Pranks

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The skill of pranks is an amusing mish-mash of acrobatic abilities, strange-and-amusing abilities involving props like balloons, mice, and jack-in-the-boxes, and the science of bomb-making. Practiced solely by Jesters, these abilities even include some seriously bad jokes, and even the ability to scrawl graffiti on city walls.

The Pranks skill is available to members of the Jester class.

Abilities in Pranks

Handspring Leap at your foes in neighboring rooms.
Syntax: HS/HANDSPRING <target>
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: With this acrobatic attack, you can handspring into an adjacent room, attacking an adventurer there.
Props Wish for the props that every good jester needs.
Syntax: WISH FOR [2-10] <prop>
Works against: None
Cooldown: 1.00 second of balance
Details: With this ability, you may throw some gold up into the air and wish for balloons, mickeys, itching powder, or blackjacks. You must have the relevant ability to wish for the associated prop.

Balloon (20 gold), Blackjack (500 gold), Mickey (20 gold), Itchpowder (20 gold)

You may optionally wish for multiple (up to 10) props at once. When doing so, the gold cost and balance use will be multiplied.
Balloons Take to the skies with balloons.
Syntax: INFLATE BALLOON
Works against: None
Cooldown: 4.00 seconds of balance
Details: The first of a few balloon-related abilities, this allows the jester to inflate a normal balloon and fly up to the skies with it.
Slipperiness Slip out of that which would bind you.
Syntax: SLIPPERINESS
Works against: Self
Cooldown: 2.00 seconds of balance
Details: Once you've activated slipperiness, you will be able to WRITHE from entanglements faster than normal. Additionally, your agility will allow you to partially avoid attacks from denizens, reducing your damage taken. There is no ongoing cost to this ability.
Bop Deliver a vicious blow with a blackjack.
Syntax: BOP <target>
Works against: Adventurers and denizens
Cooldown: 3.00 seconds of balance
Details: This ability requires that you have a blackjack wielded. With it, you may bop someone, either adventurer or denizen. It may be used in conjunction with the targeting ability in weaponry.

Additionally, when used against adventurers, it will deliver either amnesia, stupidity, or epilepsy.
Giraffes Twist a balloon into a giraffe.
Syntax: INFLATE BALLOON INTO GIRAFFE
MOUNT GIRAFFE
STEP INTO TREES
Works against: None
Cooldown: 5.00 seconds of balance
Details: This ability requires the presence of a balloon in your inventory. MOUNT GIRAFFE will allow you to mount it, and then you can move it around as usual. You are also able to STEP INTO TREES from on its back.
Backflip Flip over obstructions.
Syntax: BACKFLIP <direction>
Works against: None
Cooldown: 1.00 second of balance
Details: You may BACKFLIP past obstructions that would otherwise be impassable by normal means.
Hocuspocus Cast coloured illusions to dazzle those about you.
Syntax: HOCUSPOCUS <delay in seconds> COLOUR <color> <illusion message>
HOCUSPOCUS <delay in seconds> <illusion message>
Works against: Room
Cooldown: 3.00 seconds of equilibrium
Details: This ability lets you set off coloured, delayed illusions. The colours available to you can be seen at the bottom of CONFIG COLOUR, with the exception of 15, which you may not use. The cost in mana is one mana for each character in the illusion. You may embed a single newline in an illusion by inserting the character sequence \n at the appropriate spot. For restrictions and limitations, please refer to HELP ILLUSIONS.
Runaway Make a swift retreat.
Syntax: RUNAWAY <direction> [distance] (between 1 and 11 rooms)
Works against: None
Cooldown: 1.00 seconds of balance
Details: While you are riding your inflatable giraffe, you may beat a hasty retreat, going up to 10 rooms in a straight line.
Concussionbomb Momentarily stun everyone in the room.
Syntax: CONSTRUCT CONCUSSION BOMB
THROW BOMB <direction>/AT GROUND
Requires: 1 iron
Works against: Adventurers and room
Cooldown: 4.00 seconds of balance
Details: This bomb, when it explodes, will create a wave of force that will stun everyone in the room momentarily. You can make two bombs out of a single commodity.
Butterflybomb Blast people from the skies and trees.
Syntax: CONSTRUCT BUTTERFLY BOMB
THROW BOMB <direction>/AT GROUND
Requires: 1 iron
Works against: Adventurers and room
Cooldown: 4.00 seconds of balance
Details: Upon exploding, this bomb will rise up into the air and knock those in the trees and skies to the ground. You can make two bombs out of a single commodity.
Balloonhandoff Launch your foes to the clouds with a balloon.
Syntax: INFLATE BALLOON AND GIVE TO <target>
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Details: With this ability you may inflate a balloon and immediately hand it to someone else, causing them to be carried into the air. Those protected by the mass defence are too heavy to be moved.
Backhandspring Leap out of the room striking someone on the way out.
Syntax: BHS/BACKHANDSPRING <target> <direction>
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: With the backwards handspring, you may leave the room while simultaneously kicking someone on your way out.
Envenom Coat a weapon in venoms.
Syntax: ENVENOM <weapon> with <venom>
WIPE <weapon>
Works against: None
Details: With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon. They work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must have the selected venom in a vial in your inventory. In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
Balancing Maintain superior balance.
Syntax: BALANCING [ON|OFF]
RELAX BALANCING
Works against: Self
Cooldown: 0.50 seconds of balance
Details: With this ability, you will have superior balance, making it much more difficult to knock you off your feet. There is a mana drain associated with it, however.
Smokebomb Choke all in the room with a plume of smoke.
Syntax: CONSTRUCT SMOKE BOMB
THROW SMOKEBOMB <direction>/AT GROUND
Requires: 1 iron
Works against: Adventurers and room
Cooldown: 4.00 seconds of balance
Details: This bomb, when it explodes, will spew out a foul gas that will choke those in the room. The fumes induce hunger in those that inhale them. You can make two bombs out of a single commodity.
Juggling The ancient art of juggling.
Syntax: JUGGLE <item1> [item2] [item3]
JUGGLED
JUGGLE STOP
Works against: None
Cooldown: 1.00 second of balance
Details: Transcendent pranks. Once you are juggling, you may throw the items you're juggling at a greatly decreased cost in balance. JUGGLED will show you what, if anything, you are juggling. Be aware that juggling comes with an endurance drain and, no matter how nimble your fingers, you are not adept enough to juggle bombs.
Webbomb Explode strands of webbing to bind everyone in the room.
Syntax: CONSTRUCT WEB BOMB
THROW BOMB <direction>/AT GROUND
Requires: 1 rope
Works against: Adventurers and room
Cooldown: 4.00 seconds of balance
Details: When this bomb explodes, it will throw out magically sticky webbing everywhere. You can make two bombs out of a single commodity.
Acrobatics Masterful footwork to make yourself a difficult target.
Syntax: ACROBATICS [ON|OFF]
RELAX ACROBATICS
Works against: None
Cooldown: 3.00 seconds of balance
Details: With this ability, you will exercise your dexterity, becoming far more difficult to hit. Be warned that it comes with a serious endurance drain.
Badjoke Strip defences with your terrible jokes alone.
Syntax: BADJOKE
Works against: Adventurers, denizens, and room
Cooldown: 3.00 seconds of equilibrium
Details: This ability will induce the desire to slap you in those who hear your jokes, causing them to lose the rebounding aura and shield defences.

Note that other jesters are already so familiar with terrible jokes that this ability will not work on them.
Mickey Slip someone a mickey.
Syntax: SLIP <target> MICKEY
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: After obtaining a mickey from the Props ability, you can slyly slip the mickey to someone, which will cause that person to eat the mickey instead of the next herb he intends to eat, making him sick.
Traps The ability to search for traps in your location.
Syntax: TRAPS
Works against: Room
Cooldown: 3.00 seconds of balance
Details: The TRAPS ability will search for traps in the room, giving you information about them. You will not be able to find traps laid by someone with higher skill than you.
Disarm Attempt to disarm a trap.
Syntax: DISARM <trap type> <direction>
Works against: Room
Cooldown: 4.00 seconds of balance
Details: Using this ability, you will attempt to disarm a trap in the direction specified. If you are successful, and not in the arena, then you will get the commodities that went into its making. If you are unsuccessful, you will fall victim to the trap. You will only be able to disarm traps laid by those with skill equal to or less than your own.
Graffiti Scrawl messages on walls.
Syntax: SCRAWL <colour> <text>
SCRUB WALLS
IDENTIFY GRAFFITI
Works against: Room
Cooldown: 6.00 seconds of equilibrium (SCRAWL)
3.00 seconds of balance (IDENTIFY)
Details: While in any outdoor urban location, you can scrawl coloured graffiti on the wall. It will last until someone uses a bucket of water to scrub it off, with SCRUB WALLS.
Somersault Quickly somersault past obstructions.
Syntax: SOMERSAULT <direction>
Works against: None
Cooldown: 4.00 seconds of balance
Details: With this ability you can escape a location even if you're webbed or paralysed. It is faster than 'tumbling' in Survival, as a bonus.
Arrowcatch Pluck arrows from the air.
Syntax: ARROWCATCH [ON|OFF]
RELAX ARROWCATCH
Works against: None
Cooldown: 2.00 seconds of balance
Details: At the cost of a constant mana drain, this ability will give you a chance to pluck arrows fired at you from the air.
Bananas Litter the floor with banana peels.
Syntax: LITTER FLOOR WITH PEELS
Works against: Room
Cooldown: 4.00 seconds of balance
Details: You are now able to conjure up a handful of banana peels on the ground. These slippery items will make it more difficult for people to leave the room.
Firecracker Construct festive firecrackers.
Syntax: CONSTRUCT FIRECRACKER
LIGHT FIRECRACKER
Requires: 1 Iron
Works against: Room
Cooldown: 4.00 seconds of balance
Details: The firecracker is an essentially useless little prank designed to make celebratory occasions more festive. You'll find that a single piece of iron will make three firecrackers.
Itchpowder Employ the irritating itchpowder.
Syntax: SLIP <target> ITCHPOWDER
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Like the mickey, once you've gotten some itchpowder through the Props ability, you can slip it on someone, making him or her itch uncontrollably until an epidermal salve is applied.

This will cause the unfortunate individual to be periodically afflicted

with impatience.

Dustbomb Numb the sense of your victims with a bomb.
Syntax: CONSTRUCT DUST BOMB
THROW BOMB <direction>/AT GROUND
Requires: 1 diamond dust
Works against: Adventurers and room
Cooldown: 4.00 seconds of balance
Details: This ability will cause a cloud of dust to go up, cutting off much sensory input for a time. You can make two bombs out of a single commodity.
Jackinthebox An innocent musical toy with a vicious bite!
Syntax: CONSTRUCT JACK-IN-THE-BOX
WIND JACK-IN-THE-BOX FOR <target>
Requires: 1 iron and 1 wood
Works against: Adventurers
Cooldown: 4.00 seconds of balance (CONSTRUCT)
2.00 seconds of balance (WIND)
Details: With this ability, you may construct a jack-in-the-box that, when wound and targetted for a specific person (see syntax above), will kill that person when the puppet pops out, assuming the target is still in the room. You may not do anything else while you wind the jack-in-the-box.
Timers Give your bombs a delayed effect.
Syntax: TIMER <bomb> <3-60 seconds>
Works against: None
Cooldown: 0.50 seconds of balance
Details: By setting a timer on a bomb, you are able to delay its effect. Be warned though, that once a timer has been set, a bomb cannot be picked up again.
Suicidemice Brainwash mice to carry bombs on their backs.
Syntax: TIE CHEESE TO ROPE</br>FISH FOR MICE</br>REEL IN MOUSE</br>EDUCATE MOUSE</br>STRAP <bomb> TO <mouse>
ORDER MOUSE KILL <target></br>CALL MICE
Works against: Adventurers
Cooldown: 5.00 seconds of balance (EDUCATE)
4.00 seconds of balance (STRAP)
Details: Brainwash mice until they are willing to sacrifice their lives for you. First, get a rope and cheese, and then tie the rope to the cheese. Then, you have to fish for the mice in a city area. Reel the mouse in when one bites. Once you've caught one, you may educate him, which will prepare the mouse for use. Just strap a bomb onto his back, drop him, and ORDER MOUSE KILL <whoever>. If you are within approximately 10 rooms of your target, the mouse will immediately take off chasing your unlucky victim, and, upon finding the person, detonate the bomb.

(OOC Note: These predated any of the recent, very regrettable terrorist acts, and are not intended to make light of them in any way.)


Timers Give your bombs a delayed effect. Lessons: {{{lessons}}}
Syntax: TIMER <bomb> <3-60 seconds>
Required: 1 iron and 1 wood
Works against: {{{target}}}
Cooldown: 4.00 seconds of balance (CONSTRUCT)
2.00 seconds of balance (WIND)
Details: By setting a timer on a bomb, you are able to delay its effect. Be warned though, that once a timer has been set, a bomb cannot be picked up again.)
Suicidemice Brainwash mice to carry bombs on their backs. Lessons: {{{lessons}}}
Syntax: TIE CHEESE TO ROPE
FISH FOR MICE
REEL IN MOUSE
EDUCATE MOUSE
STRAP <bomb> TO <mouse>
ORDER MOUSE KILL <target>
CALL MICE
Required: {{{required}}}
Works against: Adventurers
Cooldown: 5.00 seconds of balance (EDUCATE)
4.00 seconds of balance (STRAP)
Details: Brainwash mice until they are willing to sacrifice their lives for you. First, get a rope and cheese, and then tie the rope to the cheese. Then, you have to fish for the mice in a city area. Reel the mouse in when one bites. Once you've caught one, you may educate him, which will prepare the mouse for use. Just strap a bomb onto his back, drop him, and ORDER MOUSE KILL <whoever>. If you are within approximately 10 rooms of your target, the mouse will immediately take off chasing your unlucky victim, and, upon finding the person, detonate the bomb.

(OOC Note: These predated any of the recent, very regrettable terrorist acts, and are not intended to make light of them in any way.)