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The skill of Vodun is a mystical one. By using an empathetic link to imbue a
carving of someone with life energy, you can affect that person from afar.
Powerful Vodun masters are rumoured to be able to do anything from inebriating
people from afar, to leeching life experiences away from them, to slaying them
from afar.
If someone obtains a doll of you, then you must either obtain the doll and
destroy it, or slay the Vodun master that created it.
- Fashion
-
Syntax: FASHION DOLL OF (player)
In order to fashion a doll, you first need to get yourself one rope and one
cloth commodity. After you fashion the first time, you will have for yourself a
crude humanoid vodun doll. In order to make it actually useful, you must then
wield the doll, and FASHION DOLL OF (player).
As you fashion your doll of a player over and over, you'll notice that it gets
closer and closer to being a semi-living doll. Further, the more fashions you
have with your doll, the more Vodun powers will be able to be channeled through
the doll.
- Confusion
-
Syntax: VODUN CONFUSION
Fashions Needed : 1
Illwill Used : 1
This will cause your victim to become mentally confused.
- Dizzy
-
Syntax: VODUN DIZZY
Fashions Needed : 1
Illwill Used : 1
Curse your victim with the dizziness affliction.
- Sleep
-
Syntax: VODUN SLEEP
Fashions Needed : 3
Illwill Used : 1
Either put your victim to sleep, or remove a sleep-related defence.
- Illusion
-
Syntax: VODUN ILLUSION (illusion)
Fashions Needed : 5
Illwill Used : 2
Cause your doll's namesake to see something specific.
- Spy
-
Syntax: VODUN SPY
Fashions Needed : 5
Illwill Used : 10
Get a view of what's in your target's surroundings.
- Status
-
Syntax: VODUN STATUS
Fashions Needed : 1
Illwill Used : 1
Through your Vodun doll, you may see the health and mana of your target.
- Strip
-
Syntax: VODUN STRIP
Fashions Needed : 4
Illwill Used : 3
This ability will strip a defence from your doll's namesake.
- Paralyse
-
Syntax: VODUN PARALYSE
Fashions Needed : 1
Illwill Used : 1
Paralyse the nervous system of the victim.
- Obliterate
-
Syntax: VODUN OBLITERATE
Fashions Needed : 8
Illwill Used : 80
Possibly the single most powerful ability in Imperian if you ignore the
preparation time, this will allow you to kill your doll's namesake anywhere on
the continent, provided he or she is not graced. There is no other defence.
- Break
-
Syntax: VODUN BREAK (ARMS/LEGS)
Fashions Needed : 2
Illwill Used : 2
With this ability, you may break both the arms or legs of your victim.
- Besot
-
Syntax: VODUN BESOT
Fashions Needed : 7
Illwill Used : 1
This ability requires that you have a shot of tequila in your inventory. No
other booze will do when attempting to instill true drunkenness in your victim.
Every time you use this ability, you'll pour the tequila in the doll's mouth,
causing your victim to imbibe the equivalent of twice that much.
- Reckless
-
Syntax: VODUN RECKLESS
Fashions Needed : 3
Illwill Used : 1
With this ability, you'll cause your victim to think he or she is always on
full health.
- Tickle
-
Syntax: VODUN TICKLE
Fashions Needed : 2
Illwill Used : 1
By tickling the bottom of your dolls' feet, you will cause your victim to laugh
convulsively.
- Satiate
-
Syntax: VODUN SATIATE WITH (food)
Fashions Needed : 5
Goodwill Used : 1
Feed your vodun doll, in turn giving sustenance to its living counterpart.
While this ability has its roots in grace, it has been discovered that those
who wish to project their illwill may harm those who have been forced to eat
too much.
- Burn
-
Syntax: VODUN BURN
Fashions Needed : 1
Illwill Used : 1
Set your victim alight!
- Bleed
-
Syntax: VODUN BLEED
Fashions Needed : 1
Illwill Used : 1
Cause blood to begin pouring from the pores of your unlucky opponent.
- Travel
-
Syntax: VODUN TRAVEL
Fashions Needed : 5
Goodwill Used : 5 (uses Illwill if enemied)
With this ability, you may cross a continent to travel to your victim.
- Cripple
-
Syntax: VODUN CRIPPLE
Fashions Needed : 3
Illwill Used : 10
Break all the limbs of a victim.
- Command
-
Syntax: VODUN COMMAND (command)
Fashions Needed : 3
Illwill Used : 1
Command your victim to perform a specific action.
- Slow
-
Syntax: VODUN SLOW
Fashions Needed : 2
Illwill Used : 5
Slow the movement of your victim through time.
- Blackout
-
Syntax: VODUN BLACKOUT
Fashions Needed : 2
Illwill Used : 5
Blackout some of the senses of your opponent, temporarily.
- Summon
-
Syntax: VODUN SUMMON
Fashions Needed : 8
Goodwill Used : 25 (Uses Illwill if enemied)
Summons your puppet's model to you.
- Bind
-
Syntax: VODUN BIND
Fashions Needed : 5
Illwill Used : 1
Tie up a victim through your doll.
- Siphon
-
Syntax: VODUN SIPHON
Fashions Needed : 5
Goodwill Used : 2
Transfer one random affliction from your doll's counterpart to yourself.
- Listen
-
Syntax: VODUN LISTEN
Fashions Needed : 5
Illwill Used : 10
With this ability, you'll be able to hear anything anyone who is in the room
with your victim says.
- Inventory
-
Syntax: VODUN INVENTORY
Fashions Needed : 3
Illwill Used : 5
See the possessions in the inventory of your victim.
- Heal
-
Syntax: VODUN HEAL
Fashions Needed : 1
Goodwill Used : 5
- Mangle
- Resurrect
- Concussion
- Leech
- True Fashion
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Curses draw upon the Illwill of the mysterious Spirits of Aetherius for their
power. Using their knowledge of the Spirits, the Wytchen are able to channel
that Illwill against their opponents, cursing them with a variety of
afflictions ranging from mind-numbing fear to life-threatening plague. It
should be noted that the only curse that works against mobiles is 'Bleed'.
- Fear
- Deaf
- Impatience
- Clumsy
- Vertigo
- Breach
-
Cut through an opponents curseward.
- Amnesia
- Agoraphobia
- Breach
- Dizzy
- Claustrophobia
- Paranoia
- Blind
- Masochism
- Asthma
- True Curse
-
The ability to drive your curses through magic shields.
- Reckless
- Epilepsy
- Mana Leech
- Peace
- Dementia
- Paralyse
- Plague
- Addiction
- Swift Curse
-
Usage: SWIFTCURSE (target) (curse)
At an increased cost to mana, you can now curse your foes with greater speed.
- Stupid
- Health Leech
- Curseward
- Sensitivity
- Vomiting
- Steal
- Sleep
- Anorexia
- Blight
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The skill of Runelore revolves around two aspects: Runes and Totems. By
sketching various runes on the ground, on yourself, on other people, or on
weapons or armour, a variety of beneficial or harmful effects may be achieved.
Runes on yourself or another will work automatically, as will runes on weapons
and armour. Runes sketched on the ground will either work continuously, once,
or when an enemy of yours enters the room. The help file for each ability will
specify.
While Runes are a nice supplement to other skills, The true power of Runelore
is only unleashed in the Totem. By sketching up to six runes on a Totem, and
then either Implanting it, or Standing it, you are able to create a weapon of
destruction that can wreak havoc with anyone the Totem is tuned to affect, when
that person enters the room.
If you find that you have a rune on yourself, or on one of your items, that you
do not want, you may SCRUB OFF (rune) ON ME, or SCRUB OFF (rune) ON (item).
- Kena
-
Usage: SKETCH KENA ON (GROUND|TOTEM)
Required Inks: 1 Red
An artist of runelore may imbue the essence of fear upon a design,
allowing it to strike the heart of an enemy.
- Uruz
-
Usage: SKETCH URUZ ON GROUND
Required Inks: 1 Blue, 1 Yellow.
With a powerful rune of lightning, an artist can energize his health and
the health of his allies.
- Fehu
-
Usage: SKETCH FEHU ON (GROUND|TOTEM)
Required Inks: 1 Red
A master of this rune can thwart attempts to stave off sleep and even
provoke sleep.
- Pithakhan
-
Usage: SKETCH PITHAKHAN ON (GROUND|TOTEM)
Required Inks: 1 Red
With the inherent complexities of geometrical shapes, a runelore artist
is able to drain a person's mana reserves.
- Jera
-
Usage: SKETCH JERA ON (PERSON)
Required Inks: 1 Purple
Using the strength of nature, a runelorist can increase a person's
overall physical strength and hardiness.
- Inguz
-
Usage: SKETCH INGUZ ON (GROUND|TOTEM)
Required Inks: 1 Red
Rigid in its appearance, the inguz rune has the ability to paralyze the
limbs of an unfortunate enemy.
- Wunjo
-
Syntax: SKETCH WUNJO ON (GROUND/totem)
Required inks: 1 red
Returns sight to an enemy who encounters it.
- Circle
-
Usage:
SKETCH (circle) ON GROUND
SKETCH (rune) IN CIRCLE
SKETCH (rune) IN CIRCLE AND SEAL
Circles are a way to create powerful combination of rune to a variety of
effects.
To begin, one must sketch a rune circle on the ground. Once complete,
the crafter can add any number of runes to the circle. It has been
determined that 3 runes create the most predictable results.
The final rune will seal the rune circle. Once sealed, the power of the
runes are instantly released, effecting all enemies of the player in the
room, with the sealing rune firing first.
In addition, several powerful combinations have been discovered to have
additional effects.
The following circles are known, but others exist:
Wall : Inguz, Algiz, and Gular.
Anti-Health : Uruz, Sowulu, and Berkana.
Anti-Mana : Pithakhan, Sowulu, and Berkana.
Slow Balance : Fehu, Nauthiz, and Sleizak.
Spying : Berkana, Wunjo, and Mannaz.
Canopy : Gebu, Hugalaz, and Gular.
Anti-Rites : Lagua, Eihwaz, and Kena.
Surge Reversal: Jera, Sleizak, and Hugalaz.
Anti-Hunger : Jera, Uruz, and Nauthiz.
Vortex : Kena, Raido, and Nairat.
The runes must be placed in this order, or their special effects will
not be felt.
- Lagul
-
Syntax: SKETCH LAGUL ON (weapon)
Required inks: 1 purple
Increases the to-hit of a weapon by 10%, while the weapon bears it.
- Sowulu
-
Syntax: SKETCH SOWULU ON (ground/totem)
Required inks: 1 red
This will damage an opponent who sees it. It will disappear after one use,
unless on a totem. It will not affect deaf people.
- Algiz
-
Syntax: SKETCH ALGIZ ON (player/me)
Requires inks: 1 green
As long as it lasts, this grants a 10% reduction of all damage types to the
player.
- Totems
-
Syntax:
CARVE TOTEM
SKETCH (rune) ON (totem) ON SLOT (1-6)
STAND TOTEM
Totems are a very powerful runelore skill. After you've carved a totem, you may
sketch runes on one of 6 slots on a totem. You may then STAND TOTEM, to prop
the totem up, and all enemies who enter the room will be affected by -each-
rune on the totem, going from rune #1 to rune #6.
In order to carve a totem, you will require 20 wood commodities, 10 leather
commodities, and 2 silver commodities.
In order to remove a rune from a totem, simply SMUDGE (totem) [SLOT 1-6] (the
slot 1-6 is optional). You may also smudge runes on the ground, with SMUDGE
GROUND. You may, however, only smudge runes that were sketched by someone with
equal or lesser skill in Runelore.
Runes that you may sketch on totems:
Kena, Fehu, Pithakhan, Inguz, Wunjo, Sowulu, Mannaz, Sleizak, Nairat, Loshre
- Gebu
-
Syntax: SKETCH GEBU ON (armour)
Required inks: 1 gold
Increases the blunt protection of armour by 10%, while the armour bears it.
- Gebo
-
Syntax: SKETCH GEBO ON (armour)
Required inks: 1 gold
Increases the cutting protection of armour by 10% while the armour bears it.
- Gular
-
Syntax: SKETCH GULAR ON GROUND (direction)
Requires inks: 1 red ink
This rune will cause a wall of stone to rise up from the ground, blocking
the progress of all who would travel that way.
- Raido
-
Syntax:
SKETCH RAIDO ON GROUND
SAY RIDE HOME
Requires inks: 1 green
After sketching the rune upon the ground, you say 'ride home' from anywhere
on the continent, and be taken back to the rune, which will be destroyed.
- Lagua
-
Syntax: SKETCH LAGUA ON (weapon)
Required inks: 1 purple
Increases the damage of a weapon by 10% while it is on the weapon.
- Hugalaz
-
Syntax: SKETCH HUGALAZ ON GROUND
Requires inks: 1 blue
Brings a hailstorm down upon your enemies.
- Nauthiz
-
Syntax: SKETCH NAUTHIZ ON GROUND
Required inks: 1 blue, 1 yellow
This destructive rune will suck the nourishment from all those standing in
the room.
- Mannaz
-
Syntax: SKETCH MANNAZ ON (GROUND/totem)
Required inks: 1 red
Returns hearing to an enemy who enters and sees it. Disappears after one use
unless it is on a totem.
- Sleizak
-
Syntax: SKETCH SLEIZAK ON (GROUND/totem)
Required inks: 1 blue
Will infect someone with cyanide if he or she sees it upon entering a room.
Disappears after one use unless it is on a totem.
- Berkana
-
Syntax: SKETCH BERKANA ON (player/me)
Requires inks: 3 yellow
Gives health regeneration to the bearer of the rune.
- Nairat
-
Syntax: SKETCH NAIRAT ON (GROUND/totem)
Required inks: 1 yellow
Upon seeing this rune, an enemy will be transfixed. It will disappear after
one use unless it is on a totem.
- Eihwaz
-
Syntax: SKETCH EIHWAZ ON GROUND
Requires inks: 1 blue, 1 yellow
This ability will, once sketched, disrupt rites in your room.
- Laguz
-
Syntax: SKETCH LAGUZ ON (weapon)
Required inks: 1 purple
Increases the speed of a weapon by 10% while it is on there.
- Othala
-
Syntax:
SKETCH OTHALA ON GROUND FOR RUNES
SKETCH OTHALA ON GROUND FOR TOTEMS
SKETCH OTHALA ON GROUND FOR TOTEM (totem #)
Required inks: 1 red
This eminently useful rune will allow you to learn about the various runes and
rune structures that you have created in the world. You may adapt the rune such
that it shows you information about all of the runes that you have created that
are not on totems, all of the totems that are currently marked as created by
you, or you may view the information about one specific totem.
- Loshre
-
Syntax: SKETCH LOSHRE ON (GROUND/TOTEM)
Required inks: 1 blue
Gives anorexia to those who see it upon entering. Disappears after one use
unless it is on a totem.
- Implant
-
Syntax:
IMPLANT TOTEM
UPROOT TOTEM
TUNE (totem) AGAINST PERSONAL ENEMIES [(player/me)]
TUNE (totem) AGAINST ORG MEMBERS (organization)
TUNE (totem) AGAINST ORG ENEMIES (organization)
TUNE (totem) AGAINST ALL BUT PERSONAL ALLIES [(player/me)]
TUNE (totem) AGAINST ALL BUT ORG MEMBERS (organization)
TUNE (totem) FOR PERSONAL ALLIES [(player/me)]
TUNE (totem) FOR ORG MEMBERS (organization)
Effect:
With this ability, you may take a totem, and make it into a semi-permanent
fixture, mainly for defensive purposes. Once you begin the implanting process,
it will take quite a bit of time, during which you may not do anything else.
Once it IS implanted, however, no one will be able to pick it up, unless he has
the ability to uproot a totem, which will take even longer than implanting it.
Tuning:
Tuning an implanted totem is how you tell it whom to affect. The syntaxes
are all included above. You can tune for a group, and against a group. So, for
instance, you could tune against Stavenn, but for the Malignists, so all
Stavennites but Malignists would be affected. Organizations are clans, guilds,
cities, orders, and councils. For orders use the name of the god.
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