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- Abilities in Skirmishing:
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- Returning The ability to throw an axe such that it will return.
- Trip Knock an unruly foe to the ground.
- Grab Use an axe to pull someone in from a nearby room.
- Shove Sending a hapless victim crashing to the forest floor.
- Rive Shatter an opponent's shield.
- Thrust The most basic of skirmishing attacks.
- Spinning Set up a defensive shield with a spear or trident.
- Seize Grabbing unwary victims from the forest floor.
- Scout A good woodsman checks his path.
- Brace Impale attackers on a spear or trident.
- Rivestrike There is no defence against your onslaught.
- Ensnare Mesmerise them with your flawless skill.
- Lacerate Let them bleed for their foolishness.
- Scythe Slice through the defences that would protect your foes.
- Rattle Rattle their brains with a blow to the head.
- Truss Truss them up for slaughter.
- Skullbash Split their skull with a mighty blow.
- Gouge Lay them open with a precision strike.
- Impale Drive your blade straight through your target.
- Drag Drag away your prey.
- Barbs Chivalry is a construct of the city dwellers.
- Wrench Gut them like a fish.
- Doublestrike Strike, then strike again.
- Extirpate Return them to the embrace of nature.
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- Returning (Skirmishing) Known: Yes
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- Syntax: THROW HANDAXE AT <target>
- THROW HANDAXE <direction> AT <target>
- Works on/against: Adventurers and denizens
- Cooldown: 3.83 seconds of balance
- Details:
- This ability will allow your axe to return to your hand when thrown. It
- can target adventurers and denizens in room, but only adventurers in
- line of sight.
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- Trip (Skirmishing) Known: Yes
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- Syntax: TRIP <target> LEFT/RIGHT
- Works on/against: Adventurers
- Cooldown: 2.75 seconds of balance
- Details:
- While wielding a spear or trident, you may knock an opponent's legs out from under him. A swift
- follow-up strike with the point of the weapon will ensure he won't want to stand up any time soon.
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- Grab (Skirmishing) Known: Yes
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- Syntax: BTHROW AXE AT <target> <direction>
- Works on/against: Adventurers
- Cooldown: 2.50 seconds of balance
- Details:
- This ability will allow you to bring someone in another room to you by throwing your axe at them.
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- Shove (Skirmishing) Known: Yes
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- Syntax: SHOVE <target>
- Details:
- While in the trees, you may shove an adventurer to the ground, possibly breaking his legs.
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- Rive (Skirmishing) Known: Yes
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- Syntax: RIVE <target>
- Works on/against: Adventurers and denizens
- Cooldown: 2.25 seconds of balance
- Details:
- With expert precision, you may shatter an opponent's shield with a well-aimed thrust of a spear or
- trident.
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- Syntax: THRUST <target> [limb] [venom]
- Works on/against: Adventurers and denizens
- Details:
- This is a basic thrust with a spear or trident.
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- Spinning (Skirmishing) Known: Yes
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- Syntax: SPIN SPEAR/TRIDENT
- STOP
- Works on/against: Adventurers
- Cooldown: 2.00 seconds of balance
- Details:
- At the cost of a large endurance drain, you may spin your spear or trident in such a way as to cause
- you to automatically deliver an attack to anyone attacking you physically. You will cease spinning
- the spear as soon as you do anything aggressive, or when you do STOP.
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- Seize (Skirmishing) Known: Yes
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- Syntax: SEIZE <target>
- Details:
- While in the trees, you may seize an adventurer and bring him up to your level.
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- Scout (Skirmishing) Known: Yes
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- Syntax: SCOUT
- Details:
- This ability will grant a defence which shall allow you to see past
- obstructions with abilities such as GLANCE or SQUINT from the vision
- skill.
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- Brace (Skirmishing) Known: Yes
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- Syntax: SET SPEAR/TRIDENT
- Works on/against: Adventurers
- Cooldown: 2.00 seconds of balance
- Details:
- By bracing your spear or trident on the ground, you will attempt to impale anyone initiating an
- attack in an adjacent room that ends in your room. For instance: barge, jumpkick, etc. The very
- unlucky victim will take damage until he or she writhes off the spear or trident, but, you will not
- be able to move as long as the person is impaled on your spear or trident.
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- Rivestrike (Skirmishing) Known: Yes
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- Syntax: RIVESTRIKE <target> [limb] [venom]
- Works on/against: Adventurers and denizens
- Details:
- This ability will allow you to rive through protective defences, then
- deliver a followup blow. If both the shield and rebounding defences are
- present, the second blow shall target the second of these defences
- rather than dealing damage.
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- Ensnare (Skirmishing) Known: Yes
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- Syntax: ENSNARE <target>
- Works on/against: Adventurers
- Details:
- You may ensnare the gaze of a prone opponent with your flawless skill
- with your chosen weapon. This shall cause them to be transfixed if the
- blindness defence is not present; otherwise it shall strip the blindness
- defence.
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- Lacerate (Skirmishing) Known: Yes
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- Syntax: LACERATE <target> [limb] [venom]
- Works on/against: Adventurers
- Details:
- This attack with your chosen weapon aims to inflict maximum bleeding, as
- well as delivering a venom and the haemophilia affliction.
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- Scythe (Skirmishing) Known: Yes
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- Syntax: SCYTHE <target>
- Works on/against: Adventurers
- Details:
- This ability with your chosen weapon will allow you to randomly strip a
- defence from an enemy. It shall always target the mass defence first.
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- Rattle (Skirmishing) Known: Yes
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- Syntax: RATTLE <target>
- Works on/against: Adventurers
- Details:
- This ability will knock a prone and transfixed target unconscious. The
- more health your victim is missing, the longer they shall remain
- unconscious for.
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- Truss (Skirmishing) Known: Yes
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- Syntax: TRUSS <target>
- Extra Information: Commodities: 1 rope
- Works on/against: Adventurers
- Details:
- You can truss up an unconscious opponent. These bindings take much
- longer to escape than standard bonds.
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- Skullbash (Skirmishing) Known: Yes
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- Syntax: SKULLBASH <target>
- Works on/against: Adventurers
- Details:
- Deliver a powerful blow to the head of a prone opponent. The damage of
- this attack is increased based on how damaged the target's head already
- is.
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- Gouge (Skirmishing) Known: Yes
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- Syntax: GOUGE <target> [limb] [venom]
- Works on/against: Adventurers
- Details:
- This attack with your chosen weapon causes significant bleeding as well
- as the sensitivity affliction.
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- Impale (Skirmishing) Known: Yes
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- Syntax: IMPALE <target>
- WITHDRAW BLADE
- 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.
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- Drag (Skirmishing) Known: Yes
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- Syntax: DRAG <direction>
- Works on/against: Adventurers
- Details:
- You may drag someone you have impaled away.
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- Barbs (Skirmishing) Known: Yes
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- Syntax: CRAFT BARBS
- ATTACH BARBS TO <weapon>
- Details:
- You may now craft barbs to attach to your chosen weapon. This will
- occasionally cause the wounds you inflict to be torn open to a greater
- degree, increasing the difficulty involved when clotting the injuries.
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- Wrench (Skirmishing) Known: Yes
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- Syntax: WRENCH
- Works on/against: Adventurers
- Details:
- You may wrench your weapon if an opponent is impaled upon it, causing
- terrible internal damage.
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- Doublestrike (Skirmishing) Known: Yes
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- Syntax: DOUBLESTRIKE <target> [limb] [venom]
- Works on/against: Adventurers
- Details:
- With this ability, you may use your chosen weapon to deal a lateral
- slash, then using the momentum continue your attack to strike with the
- haft of your weapon.
- The blow with the haft shall first deliver impatience. If this is
- present, it shall deal epilepsy.
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- Extirpate (Skirmishing) Known: Yes
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- Syntax: EXTIRPATE <target>
- Works on/against: Adventurers
- Details:
- Once you have petrified an enemy, you may take your spear and shatter
- their stone body into myriad shards, ending their life and returning
- their remains to the embrace of nature.
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