Abilities in Weaponmastery:
ab Abilities
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General Abilities:
ab General
Swordplay Increased mastery of the shortsword.
ab Swordplay
Specialise Gain proficiency in one of the schools of weaponry.
ab Specialise
Envenom Coat a weapon in venoms.
ab Envenom
Arc Swing your blade in a controlled arc.
ab Arc
Two-handed Specialisation:
Continuation Shrug off afflictions like the trivialities they are.
ab Continuation
Slaughter Dispense with your opposition.
ab Slaughter
Overhand Split their skulls with a mighty blow.
ab Overhand
Carve Carve through your victim's defences.
ab Carve
Splinter Splinter the defences protecting your opponent.
ab Splinter
Perceive Perceive the state of your opponent.
ab Perceive
Underhand Deliver a devastating rising stroke.
ab Underhand
Upset Bring them down in a tangle of limbs.
ab Upset
Hew Deliver precision strikes against your opponent's limbs.
ab Hew
Pulverise Pulp your opponent's limbs with crushing blows.
ab Pulverise
Distract Distract them with a deafening shout.
ab Distract
Focus Alter your technique.
ab Focus
Deflect Redirect incoming projectiles.
ab Deflect
Cleave Rend your opponent's body in two.
ab Cleave
Skullcrush Crush their skulls.
ab Skullcrush
Recover A true knight will die on his feet.
ab Recover
Devastate Destroy their limbs utterly.
ab Devastate
Brain Put him out of his misery.
ab Brain
Impale Sink your blade into an opponent.
ab Impale
Disembowel Tear the entrails from a target.
ab Disembowel
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To gain further information on an ability, AB <ability>.
ab To
I know of no skill called 'abilities'.
I know of no skill called 'general'.
Swordplay (Weaponmastery) Known: Yes
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Syntax: None
Details:
Passive Ability
This ability works to automatically increase your damage and accuracy with a shortsword.
Be warned that it will only work when you're wielding a shortsword.
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Specialise (Weaponmastery) Known: Yes
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Syntax: SPECIALISE IN <weapon style>
Details:
The decision to specialise in a specific school of weaponry shall
dictate the rest of your growth as a knight. You shall learn abilities
specific to your chosen school as you progress further in weaponmastery.
The different schools are:
Two handed: a style which focuses on single, powerful blows with
warhammers and bastard swords.
Sword and shield: a style that focuses on combination attacks, balancing
offense and defence.
Dual cutting: a style that focuses on wielding two bladed weapons
simultaneously. Typically based around swifter strikes to overwhelm
opponents.
Dual blunt: a style that focuses on wielding two blunt weapons
simultaneously, and generating momentum to unleash exceptionally
damaging strikes against an opponent.
Note: you may switch your specialisation, but it shall cost you 100
lessons each time that you do so (outside of your initial selection).
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Envenom (Weaponmastery) Known: Yes
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Syntax: ENVENOM <weapon> WITH <venom>
WIPE <weapon>
Details:
With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom
will poison your opponent, and disappear from the weapon. They work on a last-on, first-off basis, so if you
put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You
must have the selected venom in a vial in your inventory. In order to get rid of the venoms on a weapon,
simply WIPE <weapon>.
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Alternatively, did you want:
Envenom (Weaponry)
Arc (Weaponmastery) Known: Yes
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Syntax: ARC [<venom>]
ARC <target> [<venom>]
Works on/against: Adventurers and room
Cooldown: 4.75 seconds of balance
Details:
By swinging your sword in a controlled arc, you will be able to damage
everyone in the room with your sword.
If you optionally specify a target, the arc shall only strike that
person, but the blow is far swifter to recover from.
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Continuation (Weaponmastery) Known: Yes
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Syntax: BATTLEFURY CONTINUATION
Cooldown: 15.00 seconds of battlefury balance
Details:
You may use this ability to shrug off the affects of paralysis. There is
a fairly substantial delay before you may utilise this ability for a
second time.
Your body takes time to recover from this ability, removing your
capability to utilise fitness for a short time following it.
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Slaughter (Weaponmastery) Known: Yes
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Syntax: SLAUGHTER <target> [venom]
Works on/against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Details:
Deliver a single, powerful blow to shatter bone and rend flesh.
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Overhand (Weaponmastery) Known: Yes
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Syntax: OVERHAND <target>
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
This powerful blow aimed at the head shall deliver skull fractures. The
more skull fractures your victim suffers from, the longer it shall take
them to recover from sipping a healing elixir or tonic.
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Carve (Weaponmastery) Known: Yes
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Syntax: CARVE <target>
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
This ability allows the user to carve through defences that would keep
them from their opponent. If both the rebounding aura and shield defence
are present, both are stripped, if only one is present, a followup
damaging slash will be dealt.
This can only be done using a bladed weapon.
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Splinter (Weaponmastery) Known: Yes
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Syntax: SPLINTER <target>
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
This ability allows the user to smash through defences that would keep
them from their opponent. If both the rebounding aura and shield defence
are present, both are stripped, if only one is present, a follow-up
damaging blow will be dealt.
This can only be done using a warhammer of some description.
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Perceive (Survival) Known: Yes
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Syntax: PERCEIVE
Works on/against: Room
Details:
Use this ability to discover if a forest location has been claimed as a Grove or not.
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Alternatively, did you want:
Perceive (Weaponmastery)
Underhand (Weaponmastery) Known: Yes
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Syntax: UNDERHAND <target>
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
This raising strike aimed at the torso aims to crack the ribs of your
opponent. The more cracked ribs they suffer from, the less healing
elixirs or tonics shall restore them for.
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Upset (Weaponmastery) Known: Yes
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Syntax: BATTLEFURY UPSET <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of battlefury balance
Details:
Against an opponent who has suffered at least one badly damaged leg, you
may exploit their motions to gain an opening with which to tangle your
weapon with their legs. This will bring them crashing to the ground.
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Hew (Weaponmastery) Known: Yes
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Syntax: HEW <target> <LEFT
Extra Information: Weapon: bastard sword
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
This ability can target either the arms or legs of your opponent. When
striking the arms they will suffer from wrist fractures, and when
hitting the legs you will deliver torn tendons.
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Pulverise (Weaponmastery) Known: Yes
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Syntax: PULVERISE <target> <LEFT|RIGHT> <ARM|LEG>
Extra Information: Weapon: warhammer
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
This ability can target either the arms or legs of your opponent. When
striking the arms they will suffer from wrist fractures, and when
hitting the legs you will deliver torn tendons.
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Distract (Weaponmastery) Known: Yes
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Syntax: BATTLEFURY DISTRACT <target>
Works on/against: Adventurers
Cooldown: 2.00 seconds of battlefury balance
Details:
With this ability, you are able to distract your enemy from acts that
take intense focus. For instance, the behead or shatter abilities from
weaponry.
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Focus (Weaponmastery) Known: Yes
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Syntax: BATTLEFURY FOCUS <SPEED|PRECISION>
Cooldown: 2.00 seconds of battlefury balance
Details:
This ability will allow the trained knight to alter his stance to
produce various results. By focusing on speed, the next attack will be
sped up. By focusing on precision, the damage dealt by the next attack
will be reduced, but the number of limb-based afflictions dealt will be
doubled.
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Deflect (Weaponmastery) Known: Yes
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Syntax: DEFLECT
Details:
You may now deflect incoming arrows toward less vital areas of your
body, mitigating their overall damage.
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Cleave (Weaponmastery) Known: Yes
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Syntax: CLEAVE <target>
Works on/against: Adventurers
Cooldown: 2.00 seconds of balance
Details:
If you are wielding a sword in your hand, you may try to cleave
someone's body asunder. Your opponent does not have to be in the room
with you when you begin a cleave, but by the time you get the second
cleave-related message, he must be in the room, or the cleave will be
stopped. If you do successfully cleave your opponent, you will so
destroy his body that there will be nothing left for anyone to immolate.
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Skullcrush (Weaponmastery) Known: Yes
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Syntax: SKULLCRUSH <target>
Extra Information: Requires a blunt weapon of some form.
Works on/against: Adventurers
Cooldown: 2.00 seconds of balance
Details:
If you are wielding a blunt weapon in your hand, you may try to crush
someone's skull. Your opponent does not have to be in the room with you
when you begin your attempt, but by the time you get the second
attack-related message, he must be in the room, or the skullcrush will
be stopped.
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Recover (Weaponmastery) Known: Yes
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Syntax: RECOVER FOOTING
Details:
Having learned to roll with the momentum of your blows, you will be able
to come back to your feet if knocked down. This ability does not require
balance, if following a weaponmastery attack.
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Devastate (Weaponmastery) Known: Yes
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Syntax: DEVASTATE <target> ARMS|LEGS [<venom>]
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
This ability delivers a single, powerful strike across your opponent's
body, targeting either their arms or their legs. The more wrist
fractures or torn tendons they suffer from respectively, the greater the
damage to their limbs.
If the limb is already broken prior to the devastate attempt, the level
of limb damage will be increased.
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Brain (Weaponmastery) Known: Yes
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Syntax: BRAIN <target>
Works on/against: Adventurers
Details:
Deliver a crushing blow to a prone opponent with a warhammer.
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Impale (Weaponmastery) Known: Yes
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Syntax: IMPALE <target>
WITHDRAW BLADE
Works on/against: Adventurers
Cooldown: 4.00 seconds of balance
Details:
This wicked ability may be used when your hapless victim has fallen to
the ground and lies there, helpless. With it, you will drive your sword
into his body, causing regular damage as long as he is on the sword.
Further, while impaled, he will find himself unable to move, though you
too will be unable to move.
If your victim suffers from two broken legs it will greatly extend the
length of time it takes them to escape your blade.
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Disembowel (Weaponmastery) Known: Yes
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Syntax: DISEMBOWEL <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
Once you have impaled someone, you may disembowel them, ripping open
their bloated bellies, and causing immense damage.
Those suffering from internal bleeding will take more damage from this
attack.
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