Survival
Survival is a skill that everyone receives. Adventurers automatically learn Survival abilities as they gain levels of experience. Survival deals with outdoors issues as well as general survival issues. Survival abilities include swimming, climbing trees, attacking dimensional wormholes, healing your limbs by force of will alone, and many other useful abilities.
Unlike other abilities, Survival is tied to an Adventurer's level1. Transcendence is achieved upon reaching level 80.
The skill of Survival is a general skill and available to all classes.
Abilities in Survival
Fishing | Ply the waterways of Sapience for fish galore. | |
Syntax: | None | |
Details: | Fishing is a complicated subject that has its own help file: HELP FISHING. Know, however, that the higher your survival skill rises the greater will be your chance of successfully hooking a fish. |
Considering | Find out the strength of others. | |
Syntax: | CONSIDER/CON <target> | |
Works against: | Adventurers and denizens | |
Details: | Find out how strong another adventurer is relative to your might, or how strong a denizen is on an absolute scale. See HELP CONSIDER for more information. |
Brawling | Enter into basic combat with your fists and feet. | |
Syntax: | KICK <target> PUNCH <target> HEADSLAM <target> | |
Works against: | Adventurers and denizens | |
Cooldown: | Balance | |
Details: | Enter into basic hand-to-hand combat! These moves are especially recommended for the youths of the realm who have not yet learned any of the more powerful class skills for combat. |
Navigating | Navigate to various landmarks in Sapience. | |
Syntax: | WALK TOWARD <landmark> | |
Works against: | Room | |
Details: | Your geographic knowledge allows you to navigate to certain major landmarks in Sapience, such as major city-states, provided you are close enough to them. HELP LANDMARKS contains a full list of landmarks towards which you can navigate. |
Diagnose | Check up on your physical and mental health. | |
Syntax: | DIAGNOSE/DIAG [ME] | |
Works against: | Self | |
Cooldown: | 1.00 seconds of equilibrium | |
Details: | With this ability, you may check and see a list of what ails you. |
Distance | Sense the distance to a specific LANDMARK. | |
Syntax: | DISTANCE TO <landmark>/<adventurer> | |
Works against: | Room | |
Cooldown: | 1.20 seconds of balance | |
Details: | Using this ability, you can sense the distance to a given landmark (see HELP LANDMARKS). |
Swimming | Swim in the beautiful oceans, rivers, and lakes of Achaea. | |
Syntax: | SWIM <direction> | |
Works against: | Room | |
Details: | Using this ability, you can swim in lakes, rivers, and the ocean, albeit slowly. |
Fluidswim | Swimming with not a care in the world. | |
Syntax: | Passive | |
Details: | Once you have gained this ability, you will be able to swim constantly without fear of health loss due to drowning. |
Surveying | Gain information on the characteristics of your location. | |
Syntax: | SURVEY SURVEY REGION <commodity> SURVEY FOR MAP | |
Details: | You've learned the lay of the land enough to be able to determine some basic information about your surroundings from a simple glance. |
Selfishness | Become too selfish to throw or give anything away. | |
Syntax: | SELFISHNESS GENEROSITY | |
Cooldown: | 0.50 seconds of equilibrium | |
Details: | With this ability, you may cause yourself to become so selfish that you can't give away a thing. Exceptions to this are sigils and boomerangs. |
Perceive | Determine if a forest area has been claimed as a grove. | |
Syntax: | PERCEIVE | |
Works against: | Room | |
Details: | Use this ability to discover if a forest location has been claimed as a Grove or not. |
Assessing | Ascertaining the health of a target. | |
Syntax: | ASSESS <target> | |
Required: | 50 mana | |
Works against: | Adventurers | |
Cooldown: | 2.50 seconds of equilibrium | |
Details: | You've now gained the ability to see the health of another adventurer by evaluating the seriousness of their wounds. |
Dousing | Only you can stop forest fires! | |
Syntax: | FILL BUCKET WITH WATER DOUSE ROOM|GROUND DOUSE <person>|<item> DOUSE SAIL[S] | |
Works against: | Adventurers and room | |
Details: | With this ability, you may fill a bucket with water in any watery location, and then, while standing in a burning location, douse the fires that rage. Dousing the ground shall also extinguish any firewalls which may have been erected in the location. |
Physiology | Discern your ailments more efficiently. | |
Syntax: | Passive | |
Details: | Due to your increased knowledge of the physiology of sentient life, you are able to discern your own ailments at a much quicker speed. |
Sewers | Gaining entry to the dark underbelly of the cities. | |
Syntax: | ENTER GRATE | |
Details: | Dotted around the streets of cities are sewer grates, leading to the sewer system of that city. This ability will allow you access to that foul area, but be warned that many unsavoury characters reside there. |
Satiation | Enhance the value of what you eat. | |
Syntax: | SATIATION | |
Required: | 100 mana | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | By using this ability, you will begin to concentrate on processing your food more efficiently. After activating it, you'll have a short period during which to eat some food. |
Metawake | Cause yourself to quickly wake up automatically. | |
Syntax: | METAWAKE [ON|OFF] RELAX METAWAKE | |
Required: | Mana drain | |
Details: | Though it will quickly drain your mana, turning metawake on will ensure that you will quickly wake up if put to sleep. |
Tumbling | Tumble past obstructions. | |
Syntax: | TUMBLE <direction> | |
Cooldown: | 4.00 seconds of balance | |
Details: | Your body is agile enough that you are able to escape nearly any predicament by tumbling out of the room. Be warned though that tumbling is not the swiftest method of moving and that furthermore, you will lose your entourage and perhaps some defences while doing this. Note that if you attempt to move while tumbling, the tumble attempt will be aborted. |
Focusing | Curing mental afflictions by sheer will. | Level: 23 |
Syntax: | FOCUS | |
Required: | 250 mana | |
Works against: | Self | |
Details: | Your mental survival skills have adapted to the point where you can cure mental afflictions merely by focusing your mind. Be warned though that the mana cost for this is high. |
Wormattack | Attacking dimensional wormholes. | Level: 24 |
Syntax: | WORM CANCEL | |
Works against: | Room | |
Cooldown: | 5.00 seconds of equilibrium | |
Details: | To use this ability, you must first possess the ability Wormholes in Vision. Using this ability, you may attack a wormhole and attempt to destroy it. Once you start the process, you must finish it without executing any commands, or you will have to start over. It is not a short process at all, as it is an extremely complicated thing to close a dimensional wormhole. |
Clotting | Reduce the level of your bleeding. | Level: 27 |
Syntax: | CLOT | |
Required: | 60 mana | |
Works against: | Self | |
Details: | This will permit you to partially clot your bleeding. |
Insomnia | Cause yourself to be unable to fall asleep. | Level: 40 |
Syntax: | INSOMNIA RELAX INSOMNIA | |
Required: | 100 mana | |
Details: | This ability will allow you to give yourself insomnia - a useful defence against being put to sleep involuntarily. |
Swinging | Climbing up into the trees. | Level: 44 |
Syntax: | SWING UP/DOWN | |
Works against: | Room | |
Cooldown: | 2.00 seconds of balance | |
Details: | When in a forest location, you will be able to swing up into the trees. |
Shaking | Shaking a tree to see what falls out. | Level: 50 |
Syntax: | SHAKE TREES SHAKE RIGGING | |
Works against: | Room | |
Details: | By using this ability, you will be able to try and shake people loose who might be hiding up in the trees or rigging. |
Clinging | Clinging tightly onto a tree. | Level: 55 |
Syntax: | CLING | |
Works against: | Room | |
Cooldown: | 2.00 seconds of balance | |
Details: | Such is your knowledge of the outdoors and so comfortable are you in the trees, that you are able to cling tightly onto them, maintaining your balance when in them, even if the branches should be greatly disturbed by sinister persons. |
Blunder | An indiscriminate charge. | Level: 56 |
Syntax: | BLUNDER | |
Details: | You may now prepare to blunder through any traps or tribulations that bar your path(*). This mindset lasts only a short time before expiring. * You will hit traps and ground runes regardless of if you are enemied to the person who placed them while this is active. |
Restoration | Healing damaged limbs by force of will. | Level: 59 |
Syntax: | RESTORE | |
Required: | 100 mana | |
Cooldown: | 3.00 seconds of equilibrium | |
Details: | By channeling mental power into healing, you can heal any broken limbs you may have at one time. Listed are the base costs, these increase with 1/2/3/4 limbs broken. |
Clearing | Clear away rubble. | Level: 61 |
Syntax: | CLEAR RUBBLE | |
Works against: | Room | |
Cooldown: | 4.50 seconds of balance | |
Details: | With this ability, you will be able to clear away piles of rubble that may block your path. |
Heartstop | Slay yourself by stopping your heart. | Level: 63 |
Syntax: | HEARTSTOP | |
Works against: | Self | |
Details: | This lethal ability will cause your heart to immediately stop, killing yourself in an instant. Use it with caution, for it will cost you more experience than a standard death. If you are a Vodun or Puppetry user, please be aware that using heartstop will destroy all puppets of the last person to do damage to you before you heartstopped. |
Breathing | Controlling your breathing to avoid asphyxiation. | Level: 69 |
Syntax: | HOLD BREATH RELEASE | |
Details: | This ability will grant a short-term immunity from anything doing asphyxiation damage. However, any offensive activity or consumption of balance or equilibrium will cause you to begin breathing once again. |
Curseward | Erect a barrier against curses. | Level: 74 |
Syntax: | CURSEWARD | |
Required: | 250 mana | |
Cooldown: | 4.50 seconds of equilibrium | |
Details: | This ability will let you erect a mental barrier against which curses will splash harmlessly. |
Suppress | Suppress protective vibrations. | Level: 79 |
Syntax: | SUPPRESS REVERBERATION [direction] | |
Required: | 150 mana | |
Works against: | Room | |
Cooldown: | 3.00 seconds of equilibrium | |
Details: | You may now suppress active reverberation vibrations in a room. Given the difficulties involved, this requires all of your concentration, and may be interrupted. In addition, if a magi is present you require a secondary influence to assist in your attempt to disrupt said vibration. You may accomplish this by throwing a cube sigil at the ground, although the influence shall only last a short while. Sometimes it is not possible to enter a location, but one must still remove a reverberation vibration that protects more dangerous barriers. In order to do this, you may specify a direction in which to suppress vibrations. This requires you be adjacent to the location you are targeting and the channel time is somewhat increased compared to doing it in the location proper. |
Efficiency | Manage your resources with greater precision. | Level: 80 |
Syntax: | Passive | |
Details: | Due to your mastery of various survival techniques, you are now able to manage your resources to a higher degree, reducing the mana necessary to focus your mind and clot your wounds. In addition, you will now recover far more swiftly from activating the tree tattoo or focusing your mind. |