to seek out the mind of another player, gaining knowledge of his physical location.

Lock

 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.

Dissolve

 MIND DISSOLVE

This simply dissolves your mind lock with a player.

Glance

 MIND GLANCE

This allows you to look through the eyes of the player you have locked minds with.

Telesense

 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.

Fear

 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.

Throw

 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.

Numbness

 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.

Terror

 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.

Confuse

 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.

Suffuse

 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.

Drain

 MIND DRAIN

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

Listen

 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.

Divine

 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.

Fullsense

 FULLSENSE

By sending out an invisible telepathic web, you can detect all minds within your local area.

Isolate

 MIND ISOLATE

This will isolate a mind locked player from all communication coming to him from outside his location.

Link

 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.

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 - 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.

Disrupt

 MIND DISRUPT

With this ability, you may destroy the equilibrium of your targetted player.

Mindsense

 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.

Transfer

 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.

Epilepsy

 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.

Pacify

 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.

Empathy

 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.

Stupidity

 MIND STUPIDITY

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

This ability may be used after a Taekate combination.

Command

 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.

Mindcloak

 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.

Hallucinate

 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.

Hypersense

 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.

Amnesia

 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.

Barrier

 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.

Scan

 MIND SCAN

An improvement on Divine, this will allow you to see considerably more information about the locked player.

Deadening

 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.

Travel

 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.

Mindnet

 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.

Crush

 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.

Daze

 MIND DAZE

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

This ability may be used after a Taekate combination.

Strip

 MIND STRIP

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

Sapience

 MIND SAPIENCE

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

Kainet

 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.

Clamp

 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.

Mask

 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

Blackout

 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.

Scythe

 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.

Batter

 MIND BATTER

This powerful telepathic attack will instantly give your unlucky target stupidity, epilepsy, and dizziness.

Wrench

 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.

Radiance

 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.

Mindprints

 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.