Subterfuge

Revision as of 22:49, 18 September 2018 by Halos (talk | contribs) (→‎Abilities in Subterfuge: linked to rebounding)

Those of the Serpent class possess the skill of Subterfuge, through which they are able to use archery, illusions, and a variety of stealthy abilities to their advantage.

Abilities in Subterfuge

Ability Description
Rattle Knowledge of the coded Serpent Lord tongue.
Syntax: RATTLE <text>
RATTLE TO <person> <text>
Works on/against: Adventurers, denizens, room, and self
Details:

With this ability, you may communicate with others who have it with no fear of being overheard by other mortals.

Hide Conceal yourself from view.
Syntax: HIDE
EMERGE
Extra Information: Emerge cooldown: 1.00 seconds of balance.
Works on/against: Self
Cooldown: 4.00 seconds of balance
Details:

Conceal yourself from view and then type EMERGE to cease concealing.

Scales Coat yourself in protective, serpentine scales.
Syntax: SCALES
SCALES SHED
Works on/against: Self
Cooldown: 3.00 seconds of balance
Resource: 250 mana
Details:

So snake-like are you that you may cover yourself with mildly protective scales at will.

Garrote Choke the life out of a target with your whip.
Syntax: GARROTE <target>
Works on/against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Details:

Using a wielded whip, you can try to slip behind a target and choke the life out of him or her. Armour is rendered entirely useless to your victim. Furthermore, while it is difficult to do normally, if your target is fairly helpless (paralysed, tied up, frozen, fallen on the ground, sleeping, unconscious, or some other similar afflictions) then you will always hit with this. The higher your subterfuge, the more damage this ability will do.

Evade Misleading your pursuer.
Syntax: EVADE <direction>
Cooldown: 2.00 seconds of balance
Details:

No difficult feat for one with trained in the arts of subterfuge, you may silently evade past obstructions, at once losing anyone who may be following you.

Shadow Shadowing a target in order to track them.
Syntax: SHADOW <target>
Works on/against: Adventurers
Cooldown: 4.00 seconds of balance
Details:

From on the ground or in the trees you are able to shadow an adventurer from an adjacent location. This will cause you to enter their location and begin following them.

Flay Flay the anti-venom sileris coatings from your enemies.
Syntax: FLAY <target>
FLAY <target> REBOUNDING [<venom>]
FLAY <target> SHIELD [<venom>]
Works on/against: Adventurers and denizens
Cooldown: 2.00 seconds of balance
Details:

Using a whip, you will be able to flay the waxy coating of the sileris berry from your opponent, enabling you to sink your fangs into his flesh once more; or to flay a rebounding aura or magical shield to attack with weapons once more. You can also use FLAY <denizen> SHIELD to flay the shield defence from denizens.

Waiting Awaiting a target to be shadowed.
Syntax: AWAIT <target>
Works on/against: Adventurers
Cooldown: 4.00 seconds of balance
Details:

Once activated, this ability will allow you to stand still and wait for another adventurer unnoticed. When the adventurer enters the location, you will begin to follow.

Pacing The ability to anticipate and keep pace with others.
Syntax: PACING [ON|OFF]
RELAX PACING
Extra Information: Relax cooldown: 3.00 seconds of balance.
Works on/against: Adventurers
Cooldown: 3.50 seconds of balance
Details:

At a constant endurance drain, you will be able to follow those while they sprint away.

Bask Bathing in the hot sun.
Syntax: BASK
Works on/against: Self
Details:

In an outdoor room you may bask in the hot sun, replenishing your strength and curing your afflictions.

A desperate serpent may also bask in the presence of a lightwall.

Block Obstructing departure with your body.
Syntax: BLOCK <direction>
UNBLOCK
Details:

This will allow you to block much movement in a particular direction.

Swinging Swinging up into the treetops.
Syntax: SWING UP
SWING DOWN
Cooldown: 2.00 seconds of balance
Details:

When in a forest location, you will be able to swing up into the trees.

Secret Give someone an item without their knowledge.
Syntax: SECRET <item> to <target>
Works on/against: Adventurers
Details:

This simply puts an item on an adventurer without him noticing.

Scan Scanning the forest floor from the treetops.
Syntax: SCAN
Details:

While in the treetops, you can scan the ground for passerbys.

Bowmanship Use of the valued projectile weapon.
Syntax: SHOOT <target> <direction>
Works on/against: Adventurers
Cooldown: 3.50 seconds of balance
Details:

Use one of the various bows to shoot an adventurer in a line-of-sight location from you.

Seize Grabbing unwary victims from the forest floor.
Syntax: SEIZE <target>
Works on/against: Adventurers
Cooldown: 4.50 seconds of balance
Details:

While in the trees, you may seize an adventurer and bring him up to your level.

Shove Sending a hapless victim crashing to the forest floor.
Syntax: SHOVE <target>
Works on/against: Adventurers
Cooldown: 4.00 seconds of balance
Details:

While in the trees, you may shove an adventurer to the ground, possibly breaking his legs.

Noose Covert and deadly assassination from the trees.
Syntax: CRAFT NOOSE
NOOSE <target>
Extra Information: Noose cooldown: 4.00 seconds of balance.
Works on/against: Adventurers
Cooldown: 3.50 seconds of balance
Details:

While you are in the trees you can craft a noose from the vines hanging everywhere. Then, if there is a sole victim below you, you can NOOSE <adventurer>. This is a long process as you have to move with utter silence. If anyone else enters the location, your attempt will be ruined.

Aiming Increase your accuracy in shooting.
Syntax: AIM <target> <direction>
Works on/against: Adventurers
Details:

Increase the accuracy of your shooting.

Listen Detect action and conversations nearby.
Syntax: LISTEN <direction>
Works on/against: Room
Cooldown: 3.50 seconds of equilibrium
Details:

Use your auditory acuity to listen in on conversations in an adjacent room.

Dispel Rid your environment of illusions.
Syntax: DISPEL ME
DISPEL <target>
Works on/against: Adventurers and self
Resource: 5 mana
Details:

Use this ability to dispel most illusions associated with yourself or another adventurer.

Lipread The ability to understand what is said while deaf.
Syntax: LIPREAD
Works on/against: Self
Cooldown: 3.00 seconds of equilibrium
Details:

This will allow you to understand speech normally, even when you are deaf, and understand speech that has been disturbed by wind.

Eavesdrop Listen even through closed doors.
Syntax: EAVESDROP <direction>
Works on/against: Room
Cooldown: 3.50 seconds of equilibrium
Details:

Your skills have improved to the point where you can now listen even through closed doors.

Slit Cut the throat of a helpless victim.
Syntax: SLIT <target>
Works on/against: Adventurers
Cooldown: 3.50 seconds of balance
Details:

Provided you are wielding either a dagger or dirk, this ability will allow you to slit the throat of your enemy who is bound or not conscious (sleeping, meditating, unconscious), causing significant bleeding damage.

Wind Further increase your accuracy through wind compensation.
Syntax: None
Details:

Once you have this ability, your accuracy with bowmanship will be increased.

Ghost Give yourself a ghostly appearance.
Syntax: CONJURE GHOST
Works on/against: Self
Cooldown: 3.50 seconds of equilibrium
Resource: 50 mana
Details:

Give yourself a ghostly appearance.

Doublestab Quickly administer two venoms to a target with your dirk.
Syntax: DOUBLESTAB/DSTAB <target> [venom1 venom2]
Works on/against: Adventurers
Cooldown: 2.80 seconds of balance
Details:

If you are wielding a dirk that has been envenomed with more than one venom, you may use this ability to quickly deliver two venoms simultaneously to your target.

Envenom Dip your arrows in venom.
Syntax: ENVENOM ARROW <colour> <venom>
ENVENOM <weapon> with <venom>
WIPE <weapon>
Details:

After you have coloured a group of arrows, you may cover the tips with venom if you have the ability to secrete the particular type of venom. You can also envenom normal edged weapons with this ability.

Seek Sense for dimensional wormholes.
Syntax: WORM SEEK
Works on/against: Room
Cooldown: 3.00 seconds of equilibrium
Details:

This will tell you if a wormhole exists in your location and where it leads if one does.

Warp Open and enter a dimensional wormhole.
Syntax: WORM WARP
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Details:

When in the presence of a worm hole, this will allow you to enter it.

Illusion Create an illusion of your choosing.
Syntax: CONJURE ILLUSION <illusion>
CONJURE <target> ILLUSION <illusion>
Works on/against: Adventurers and room
Cooldown: 1.00 seconds of equilibrium
Resource: 25 mana
Details:

Create an illusion of your choosing in the room you are in. This ability is unique in that you may bite someone _immediately_ after using it, before you have recovered equilibrium. You may embed a single newline in your illusion by including the character sequence \n at the appropriate spot. You may optionally specify a target for your illusion by adding the name of your intended victim after the word 'conjure'. For limitations and restrictions, please refer to HELP ILLUSIONS.

Crossbows A powerful projectile weapon.
Syntax: SHOOT <target> <direction>
Works on/against: Adventurers
Cooldown: 3.50 seconds of balance
Details:

The crossbow is more powerful, but less accurate, than the longbow.

Cloak Hide your actions from others.
Syntax: CONJURE CLOAK
CONJURE CLOAK <target>
DISPEL ME
Cooldown: 3.50 seconds of equilibrium
Resource: 70 mana
Details:

This will conjure up a cloak that will disguise many actions from observers.

DISPEL ME will remove a subterfuge induced cloak from your person.

Dash Sprint in a particular direction.
Syntax: DASH <direction> [distance] (Between 1 and 11 rooms)
Details:

Sprint quickly in a particular direction.

Lightwall Create a palpable wall of light.
Syntax: CONJURE LIGHTWALL <direction>
SNUFF LIGHTWALLS
Works on/against: Adventurers and room
Cooldown: 4.00 seconds of equilibrium
Resource: 45 mana
Details:

This will conjure a wall of light, which, when passed through, will afflict the unfortunate individual with the darkshade affliction. It also drastically speeds up the progression of the affliction for anyone standing in its presence.

Resonance Allow sounds to resonate through a distant wormhole.
Syntax: WORM RESONANCE ON/OFF
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Details:

Allow sounds to resonate to you through a wormhole.

Darkbows Using the infamous darkbows of Hashan.
Syntax: SHOOT <target> <direction>
Works on/against: Adventurers
Cooldown: 3.50 seconds of balance
Details:

The famed darkbows of Hashan are both expensive and powerful. Only slightly less powerful than a crossbow, they are far more accurate.

Splice Create a dimensional wormhole.
Syntax: WORM SPLICE <target>
Works on/against: Room
Cooldown: 3.00 seconds of balance
Details:

This command takes two Serpents with the ability to splice. Target the other Serpent and then execute this command. It will take quite awhile, but when finished, a wormhole will be formed between your two locations.

Pinshot Focus your fire upon the feet of your victim.
Syntax: PINSHOT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:

This powerful ability will focus your fire upon the feet of your victim, making it difficult for them to flee from you.

Appraise View the contents of another adventurer's inventory.
Syntax: APPRAISE <adventurer>
Works on/against: Adventurers
Details:

This will list an adventurer's entire inventory.

Backstab Attack from the shadows.
Syntax: BACKSTAB <target> [<venom>]
Extra Information: Initiation cooldown: 2.00 seconds.
Works on/against: Adventurers
Cooldown: 2.00 seconds of balance
Details:

Only useable while hidden in the shadows, backstab is a delayed ability. After initiating it, you will spend a few seconds circling around to get directly behind your opponent, and then you will leap from the shadows to plant a dirk or dagger in his back.

Channel Hurl an object through a dimensional wormhole.
Syntax: WORM CHANNEL <object>
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Details:

Use this ability to throw an object through a dimensional wormhole.

Pickpocket Deftly pilfer from unsuspecting targets.
Syntax: PICKPOCKET <target> [item]
Works on/against: Adventurers and denizens
Cooldown: 1.50 seconds of balance
Resource: 150 mana
Details:

The ultimate test of stealth and dexterity, allowing daring thieves to liberate gold or objects from the possession of an unsuspecting target.

You may also attempt to liberate a specific item from your target, but this is exceedingly difficult.

Bind Hog-tie an unconscious or sleeping opponent.
Syntax: BIND <target>
Extra Information: Failure cooldown: 0.50 seconds.
Works on/against: Adventurers
Cooldown: 3.50 seconds of balance
Details:

If your target is sleeping or unconscious, and you have a length of rope on your person, you may hog-tie your unlucky target. This requires much longer to writhe out of than web does, for instance.

Colours Dye your arrows to categorise them.
Syntax: INSPECT QUIVER
DYE <number of arrows> ARROW[S] <colour>
SWITCH <colour>
Cooldown: 3.50 seconds of balance
Details:

First, one should inspect his quiver to discover how many arrows he has in it. Then, you may dye a number of arrows a certain colour.

Colours you may use are red, blue, purple, green, black, white, grey, orange, gold, and silver.

To switch to using a specific colour of arrow, simply SWITCH <colour>. If you wish to switch back to using undyed arrows, simply do SWITCH NORMAL.

Execute Subject your enemy to a merciless execution.
Syntax: EXECUTE <target>
Works on/against: Adventurers
Cooldown: 2.00 seconds of balance
Details:

While wielding a whip, you may attempt to execute a prone victim.

Sources Sense out all dimensional wormholes.
Syntax: WORM SOURCES [FULL]
Cooldown: 3.50 seconds of equilibrium
Resource: 50 mana
Details:

Sense all wormholes in the local area.

Weaving Weave and dodge like the cobra itself.
Syntax: WEAVING [ON|OFF]
RELAX WEAVING
Cooldown: 3.00 seconds of balance
Drains: Mana
Details:

At the cost of a heavy mana drain, you may boost your effective avoidance massively. This is cumulative with whatever level you are at in your avoidance skill.

Yank Use a whip to pull an opponent into your room.
Syntax: YANK <target>
Works on/against: Adventurers
Cooldown: 2.50 seconds of balance
Details:

Using this ability, you may try to yank an adventurer from an adjacent room into yours with your whip. You must be wielding a whip to use this ability.

Vortex Suck an unwilling target into a wormhole.
Syntax: WORM VORTEX <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Resource: 500 mana
Details:

Suck an adventurer, willing or not, through a wormhole.

Snipe The ability to sharpshoot.
Syntax: SNIPE <target> <direction>
Extra Information: Cooldown if target not in the direction specified: 0.50 seconds of balance.
Works on/against: Adventurers
Cooldown: 3.50 seconds of balance
Details:

Using this ability, you can improve your accuracy at shooting. Use it instead of the SHOOT command.

Cancel Destroy a wormhole.
Syntax: WORM CANCEL
Works on/against: Room
Cooldown: 5.00 seconds of equilibrium
Details:

Destroy a wormhole if there is one in your location.

Secondsight See wormholes with greater clarity.
Syntax: SECONDSIGHT
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 300 mana
Details:

Once activated, this ability will allow you to see wormholes as if they were regular exits.

Snake A pet snake to assist you in combat.
Syntax: SUMMON RATTLESNAKE
SUMMON RATTLESNAKE INVENTORY|INV
Works on/against: Adventurers
Cooldown: 5.00 seconds of equilibrium
Resource: 100 mana
Details:

The first time you summon a snake, you may have to try many times before you're successful. Eventually though, the snakes of the wild won't be able to resist your serpentine charms, and one will come slithering to serve. Once you have your snake, you may summon it back at any time should you lose it (simply SUMMON RATTLESNAKE INVENTORY|INV] again). Your snake may be ordered to perform the actions listed in HELP DENIZENS.

Note: City/House membership influences what precisely is summoned.

Ashtan summon kraits.
CIJ summon puffadders.
Eleusis summon treesnakes.
Mhaldor summon adders.
All others summon rattlesnakes.
Phase Alter your status in space-time itself.
Syntax: PHASE
UNPHASE
Works on/against: Self
Cooldown: 4.00 seconds of balance
Resource: 100 mana
Details:

This is probably the most effective concealment ability there is. While phased, you will be hidden from all mortal adventurers, aside from other phased ones. You will, further, be unable to interact with items, denizens, or unphased adventurers. The caveat here is that you may try to attack an unphased adventurer, which will automatically unphase you. Thus, phase can be used as an effective aid to assassinations.

Be warned that you will lose endurance rather quickly while phased.