Devotion (skill)

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This page is about the Devotion skill. For other uses, see Devotion (disambiguation).

The Devotion skill is derived from ancient rites of the Church and is used by members of the Priest and Paladin classes. To use the skills of Devotion against the forces of Good or for the benefit Evil puts such practitioners in danger of excommunication, which effectively strips these Devotion users of their power to restore devotion.

Abilities in Devotion

Fervour is a Paladin-only ability.
Ability Description
Enlightenment Look into the soul of someone.
Known: Yes
Syntax: PERFORM ENLIGHTENMENT/PERFORM ENLIGHTENMENT <adventurer>
Details:

When performed upon yourself, this will reveal your current devotion levels. When performed on an adventurer, this will reveal their devotion levels if they have access to the Light. It will also reveal if they have accepted the true path of Good and have received a Preaching blessing.

Hands Lay hands on a person to heal him.
Known: Yes
Syntax: PERFORM HANDS <adventurer>
Extra Information: Devotion cost: 150
Details:

This ability will allow you to lay hands on another adventurer and heal him of some damage.

Parting Water will pull apart to make way for your blessed self.
Known: Yes
Syntax: PERFORM PARTING <direction>
Extra Information: Devotion cost: 100
Details:

In true religious tradition, you will now be able to part the water in a location, allowing safe and dry passage.

Preaching Show an adventurer the beauty of belief.
Known: Yes
Syntax: PERFORM PREACHING <adventurer>
Extra Information: Devotion cost: 250
Details:

This ability will allow you the opportunity to preach to an adventurer. Should they accept the enlightened truth you offer, they will receive a blessing over their life that allows them to be targeted with the DELIVERANCE and RESURRECTION abilities.

Truth Dispel illusions with the power of your devotion.
Known: Yes
Syntax: PERFORM TRUTH
Extra Information: Devotion cost: 100
Details:

This ability allows you to detect certain types of hidden adventurers in your room.

Rites List what rites are active.
Known: Yes
Syntax: RITES
Details:

This ability will show you what rites are operating in your room.

Sustenance The Gods will provide for you.
Known: Yes
Syntax: PERFORM RITE OF SUSTENANCE
Extra Information: Devotion cost: 1500
Details:

At the cost of some devotion, you may feed yourself with this ability. You need to be holding a bowl of some sort in order for this to work. Upon performing the rite, your bowl will be filled with Divine manna, which will provide you with great sustenance.

Inspiration Gain an infusion of divinely-inspired strength.
Known: Yes
Syntax: PERFORM INSPIRATION
Extra Information: Devotion cost: 800
Details:

This ability will cause you to pray for divinely-inspired strength, effectively raising your strength +2 for a short time.

Bliss Give an adventurer a glimpse of paradise.
Known: Yes
Syntax: PERFORM BLISS <adventurer>
Extra Information: Devotion cost: 1000


Details:

This will give your companion a glimpse of Paradise. The vision will be so calming and refreshing that the target will receive many beneficial blessings.

Pilgrimage Give an adventurer a glimpse of paradise.
Known: Yes
Syntax: PERFORM RITE OF PILGRIMAGE
PERFORM PILGRIMAGE <adventurer>
Extra Information: Devotion cost: 300 for the rite
450 to actually pilgrimage
Details:

By performing the rite of pilgrimage, you are able to then pilgrimage to anyone standing in that rite.

Purity Damage the Unholy.
Known: Yes
Syntax: PERFORM PURITY <adventurer>
Extra Information: Devotion cost: 250
Details:

This ability will use your righteousness and pious fury to attack other adventurers.

Penitence Condemn the unfaithful to eternal penance.
Known: Yes
Syntax: PERFORM PENITENCE <target>
Extra Information: Devotion cost: 300
Details:

Through your piety, you are able to force an individual to perform penance for their crimes. Upon granting redemption to this person through death, your works will be rewarded with an increase in your Devotional energies.

Chaoscalm Attack the chaotic nature of a chaos entity, pacifying it.
Known: Yes
Syntax: PERFORM CHAOSCALM <doppleganger>
Extra Information: Devotion cost: 750
Details:

Chaos entities are the stuff of disorder, and your ordered, calm behavior is striking enough to drive them into submission for a short period of time.

Peace Give peace of soul to someone.
Known: Yes
Syntax: PERFORM PEACE <adventurer>
Extra Information: Devotion cost: 100
Details:

After performing this ability on an adventurer, that adventurer loses the will to commit offensive acts.

Warding Drive your enemies off with overwhelming fear.
Known: Yes
Syntax: PERFORM RITE OF WARDING
Extra Information: Devotion cost: 180
Details:

This ability will set up a rite that will ward off any of your enemies that enter the room, by giving them fear.

Force Make an adventurer follow your wish.
Known: Yes
Syntax: PERFORM FORCE <adventurer> <command>
Extra Information: Devotion cost: 2000
Details:

Using your powers over the believers, you may force an adventurer to bend to your will and carry out your commands.

Piety Bind those around you with the force of ultimate piety.
Known: Yes
Syntax: PERFORM RITE OF PIETY
Extra Information: Devotion cost: 600
Details:

This rite will make it difficult for your enemies to leave the room. When it successfully prevents them from moving, they will suffer a balance penalty.

Hellsight Give an adventurer a glimpse of Hell.
Known: Yes
Syntax: PERFORM HELLSIGHT <adventurer>
Extra Information: Devotion cost: 600
Details:

Using this ability, you will give your poor victim a vision of Hell itself. This will cause him much psychic stress as he witnesses the souls in pain and experiences part of their pain.

Dazzle Confuse and dazzle an opponent.
Known: Yes
Syntax: PERFORM DAZZLE <adventurer>
Extra Information: Devotion cost: 250
Details:

This will dazzle the mind of an adventurer and cause confusion and dizziness.

Demons Summon demons to torment the unrighteous.
Known: Yes
Syntax: PERFORM RITE OF DEMONS
Extra Information: Devotion cost: 360
Details:

This rite will cause your enemies to be tormented by vengeful demons.

Allsight Gain insight into all movement into and out of holy areas.
Known: Yes
Syntax: PERFORM RITE OF ALLSIGHT
Extra Information: Devotion cost: 360


Details:

When activated, this ability will inform you whenever any of your enemies enters or leaves the room that the Rite is in.

Healing A powerful healing ability.
Known: Yes
Syntax: PERFORM RITE OF HEALING
Extra Information: Devotion cost: 360
Details:

This ability will cause a rite to spring into existence which will occasionally heal an affliction from you and your allies that are in the room.

Convocation Call to you someone in a Rite of Convocation.
Known: Yes
Syntax: PERFORM RITE OF CONVOCATION
PERFORM CONVOCATION <adventurer>
Extra Information: Devotion cost: 600 for the Rite
600 for the summoning
Details:

This powerful ability will allow you to create a Rite of Convocation. Anyone in a Rite of Convocation set up by you can then be summoned by you by doing PERFORM CONVOCATION <adventurer>, providing that adventurer does not have certain defences set up, such as the mass salve.

Revitalisation A rite to heal health and mana.
Known: Yes
Syntax: PERFORM RITE OF REVITALISATION
Extra Information: Devotion cost: 360
Details:

This rite will heal a percentage of one's maximum health and maximum mana. It will affect everyone in the room who is not an enemy of the Devotionist who performed it.

Deliverance Deliver a target unto you.
Known: Yes
Syntax: PERFORM DELIVERANCE <adventurer>
Extra Information: Devotion cost: 1200
Details:

This will allow you to summon an adventurer from any distance should they have been blessed with the PREACHING ability. It should be noted that a monolith sigil placed in the room of the summonee or summoner will prevent this from working.

Cleansing Rid your enemies of their unclean aspects.
Known: Yes
Syntax: PERFORM RITE OF CLEANSING
Extra Information: Devotion cost: 300
Details:

This relatively short-lived rite will begin slowly stripping the defences of any enemies in the room, giving them no indication it is happening. It shall always strip the blackwind or astralform defences first.

Reclaim Reclaim one of your rites.
Known: Yes
Syntax: PERFORM RECLAIM <rite>
Details:

This ability will allow you to remove one of your rites from your location, regaining some of the devotion used to summon it.

Fervour Call rites to you in the heat of battle.
Known: Yes
Syntax: DSL/RSL/RAZE <target>
PERFORM RITE OF <demons/healing/cleansing>
Details:

You have gained such control over your devotion that you are now able to perform certain rites immediately after doubleslashing, razeslashing, or razing your opponent. A devotion ability particular to the Paladin class.

Prayer Pray for the salvation of your congregation.
Known: Yes
Syntax: PERFORM RITE OF PRAYER
Details:

To perform this rite, there must be at least eight people together in a room. Apprentices do not count and you may be the only person with Devotion there. All of the adventurers must KNEEL before the rite can begin and no adventurer may participate in this rite more than once every Achaean month. You will gain a certain amount of devotion for every adventurer present, and the members of the assembled congregation will gain experience also.

Banishment Send the unholy Chaos entities back to their hell.
Known: Yes
Syntax: PERFORM RITE OF BANISHMENT
Extra Information: Devotion cost: 450
Details:

This rite will occasionally attempt to destroy a chaos entity, provided that a minion of chaos, sent by the Chaos Prince, Dameron, is not in the room. Also, it is rumoured that those occultists to have formed a pact with the greatest of the Chaos Lords may be capable of defeating this potent rite.

Resurrection Grant life anew to a slain believer.
Known: Yes
Syntax: PERFORM RESURRECTION <adventurer>
Extra Information: Devotion cost: 2000
Details:

One of the holiest of abilities, this will grant life anew to the target adventurer. For this ability to work, the adventurer must have been preached to and accepted the blessing over their life or be under level 30.

Inquisition Punish the faithless for their unholy crimes.
Known: Yes
Syntax: PERFORM INQUISITION <target>
Extra Information: Devotion cost: 500
Details:

You are the scales upon which the sacrilege of those who oppose the Light may be measured. Paved in holy flame, Inquisition is the surest path to reckoning. By reciting the crimes of a heretic, you may sentence their minds and bodies to condemnation, lowering their mental regeneration, wracking their body, preventing their mendacious minds from focusing as easily, and denying their ability to look away from visions of Hell. The effectiveness of your inquisition depends on your target's current mental energies.

Illuminate Illuminate your path.
Known: Yes
Syntax: PERFORM ILLUMINATE <direction>
PERFORM EXTINGUISH
Extra Information: Devotion: 1500 to illuminate, 500 to extinguish
Details:

When you perform this ability, you will create an orb of light which will move off in the direction specified. The orb is unpredictable and will move erratically. Each time it moves, the orb will illuminate the room, giving a chance to strip the blackwind or astralform defences from adventurers in the room. In addition, you may extinguish the orb at any time to travel directly to the room the orb is currently in. It should be noted that the orb will only have enough energy to move a limited number of times, and it will fade if not extinguished a short while after it ceases moving.

Bloodsworn Bond with another via a blood oath.
Known: Yes
Syntax: BLOODSWEAR <priest or paladin>
BLOODSWORN ON/OFF
BLOODSWORN REJECT
Details:

The bond of the bloodsworn is one of the most revered rituals of devotion-users. When a Priest and a Paladin feel strongly that they wish to become one, they bloodswear to each other, and from that moment on, have the capability to bond their very souls to each other. When the BLOODSWORN ON ritual is performed by both the Priest and the Paladin, their maximum health and manas will be 70% of the -sum- of both their normal maximum health and maximum mana respectively. Further, some portion of the health or mana healed by either the Priest or Paladin, when using elixirs of health or mana, will also be healed on his or her bloodsworn. The hands ability shall also heal an additional amount when performed on your bloodsworn. The bloodsworn ability will automatically turn off if the Priest and Paladin are away from each other for greater than approximately 60 seconds. As with many phenomena that grant great power unto the user, the power of the bloodsworn comes at a price. While the bloodsworn pact is activated, with BLOODSWORN ON, the mana of both the Priest and Paladin will drain away. Further, and far more seriously, if either dies while the ability is active, the other will be critically damaged in body. Such is the price of power. If you wish to break your blood bond, you may do so by rejecting your bloodsworn, but be aware that you will not be able to become bloodsworn to another until the New Year. Note that this ability will not work in Arenas.