Drawing on the darker side of mysticism, those of the Shaman class have the ability to afflict their enemies with Curses, a deadly skill that can sometimes be prevented only by a curseward.

Abilities in Curses

Ability Description
Fear Instill great fear in your target.
Syntax: CURSE <target> FEAR
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 45 mana
Details:

This ability works to instil fear in your victim.

Discernment Discern the severity of your victim's wounds.
Syntax: DISCERN <target>
Works on/against: Adventurers
Cooldown: 1.00 seconds of equilibrium
Details:

With a practiced eye, determine how severely your victim is bleeding.

Deaf Dampen an opponent's hearing.
Syntax: CURSE <target> DEAF
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 45 mana
Details:

Remove the hearing of your victim.

Bleed Curse your opponent with uncontrollable bleeding.
Syntax: CURSE <target> BLEED
Works on/against: Adventurers and denizens
Cooldown: 2.20 seconds of balance
Resource: 30 mana
Details:

Induce bleeding in your target. This ability will work on Denizens as well as adventurers.

Clumsy Your victim will fumble about.
Syntax: CURSE <target> CLUMSY
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Cause your victim to fumble about.

Vertigo A devastating fear of heights.
Syntax: CURSE <target> VERTIGO
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Afflict your target with a great fear of heights.

Impatience Inability to concentrate on focused tasks.
Syntax: CURSE <target> IMPATIENCE
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 50 mana
Details:

Afflict your victim with an inability to concentrate on focused tasks.

Amnesia Make your victim forget what he meant to do.
Syntax: CURSE <target> AMNESIA
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Make your victim forget what he meant to do.

Agoraphobia Fear of open spaces.
Syntax: CURSE <target> AGORAPHOBIA
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Afflict your victim with a fear of open spaces.

Breach Cut through an opponent's curseward.
Syntax: CURSE <target> BREACH
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 90 mana
Details:

Rip down your opponent's cursewards.

Dizzy Causes problems when trying to move.
Syntax: CURSE <target> DIZZY
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Afflict your target with severe dizziness.

Claustrophobia Fear of being under cover.
Syntax: CURSE <target> CLAUSTROPHOBIA
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Afflict your target with a great fear of enclosed spaces.

Paranoia They are out to get you, believe me.
Syntax: CURSE <target> PARANOIA
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Instil a fear of other people in your victim.

Blind Curse an opponent with blindness.
Syntax: CURSE <target> BLIND
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 45 mana
Details:

Remove your poor victim's eyesight.

Masochism The love of your own pain.
Syntax: CURSE <target> MASOCHISM
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Make your victim love pain so much they will inflict it upon themselves.

Asthma Creates difficulty when breathing.
Syntax: CURSE <target> ASTHMA
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Make it difficult for your victim to breathe.

Truecurse The ability to drive your curses through magic shields.
Syntax: None
Works on/against: Adventurers
Details:

With the ability of truecurse, adventurer's magical shields will no longer get in the way of your dreaded curses.

Reckless A dangerous disregard for personal well-being.
Syntax: CURSE <target> RECKLESS
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Give your target a dangerous disregard for their personal well-being.

Epilepsy Disrupt the nervous system of your victim.
Syntax: CURSE <target> EPILEPSY
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 70 mana
Details:

Cause your victim to go into seizures.

Manaleech Cause the victim's mana to bleed away.
Syntax: CURSE <target> MANALEECH
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 70 mana
Details:

Sap away mana from your target.

Peace Fill your enemy's mind with thoughts of peace.
Syntax: CURSE <target> PEACE
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 60 mana
Details:

Fill your enemy's mind with thoughts of peace, granting the pacifism affliction.

Dementia Distorts the victim's perceptions of the world.
Syntax: CURSE <target> DEMENTIA
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Distorts the victim's perceptions of the world.

Paralyse Freeze the limbs of your enemy.
Syntax: CURSE <target> PARALYSE
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 55 mana
Details:

Cause your victims body to freeze with paralysis.

Plague Curse someone with the voyria affliction.
Syntax: CURSE <target> PLAGUE
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 70 mana
Details:

Afflict your victim with the deadly Voyria.

Addiction Creates a terrible addiction.
Syntax: CURSE <target> ADDICTION
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 65 mana
Details:

Cause your target to become addicted.

Swiftcurse The ability to deliver curses much more quickly.
Syntax: SWIFTCURSE
SWIFTCURSE <target> <curse>
Works on/against: Adventurers
Cooldown: 2.50 seconds of balance
Resource: 300 mana
Details:

This potent defence will drastically speed up your next ten curses after initiation. Breach is excluded.

Stupid Make a victim dumb as a rock.
Syntax: CURSE <target> STUPID
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 55 mana
Details:

Make a victim dumb as a rock.

Healthleech A victim's health will slowly bleed away.
Syntax: CURSE <target> HEALTHLEECH
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 70 mana
Details:

Sap away your target's health.

Sensitivity Cause your victim to become extremely sensitive to pain.
Syntax: CURSE <target> SENSITIVITY
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 65 mana
Details:

Cause your victim to become extremely sensitive to pain.

Vomiting Upset the stomach of your enemy.
Syntax: CURSE <target> VOMITING
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 70 mana
Details:

Induce severe vomiting in your hapless victim.

Sleep Put an enemy to sleep, or remove his sleep defences.
Syntax: CURSE <target> SLEEP
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 55 mana
Details:

Put an enemy to sleep, or remove their sleep defences.

Haemophilia Deny them respite from their wounds.
Syntax: CURSE <target> HAEMOPHILIA
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 100 mana
Details:

Deny your victim the ability to clot their wounds.

Anorexia A terrible condition, preventing one from eating.
Syntax: CURSE <target> ANOREXIA
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 65 mana
Details:

A terrible condition, preventing one from eating.

Weariness Weaken the body of your opponent.
Syntax: CURSE <target> WEARINESS
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 65 mana
Details:

Weaken your opponent's body.

Blight The most feared of the Curse abilities.
Syntax: BLIGHT <target> <curse>
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: mana
Details:

A blight is a magical construction, sourced in the netherworld, wrapped around a traditional curse which will mask the effects of your attacks. Note that the use of the blight is more mentally draining than a traditional curse.

Inflame Set a victim's very blood aflame.
Syntax: CURSE <target> INFLAME
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Resource: 350 mana
Details:

This potent curse will cause your target's blood to catch a flame. It requires that your victim first be bleeding; the more they suffer, the greater the potency of the curse.

Tzantza Bring a most painful end to your victim.
Syntax: CURSE <target> TZANTZA
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Resource: 300 mana
Details:

This requires a setup of at least 4 afflictions to pull off. Though once you have their mind in your grasp you can use the devastating Tzantza curse to shrink their head. Watch the fun as their skin draws tighter and their skull implodes upon itself.

The more afflictions your victim suffers over, the faster the process will proceed.

Valid afflictions are: Agoraphobia, Amnesia, Claustrophobia, Confusion, Dementia, Dizziness, Epilepsy, Impatience, Masochism, Paranoia, Recklessness, Stupidity, Vertigo, Addiction

Jinx The ultimate shamanic curse.
Syntax: JINX <curse1> <curse2> <target>
Works on/against: Adventurers and denizens
Cooldown: 2.30 seconds of balance
Resource: 60 mana
Details:

This highest of the shamanic arts allows a practitioner to combine two curses into one assault, delivering both simultaneously.

However, due to the extreme complexity of such an undertaking, the practitioner must prepare themselves to channel the malign energies, by utilising the lesser curses to build up a sufficient charge.

Category:Skills