Pestilence (skill) and Crystalism: Difference between pages

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:''This article is about the Pariah skill. For the enchantment, please see [[ring of pestilence]].''
Crystalism is a powerful skill which involves using magical crystals to create vibrations. These vibrations may be single-use or, more commonly, persistent and room-based. In order to set up a vibration, one must first obtain crystals from the [[Master Crystal]] of their [[:category:houses|House]] using the refine ability. Once a Magi has crystals they can spin them and finally embed various powerful vibrations. Some vibrations will affect only the Magi, some will affect only the Magi's enemies, and some will affect everyone in the room.


The practitioner of Pestilence is armed where ever they may walk, for their weapons are not of steel or bronze but of chitin and plague. In the darkness the chittering nightmares wait, enthralled to the will of their benefactor. When the skies turn black and the myriad eyes open, one thing can be certain: it is time to feast and there is enough for all.
Those who do not hold membership in a [[:category:houses|House]] which owns a [[Master Crystal]] will find difficulty using some abilities within this skill, and will have to go to the public [[Master Crystal]] in the crystal caverns of [[Tasur'ke]].
The sorcerer who raises swarms to do their bidding may wield them in many ways. Be it simply sending them to sting their enemies or blot out the sky, drown their enemies on dry land or feast from within, one thing can be certain: the Pariah's fist is manifold, and it will fall on countless wings.


The skill of Pestilence is available to members of the [[Pariah]] [[class]], along with [[Memorium ]] and [[Charnel]].
The skill of '''Crystalism''' is available to members of the [[Magi]] [[class]], along with [[Elementalism]] and [[Artificing]].


==Abilities in Pestilence==
==Abilities in Crystalism==
{{Skill_detail
{{Skill_detail
  |skill=Detect
  |skill=Refine
  |description=That which may fall under your sway.
  |description=Refine a piece of crystal out of the Master.
  |lessons=
  |lessons=
  |syntax=SWARM DETECT
  |syntax=REFINE [1-10] <shape>
  |required=
  |required=50 mana
  |target=
  |target=
  |cooldown=2.50 seconds of equilibrium
  |cooldown=1.00 seconds of balance
  |detail=The intrepid sorcerer will require a swarm to do their bidding, and in the early days a more hands-on process is required. While wandering the land you may detect what insect life is nearby that you may enthrall; different insects may be found in different locations, and some locations will be more bountiful than others.  
  |detail=This ability must be done in the presence of the Master Crystal. It will refine one of the possible crystal shapes from the Master, reducing the Master Crystal by one facet.<br>Possible shapes are:<table style="border-collapse:collapse"><tr><td style="width:75px;">Pyramid</td><td style="width:75px;">Torus</td><td style="width:75px;">Pentagon</td></tr><tr><td style="width:75px;">Cylinder</td><td style="width:75px;">Cube</td><td style="width:75px;">Diamond</td></tr><tr><td style="width:75px;">Sphere</td><td style="width:75px;">Polyhedron</td><td style="width:75px;">Spiral</td></tr><tr><td style="width:75px;">Egg</td><td style="width:75px;">Disc</td></tr></table>In order to replenish the facets of the Master Crystal, you must find pearls, and FOLD PEARL INTO CRYSTAL.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Enthrall
  |skill=Fold
  |description=You are the nightmare that crawls and flies.
  |description=Fold pearls into a master crystal.
  |lessons=
  |lessons=
  |syntax=SWARM ENTHRALL [type of insect]<br>SWARM BUILD <number of insect> <type of insect> [<number of insect> <type of insect> ...]<br>SWARM NAME <swarm> <new name>
  |syntax=FOLD PEARL INTO <master crystal>
SWARM SHOW <swarm><br>SWARM DISPERSE <swarm><br>SWARM DISMISS [RESERVES] <insect type><br>SWARM DISBAND <swarm><br>SWARM RESERVES<br>SWARMS
  |required=
  |required=
  |target=
  |target=
  |cooldown=3.00 seconds of equilibrium
  |cooldown=
  |detail=While in a location that you have detected sufficient insectoid life, you may bend your arcane art to the task of bringing your soon-to-be minions under your sway.<p>SWARM ENTHRALL: bring insects under your control. If there are multiple types of insects in the location, you will need to specify which ones you wish to enthrall.<br>SWARM BUILD: break your enthralled insects up into swarms.<br>SWARM NAME: give a personalised name to a swarm, for easy reference.<br>SWARM SHOW: see details about one of your swarms.<br>SWARM DISPERSE: disperse one of your swarms back into your reserves of insects.<br>SWARM RESERVES: see your insects outside of swarms.<br>SWARM DISMISS: Get rid of unwanted insect types, even from your reserves.<br>SWARM DISBAND: wipe one of your swarms.<br>SWARMS: see all of your swarms.</p>
  |detail=The ability to fold pearls into a master crystal allows a magi to refine for the crystals necessary for the crystal arts.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Infect
  |skill=Embed
  |description=Your minions carry much.
  |description=Embed crystalline vibrations.
  |lessons=
  |lessons=
  |syntax=SWARM INFECT <swarm> <plague>
  |syntax=EMBED <vibration>
|required=300 mana
|target=Room
|cooldown=3.10 seconds of equilibrium
|detail=Once you embed a vibration, it will shortly activate.
}}
 
{{Skill_detail
|skill=Touch
|description=Determine how many facets you may refine.
|lessons=
|syntax=TOUCH CRYSTAL
  |required=
  |required=
  |target=
  |target=
  |cooldown=2.00 seconds of equilibrium
  |cooldown=
  |detail=Your deadly swarms bring ruin upon your enemies, but sometimes a more insidious approach is required. Each swarm can be infected with one of the deadly plagues that your arcane art may manufacture: these can then be conveyed through various methods.<p>Note that the process of infecting takes time, so preparation before battle is key.</p>
  |detail=When done in the presence of a Master Crystal, this will tell you how many facets it has.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Virulence
  |skill=Spin
  |description=Interaction heralds doom.
  |description=Set crystals to spinning.
  |lessons=
  |lessons=
  |syntax=VIRULENCE <target>
  |syntax=SPIN <crystal>
  |required=
  |required=
  |target=
  |target=
  |cooldown=3.00 seconds of equilibrium
  |cooldown=
  |detail=The arcane plagues are dangerous in the singular, but it is when they interact that they truly become deadly. Various plagues react to one another when coaxed to do so via higher sorcery, and the interactions are listed below:<p>Pyramides + Flushings = Healthleech.<br>Pyramides + Rebbies = Slickness.<br>Flushings + Rebbies = Darkshade.<br>Flushings + Sandfever = Anorexia.<br>Mycalium + Sandfever = Dizziness if not present, then stupidity if not present, or blackout if both are present.<br>Mycalium + Sandfever + Rebbies = Peace.<p>These conditionals do stack with one another, and you may only invoke this act of higher sorcery a subsequent time after some delay. This working of higher sorcery can be wielded against anyone in the local area.</p>
  |detail=Set a crystal to spinning.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Sacrifice
  |skill=Dampen
  |description=The price of power.
  |description=Attempt to dampen a vibration, destroying it.
  |lessons=
  |lessons=
  |syntax=SWARM SACRIFICE <swarm>
  |syntax=DAMPEN <vibration>
  |required=
  |required=
  |target=
  |target=Room
  |cooldown=3.00 seconds of equilibrium
  |cooldown=4.00 seconds of balance
  |detail=When need is high, you may sacrifice one of your swarms by flooding it with your arcane power. It is a costly use of your minions, though doing so will cause all in your location (except yourself) to be struck down with the arcane plague that said swarm was carrying. They shall also suffer damage from the excess energy released.<p>* This will destroy the swarm utilised on use, including all insects contained therein.</p>
  |detail=This ability gives you the power to destroy a vibration. You may only destroy vibrations that you are capable of embedding.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Eclipse
  |skill=Vibes
  |description=Darkness beneath the writhing clouds.
  |description=See what vibrations are in a room.
  |lessons=
  |lessons=
  |syntax=SWARM ECLIPSE <swarm>
  |syntax=VIBES or VIBRATIONS
  |required=
  |required=
  |target=
  |target=Room
  |cooldown=2.60 seconds of equilibrium
  |cooldown=1.00 seconds of equilibrium
  |detail=There will always be those that think that they can outfly your swarms. They are wrong. By directing one of your swarms made up of flying insects to eclipse the sky in a location, any who try to take to the air to escape that location will find that your minions are not so simply evaded(*). If you attempt to take to the skies yourself, your swarm will immediately disperse from its task.<p>* They will be knocked back to the ground and off balance.</p>
  |detail=This ability will show you what vibrations are in a room.
}}
 
{{Skill_detail
|skill=Dissipate
|description=Attack the mana of your enemies.
|lessons=
|syntax=EMBED DISSIPATE
|required=300 mana
|shapes=Pentagon
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=This vibration will attack the mana of your enemies.
}}
 
{{Skill_detail
|skill=Palpitation
|description=Cause small heart attacks in your enemies.
|lessons=
|syntax=EMBED PALPITATION
|required=300 mana
|shapes=Cylinder
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=This vibration will cause small heart attacks in your enemies, doing damage.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Burrow
  |skill=Heat
  |description=Into the warm and dark.
  |description=Fill a room with soothing warmth.
  |lessons=
  |lessons=
  |syntax=SWARM BURROW <swarm> <target>
  |syntax=EMBED HEAT
  |required=
  |required=300 mana
  |target=
|shapes=Pyramid
  |cooldown=3.00 seconds of equilibrium
  |target=Room
  |detail=Send your swarm to burrow into the flesh of your foe, lingering within their body. This utilisation of your swarms does not do more than cause bodily discomfort(*), but there are many opportunities available to one who can invade the corpus once this has been achieved(**).<p>* Does damage.<br>** There are further abilities which can be utilised via a burrowed swarm.</p>
  |cooldown=4.00 seconds of equilibrium
  |detail=This vibration will heat up the room around you, counteracting the normal effects of cold weather.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Sting
  |skill=Alarm
  |description=Pain that comes on countless wings.
  |description=Be alerted to movements of your enemies.
  |lessons=
  |lessons=
  |syntax=SWARM STING <swarm> <target>
  |syntax=EMBED ALARM
  |required=
  |required=300 mana
  |target=
|shapes=Spiral
  |cooldown=3.00 seconds of equilibrium
  |target=Room
  |detail=Send a swarm composed of stinging and flying insects to descend upon your enemy. Beyond simply suffering the pain of the ordeal, your victim shall also be infected by whatever plague your swarm is infected with.
  |cooldown=4.00 seconds of equilibrium
  |detail=This vibration will notify you whenever one of your enemies leaves or enters the room it is in.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Infest
  |skill=Tremors
  |description=Rampant from within.
  |description=Cause ground-shaking quakes.
  |lessons=
  |lessons=
  |syntax=SWARM INFEST <swarm>
  |syntax=EMBED TREMORS
  |required=
  |required=300 mana
  |target=
|shapes=Disc and Egg
  |cooldown=3.00 seconds of equilibrium
  |target=Room
  |detail=Your options once one of your swarms has burrowed inside a victim are numerous. While perhaps not as viscerally satisfying as tearing your minions free, infestation is a more subtle working. Though your swarm will be expelled in the process, you can have them leave behind remnants of that plague which they carry, which will manifest at a later time(*).<p>* The plague your swarm is carrying will relapse twice at a later time, though it is not given on the process of infestation itself.</p>
  |cooldown=4.00 seconds of equilibrium
  |detail=A low, rumbling vibration, this is powerful enough to knock non-levitating enemies off of their feet. If the adventurer is levitating, it will strip the defence.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Latency
  |skill=Reverberation
  |description=A bleak future awaits.
  |description=Protect your vibrations against some attacks.
  |lessons=
  |lessons=
  |syntax=SWARM LATENCY <swarm>
  |syntax=EMBED REVERBERATION
  |required=
  |required=300 mana
  |target=
|shapes=Disc and Pentagon
  |cooldown=3.00 seconds of equilibrium
  |target=Room
  |detail=Your myriad minions are undoubtedly deadly when used overtly, but there are more subtle workings you may also employ. Once the defences of your foe have been breached(*), and they are sufficiently vulnerable(**), you may utilise your minions as a vector through which to ravage your foe internally with your sorcery(***).<p>* A target who possesses three of: pyramides, flushings, rebbies, mycalium, and sandfever.<br>** You must have a swarm burrowed into your target.<br>*** Their body will be unable to process immunity elixirs for thirteen 
  |cooldown=4.00 seconds of equilibrium
seconds after your arcane strike.</p>
  |detail=This vibration will protect your other vibrations in the room against most things which might destroy them, except the Dampen ability and the Retardation vibration.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Extract
  |skill=Sonicportal
  |description=Call them home post haste.
  |description=Open a portal to someone.
  |lessons=
  |lessons=
  |syntax=SWARM EXTRACT <swarm>
  |syntax=EMBED SONICPORTAL <target>
  |required=
  |required=300 mana
  |target=
|shapes=Sphere and Torus
  |cooldown=3.00 seconds of equilibrium
  |target=Adventurers
  |detail=If one of your swarms has burrowed into a victim, you may call them urgently to return with predictably bloody results. A swarm ripping itself free in this manner will cause blood to splatter the location(*), bodily harm, and convey any plague it is carrying.<p>* See AB MEMORIUM SANGUINEHAND.</p>
  |cooldown=4.00 seconds of equilibrium
  |detail=When you embed this vibration, a portal will appear soon after leading between you and your target.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Scourge
  |skill=Adduction
  |description=A black fate indeed.
  |description=Suck those around you into your room.
  |lessons=
  |lessons=
  |syntax=SWARM SCOURGE <swarm> <target>
  |syntax=EMBED ADDUCTION
  |required=
  |required=300 mana
  |target=
|shapes=Disc and Polyhedron
  |cooldown=3.00 seconds of equilibrium
  |target=Room
  |detail=An enemy who is sufficiently weakened and vulnerable to your myriad minions can be dispatched post haste. May their fate be a lesson to those that would consider opposing your will(*).<p>* They will need to be suffering from thinned blood, haemophilia, and the pyramides disease as well as 200 bleeding.</p>
  |cooldown=4.00 seconds of equilibrium
  |detail=The adduction vibration will attempt to pull in people from adjacent locations.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Pyramides
  |skill=Crystalhome
  |description=The body rejects that which sustains.
  |description=Transport yourself back to the Master Crystal.
  |lessons=
  |lessons=
  |syntax=None
  |syntax=CRYSTALHOME
  |required=
  |required=4.00 second delay
  |target=
  |target=Self
  |cooldown=
  |cooldown=
  |detail=Its origins shrouded in mystery, this insidious plague takes its name from the legendary swordsman. Any wound that bleeds becomes potentially deadly when labouring beneath this disease, the body turning against itself and being unmade from within(*).<p>* All bleeding is increased by 10% when suffering under this plague.<br>
  |detail=This ability will allow you to return automatically to your Master Crystal, with a short delay.<br>Note:<br>- You must belong to a House with a Master Crystal and be at least of House Rank 3<br>- Targossas and Eleusis may access their Master Crystal at City Rank 2
** Note: this affliction will always be cured after paralysis when attempting to cure it via bloodroot or magnesium.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Rebbies
  |skill=Harmony
  |description=An unpleasant transformative disease.
  |description=A soothing, healing vibration.
  |lessons=
  |lessons=
  |syntax=None
  |syntax=EMBED HARMONY<br>TUNE HARMONY HEALING{{!}}RESTORATION
|required=300 mana
|shapes=Egg and Sphere
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=This vibration will heal either your afflictions or health and mana. If you TUNE to HEALING, it shall do the former; if you Tune to RESTORATION, it shall do the latter.
}}
 
{{Skill_detail
|skill=Creeps
|description=Cause fear in your enemies.
|lessons=
|syntax=EMBED CREEPS
|required=300 mana
|shapes=Torus
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=This unnerving vibration will cause shyness in your enemies.
}}
 
{{Skill_detail
|skill=Silence
|description=A sound-negating vibration.
|lessons=
|syntax=EMBED SILENCE
|required=300 mana
|shapes=Egg
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=This vibration alters itself constantly so as to cancel out most sound in the room.
}}
 
{{Skill_detail
|skill=Revelation
|description=Reveal those around you who may be concealed.
|lessons=
|syntax=EMBED REVELATION
|required=300 mana
|shapes=Cube and Diamond
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=This vibration will cause concealed adventurers to be revealed.
}}
 
{{Skill_detail
|skill=Grounding
|description=Root yourself to the ground.
|lessons=
|syntax=EMBED GROUNDING
|required=300 mana
|shapes=Sphere
|target=Self
|cooldown=4.00 seconds of equilibrium
|detail=This vibration will root you to the ground, and make it difficult for you to be moved or move, provided you are not in a watery environment.
}}
 
{{Skill_detail
|skill=Oscillate
|description=Discordant music to cause amnesia.
|lessons=
|syntax=EMBED OSCILLATE
|required=300 mana
|shapes=Diamond
|target=Adventurers
|cooldown=4.00 seconds of equilibrium
|detail=By creating neurologically disruptive vibrations, this ability will periodically give amnesia to your enemies.
}}
 
{{Skill_detail
|skill=Worldvibes
|description=The ability to see your vibes worldwide.
|lessons=
|syntax=VIBES ALL
  |required=
  |required=
  |target=
  |target=
  |cooldown=
  |cooldown=1.00 seconds of equilibrium
  |detail=Its origins shrouded in mystery, this disease is a slow-working infection that breaks down and reshapes the body over time. In itself it is not particularly dangerous: the truly nightmarish aspect of its function is that the modifications are passed on to any of the infected's progeny. One of the immediate symptoms, however, is that salve applied to the skin can leave it extremely tender(*).<p>* Applying salves to the skin or torso area will result in being afflicted with sensitivity.</p>
  |detail=This ability will show you the status of all your active vibrations.
}}
 
{{Skill_detail
|skill=Focus
|description=Draw your vibrations back to you.
|lessons=
|syntax=VIBES FOCUS
|required=100 mana
|shapes=
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=By producing a specific resonance, you may call one of each vibration you actively possess to your current location(*), though all others will be destroyed in the process.<p>* Does not call the reverberation vibration.</p>
}}
 
{{Skill_detail
|skill=Disorientation
|description=Disorient your enemies with dizziness.
|lessons=
|syntax=EMBED DISORIENTATION
|required=300 mana
|shapes=Spiral
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=By disrupting the inner ear, this vibration will cause periodic dizziness in your enemies.
}}
 
{{Skill_detail
|skill=Energise
|description=Suck health from your enemies and use it.
|lessons=
|syntax=EMBED ENERGISE<br>ABSORB ENERGY
|required=300 mana
|shapes=Polyhedron
|target=Room and self
|cooldown=4.00 seconds of equilibrium
|detail=This ability will drain the health of your enemies, and store a portion of it. When you wish to use that health, you must do ABSORB ENERGY. This will, however, destroy the vibration.
}}
 
{{Skill_detail
|skill=Stridulation
|description=Destroy the equilibrium of your enemies.
|lessons=
|syntax=EMBED STRIDULATION
|required=300 mana
|shapes=Cylinder and Polyhedron
|target=Adventurers
|cooldown=4.00 seconds of equilibrium
|detail=Stridulation vibrations afflict your enemies with stridulating periodically. This affliction shall cause your hostile vibrations to periodically coalesce upon their frequency so long as it remains upon their person.<p>* Note that the retardation and silence vibrations are excluded from the hostile vibrations which will do so.
}}
 
 
{{Skill_detail
|skill=Gravity
|description=Increase the power of gravity in the room.
|lessons=
|syntax=EMBED GRAVITY
|required=300 mana
|shapes=Egg and Torus
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=The oscillations of this vibration cause the downward pull of gravity to be increased in your room, pulling those in the trees and sky to the ground.
}}
 
{{Skill_detail
|skill=Forest
|description=Cause a forest of sharp crystal to arise.
|lessons=
|syntax=EMBED FOREST
|required=300 mana
|shapes=Diamond and Pyramid
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=This vibration causes a forest of small, very sharp crystals to arise, damaging anyone who falls in the room, provided they are not levitating.
}}
 
{{Skill_detail
|skill=Dissonance
|description=Cause your enemies to become dissonant.
|lessons=
|syntax=EMBED DISSONANCE
|required=300 mana
|shapes=Cylinder, Sphere and Spiral
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=Every person vibrates with a certain fundamental frequency. This vibration will cause damage in those vibrating at the normal frequency, but has a chance of causing enemies to vibrate dissonantly. In this case, the enemy in question will lose a defence periodically.
}}
 
{{Skill_detail
|skill=Plague
|description=Afflict your enemies with debilitating effects.
|lessons=
|syntax=EMBED PLAGUE
|required=300 mana
|shapes=Cube, Pyramid, Spiral
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=A powerful vibration, it will slowly kill your enemies who stand within it, giving a variety of afflictions before death.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Flushings
  |skill=Lullaby
  |description=Even the vital will be purged.
  |description=Put your enemies to sleep.
  |lessons=
  |lessons=
  |syntax=None
  |syntax=EMBED LULLABY
  |required=
  |required=300 mana
  |target=
|shapes=Pyramid
  |cooldown=
  |target=Room
  |detail=A most unpleasant disease that in the distant past inspired all manner of modern day curses, flushings is an insidious plague which causes a violent reaction to the consumption of ginseng(*). The reaction causes the body to turn against itself, and purge even that which sustains it(**).<p>* Also applies to ferrum minerals.<br>** Each time you eat ginseng/ferrum you will bleed from your pores.</p>
  |cooldown=4.00 seconds of equilibrium
  |detail=The powerful lullaby vibration will put your enemies to sleep.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Mycalium
  |skill=Retardation
  |description=A blight upon this land.
  |description=Slow time in your location.
  |lessons=
  |lessons=
  |syntax=None
  |syntax=EMBED RETARDATION
  |required=
  |required=300 mana
  |target=
|shapes=Disc
  |cooldown=
  |target=Room
  |detail=Named for perhaps the most loathed monarch in the history of the Seleucarian Empire, this disease is extremely insidious. One infected with the unnatural plague may not even realise they have it; they will only know that all that gaze upon them are provoked to irrational and indiscriminate violence(*), though in its more rampant manifestations they will find that they will suffer from uncontrollable shaking(**).<p>* Those afflicted with this disease will be considered a personal enemy by everyone.<br>** Periodic balance loss, similar to the epilepsy affliction if to a reduced frequency.</p>
  |cooldown=4.00 seconds of equilibrium
  |detail=The retardation vibration slows time in the location, giving the aeon effect to everyone in the room, including you. Unfortunately, due to its time-bending effects, this vibration will disable any crystalline vibrations in the room with it that offer passive effects, and affect any weapons or projectiles thrown from outside of the vibration's effect.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Sandfever
  |skill=Cataclysm
  |description=A single step is a quest indeed.
  |description=Unleash the fury of a team of magi.
  |lessons=
  |lessons=
  |syntax=None
  |syntax=EMBED CATACLYSM<br>IMBUE
  |required=
  |required=300 mana
  |target=
|shapes=Cylinder, Cube, Diamond, Disc, Egg, Pentagon, Polyhedron, Pyramid, Spiral, Sphere, and Torus (2 of each total, 1 of each spun per Magi)
  |cooldown=
  |target=Adventurers
  |detail=Beneath the oppressive sun of the desert the infamous sandfever was born. A hapless individual labouring under this disease will find movement a truly exhausting task; once mighty warriors will find themselves drained by even the most simple of movement(*), and once sharp minds shall fall into silent disarray(**).<p>* While afflicted with this affliction a person's celerity becomes 1: this means you can only move one room before having to wait to move again.<br>** You cannot focus your mind while afflicted with sandfever.</p>
  |cooldown=4.00 seconds of equilibrium
  |detail=This is the most powerful of the vibrations. Two magi must each spin all eleven of the crystals before one can EMBED the CATACLYSM vibration. Once the vibration has been embedded, the second magi (who must also have transcendent Crystalism) must IMBUE the vibration with his power to complete the cataclysm. This vibration will only function outdoors.<br>Once this has been done, anyone with STAFFCAST, FREEZE, or TRANSFIX in Elementalism will be able to cast them through the cataclysm vibration at anyone outdoors within a three room radius.  
}}
}}


[[Category:Skills]]
[[Category:Skills]][[Category:Edit needed]]

Revision as of 13:01, 1 September 2025

Crystalism is a powerful skill which involves using magical crystals to create vibrations. These vibrations may be single-use or, more commonly, persistent and room-based. In order to set up a vibration, one must first obtain crystals from the Master Crystal of their House using the refine ability. Once a Magi has crystals they can spin them and finally embed various powerful vibrations. Some vibrations will affect only the Magi, some will affect only the Magi's enemies, and some will affect everyone in the room.

Those who do not hold membership in a House which owns a Master Crystal will find difficulty using some abilities within this skill, and will have to go to the public Master Crystal in the crystal caverns of Tasur'ke.

The skill of Crystalism is available to members of the Magi class, along with Elementalism and Artificing.

Abilities in Crystalism

Refine Refine a piece of crystal out of the Master.
Syntax: REFINE [1-10] <shape>
Required: 50 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability must be done in the presence of the Master Crystal. It will refine one of the possible crystal shapes from the Master, reducing the Master Crystal by one facet.
Possible shapes are:
PyramidTorusPentagon
CylinderCubeDiamond
SpherePolyhedronSpiral
EggDisc
In order to replenish the facets of the Master Crystal, you must find pearls, and FOLD PEARL INTO CRYSTAL.
Note: {{{note}}}
Fold Fold pearls into a master crystal.
Syntax: FOLD PEARL INTO <master crystal>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The ability to fold pearls into a master crystal allows a magi to refine for the crystals necessary for the crystal arts.
Note: {{{note}}}
Embed Embed crystalline vibrations.
Syntax: EMBED <vibration>
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.10 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you embed a vibration, it will shortly activate.
Note: {{{note}}}
Touch Determine how many facets you may refine.
Syntax: TOUCH CRYSTAL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When done in the presence of a Master Crystal, this will tell you how many facets it has.
Note: {{{note}}}
Spin Set crystals to spinning.
Syntax: SPIN <crystal>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Set a crystal to spinning.
Note: {{{note}}}
Dampen Attempt to dampen a vibration, destroying it.
Syntax: DAMPEN <vibration>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability gives you the power to destroy a vibration. You may only destroy vibrations that you are capable of embedding.
Note: {{{note}}}
Vibes See what vibrations are in a room.
Syntax: VIBES or VIBRATIONS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will show you what vibrations are in a room.
Note: {{{note}}}
Dissipate Attack the mana of your enemies.
Syntax: EMBED DISSIPATE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pentagon
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will attack the mana of your enemies.
Note: {{{note}}}
Palpitation Cause small heart attacks in your enemies.
Syntax: EMBED PALPITATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will cause small heart attacks in your enemies, doing damage.
Note: {{{note}}}
Heat Fill a room with soothing warmth.
Syntax: EMBED HEAT
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will heat up the room around you, counteracting the normal effects of cold weather.
Note: {{{note}}}
Alarm Be alerted to movements of your enemies.
Syntax: EMBED ALARM
Required: 300 mana
Channels: {{{channels}}}
Shapes: Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will notify you whenever one of your enemies leaves or enters the room it is in.
Note: {{{note}}}
Tremors Cause ground-shaking quakes.
Syntax: EMBED TREMORS
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc and Egg
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A low, rumbling vibration, this is powerful enough to knock non-levitating enemies off of their feet. If the adventurer is levitating, it will strip the defence.
Note: {{{note}}}
Reverberation Protect your vibrations against some attacks.
Syntax: EMBED REVERBERATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc and Pentagon
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will protect your other vibrations in the room against most things which might destroy them, except the Dampen ability and the Retardation vibration.
Note: {{{note}}}
Sonicportal Open a portal to someone.
Syntax: EMBED SONICPORTAL <target>
Required: 300 mana
Channels: {{{channels}}}
Shapes: Sphere and Torus
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When you embed this vibration, a portal will appear soon after leading between you and your target.
Note: {{{note}}}
Adduction Suck those around you into your room.
Syntax: EMBED ADDUCTION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc and Polyhedron
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The adduction vibration will attempt to pull in people from adjacent locations.
Note: {{{note}}}
Crystalhome Transport yourself back to the Master Crystal.
Syntax: CRYSTALHOME
Required: 4.00 second delay
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to return automatically to your Master Crystal, with a short delay.
Note:
- You must belong to a House with a Master Crystal and be at least of House Rank 3
- Targossas and Eleusis may access their Master Crystal at City Rank 2
Note: {{{note}}}
Harmony A soothing, healing vibration.
Syntax: EMBED HARMONY
TUNE HARMONY HEALING|RESTORATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Egg and Sphere
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will heal either your afflictions or health and mana. If you TUNE to HEALING, it shall do the former; if you Tune to RESTORATION, it shall do the latter.
Note: {{{note}}}
Creeps Cause fear in your enemies.
Syntax: EMBED CREEPS
Required: 300 mana
Channels: {{{channels}}}
Shapes: Torus
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This unnerving vibration will cause shyness in your enemies.
Note: {{{note}}}
Silence A sound-negating vibration.
Syntax: EMBED SILENCE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Egg
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration alters itself constantly so as to cancel out most sound in the room.
Note: {{{note}}}
Revelation Reveal those around you who may be concealed.
Syntax: EMBED REVELATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cube and Diamond
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will cause concealed adventurers to be revealed.
Note: {{{note}}}
Grounding Root yourself to the ground.
Syntax: EMBED GROUNDING
Required: 300 mana
Channels: {{{channels}}}
Shapes: Sphere
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will root you to the ground, and make it difficult for you to be moved or move, provided you are not in a watery environment.
Note: {{{note}}}
Oscillate Discordant music to cause amnesia.
Syntax: EMBED OSCILLATE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Diamond
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By creating neurologically disruptive vibrations, this ability will periodically give amnesia to your enemies.
Note: {{{note}}}
Worldvibes The ability to see your vibes worldwide.
Syntax: VIBES ALL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will show you the status of all your active vibrations.
Note: {{{note}}}
Focus Draw your vibrations back to you.
Syntax: VIBES FOCUS
Required: 100 mana
Channels: {{{channels}}}
Shapes:
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By producing a specific resonance, you may call one of each vibration you actively possess to your current location(*), though all others will be destroyed in the process.

* Does not call the reverberation vibration.

Note: {{{note}}}
Disorientation Disorient your enemies with dizziness.
Syntax: EMBED DISORIENTATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By disrupting the inner ear, this vibration will cause periodic dizziness in your enemies.
Note: {{{note}}}
Energise Suck health from your enemies and use it.
Syntax: EMBED ENERGISE
ABSORB ENERGY
Required: 300 mana
Channels: {{{channels}}}
Shapes: Polyhedron
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will drain the health of your enemies, and store a portion of it. When you wish to use that health, you must do ABSORB ENERGY. This will, however, destroy the vibration.
Note: {{{note}}}
Stridulation Destroy the equilibrium of your enemies.
Syntax: EMBED STRIDULATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder and Polyhedron
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Stridulation vibrations afflict your enemies with stridulating periodically. This affliction shall cause your hostile vibrations to periodically coalesce upon their frequency so long as it remains upon their person.

* Note that the retardation and silence vibrations are excluded from the hostile vibrations which will do so.

Note: {{{note}}}


Gravity Increase the power of gravity in the room.
Syntax: EMBED GRAVITY
Required: 300 mana
Channels: {{{channels}}}
Shapes: Egg and Torus
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The oscillations of this vibration cause the downward pull of gravity to be increased in your room, pulling those in the trees and sky to the ground.
Note: {{{note}}}
Forest Cause a forest of sharp crystal to arise.
Syntax: EMBED FOREST
Required: 300 mana
Channels: {{{channels}}}
Shapes: Diamond and Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration causes a forest of small, very sharp crystals to arise, damaging anyone who falls in the room, provided they are not levitating.
Note: {{{note}}}
Dissonance Cause your enemies to become dissonant.
Syntax: EMBED DISSONANCE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder, Sphere and Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Every person vibrates with a certain fundamental frequency. This vibration will cause damage in those vibrating at the normal frequency, but has a chance of causing enemies to vibrate dissonantly. In this case, the enemy in question will lose a defence periodically.
Note: {{{note}}}
Plague Afflict your enemies with debilitating effects.
Syntax: EMBED PLAGUE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cube, Pyramid, Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A powerful vibration, it will slowly kill your enemies who stand within it, giving a variety of afflictions before death.
Note: {{{note}}}
Lullaby Put your enemies to sleep.
Syntax: EMBED LULLABY
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The powerful lullaby vibration will put your enemies to sleep.
Note: {{{note}}}
Retardation Slow time in your location.
Syntax: EMBED RETARDATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The retardation vibration slows time in the location, giving the aeon effect to everyone in the room, including you. Unfortunately, due to its time-bending effects, this vibration will disable any crystalline vibrations in the room with it that offer passive effects, and affect any weapons or projectiles thrown from outside of the vibration's effect.
Note: {{{note}}}
Cataclysm Unleash the fury of a team of magi.
Syntax: EMBED CATACLYSM
IMBUE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder, Cube, Diamond, Disc, Egg, Pentagon, Polyhedron, Pyramid, Spiral, Sphere, and Torus (2 of each total, 1 of each spun per Magi)
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This is the most powerful of the vibrations. Two magi must each spin all eleven of the crystals before one can EMBED the CATACLYSM vibration. Once the vibration has been embedded, the second magi (who must also have transcendent Crystalism) must IMBUE the vibration with his power to complete the cataclysm. This vibration will only function outdoors.
Once this has been done, anyone with STAFFCAST, FREEZE, or TRANSFIX in Elementalism will be able to cast them through the cataclysm vibration at anyone outdoors within a three room radius.
Note: {{{note}}}