Skirmishing

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Masters of their chosen weapon and skilled both in and out of the forests of Sapience, the sentinel class combine flawless technique with a ruthless savagery to achieve their ends.

Discarding the civilised constructs of chivalry and fairness, a practitioner of skirmishing uses both the environment and all tools at his disposal to eliminate all opposition. The true masters of the art are rumoured to be able to send their prey into a comatose state, or even destroy their enemies so completely that the remains can never be found.

The skill of Skirmishing is available to members of the Sentinel class, along with Metamorphosis and Woodlore.

Abilities in Skirmishing

Returning The ability to throw an axe such that it will return.
Syntax: THROW HANDAXE AT <target>
THROW HANDAXE <direction> AT <target>
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 ability will allow your axe to return to your hand when thrown. It can target adventurers and denizens in room, but only adventurers in line of sight.
Note: {{{note}}}
Trip Knock an unruly foe to the ground.
Syntax: Adventurers
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 2.75 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While wielding a spear or trident, you may knock an opponent's legs out from under him. A swift follow-up strike with the point of the weapon will ensure he won't want to stand up any time soon.
Note: {{{note}}}
Grab Use an axe to pull someone in from a nearby room.
Syntax: BTHROW AXE AT <target> <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.50 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to bring someone in another room to you by throwing your axe at them.
Note: {{{note}}}
Shove Sending a hapless victim crashing to the forest floor.
Syntax: SHOVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While in the trees, you may shove an adventurer to the ground, possibly breaking his legs.
Note: {{{note}}}
Rive Shatter an opponent's shield.
Syntax: RIVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: 2.25 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With expert precision, you may shatter an opponent's shield with a well-aimed thrust of a spear or trident.
Note: {{{note}}}
Thrust The most basic of skirmishing attacks.
Syntax: THRUST <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: This is a basic thrust with a spear or trident.
Note: {{{note}}}
Spinning Set up a defensive shield with a spear or trident.
Syntax: SPIN SPEAR/TRIDENT
STOP
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: At the cost of a large endurance drain, you may spin your spear or trident in such a way as to cause you to automatically deliver an attack to anyone attacking you physically. You will cease spinning the spear as soon as you do anything aggressive, or when you do STOP.
Note: {{{note}}}
Seize Grabbing unwary victims from the forest floor.
Syntax: SEIZE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.50 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While in the trees, you may seize an adventurer and bring him up to your level.
Note: {{{note}}}
Scout A good woodsman checks his path.
Syntax: SCOUT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: 2.00 seconds of balance
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will grant a defence which shall allow you to see past obstructions with abilities such as GLANCE or SQUINT from the vision skill.
Note: {{{note}}}
Envenom Coat a weapon in venoms.
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}}}
Brace Impale attackers on a spear or trident.
Syntax: SET SPEAR/TRIDENT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By bracing your spear or trident on the ground, you will attempt to impale anyone initiating an attack in an adjacent room that ends in your room. For instance: barge, jumpkick, etc. The very unlucky victim will take damage until he or she writhes off the spear or trident, but, you will not be able to move as long as the person is impaled on your spear or trident.
Note: {{{note}}}
Rivestrike There is no defence against your onslaught.
Syntax: RIVESTRIKE <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: This ability will allow you to rive through protective defences, then deliver a followup blow. If both the shield and rebounding defences are present, the second blow shall target the second of these defences rather than dealing damage.
Note: {{{note}}}
Ensnare Mesmerise them with your flawless skill.
Syntax: ENSNARE <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: You may ensnare the gaze of a prone opponent with your flawless skill with your chosen weapon. This shall cause them to be transfixed if the blindness defence is not present; otherwise it shall strip the blindness defence.
Note: {{{note}}}
Lacerate Let them bleed for their foolishness.
Syntax: LACERATE <target> [limb] [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 attack with your chosen weapon aims to inflict maximum bleeding, as well as delivering a venom and the haemophilia affliction.
Note: {{{note}}}
Scythe Slice through the defences that would protect your foes.
Syntax: SCYTHE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.20 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability with your chosen weapon will allow you to randomly strip a defence from an enemy. It shall always target the mass defence first.
Note: {{{note}}}
Rattle Rattle their brains with a blow to the head.
Syntax: RATTLE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.50 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will knock a prone and transfixed target unconscious. The more health your victim is missing, the longer they shall remain unconscious for.
Note: {{{note}}}
Truss Truss them up for slaughter.
Syntax: TRUSS <target>
Required: 1 rope
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.50 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can truss up an unconscious opponent. These bindings take much longer to escape than standard bonds.
Note: {{{note}}}
Skullbash Split their skull with a mighty blow.
Syntax: SKULLBASH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.30 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Deliver a powerful blow to the head of a prone opponent. The damage of this attack is increased based on how damaged the target's head already is.
Note: {{{note}}}
Gouge Lay them open with a precision strike.
Syntax: GOUGE <target> [limb] [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 attack with your chosen weapon causes significant bleeding as well as the weariness affliction.
Note: {{{note}}}
Impale Drive your blade straight through your target.
Syntax: IMPALE <target>
WITHDRAW BLADE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 2.40 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 spear/trident into his body, causing regular damage as long as he is on the weapon. Further, while impaled, he will find himself unable to move, though you too will be unable to move.
Note: {{{note}}}
Drag Drag away your prey.
Syntax: DRAG <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.40 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may drag someone you have impaled away. (This will remove your spear or trident from your victim's gut.)
Note: {{{note}}}
Barbs Chivalry is a construct of the city dwellers.
Syntax: CRAFT BARBS
ATTACH BARBS TO <weapon>
Required: 1 iron
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may now craft barbs to attach to your chosen weapon. This will occasionally cause the wounds you inflict to be torn open to a greater degree, decreasing the effectiveness of attempts to clot the injuries.
Note: {{{note}}}
Wrench Gut them like a fish.
Syntax: WRENCH
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.20 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may wrench your weapon if an opponent is impaled upon it, causing terrible internal damage.
Note: {{{note}}}
Doublestrike Strike, then strike again.
Syntax: DOUBLESTRIKE <target> [venom] [limb]
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 use your chosen weapon to deal a lateral slash, then using the momentum continue your attack to strike with the haft of your weapon.

The blow with the haft shall first deliver impatience. If this is present, it shall deal epilepsy.

Note: {{{note}}}
Extirpate Return them to the embrace of nature.
Syntax: EXTIRPATE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.20 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have petrified an enemy, you may take your spear and shatter their stone body into myriad shards, ending their life and returning their remains to the embrace of nature.
Note: {{{note}}}