Dominion
Dominion is a blade-wielding, hound-summoning school of abilities purloined from the chivalric traditions of traditional knighthood for the use of Chaos warriors. The spread of the skill compasses taming the hounds of Lycantha, mastering the various types of bows, and an assortment of aggressive supplemental battle abilities ranging from howling or engaging an unlucky opponent and boosting one's prowess with the fury of the eldritch horror.
The skill of Dominion is available to members of the Unnamable class, although it shares most of its arts with Valour, Discipline, and Malignity skills of Paladins, Runewardens, and Infernals. Like the other warrior-classes, Unnamables train in Weaponmastery, but the eldritch skill of Anathema is unique to them.
Abilities in Dominion
Hound | Your loyal nightmare. | Lessons: 1 |
Syntax: | HOUND | |
Works against: | self and adventurers | |
Details: | The hungering hounds of Lycantha are a gift to each of the Unnamables of Ashtan, part of the great pact between Imperator Glaaki and the Seat of Chaos.
Your hound comes to you with assorted statistics which have been randomly assigned.
You will gain other abilities later on that are related to your hound. You must visit Lycantha on the Chaos Plane to request your hound. |
Weathering | Increase your ability to weather damage. | |
Syntax: | WEATHERING | |
Works against: | Self | |
Details: | Your budding control over your body will assist you in weathering the storm of life by increasing your constitution by one point. |
Seek | Order your hound to find its prey. | Lessons: 64 |
Syntax: | HOUND SEEK <adventurer> | |
Details: | Using this ability, you may order your hound to seek out another adventurer. Your hound must be by your side for you to use this ability. |
Glance | The sense of sight through a certain lens. | |
Syntax: | HOUND GLANCE | |
Details: | Look through the eyes of your hound, seeing its immediate surroundings(*).
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Block | Obstructing departure with your body. | |
Syntax: | BLOCK <direction> | |
Details: | This ability will allow you to block a particular direction, preventing normal movement in that direction. |
Fitness | Controlling your breathing. | |
Syntax: | FITNESS | |
Details: | With your mastery of your own body, you are able to purge yourself of the asthma affliction. |
Follow | The hunt begins. | |
Syntax: | HOUND FOLLOW <target> | |
Works against: | Adventurers | |
Details: | Your hound has learned to serve you well enough that you may order it to follow a particular adventurer. When the hound loses the adventurer, generally because the adventurer goes indoors, it will stop following. |
Gripping | Grip your wielded items in a deathlock. | |
Syntax: | GRIP RELAX GRIP | |
Works against: | Self | |
Details: | While using this ability, you will prevent items from being knocked out of your grip. |
Barge | Barging your opponents. | |
Syntax: | BARGE <target> <direction> | |
Works against: | Adventurers | |
Cooldown: | 4.00 seconds of balance | |
Details: | This ability will barge an adventurer to the direction you choose. To start the ability, you must be in a room adjacent to the room where the target adventurer resides, and you must choose to barge him in a direction that wouldn't take him into the room you are in. So, for instance, say that Isildur is in a room to the north of me, and that this room has another exit to the ne. I would do BARGE ISILDUR NE. |
Battlecry | Stun a target with the power of your voice. | |
Syntax: | BATTLECRY <target> | |
Works against: | Adventurers | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | Your battle cry is so powerful that when directed against another, it will blast him to the ground and stun him, provided he isn't deaf. |
Bowmanship | Use of the valued projectile weapon. | |
Syntax: | SHOOT <target> <direction> | |
Works 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. |
Quivers | Take full advantage of your quiver. | |
Syntax: | ENVENOM ARROW[S] [number of arrows] <colour> <venom> INSPECT QUIVER DYE <number of arrows> ARROW[S] <colour> SWITCH <colour> | |
Details: | Your mastery of quivers allows you to dye and envenom arrows from vials in your possession to be stored in your quiver. When envenoming arrows, if a number of arrows is provided, you will dye and envenom that number of undyed arrows the colour and venom selected. Otherwise, you will coat all your arrows of the selected colour with the venom of your choice. Inspecting your quiver will show you how many of each colour arrow you possess and what venoms they have been covered with. Further, you may dye any number of undyed arrows the colour of your choice. However, you will find yourself unable to do so if you have arrows of that colour envenomed within your quiver. 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. |
Wind | Further increase your accuracy through wind compensation. | |
Syntax: | None | |
Details: | Once you have this ability, your accuracy with bowmanship will be increased. |
Aiming | Increase your accuracy in shooting. | |
Syntax: | AIM <target> <direction> | |
Details: | Increase the accuracy of your shooting. |
Sturdiness | Standing firm against attempts to move you. | |
Syntax: | STAND FIRM | |
Works against: | Self | |
Cooldown: | 3.00 seconds of balance | |
Details: | By concentrating on increasing your mass, you are able to gain immunity from most attempts to move you against your will. It is lost when you next use balance or equilibrium. |
Deliver | A courier of a more reliable kind. | |
Syntax: | HOUND DELIVER [group] <item> TO <lucky recepient> | |
Details: | With this ability, you may order your hound to deliver a small item or
group of items from your inventory into the inventory of another adventurer. |
Resistance | Reduce the damage taken from magical attacks. | |
Syntax: | RESISTANCE | |
Details: | Due to your increased bodily control, you are able to reduce the damage from magical attacks. |
Crossbows | A powerful projectile weapon. | |
Syntax: | SHOOT <target> <direction> | |
Works against: | Adventurers | |
Cooldown: | 3.50 seconds of balance | |
Details: | The crossbow is more powerful, but less accurate, than the longbow. |
Clotting | Reduce the level of your bleeding. | |
Syntax: | CLOT | |
Required: | 60 mana | |
Works against: | Self | |
Details: | This will permit you to partially clot your bleeding. |
Rage | Throw off pacifying afflictions. | |
Syntax: | RAGE | |
Required: | 150 mana | |
Works against: | Self | |
Details: | This ability will allow you to cure certain pacifying afflictions, notably those that are normally cured by eating bellwort. |
Retrieve | A snap of the jaws can vex all kinds of plans. | |
Syntax: | HOUNDab RETRIEVE <item> | |
Details: | using this ability will cause your hound to try and pick up an object in the room that it is in, and deliver it back to you. |
Startle | They won't see this coming. | |
Syntax: | HOUND STARTLE <target> | |
Works against: | Adventurers | |
Details: | This ability will allow your hound to startle an opponent's steed, tossing the hapless fool off. |
Track | The hounds of Lycantha are relentless | |
Syntax: | HOUND TRACK <target> | |
Works against: | Adventurers | |
Details: | This ability is an improved version of the follow ability. With track, even if the hound temporarily loses its target, because the target went indoors, it will continue to follow the target once the target comes back outside. |
Defend | Attempt to protect someone else with swordwork. | |
Syntax: | DEFEND <target>UNDEFEND | |
Works against: | Adventurers | |
Cooldown: | 4.00 seconds of balance | |
Details: | Upon using this ability, you will attempt to take much of the damage from the blows that might otherwise harm the adventurer you are defending. |
Scent | Sniff out victims. | |
Syntax: | HOUND SCENT | |
Works against: | Room | |
Details: | Your hound can sniff out all in the local area, informing you of their
location and current health. |
Darkbows | Using the infamous darkbows of Hashan. | |
Syntax: | SHOOT <target> <direction> | |
Works 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. |
Evolution | A superior state of being. | |
Syntax: | HOUND EVOLUTION | |
Required: | 10% karma | |
Details: | As you shall achieve the transcendent state of being, it is only
appropriate that your loyal companion shares in your transformation.
Though fine tuned manipulation of such matters are beyond you, with
sufficient application of karma you can somewhat overcome this lack.
|
Engage | Damage a cowardly opponent. | |
Syntax: | ENGAGE <target> DISENGAGE [<target>] | |
Required: | 50 mana | |
Works against: | Adventurers | |
Cooldown: | 2.50 seconds of equilibrium | |
Details: | There is nothing more despicable and dishonourable than a coward, and this ability will allow you to punish cowards, as is their due. Once you have engaged an adventurer, if he is otherwise unhindered and tries to leave the room, you will get in an extra strike, whether you have equilibrium and balance or not. |
Swiftmount | Mount or vault your steeds at increased speed. | |
Syntax: | None | |
Details: | You have reached such a level of training in the arts of Chivalry that you regain balance while Mounting a steed much more rapidly. Furthermore, if you have the ability Vault in Riding, you can use it without any loss of balance at all. |
Fury | Temporarily raise your strength. | |
Syntax: | FURY [ON/OFF] RELAX FURY | |
Works against: | Self | |
Cooldown: | 2.00 seconds of equilibrium | |
Details: | This will allow you to temporarily raise your strength with 2 points, for no more than a total of 1/4th of each Achaean day. It can be used once a day without cost, but if you turn it off and turn it back on within the same Achaean day, you will incur a cost of 500 willpower each time you turn it back on. Your endurance losses will be significantly higher while Fury is active. |