Difference between revisions of "Weaponmastery"

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m (→‎Dual Cutting Specialisation: Update Mastery to not duplicate Cleave)
 
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Masters of [[Forged weapons|melee weapons]], knights with the weaponmastery skill are a force to be reckoned with against their fellow [[adventurers]] and [[:Category:Denizens|denizens]] alike. Weaponmasters can select a specialisation based on the weapons they wish to use, either dual cutting, dual blunt, two-handed, or sword and shield.
Masters of [[Forged weapons|melee weapons]], knights with the weaponmastery skill are a force to be reckoned with against their fellow [[adventurers]] and [[:Category:Denizens|denizens]] alike. Weaponmasters can select a specialisation based on the weapons they wish to use, either dual cutting, dual blunt, two-handed, or sword and shield.


The '''Weaponmastery''' skill is available to to members of the three knight classes: [[Infernal]], [[Paladin]], and [[Runewarden]].
The skill of '''Weaponmastery''' is available to to members of the four knight classes: [[Infernal]], [[Paladin]], [[Runewarden]], and [[Unnamable]].


Knights also share the skill of Chivalry and each have their own unique skill; Infernals command the dark art of Necromancy, Paladins wield the holy power of Devotion, and Runewardens possess the mystical talant of Runelore.
Knights share many chivalry-derived abilities through [[Discipline]], [[Dominion]], [[Malignity]] and [[Valour]] though each also have their own unique skill; Infernals command the dark art of [[Oppression]], Paladins wield the holy power of [[Excision]], Runewardens possess the mystical talent of [[Runelore]], and Unamables employ the otherworldly forces of [[Anathema (skill)|Anathema]].


==Abilities in Weaponmastery==
==Abilities in Weaponmastery==
Line 150: Line 150:
  |syntax=MASTERY [ON{{!}}OFF]<br>RELAX MASTERY
  |syntax=MASTERY [ON{{!}}OFF]<br>RELAX MASTERY
  |required=
  |required=
  |target=Adventurers
  |target=
  |cooldown=2.00 seconds of balance
  |cooldown=
  |detail=If you are wielding a sword in your hand, you may try to cleave someone's body asunder. Your opponent does not have to be in the room with you when you begin a cleave, but by the time you get the second cleave-related message, he must be in the room, or the cleave will be stopped. If you do successfully cleave your opponent, you will so destroy his body that there will be nothing left for anyone to immolate.
  |detail=Mastery is the ability to pour such concentration into your bladework that your ability to penetrate cutting defenses increases.
}}
}}


Line 187: Line 187:
  |detail=Once you have impaled someone, you may disembowel them, ripping open their bloated bellies, and causing immense damage.<p>Those suffering from internal bleeding will take more damage from this attack.</p>
  |detail=Once you have impaled someone, you may disembowel them, ripping open their bloated bellies, and causing immense damage.<p>Those suffering from internal bleeding will take more damage from this attack.</p>
}}
}}


===Dual Blunt Specialisation===
===Dual Blunt Specialisation===
Line 210: Line 209:
  |target=Adventurers and denizens
  |target=Adventurers and denizens
  |cooldown=Balance cost varies based on weapon speed
  |cooldown=Balance cost varies based on weapon speed
  |detail=This ability delivers a single, powerful blow with your chosen weapon.
  |detail=This ability delivers a single, powerful blow with your chosen weapon. When striking a limb that is already damaged to the point of needing a restoration salve, it will deliver a fracture to that limb(*).
<p>Excluding the legs.
}}
}}


Line 217: Line 217:
  |description=Fracture the defences that would protect your opponent.
  |description=Fracture the defences that would protect your opponent.
  |lessons=100
  |lessons=100
  |syntax=FRACTURE <target> [REBOUNDING|SHIELD]
  |syntax=FRACTURE <target> [REBOUNDING{{!}}SHIELD]
  |required=
  |required=
  |target=Adventurers
  |target=Adventurers
  |cooldown=Balance cost varies based on weapon speed
  |cooldown=Balance cost varies based on weapon speed
  |detail=This attack will allow you to shatter the aura of rebounding or magical shield that may protect an opponent. The more momentum you have built up, the faster you shall recover from this attack. Be warned however. Due to the nature of this attack, a failed fracture attempt shall result in a loss of momentum.
  |detail=This attack will allow you to shatter the aura of rebounding or magical
shield that may protect an opponent.
 
Due to the nature of this attack, a failed fracture attempt against an
unprotected target shall result in a loss of momentum.
}}
}}


Line 232: Line 236:
  |target=Adventurers and denizens
  |target=Adventurers and denizens
  |cooldown=Balance cost varies based on weapon speed
  |cooldown=Balance cost varies based on weapon speed
  |detail=You have reached a point in your training where you may now utilise two weapons at once to attack. Your skill is such that you may target each separate attack to a different limb of your target.<p>The damage inflicted by doublewhirl is increased when targeting the already damaged limb of a prone opponent.</p>
  |detail=You have reached a point in your training where you may now utilise two weapons at once to attack. Your skill is such that you may target each separate attack to a different limb of your target. When you strike an already damaged limb of an opponent with this attack, that limb will gain a fracture(*).<p>* Excluding the legs.
}}
 
{{Skill_detail
|skill=Sizeup
|description=With the trained eye of a warrior.
|lessons=312
|syntax=SIZEUP <target>
|required=Two flails or morningstars
|target=Adventurers
|cooldown=Balance cost varies based on weapon speed
|detail=With the gifted eye of a warrior, observe your adversary and determine the number of fractures their limbs suffer from.</p>
}}
}}


Line 276: Line 291:
  |target=Adventurers
  |target=Adventurers
  |cooldown=Balance cost varies based on weapon speed
  |cooldown=Balance cost varies based on weapon speed
  |detail=You may now expend your momentum upon a limb while striking at the limbs of your target to produce various effects. This will require momentum and reset the momentum decay timer.<p>When expending in a strike to the head, your opponent will be stunned and become confused.</p><p>When expending in a strike to the torso, you will drive the air from your target's lungs, cancelling any aura of rebounding that they may have begun establishing about their person, and numbing them into paralysis.</p><p>When expending in a strike to the left arm, you will make them unable to parry effectively for a short time and afflict your opponent with clumsiness.</p><p>When expending in a strike to the right arm, they will find themselves unable to utilise tattoos effectively for a time and will be afflicted with clumsiness.</p><p>Finally, when expending in a strike to either leg, your target will be knocked to the ground and become lethargic.</p>
  |detail=You may now expend your momentum upon a limb while striking at the limbs
of your target to produce various effects. This will require momentum
and reset the momentum decay timer. The results are different depending
on if you are using a flail or a morningstar.
 
Morningstars:
 
When expending in a strike to the head, your opponent will be stunned
and have their vision restored. If they are already unblind and are also
prone, they will receive a skull fracture.
 
When expending in a strike to the torso, you will drive the air from
your target's lungs, cancelling any aura of rebounding that they may
have begun establishing about their person, and numbing them into
paralysis. If they are already paralysed, you will crack their ribs.
 
When expending in a strike to the left arm, you will make them unable to
parry effectively for a short time and afflict your opponent with
clumsiness. If they are already clumsy, you will fracture their wrist.
 
When expending in a strike to the right arm, they will find themselves
unable to utilise tattoos effectively for a time and will be afflicted
with weariness. If they were already weary, you will crack their wrist.
 
Finally, when expending in a strike to either leg, your target will be
knocked to the ground and become lethargic.
 
Flails:
 
When expending in a strike to the head, your target will be afflicted
with healthleech. If they already have healthleech and are prone, you
will fracture their skull.
 
When expending to the torso, you will drive the breath from their lungs
and afflict them with asthma. If they are already asthmatic, you will
crack their ribs.
 
When expending to either arm, you will cause their skin to become bloody
and raw, afflicting them with darkshade. If they are already suffering
from this affliction, you will fracture their wrist.
 
When expending to either leg, you will cause them to become clumsy. If
they are already clumsy, they will be knocked off balance for a short
while.
 
* All expends cost 1 momentum, except expend legs with a morningstar
which costs 3.
** All non-fracture based afflictions from flail expends relapse a short
while after they are first given, striking for a second time.
}}
}}


Line 287: Line 350:
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.60 seconds of balance
  |cooldown=2.60 seconds of balance
  |detail=This brutal attack can only be performed against a prone opponent. It deals significant damage, as well as raising the targeted limbs damage by a complete level, regardless of how damaged that limb may currently be. When targeted against the head it consumes 5 momentum; when targeted against the torso only 3.
  |detail=This brutal attack can only be performed against a prone opponent. It
deals significant damage, and has different results based on the limb
targeted.
 
Head: raises the damaged state of the limb by a full level if possible.
Torso: fractures three of your target's ribs in one strike.
 
When targeted against the head it consumes 7 momentum; when targeted
against the torso only 3. This ability also has a longer balance cost
when used against the head.
}}
 
{{Skill_detail
|skill=Furor
|description=You have the high ground.
|lessons=1233
|syntax=
|required=Flails
|target=Adventurers
|cooldown=2.60 seconds of balance
|detail=When wielding flails, your furor is so great that your blows which would otherwise expend momentum against a prone target no longer do. <p>* You will not gain momentum on attacks in this case, but you will not lose it either.
}}
}}


Line 298: Line 381:
  |target=Adventurers
  |target=Adventurers
  |cooldown=3.10 seconds of balance
  |cooldown=3.10 seconds of balance
  |detail=You may pulp the brains of a suitably vulnerable victim, ending their life in a single terrible strike. For the purposes of this ability, suitably vulnerable requires they be prone with a mangled head.
  |detail=You may pulp the brains of a suitably vulnerable victim, ending their
life in a single terrible strike.
 
For the purposes of this ability, suitably vulnerable requires they be
prone with either a mangled head -or- five or more skull fractures.
}}
}}


===Two-handed Specialisation===
===Two-handed Specialisation===
Line 678: Line 764:
  |target=Self
  |target=Self
  |cooldown=
  |cooldown=
  |detail=Your dedication to victory is so great that at the cost of your own health, you may fight through the effects of paralysis.
  |detail=Your dedication to victory is so great that at the cost of your own health, you may fight through the effects of paralysis.<br>This requires max ferocity and halves your ferocity upon use.
}}
}}



Latest revision as of 02:03, 9 May 2024

Masters of melee weapons, knights with the weaponmastery skill are a force to be reckoned with against their fellow adventurers and denizens alike. Weaponmasters can select a specialisation based on the weapons they wish to use, either dual cutting, dual blunt, two-handed, or sword and shield.

The skill of Weaponmastery is available to to members of the four knight classes: Infernal, Paladin, Runewarden, and Unnamable.

Knights share many chivalry-derived abilities through Discipline, Dominion, Malignity and Valour though each also have their own unique skill; Infernals command the dark art of Oppression, Paladins wield the holy power of Excision, Runewardens possess the mystical talent of Runelore, and Unamables employ the otherworldly forces of Anathema.

Abilities in Weaponmastery

General Abilities

Basic skills available to all who practice weaponmastery, regardless of specialisation.

Swordplay Increased mastery of the shortsword. Lessons: 0
Syntax: None
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability works to automatically increase your damage and accuracy with a shortsword. Be warned that it will only work when you're wielding a shortsword.
Note: {{{note}}}
Specialise Gain proficiency in one of the schools of weaponry. Lessons: 22
Syntax: SPECIALISE IN <weapon style>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The decision to specialise in a specific school of weaponry shall dictate the rest of your growth as a knight. You shall learn abilities specific to your chosen school as you progress further in weaponmastery.

The different schools are:

Two handed: a style which focuses on single, powerful blows with warhammers and bastard swords.
Sword and shield: a style that focuses on combination attacks, balancing offense and defence.
Dual cutting: a style that focuses on wielding two bladed weapons simultaneously. Typically based around swifter strikes to overwhelm opponents.
Dual blunt: a style that focuses on wielding two blunt weapons simultaneously, and generating momentum to unleash exceptionally damaging strikes against an opponent.

Note: you may switch your specialisation, but it shall cost you 100 lessons each time that you do so (outside of your initial selection).

Note: {{{note}}}
Envenom Coat a weapon in venoms. Lessons: 222
Syntax: ENVENOM <weapon> WITH <venom>
WIPE <weapon>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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>.
Note: {{{note}}}
Arc Swing your blade in a controlled arc. Lessons: 1324
Syntax: ARC [<venom>]
ARC <target> [<venom>]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and room
Cooldown: 4.75 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By swinging your sword in a controlled arc, you will be able to damage everyone in the room with your sword.

If you optionally specify a target, the arc shall only strike that person, but the blow is far swifter to recover from (3.00 seconds).

Note that this ability may be performed off equilibrium.

Note: {{{note}}}


Dual Cutting Specialisation

Proficient in the use of two cutting weapons, knights with this specialisation use scimitars or battle axes to decimate their foes with damage and venoms.

Predict Predict when your blows will damage their limbs. Lessons: 22
Syntax: PREDICT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The trained weapons master is able to determine approximately when their blows will cause their target's limbs to break.
Note: {{{note}}}
Raze Attack the defences that would keep your weapons out. Lessons: 89
Syntax: RAZE <target> [SHIELD|REBOUNDING]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With raze, your sword will become a weapon of destruction, attacking the defences of your enemies that serve to keep your weapons out.
Note: {{{note}}}
Duality The ability to wield and use two weapons simultaneously. Lessons: 200
Syntax: DSL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The scimitar and axe are the weapons of the true warrior, and you are skilled enough with this noble weapon to wield two and use two of them at once.

You may optionally specify a limb and venoms to use.

Note: {{{note}}}
Lunge A deep, piercing blow from an adjacent location. Lessons: 245
Syntax: LUNGE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When starting from an adjacent location, you may lunge at a target, causing quite a bit of damage. You must be wielding a sword to use this ability.
Note: {{{note}}}
Impale Sink your blade into an opponent. Lessons: 267
Syntax: IMPALE <target>
WITHDRAW BLADE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This wicked ability may be used when your hapless victim has fallen to the ground and lies there, helpless. With it, you will drive your sword into his body, causing regular damage as long as he is on the sword. Further, while impaled, he will find himself unable to move, though you too will be unable to move.

If your victim suffers from two broken legs it will greatly extend the length of time it takes them to escape your blade.

Note: {{{note}}}
Razeslash First penetrate his defences, then give him the sharp end. Lessons: 511
Syntax: RAZESLASH
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: 2.70 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You have now gained the ability to simultaneously raze and slash an opponent. Many knights have found it to be a very effective tactic in taking down another adventurer's magical shield and attacking at the same time.
Note: {{{note}}}
Undercut Take them down to the ground. Lessons: 910
Syntax: UNDERCUT <target> <LEFT|RIGHT LEG>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Swing at a leg of your target with a battleaxe. If the leg breaks, you'll take the opportunity to drive your target to the ground. If it does not break the limb, the balance on this attack is significantly increased.

Note that this attack does not deliver a venom.

Note: {{{note}}}
Cleave Rend your opponent's body in two. Lessons: 1186
Syntax: CLEAVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If you are wielding a sword in your hand, you may try to cleave someone's body asunder. Your opponent does not have to be in the room with you when you begin a cleave, but by the time you get the second cleave-related message, he must be in the room, or the cleave will be stopped. If you do successfully cleave your opponent, you will so destroy his body that there will be nothing left for anyone to immolate.
Note: {{{note}}}
Mastery Through intense concentration, increase your blade mastery. Lessons: 1393
Syntax: MASTERY [ON|OFF]
RELAX MASTERY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Mastery is the ability to pour such concentration into your bladework that your ability to penetrate cutting defenses increases.
Note: {{{note}}}
Concuss Rattle skulls with a brutal blow. Lessons: 1462
Syntax: CONCUSS <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With the flat of a battleaxe, deliver a skull rattling blow to a downed opponent, delivering blackout.
Note: {{{note}}}
Intimidate Make them fear for their life. Lessons: 1703
Syntax: INTIMIDATE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may intimidate a vulnerable opponent, causing them to lose coordination to the point that they will extend any tumbling attempts they attempt. Vulnerable for the purposes of this ability requires a target be prone with both legs broken.

Note that this ability may be performed without balance, but requires equilibrium.

Note: {{{note}}}
Disembowel Tear the entrails from a target. Lessons: 1736
Syntax: DISEMBOWEL <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have impaled someone, you may disembowel them, ripping open their bloated bellies, and causing immense damage.

Those suffering from internal bleeding will take more damage from this attack.

Note: {{{note}}}

Dual Blunt Specialisation

Master of destruction, these specialists obliterate an opponents limbs with flails and morningstars.

Momentum Strike them with ever greater power. Lessons: 22
Syntax: None
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The skilled wielder of the flail or morningstar is capable of using the momentum of previous attacks to perform greater feats. Each whirl based attack performed with one of these weapons that lands shall raise the momentum of the knight's following attacks, to potentially devastating effect.
Note: {{{note}}}
Whirl The most basic of blunt attacks. Lessons: 55
Syntax: WHIRL <target> [limb]
Required: Either a flail or a morningstar
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability delivers a single, powerful blow with your chosen weapon. When striking a limb that is already damaged to the point of needing a restoration salve, it will deliver a fracture to that limb(*).

Excluding the legs.

Note: {{{note}}}
Fracture Fracture the defences that would protect your opponent. Lessons: 100
Syntax: FRACTURE <target> [REBOUNDING|SHIELD]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This attack will allow you to shatter the aura of rebounding or magical

shield that may protect an opponent.

Due to the nature of this attack, a failed fracture attempt against an unprotected target shall result in a loss of momentum.

Note: {{{note}}}
Doublewhirl Strike twice as fast. Lessons: 178
Syntax: DOUBLEWHIRL <target> [limb1] [limb2]
Required: Two flails or morningstars
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You have reached a point in your training where you may now utilise two weapons at once to attack. Your skill is such that you may target each separate attack to a different limb of your target. When you strike an already damaged limb of an opponent with this attack, that limb will gain a fracture(*).

* Excluding the legs.

Note: {{{note}}}
Sizeup With the trained eye of a warrior. Lessons: 312
Syntax: SIZEUP <target>
Required: Two flails or morningstars
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With the gifted eye of a warrior, observe your adversary and determine the number of fractures their limbs suffer from.

Note: {{{note}}}
Predict Predict when your blows will damage their limbs. Lessons: 334
Syntax: PREDICT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The trained weapons master is able to determine approximately when their blows will cause their target's limbs to break.
Note: {{{note}}}
Skullcrush Crush their skulls. Lessons: 556
Syntax: SKULLCRUSH <target>
Required: A blunt weapon of some form
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If you are wielding a blunt weapon in your hand, you may try to crush someone's skull. Your opponent does not have to be in the room with you when you begin your attempt, but by the time you get the second attack-related message, he must be in the room, or the skullcrush will be stopped.
Note: {{{note}}}
Discipline Your form is flawless. Lessons: 737
Syntax: DISCIPLINE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The true knight does not suffer any potential flaws in form or technique. You may now drive the hated imperfection of clumsiness from your being, though doing so is taxing and carries a long delay before you may do so again.
Note: {{{note}}}
Expend Expend your momentum for crippling effects. Lessons: 875
Syntax: DOUBLEWHIRL <target> <limb1> [EXPEND] <limb2>
DOUBLEWHIRL <target> <limb1> <limb2> [EXPEND]
WHIRL <target> <limb> EXPEND
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may now expend your momentum upon a limb while striking at the limbs

of your target to produce various effects. This will require momentum and reset the momentum decay timer. The results are different depending on if you are using a flail or a morningstar.

Morningstars:

When expending in a strike to the head, your opponent will be stunned and have their vision restored. If they are already unblind and are also prone, they will receive a skull fracture.

When expending in a strike to the torso, you will drive the air from your target's lungs, cancelling any aura of rebounding that they may have begun establishing about their person, and numbing them into paralysis. If they are already paralysed, you will crack their ribs.

When expending in a strike to the left arm, you will make them unable to parry effectively for a short time and afflict your opponent with clumsiness. If they are already clumsy, you will fracture their wrist.

When expending in a strike to the right arm, they will find themselves unable to utilise tattoos effectively for a time and will be afflicted with weariness. If they were already weary, you will crack their wrist.

Finally, when expending in a strike to either leg, your target will be knocked to the ground and become lethargic.

Flails:

When expending in a strike to the head, your target will be afflicted with healthleech. If they already have healthleech and are prone, you will fracture their skull.

When expending to the torso, you will drive the breath from their lungs and afflict them with asthma. If they are already asthmatic, you will crack their ribs.

When expending to either arm, you will cause their skin to become bloody and raw, afflicting them with darkshade. If they are already suffering from this affliction, you will fracture their wrist.

When expending to either leg, you will cause them to become clumsy. If they are already clumsy, they will be knocked off balance for a short while.

  • All expends cost 1 momentum, except expend legs with a morningstar

which costs 3.

    • All non-fracture based afflictions from flail expends relapse a short

while after they are first given, striking for a second time.

Note: {{{note}}}
Assault Unleash a terrible assault against a helpless opponent. Lessons: 1186
Syntax: ASSAULT <target> <HEAD|TORSO>
Required: Requires: 7 momentum
Uses: 5 momentum
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.60 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This brutal attack can only be performed against a prone opponent. It

deals significant damage, and has different results based on the limb targeted.

Head: raises the damaged state of the limb by a full level if possible. Torso: fractures three of your target's ribs in one strike.

When targeted against the head it consumes 7 momentum; when targeted against the torso only 3. This ability also has a longer balance cost when used against the head.

Note: {{{note}}}
Furor You have the high ground. Lessons: 1233
Syntax:
Required: Flails
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.60 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When wielding flails, your furor is so great that your blows which would otherwise expend momentum against a prone target no longer do.

* You will not gain momentum on attacks in this case, but you will not lose it either.

Note: {{{note}}}
Pulp End their life in a single strike. Lessons: 1736
Syntax: PULP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.10 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may pulp the brains of a suitably vulnerable victim, ending their

life in a single terrible strike.

For the purposes of this ability, suitably vulnerable requires they be prone with either a mangled head -or- five or more skull fractures.

Note: {{{note}}}

Two-handed Specialisation

Wielding the largest weapons available, these warriors conquer their enemies with bastard swords and warhammers.

Continuation Shrug off afflictions like the trivialities they are. Lessons: 67
Syntax: BATTLEFURY CONTINUATION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 7.00 seconds of battlefury balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may use this ability to shrug off the affects of paralysis. There is a fairly substantial delay before you may utilise this ability for a second time.

Your body takes time to recover from this ability, removing your capability to utilise fitness for a short time following it.

Note: {{{note}}}
Slaughter Dispense with your opposition. Lessons: 100
Syntax: SLAUGHTER <target> [venom]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Deliver a single, powerful blow to shatter bone and rend flesh.
Note: {{{note}}}
Overhand Split their skulls with a mighty blow. Lessons: 111
Syntax: OVERHAND <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This powerful blow aimed at the head shall deliver skull fractures. The more skull fractures your victim suffers from, the longer it shall take them to recover from sipping a healing elixir or tonic.

Additionally, while afflicted with skull fractures, the target shall periodically receive nausea. This periodic afflicting becomes faster based on how many fractures are present.

Note: {{{note}}}
Carve Carve through your victim's defences. Lessons: 200
Syntax: CARVE <target>
Required: Bastard Sword
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability allows the user to carve through defences that would keep them from their opponent. If both the rebounding aura and shield defence are present, both are stripped, if only one is present, a followup damaging slash will be dealt.
Note: {{{note}}}
Splinter Splinter the defences protecting your opponent. Lessons: 200
Syntax: SPLINTER <target>
Required: Warhammer
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability allows the user to smash through defences that would keep them from their opponent. If both the rebounding aura and shield defence are present, both are stripped, if only one is present, a follow-up damaging blow will be dealt.
Note: {{{note}}}
Perceive Perceive the state of your opponent. Lessons: 290
Syntax: BATTLEFURY PERCEIVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The trained warrior is able to pick out the slightest details of an opponent, even through the haze of battle.

This ability will allow you to determine the exact state of the injuries you have inflicted against a target.

Note: {{{note}}}
Underhand Deliver a devastating rising stroke. Lessons: 334
Syntax: UNDERHAND <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This raising strike aimed at the torso aims to crack the ribs of your opponent. The more cracked ribs they suffer from, the less healing elixirs or tonics shall restore them for.

Additionally, while afflicted with cracked ribs, the target shall periodically receive sensitivity. This periodic afflicting becomes faster based on how many fractures are present.

Note: {{{note}}}
Upset Bring them down in a tangle of limbs. Lessons: 445
Syntax: BATTLEFURY UPSET <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.00 seconds of battlefury balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Against an opponent who has suffered at least one badly damaged leg, you may exploit their motions to gain an opening with which to tangle your weapon with their legs. This will bring them crashing to the ground.
Note: {{{note}}}
Hew Deliver precision strikes against your opponent's limbs. Lessons: 556
Syntax: HEW <target> <LEFT|RIGHT ARM|LEG>
Required: Bastard Sword
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability can target either the arms or legs of your opponent. When striking the arms they will suffer from wrist fractures, and when hitting the legs you will deliver torn tendons.

Wrist fractures will periodically afflict with lethargy. Torn tendons periodically gives clumsiness, and also makes it more difficult to leave the room.

Afflictions relapse faster based on how many fractures are present.

Note: {{{note}}}
Pulverise Pulp your opponent's limbs with crushing blows. Lessons: 556
Syntax: PULVERISE <target> <LEFT|RIGHT> <ARM|LEG>
Required: Warhammer
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability can target either the arms or legs of your opponent. When striking the arms they will suffer from wrist fractures, and when hitting the legs you will deliver torn tendons.
Note: {{{note}}}
Distract Distract them with a deafening shout. Lessons: 703
Syntax: BATTLEFURY DISTRACT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of battlefury balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you are able to distract your enemy from acts that take intense focus. For instance, the behead or shatter abilities from weaponry.
Note: {{{note}}}
Focus Alter your technique. Lessons: 703
Syntax: BATTLEFURY FOCUS <SPEED|PRECISION>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow the trained knight to alter his stance to produce various results. By focusing on speed, the next attack will be sped up. By focusing on precision, the damage dealt by the next attack will be reduced, but the number of limb-based afflictions dealt will be doubled.
Note: {{{note}}}
Discipline Your technique is flawless. Lessons: 737
Syntax: DISCIPLINE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The true knight does not suffer any potential flaws in form or technique. You may now drive the hated imperfection of clumsiness from your being, though doing so is taxing and carries a long delay before you may do so again.
Note: {{{note}}}
Deflect Redirect incoming projectiles. Lessons: 965
Syntax: DEFLECT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may now deflect incoming arrows toward less vital areas of your body, mitigating their overall damage.
Note: {{{note}}}
Cleave Rend your opponent's body in two. Lessons: 979
Syntax: CLEAVE <target>
Required: Bastard Sword
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If you are wielding a sword in your hand, you may try to cleave someone's body asunder. Your opponent does not have to be in the room with you when you begin a cleave, but by the time you get the second cleave-related message, he must be in the room, or the cleave will be stopped. If you do successfully cleave your opponent, you will so destroy his body that there will be nothing left for anyone to immolate.
Note: {{{note}}}
Skullcrush Crush their skulls. Lessons: 979
Syntax: SKULLCRUSH <target>
Required: Warhammer
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If you are wielding a blunt weapon in your hand, you may try to crush someone's skull. Your opponent does not have to be in the room with you when you begin your attempt, but by the time you get the second attack-related message, he must be in the room, or the skullcrush will be stopped.
Note: {{{note}}}
Recover A true knight will die on his feet. Lessons: 1220
Syntax: RECOVER FOOTING
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Having learned to roll with the momentum of your blows, you will be able to come back to your feet if knocked down. This ability does not require balance, if following a weaponmastery attack.
Note: {{{note}}}
Devastate Destroy their limbs utterly. Lessons: 1393
Syntax: DEVASTATE <target> ARMS|LEGS [<venom>]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability delivers a single, powerful strike across your opponent's body, targeting either their arms or their legs. The more wrist fractures or torn tendons they suffer from respectively, the greater the damage to their limbs.

If the limb is already broken prior to the devastate attempt, the level of limb damage will be increased.

Note: {{{note}}}
Brain Put him out of his misery. Lessons: 1496
Syntax: BRAIN <target>
Required: Warhammer
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Deliver a crushing blow to a prone opponent with a warhammer.
Note: {{{note}}}
Overwhelm Dispatch them with a single catastrophic blow. Lessons: 1531
Syntax: BATTLEFURY OVERWHELM <target>
Required: Warhammer
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Set your feet and raise your hammer, in preparation for a single catastrophic blow. Your next brain attempt will be altered to do damage based on how many skull fractures the target has. This ability requires you possess both standard balance as well as battlefury balance, and consumes both.
Note: {{{note}}}
Impale Sink your blade into an opponent. Lessons: 1565
Syntax: IMPALE <target>
WITHDRAW BLADE
Required: Bastard Sword
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This wicked ability may be used when your hapless victim has fallen to the ground and lies there, helpless. With it, you will drive your sword into his body, causing regular damage as long as he is on the sword. Further, while impaled, he will find himself unable to move, though you too will be unable to move.
If your victim suffers from two broken legs it will greatly extend the length of time it takes them to escape your blade.
Note: {{{note}}}
Disembowel Tear the entrails from a target. Lessons: 1736
Syntax: DISEMBOWEL <target>
Required: Bastard Sword
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have impaled someone, you may disembowel them, ripping open their bloated bellies, and causing immense damage.

Those suffering from internal bleeding will take more damage from this attack.

Note: {{{note}}}


Sword and Shield Specialisation

Using their shields for both offence and defence, masters of the sword and shield specialisation are a foe to fear. They are also armed with longswords and broadswords.

Rend Rend the flesh of your foes. Lessons: 63
Syntax: REND <target> [limb] [venom]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Deliver a slow, yet powerful blow with your sword.
Note: {{{note}}}
Raze Remove the defences that would keep your weapons from your foe. Lessons: 100
Syntax: RAZE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to raze the defences that would protect your opponent from your attacks, such as the aura of rebounding or magical shields.
Note: {{{note}}}
Smash Deliver a crushing blow with your shield. Lessons: 134
Syntax: SMASH <target> [HIGH|MID|LOW]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This powerful strike with your shield will have various affects depending on where you strike your victim.

Targeting high shall deliver a mental affliction, as well as upset their mental focus.
Targeting mid shall cause their muscles to lock in paralysis.
Targeting low shall cause them to stumble and become hopelessly clumsy.
If no target is specified for this attack, the damage dealt is more significant.

Note: {{{note}}}
Combination Link your blade and shield attacks into devastating combinations. Lessons: 178
Syntax: COMBINATION <target> <sword attack> [limb] [venom] <shield attack> [arguments]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By performing both sword and shield attacks in synch, you are able to unleash vicious combinations against your opponents.
Note: {{{note}}}
Drive Deny them of breath with a precise strike to the throat. Lessons: 223
Syntax: DRIVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By driving the edge of your shield into your opponent's throat, you may cut off their air supply, inflicting them with a case of asthma.
Note: {{{note}}}
Slice Speed is the mark of a true master. Lessons: 334
Syntax: SLICE <target> [limb] [venom]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Deliver a swift strike with your blade, sacrificing damage for speed.
Note: {{{note}}}
Impale Pin them to the ground with your blade. Lessons: 511
Syntax: IMPALE <target>
WITHDRAW BLADE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This wicked ability may be used when your hapless victim has fallen to the ground and lies there, helpless. With it, you will drive your sword into his body, causing regular damage as long as he is on the sword. Further, while impaled, he will find himself unable to move, though you too will be unable to move.

If your victim suffers from two broken legs it will greatly extend the length of time it takes them to escape your blade.

Note: {{{note}}}
Concuss Rattle their brain with a mighty blow. Lessons: 600
Syntax: CONCUSS <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When your victim lies helpless at your feet, you may deliver a mighty blow to their head with your shield, making them see stars and afflicting them with the blackout affliction.
Note: {{{note}}}
Trip Send them sprawling. Lessons: 737
Syntax: TRIP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you may knock the legs out from under a hapless victim.
Note: {{{note}}}
Club A brutal display of power. Lessons: 1048
Syntax: CLUB <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have suitably prepared your opponent by breaking one of his limbs and impaling him upon your blade, you may bring your shield crashing down upon his skull, stunning him momentarily.
Note: {{{note}}}
Cleave Rend your opponent's body in two. Lessons: 1186
Syntax: CLEAVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If you are wielding a sword in your hand, you may try to cleave someone's body asunder. Your opponent does not have to be in the room with you when you begin a cleave, but by the time you get the second cleave-related message, he must be in the room, or the cleave will be stopped. If you do successfully cleave your opponent, you will so destroy his body that there will be nothing left for anyone to immolate.
Note: {{{note}}}
Dedication Your dedication to victory can overcome all barriers. Lessons: 1324
Syntax: DEDICATION
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your dedication to victory is so great that at the cost of your own health, you may fight through the effects of paralysis.
This requires max ferocity and halves your ferocity upon use.
Note: {{{note}}}
Ferocity Channel the ferocity of battle. Lessons: 1496
Syntax: None
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You have reached a point in your training where you are able to channel the ferocity of battle which each successful combination attack that you may land.
Note: {{{note}}}
Strike Unleash your ferocity against your foe. Lessons: 1496
Syntax: SHIELDSTRIKE <target> <HIGH|MID|LOW>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have generated sufficient ferocity, you may unleash a devastating blow with your shield. This attack does not consume balance and may be followed with a standard combination attack.

When targeted high, the strike will stun your opponent.
When targeted to the midsection, the strike will deliver sensitivity.
When striking low, you will knock your opponent to the ground.

Note: {{{note}}}
Guardbreak Exploit holes in their guard. Lessons: 1668
Syntax: GUARDBREAK <target> [venom]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This attack is not as fast or powerful as other sword based slashes, but it generates twice as much ferocity when successful.
Note: {{{note}}}
Disembowel Tear the entrails from a target. Lessons: 1736
Syntax: DISEMBOWEL <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have impaled someone, you may disembowel them, ripping open their bloated bellies, and causing immense damage.

Those suffering from internal bleeding will take more damage from this attack.

Note: {{{note}}}