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  1. If you need anything specific let me know.
  2.  
  3. this is for tempering, you have to specify the humour, primarily it's either sanguine, choleric or phelgmatic. this always goes before the wrack/.truewrack command.
  4. Syntax: TEMPER <target> <humour>
  5. Works on/against: Adventurers
  6. Cooldown: 1.70 seconds of humour balance
  7. Resource: 100 mana
  8. Details:
  9. The body is held in balance by four vital fluids, called humours.
  10. Humourism is the science of manipulating these humours via the ether to
  11. cause illness in another.
  12.  
  13. To raise a target's humours, you must TEMPER that humour. Humours can be
  14. reduced by the target eating the ginger herb or antimony mineral. The
  15. maximum number of times each of a person's humours may be tempered is
  16. eight.
  17.  
  18. Each time you TEMPER a humour it raises the level by 1. If the target is
  19. afflicted with afflictions related to that humour, this number may rise.
  20.  
  21. Each humour will cause the victim to be disadvantaged in some form. The
  22. penalties and related afflictions are as follows.
  23.  
  24. Choleric (yellow bile): Random curing abilities will have a chance of
  25. failing. (nausea, sensitivity, slickness)
  26. Melancholic (black bile): Irid moss and potash will have a reduced
  27. healing benefit. (anorexia, impatience, stupidity)
  28. Phlegmatic (phlegm): Smoking will have a chance of filling your lungs
  29. with phlegm, increasing your lungs recovery time. (asthma, clumsiness,
  30. weariness)
  31. Sanguine (blood): Bleeding will increase over time. (haemophilia,
  32. recklessness, paralysis)
  33.  
  34. Only one humour may be tempered at once with this ability; training in
  35.  
  36.  
  37. This can be tied with wracking or true wracking. the re are examples in the physiology keybinds I sent you, but here is the ab files and syntaxes.
  38.  
  39. You can choose to specify the affliction like wrack Terra paralysis or not
  40.  
  41. Wrack (Physiology) Known: Yes
  42. -------------------------------------------------------------------------------
  43. Syntax: WRACK <target> <humour|affliction>
  44. Works on/against: Adventurers
  45. Cooldown: 2.00 seconds of balance
  46. Resource: 60 mana
  47. Details:
  48. By assaulting an opponent's humours, you can afflict upon him several
  49. common maladies. Each has several afflictions associated with it, and
  50. any afflictions from wracking a humour will come only from this pool.
  51. When wracking, you may specify the affliction you wish to use, or you
  52. may allow the affliction to manifest at random at the cost of a slight
  53. delay in speed. It is possible to wrack an opponent's untempered humour,
  54. though this is done at a balance penalty and may be done only via
  55. specifying the affliction.
  56.  
  57. Wracking operates outside of humour balance, and may be used
  58. off-equilibrium immediately following a symbology ability.
  59.  
  60. The humours and their affliction pools are:
  61.  
  62. Choleric: Nausea, sensitivity, slickness.
  63. Melancholic: stupidity, anorexia, impatience.
  64. Phlegmatic: clumsiness, weariness, asthma.
  65. Sanguine: Haemophilia, recklessness, paralysis.
  66.  
  67.  
  68.  
  69. True wracking is a bit different, you can't do paralysis unless sanguine is at level 3.
  70.  
  71. You truewrack terra sanguine choleric or specify one or two afflictions.
  72.  
  73. Unlike wrack you can't educe during these. you can still order the homunculus inbetween the temper command and true wrack command.
  74. Truewrack (Physiology) Known: Yes
  75. -------------------------------------------------------------------------------
  76. Syntax: TRUEWRACK <target> <humour|affliction> <humour|affliction>
  77. Works on/against: Adventurers
  78. Resource: 100 mana
  79. Details:
  80. Your skill in physiology now allows you to wrack two humours at once. If
  81. you do not specify two afflictions, random ones will be picked from the
  82. relevant humour pools.
  83.  
  84. You can find the lists of relevant afflictions under AB PHYSIOLOGY
  85. WRACK.
  86. Note: paralysis may only be delivered once the sanguine humour has been
  87. sufficiently tempered (three times).
  88. ----------------------------------------
  89.  
  90. Basic midget commands, their use their own balance and just require you to be on balance and eq.
  91.  
  92. HOMUNCULUS FOLLOW
  93. HOMUNCULUS RETURN
  94. HOMUNCULUS ATTACK <target>
  95. HOMUNCULUS PACIFY
  96.  
  97. Throat (Physiology) Known: Yes
  98. -------------------------------------------------------------------------------
  99. Syntax: HOMUNCULUS SHRIEK <target>
  100. Works on/against: Adventurers
  101. Cooldown: 12.00 seconds of homunculus balance
  102. Resource: 500 mana
  103. Details:
  104. By controlling your homunculus's throat, you may shriek loudly at an opponent, disrupting his or her
  105. concentration. This will knock your target off focus balance or increase the timer needed to regain
  106. focus balance, as appropriate.
  107.  
  108. You must be in the same room as your homunculus to use this ability.
  109.  
  110. Corruption (Physiology) Known: Yes
  111. -------------------------------------------------------------------------------
  112. Syntax: HOMUNCULUS CORRUPT <target>
  113. Works on/against: Adventurers
  114. Cooldown: 12.00 seconds of homunculus balance
  115. Resource: 500 mana
  116. Details:
  117. By channeling your powers of humourism through the alien body of your homunculus, you may corrupt an
  118. opponent's melancholic and sanguine humours. This has the interesting effect of causing mana loss
  119. from bleeding, and health loss from clotting. The effect will wear off after a time
  120.  
  121.  
  122. Reave is the physiology insstant kill. It requires a few humours are tempered
  123.  
  124. Reave (Physiology) Known: Yes
  125. -------------------------------------------------------------------------------
  126. Syntax: REAVE <target>
  127. Works on/against: Adventurers
  128. Cooldown: 12.00 seconds of humour balance
  129. Resource: 250 mana
  130. Details:
  131. If at least two of your target's humours are tempered, you can attempt to shut down his internal
  132. organs, causing instant death. This will take some time to complete, during which you can perform no
  133. other actions. Having more humours tempered will make the process simpler, decreasing the time
  134. needed to induce arrest.
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