Difference between revisions of "Physiology"

5,300 bytes added ,  00:25, 5 August 2018
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  |description=Tinker with an enemy's vital fluids.
  |description=Tinker with an enemy's vital fluids.
  |lessons=
  |lessons=
  |syntax=
  |syntax=TEMPER <target> <humour><br>EVALUATE <target> HUMOURS
  |required=
  |required=100 mana
  |target=
  |target=Adventurers
  |cooldown=
  |cooldown=1.70 seconds of humour balance
  |detail=
  |detail=The body is held in balance by four vital fluids, called humours. Humourism is the science of manipulating these humours via the ether to cause illness in another.<br><br>To raise a target's humours, you must TEMPER that humour. Humours can be reduced by the target eating the ginger herb or antimony mineral. The maximum number of times each of a person's humours may be tempered is eight.<br><br>Each time you TEMPER a humour it raises the level by 1. If the target is afflicted with afflictions related to that humour, this number may rise.<br><br>Each humour will cause the victim to be disadvantaged in some form. The penalties and related afflictions are as follows.<br>Choleric (yellow bile): Random curing abilities will have a chance of failing. (nausea, sensitivity, slickness)<br>Melancholic (black bile): Irid moss and potash will have a reduced healing benefit. (anorexia, impatience, stupidity)<br>Phlegmatic (phlegm): Smoking will have a chance of filling your lungs with phlegm, increasing your lungs recovery time. (asthma, clumsiness, weariness)<br>Sanguine (blood): Bleeding will increase over time. (haemophilia, recklessness, paralysis)<br><br>Only one humour may be tempered at once with this ability; training in Physiology will allow for more freedom in tempering multiple humours.<br><br>Evaluation of a target's humours can be done for free.
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  |description=A homunculus will serve you faithfully.
  |description=A homunculus will serve you faithfully.
  |lessons=
  |lessons=
  |syntax=
  |syntax=CULTIVATE NUCLEUS<br>GERMINATE NUCLEUS <prime><br>HOMUNCULUS FOLLOW<br>HOMUNCULUS RETURN<br>HOMUNCULUS ATTACK <target><br>HOMUNCULUS PACIFY<br>HOMUNCULUS <command> [args]
  |required=
  |required=
  |target=
  |target=Adventurers
  |cooldown=
  |cooldown=Homunculus balance
  |detail=
  |detail=You may CULTIVATE NUCLEUS, using a small amount of your own flesh to create a small mass of living tissue. This nucleus can then be germinated from anywhere, so long as you hold in your hands some alchemical salt, sulphur, or mercury, into a full-grown homunculus using GERMINATE NUCLEUS <prime>.<br><br>This homunculus, which is a small, imperfect copy of the alchemist who created it, may be controlled via the ethereal bindings between the creator and the created. Initial control is weak, but further training in Physiology will allow for more proficient control of your homunculus.<br><br>You may only have one homunculus alive at a time, and it will perish should you yourself die.<br><br>HOMUNCULUS FOLLOW will order your homunculus to follow you. If it is unable to follow you because it is in a different location, HOMUNCULUS RETURN will bring the homunculus back to you. You may also HOMUNCULUS ATTACK <target> to have your homunculus attack another, though its attacks will be weak without training in Physiology. Finally, HOMUNCULUS PACIFY will command your homunculus to cease its attacks.<br><br>Most homunculus abilities work on their own special balance, while requiring balance and equilibrium. 
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  |description=See through the eyes of your homunculus.
  |description=See through the eyes of your homunculus.
  |lessons=
  |lessons=
  |syntax=
  |syntax=HOMUNCULUS LOOK<br>HOMUNCULUS EXITS
  |required=
  |required=
  |target=
  |target=Denizens
  |cooldown=
  |cooldown=5.00 seconds of homunculus balance
  |detail=
  |detail=Having gained the ability to control your homunculus's eyes, you may look into whatever room it stands so long as it is on the same continent as you. You may also specifically check for exits from its current room.
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  |description=Control your homunculus's legs from a distance.
  |description=Control your homunculus's legs from a distance.
  |lessons=
  |lessons=
  |syntax=
  |syntax=HOMUNCULUS MOVE <direction>
  |required=
  |required=
  |target=
  |target=
  |cooldown=
  |cooldown=2.50 seconds of homunculus balance
  |detail=
  |detail=So long as you and your homunculus stand within the same area, you may order your homunculus to move from room to room.
}}
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  |description=Afflict an opponent by assaulting the humours.
  |description=Afflict an opponent by assaulting the humours.
  |lessons=
  |lessons=
  |syntax=
  |syntax=WRACK <target> <humour{{!}}affliction>
  |required=
  |required=60 mana
  |target=
  |target=Adventurers
  |cooldown=
  |cooldown=2.00 seconds of balance
  |detail=
  |detail=By assaulting an opponent's humours, you can afflict upon him several common maladies. Each has several afflictions associated with it, and any afflictions from wracking a humour will come only from this pool. When wracking, you may specify the affliction you wish to use, or you may allow the affliction to manifest at random at the cost of a slight delay in speed. It is possible to wrack an opponent's untempered humour, though this is done at a balance penalty and may be done only via specifying the affliction.<br><br>Wracking operates outside of humour balance, and may be used off-equilibrium immediately following a symbology ability.<br><br>The humours and their affliction pools are:<br>Choleric: Nausea, sensitivity, slickness.<br>Melancholic: stupidity, anorexia, impatience.<br>Phlegmatic: clumsiness, weariness, asthma.<br>Sanguine: Haemophilia, recklessness, paralysis.
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  |description=Specialised attacks for your homunculus.
  |description=Specialised attacks for your homunculus.
  |lessons=
  |lessons=
  |syntax=
  |syntax=HOMUNCULUS ATTACK <target><br>HOMUNCULUS ADMINISTER <prime>
  |required=
  |required=250 mana
  |target=
  |target=Adventurers
  |cooldown=
  |cooldown=3.00 seconds of equilibrium
  |detail=
  |detail=By mastering control of your homunculus's arms, you may now use your homunculus to more effectively attack your opponent. In addition to increased damage, your homunculus's damage type will change depending on the prime used to germinate it, and each prime will grant the attacks a special effect:<br>Salt: Magic damage - Attacks will cause bleeding.<br>Sulphur: Psychic damage - Attacks will drain mana.<br>Mercury: Poison damage - extend the next herb balance of the target.<br><br>Note, however, that if your homunculus becomes separated from you, its attacks will revert to its original, weak attacks.<br><br>In addition, you may administer one of the primes with which your homunculus was not germinated in order to temporarily grant the effects of that prime. Note that attacks under the effects of administered primes will be less effective than those of its native type.
}}
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