Fighter Guild Powers
Fighter Guild Powers power list
- Level 1: Salute, Consider
- Level 2: Feast
- Level 3: Slash
- Level 4: Focus
- Level 5: Stun
- Level 6: Grip Weapon, Target
- Level 7: Assist, Double Cut
- Level 8: Charge
- Level 9: Barricade, Inspire
- Level 10: Parry, Challenge
- Level 11: Rush
- Level 12: Observe, Fighter Order
- Level 13: Sweeping Strike, Behead
- Level 14: Sharpen, Guard, Judge Armour
- Level 15: Capture, Sacrifice Weapon
- Level 16: Critical
- Level 17: Rally, Adrenaline
- Level 18: Feint, Spike Head
- Level 19: Oil Armor, Second Wind
- Level 20: Ambush, Squire
- Level 21: Slice
- Level 22: Spin Blades
- Level 23: Study, Disarm
- Level 24: Entrap, Shield Stun
- Level 25: Counter
- Level 26: Razor Edge
- Level 27: Man Hunt, Final Strike
- Level 28: Multicut
- Level 29: Sunder
- Level 30: Apocalypse
INF files
For visually impaired users using screen readers, each power description is separated by a heading so you can navigate with the H key.
Technique Name: Salute
SP Cost: 10
Syntax: salute
salute setupall <text>
salute setuptarget <text>
salute target <name>
salute remove all
salute remove target
salute remove both
Skills used: None
Description:
The first order of honor and discipline for a new soldier is
the ability to salute fellow fighters. This honorable and
disciplined action is done with crispness and respect.
The way the salute works is threefold. In the most basic case
a fighter will salute and the standard salute will be done to
all other fighters in the area or if you target someone the
standard targetted definition will only be focused on that
target.
The second option is to setup a personalized salute which will
happen every time you use salute. This will show you saluting
every other fighter in the room with your personalized salute.
The third option is to setup a personalized salute for targets.
In this case you will salute a target and your personalized
target definition will be shown.
The remove option allows you to remove your personalized
settings for target, all, or both. This will make your salute
default to the standard.
EXAMPLES
--------
With the command:
salute setupall by snapping his heels together and pounding
his right fist over his heart.
You see:
Andrew salutes members of the garrison by snapping his heels
together and pounding his right fist over his heart.
With the command:
salute setuptarget with respect and crisp movement of his
left arm.
You see:
Andrew salutes you with respect and crisp movement of his
left arm.
NOTE: Care should be taken to ensure that your definitions
fall under the guidelines of the guild and genre of the game.
Abuse of this command will get you removed from the guild.
Consider
Technique Name: Consider
SP Cost: 10
Syntax: consider <target>
Skills used: none
Description:
As a fighter you are keen to the knowledge of others
and their abilities in combat. By looking them over and
the way they handle themselves you can determine their
strength and power as opposed to your own.
While not entirely accurate, this technique can give
you a good starting point in determining whether or
not you should fight someone.
Feast
Technique Name: Feast
SP Cost: Variant, depends on the food
Syntax: feast <food>
Skills used: mental focus
Description:
Trained in body and mind, you have learned that mind
over body is sometimes needed in dangerous situations.
When you are full and cannot eat anymore, this is the
time that a fighter must feast and eat even though
the stomach protests. How much you can eat after
you are full is based on your level and mental skill.
Be aware that feasting will take you that much longer
to be able to eat again. In other words, if you are
full and eat a steak, you must wait for that steak
to digest to even be merely full again. Sometimes
a fighter must go and rest for awhile after feasting.
Slash
Technique Name: Slash
SP Cost: 30
Syntax: slash <target>
Skills used: combat weapons, combat martial
Description:
The slash is the most basic of fighter offensive skills,
however, it is the quickest and can become quite damaging
as your skills and level increase. The slash is a quick
underhanded cut to the torso of your enemy causing
distraction and pain.
The damage you inflict is based on your skills and level and
the armour of your enemy.
Focus
Technique Name: focus
SP Cost: 40
Syntax: focus <target>
Skills used: combat martial, combat tactics, mental focus
Description:
Many fighters have learned to concentrate in battle and
this ability gives you added power in your attacks. As you
bring your focus on your fighting abilities to a greater
degree, you will increase the amount of damage you inflict
on your opponent. The duration of your focus and its power
is dependant upon your combat martial, combat tactics,
and mental focus skills.
Stun
Technique Name: Stun
SP Cost: 25
Syntax: stun <target>
Skills used: combat attack, combat armor
Description:
The stun is a method for the fighter to knock a foe to
the ground and stop them from fighting. When successful
your enemy will be debilitated for a few combat rounds
while you will be free to punish them.
The stun in its basic form uses your forearms to knock
your foe senseless and is less damaging than the powerful
shield stun, but is effective based on your skills and
level and those of your target.
Grip Weapon
Technique Name: Grip Weapon
SP Cost: 50
Coin Cost: 5,000
Syntax: gripweapon <weapon>
Skills used: merchant forge, merchant repair, combat weapons
Description:
Knowledge of weapons and how to improve them is a specialty of
the Fighters Guild. When you add a stronger grip to a weapon
you will increase its effectiveness in battle. The better the
grip and handle the more powerful the weapon will become and
the more damage you will be able to deliver to those that
oppose you.
The quality of the grip and success is dependant upon your
skills. Failure may result in the weapon being destroyed.
The cost of materials for this is 5,000 coppers.
Target
Technique Name: Target
SP Cost: 2 per round
Syntax: target <enemy>
Skills used: combat martial, combat tactics, mental focus
Description:
This ability will focus your weapon or unarmed attacks
directly against a specific foe. If something is protecting
the enemy you attempt to target, it is likely that you will
be forced to go through the protector first.
Use the command "target off" to stop targeting your enemy.
Target lasts as many rounds as you have levels or until
you run out of energy.
Assist
Technique Name: Assist
SP Cost: 20
Syntax: assist <target>
Skills used: thief dodge
Description:
Assisting another adventurer when they are too tired
or weak to move on their own is a staple of the
honorable fighter. With your strength and endurance you
are able to transfer your endurance to them assisting
them in moving.
The amount of endurance the person you are assisting
receives is based on your skills. You must have enough
endurance to assist your target.
Double Cut
Technique Name: Double Cut
SP Cost: 40
Syntax: doublecut <target>
Skills used: combat attack, combat weapons
Description:
The double cut is a method of quickly using both your
primary and secondary weapons a second time in the same
combat round. This fast maneuver could be the difference
between winning or losing a battle.
The effectiveness and extra damage done during this attack
is based on your skills and level. Doublecut is only possible
while engaged in combat.
Charge
Technique Name: Charge
SP Cost: 45
Syntax: charge <target>
Skills used: combat attack, combat tactics, mental focus
Description:
This ability lets a fighter charge into combat against a single
opponent. A fighter's charge is a grand thing, full of challenges
and warcries, culminating in a massive series of blows attempting
to drive the opponent into submission. While this skill takes
much longer than most to accomplish, giving the victim a chance
to escape, the resulting bone jarring crunch at the end of the
charge can make the attack worthwhile.
Barricade
Technique Name: Barricade
SP Cost: 50
Syntax: barricade <direction>
Skills used: combat defense, merchant repair, merchant forge
combat armor
Description:
The building of a barricade is a difficult and time
consuming effort for anyone, but a fighter has the skill
and strength necessary to block a direction with the use of
the powerful barricade. These large wall like structures
are built as a quick defensive position mostly used
during invasions or assaults on key locations.
The strength, duration, and power of a barricade is
based on the skills and level of the fighter who erects
it.
Inspire
Technique Name: Inspire
SP Cost: 30
Syntax: inspire <target>
Skills used: mental focus, combat tactics
Description:
Inspiring others who you lead or command is the key
to bolstering strength and ability from others. By
inspiring your target you can enhance their fighting
abilities and make them considerably more deadly.
The amount you inspire someone is based on your skills
and level.
Parry
Technique Name: Parry
SP Cost: 50
Syntax: parry
Skills used: combat defense, combat martial, combat weapons, combat tactics
Description:
Almost second nature to you, the parry is a powerful ability that
allows you to thwart attacks, turning them aside and lowering the
damage they do against you. Effective parrying can keep the most severe
attacks from becoming debilitating. The full duration and protection
of the parry is based on your skills.
Challenge
Technique Name: Challenge
SP Cost: 40
Syntax: challenge <target>
Skills used: mental focus, combat martial, combat tactics
Description:
Issuing a challenge to an opponent is the basis of an
honorable combat in the minds of most fighters. The
finesse and style in which the challenge is given can
be awe inspiring to one watching the interaction.
By challenging your target you will commit them to engage
you in fair combat and on success the target will
initiate combat against you, striking first. This can
sometimes avoid the embarrassing court appearances when
someone claims that the battle was less than honorably
started.
Note: This ability only works against NPCs.
Rush
Technique Name: Rush
SP Cost: 60
Syntax: rush <target>
Skills used: combat tactics, combat martial, combat weapons
Description:
Preparing and rushing a foe can be painful to them and with
the right shield and skills even fatal. The powerful rush takes
some time to prepare and cannot be administered often, but it
is one of the more powerful fighter techniques.
Your foe must be present prior to the actual rush, and you must
have a shield to slam into your target. The severity of the rush
is based on your skills and the shield you hold as well as the
skills and armour of your opponent.
Observe
Technique Name: Observe
SP Cost: 35
Syntax: observe <target>
observe attack
Skills used: combat tactics, combat defense
Description:
While not as powerful as the study, the observe
is a shorter and quicker version, allowing you
to quietly watch your target and when ready
attack them with more power than normal. The
observe does not require full concentration and
can allow you to punish your victim effectively.
The power of your observe is based on your skills.
When you are done observing your target you can
start your special attack with: observe attack.
If you target has left or is dead your observe
will be wasted.
The observe cannot be initiated during combat.
Fighter Order
Technique Name: Fighter Order
SP Cost: 10
Syntax: fighterorder <text>
Skills used: None
Description:
Sometimes an officer must issue orders during battle
to keep those who are fighting aware of actions to
be taken. It can be to call for a retreat or call for
more agression or other order.
The order is heard both in the room of the fighter and
surrounding rooms.
>
infsweepingstrike
Technique Name: Sweeping Strike
SP Cost: 60
Syntax: sweepingstrike
Skills used: combat attack, combat weapons, combat martial
Description:
Using your weapons in a movement style of attack, the
sweeping strike will hit everyone you are fighting, allowing
you to cut through them with efficiency. The sweeping strike
can be painful and the damage done by it is based on the armour
worn by those hit and the skill and level of the fighter
initiating the strike.
>
inf behead
Technique Name: Behead
SP Cost: 25
Syntax: behead <corpse>
Skills used: None
Description:
Sometimes you want to retain a trophy of a defeated foe.
Fighters have various reasons for doing this, but most of
them date back to the first Guild Master in Surik who
defended the King from an assassin and to deter the
followers of this group, the Guild Master hacked off the
head of the assassin and posted it on display outside of
the city as a warning. It is of note that the Guild
Master was a Suden and this practice became something
of a tradition when important foes were defeated.
>
inf sharpen
Technique Name: Sharpen
SP Cost: 75
Coin Cost: 15,000
Syntax: sharpen <weapon>
Skills used: merchant forge, merchant repair, combat weapons
Description:
Sharpening a weapon can make that weapon more damaging to
your enemy. It is a known fact that fighters are the best at
this skill even though many merchants think that their own
abilities can match that of the fighter. The sharpness
achieved and success of sharpening is dependant upon your
skills. Failure may result in the weapon being destroyed.
The cost of materials for this is 15,000 coppers.
>
inf guard
Technique Name: Guard
SP Cost: 50
Syntax: guard <target>
guard stop
Skills used: combat defense, combat martial, combat armor,
thief dodge
Description:
Guarding another person is something well known and part
of the code of honor for a fighter. Much more effective
than simply protecting someone, guarding blocks nearly all
of the attacks against the person you are guarding. The
damage done is taken on by you and some care should be given
during such a protective position as your life could be
forfeit if you fail to realise how damaging it can be.
The length of time you can guard someone is based on your
skills and level. To stop guarding someone you utilize the
command: guard stop.
>
infjudgearmour
Technique Name: judgearmour
SP Cost: 50
Syntax: judgearmour <armour name>
Skills used: combat armor, merchant repair
Description:
The defensive nature of armour is something that is learned
over the years through combat and usage. The judging of the
protective nature of armour is almost second nature to you.
You can quickly assess whether it affords proper protection or
if it should be used as a scrap.
The accuracy of you judgement is dependant upon many things.
Your ability to select the correct armour to test against is
the main skill as you can only judge two similar types of
armour. It is also important to note that armour that has
already been repaired cannot be judged. You must also be
aware that any armour that has been modified in anyway also
cannot be judged.
Judging items is not always completely accurate. The forging
of armour and skill of the forger can come into play making
one piece of armour more protective than a similar piece. Also,
inherent powers of armour might make it better even though it
seems less protective. So be judicious in your determinations
about how protective or effective armour is.
>
inf capture
Technique Name: Capture
SP Cost: 60
Syntax: capture <target name>
Skills used: combat tactics, combat martial, combat weapons,
merchant forge, level
Description:
Sometimes the fighters are called upon to capture thieves
and vagabonds for holding by the authorities. By laying
a trap for a specific victim and having patience you will
be notified when the person walks into the room and the
trap is sprung, holding them in place if successful.
Note: This command only works on players.
>
infsacrificeweapon
Technique Name: Sacrifice Weapon
SP Cost: 40
Syntax: sacrificeweapon <target>
Skills used: combat weapons, combat martial, merchant forge,
strength
Description:
Sometimes you want to deliver such a terrible blow to your foe that
you put all your strength and might into the attack. When this happens
you sacrifice whatever weapon you are wielding in an attempt to deliver
a fatal strike to your enemy. Obviously, your weapon will be destroyed
in the attempt, but the resulting damage may be worth it and may even
be a last resort to save your own life.
The power of the attack and damage done is dependant on your skills
and the power and value of the weapon being used and your strength.
>
inf critical
Technique Name: Critical
SP Cost: 50
Syntax: critical <target>
Skills used: combat martial, combat weapons, combat tactics
Description:
An expert in weapons and tactics you can pin point the
perfect location to strike your enemy. The critical strike
has been known to cause the victim to cry out in pain while
blood flows like a river. How well you can find that location
and effectively strike the critical blow is based on your
skills and level. Of special note is that the critical
can hit someone even if they are hiding. This can be
extremely effective against adventurers with such
abilities.
>
inf rally
Technique Name: Rally
SP Cost: 75
Syntax: rally
Skills used: mental focus, combat tactics, combat martial
Description:
Rally is a call to everyone following you to strive to
stronger commitment and power. The rally inspires all those
in your group to inflict an extra attack on your enemies
by joining in a group assault. This can be both devastating
and booster morale during a conflict.
The success on rallying your comrades is based on your skills
and level.
>
inf adrenaline
Technique Name: Adrenaline
SP Cost: 30 + 2 times your Level
Syntax: adrenaline
Skills used: combat attack, mental focus, combat tactics
Description:
Calling upon your inner strength you can bring forth a surge
of adrenaline and plow into your foe successfully delivering
a few extras blows. This is the smaller form of Rush and you
must be wielding a weapon. Your primary weapon will be the
only weapon that delivers extra attacks.
The nice thing about adrenaline is that the surge occurs
immediately. The power of adrenaline is based on your skills
and level as well as the weapons you wield.
>
inf feint
Technique Name: Feint
SP Cost: 80
Syntax: feint <target>
Skills used: combat tactics, combat martial, combat weapons
Description:
A difficult technique and similar to the ability
to parry, the feint can trick the target into moving
one way, in order for you to strike in another unprotected
location. The quickness and speed of your opponent and
you have as much to do with the success and power of the
feint as your skills and level.
>
infspkehead
That is not a valid skill or technique.
>
infspikehead
Technique Name: Spike Head
SP Cost: 150, 50
Syntax: spikehead, spikehead remove
Skills used: None
Description:
After hacking off the head of your foe, it is the
art of intimidation to spike that head on top of a metal
pole. This brutal action is known to strike fear into
the hearts of one's enemies and was first performed
as a spiritual ritual during the chaos wars thousands
of years ago.
You must have the head with you from a previously defeated
enemy. If you wish to remove the spike, you can use the
command "spikehead remove."
>
inf oil
That is not a valid skill or technique.
>
infoilarmour
That is not a valid skill or technique.
>
infoilarmor
Technique Name: Oil Armor
SP Cost: 100
Coin Cost: 10,000
Syntax: oilarmor <armor>
Skills used: merchant forge, merchant repair, combat armor
Description:
Knowledge of armor is also a skill held in awe by most
who deal with the Fighters Guild. One technique to make your
armor more effective is to apply oil in an expert way. Applying
a thin coat of oil to a coat of armor will add strength to it.
The quality of the oiling and the success is dependant upon your
skills. Failure may result in the armor being destroyed. Items
that have been enhanced in other ways increases the risk of
failure.
The cost of materials for this is 10,000 coppers. Only helms,
body armour, and shields of leather or metal may be oiled.
>
infsecondwind
Technique Name: Second Wind
SP Cost: 25 + amount
Syntax: secondwind <amount>
Skills used: None
Description:
A fighter who has lost all endurance can be a dead fighter in
many circumstances. It has been well documented that endurance
is a life saver. Using your natural abilities and skill you can
moderate your power and give yourself more endurance.
Surprisingly enough, this has become an often used method for
fighters to patrol and keep safe.
>
inf ambush
Technique Name: Ambush
SP Cost: 125
Syntax: ambush <target>
Skills used: combat attack, combat martial, combat tactics, mental focus
Description:
Ambush is a very dangerous technique, requiring great skill
and mastery. It takes into account many of the Fighters most
important skills. Combining this with the element of surprise, it is
deadly. But because it takes total concentration, you must be at
absolute peace with yourself and strong in heart and body to
succeed, if not your opponent will most likely see you coming, and
turn your attack back upon you.
>
inf squire
Technique Name: Squire
SP Cost: 250
Coin Cost: 2500
Syntax: squire <name> <gender>
Skills used: merchant repair, merchant forge, combat tactics
Description:
A fighter who has obtained the rank of notoreity has the option
to be served and accompanied by a squire. The squire is an eager
young man or woman who is an apprentice to the fighter and takes
your orders without question.
The squire can fight and carry your weapons, armour, or treasure
as you adventure. The orders a squire can take are listed below.
It should be noted that the strength and abilities of the squire
are based on your skills and level.
Normal:
order <name> to follow <target> - orders the squire to follow target.
order <name> to unfollow <target> - orders the squire to stop following target.
order <name> to get <item> - orders order the squire to get something.
order <name> to drop <item> - orders the squire to drop something.
order <name> to wear/unwear <item> - wears or unwears the item.
order <name> to wield/unwield <weapon> - wield or unwields the weapon.
order <name> to emote <emote> - orders the squire to use a true emote.
order <name> to semote <text> - orders the squire to special emote.
order <name> to say <text> - orders the squire to say something.
order <name> to dismiss now - dismisses the squire from your employ.
Combat:
order <name> to hpall show - Shows the squires hp status.
order <name> to protect <target> - orders the squire to protect the target.
order <name> to unprotect <target> - stops protecting the target.
order <name> to attack <target> - orders the squire to attack the target.
order <name> to bash <target> - bashes the target (costs 60 energy).
order <name> to slice <target> - slices into to target (costs 90 energy).
order <name> to assault <target> - heavy damage to target (costs 150 energy).
order <name> to frenzy all - frenzies into all enemies (costs 200 energy).
Note: Some combat orders cost the squire energy as shown. Only one squire
can be summoned at a time. If you have problems with the squire
because of disconnect or a server reset you may have to wait up to
10 minutes to summon your squire again.
>
inf slice
Technique Name: slice
SP Cost: 100 + 10 per slice round
Syntax: slice <target>
Skills used: combat attack, combat martial, combat weapons
Description:
The slice is arguably the most damaging of the main attacks
of the fighter. The full damage is awesome when you wield
more than one weapon and especially if those weapons are
of high quality. Many have been know to run from the power
and damaging ability of the slice.
This special attack gives you a series of extra blows, the
number based upon your level, dexterity, and skills. The
damage is dependant on your dexterity, skills, and weapons
used. Obviously the weapon of choice is a blade.
>
infspinblades
Technique Name: Spin Blades
SP Cost: 125
Syntax: spinblades
Skills used: combat attack, combat martial, combat weapons, level
Description:
Spinning your weapons through your enemies like so much
kindling is a devastating attack that will hit every enemy
in the room. This dangerous attack will continue for several
combat rounds, delivering death and dismemberment to all
who oppose you. Although, spinblades refers to a blade, it
actually works with any weapon even your fists, since the
derivitive of the name stems originally from the first
fighter who learned the power and named it as such.
Spinblades must be started during combat. The duration of the
attack and the damage you inflict upon your enemies is based
on your skills and level.
>
inf study
Technique Name: Study
SP Cost: 100
Syntax: study <target>, study assault
Skills used: combat tactics, combat defense, combat martial,
combat weapons, level
Description:
A powerful and very intricate technique is the ability
to study your victim. Having learned from the observe, you
may have the patience and fortitude to watch your enemy
for a much longer period of time. It is imperative that you
do not move or speak during this study as it will destroy
your ability to properly assault the target when ready.
When done correctly, the study will unleash a horrendous
assault on your target, causing them to feel the wrath,
speed, and efficiency of a killing machine.
The command after the study completes is: study assault
>
inf disarm
Technique Name: disarm
SP Cost: 50
Syntax: disarm
Skills used: combat tactics, combat martial, combat weapons
Description:
When you disarm a target, you will try to reach out and grab your
target's weapon. If your target is not holding any weapons, nothing will
happen. If your target is holding two weapons, you can only grab one
weapon at a time.
You can both disarm during combat with your target,
and also before fighting your target. Even should you succeed
in disarming a target you are not fighting with, your target will
attack you, the weapon falling to the ground. If you fail to disarm a
target you are not fighting with, there is a large chance that the
target will attack you, seeing what you were trying to do. If you
succeed in disarming, there is a little chance of the weapon being
destroyed by the disarm. This will happen because the weapon is
dragged out of the target's hands so tremendously hard that the
weapon is crushed into the ground.
If you are hurt badly you will not be able to disarm anyone and if
you are tired, you will fail in disarming.
Chance of success is based upon you and your target's strength,
dexterity, level, and skills. A strong and quick person will be
better at disarming than a weak and slow person.
>
inf entrap
Technique Name: Entrap
SP Cost: 150
Syntax: entrap <style> <type>
Skills used: combat tactics, combat martial, combat weapons,
merchant forge, merchant repair
Description:
Entrap is a more broad method of capturing a victim. With
entrap you can specify race, religion, fealty, or guild and and
capture anyone of that depiction. You will be notified when
someone is captured and when your entrapment ceases to work.
The number of people you can entrap is based upon your skills
and level and that of the target. Once entrapped the person
will be immobilized for a certain amount of time, again based
on their skills and level.
Examples:
entrap guild mage- this will trap any mage guild member.
entrap race lykos- this will trap all lykos.
entrap religion nature- this will trap all nature devotees.
entrap fealty south- this will trap anyone from dahmahk.
The type must match the style. For example, if your style is
guild, but you do not choose a valid guild, you will fail in
entrapping anyone. If you do make a mistake you can just use
entrap again with no modifiers and you will remove the current
trap.
Note: This command only works on players.
>
infshieldstun
Technique Name: Shield Stun
SP Cost: 125
Syntax: shieldstun <target>
Skills used: combat attack, combat armor
Description:
Much more powerful than the simple stun, the stun with
a shield can cause the target to lose more than just
the ability to fight. It can stop them from fleeing as
well as cause them to lose their powers for a more
brief period while also causing more damage than the
stun.
The shield stun requires you to be using a shield but
you do not have to be in combat. The power of this stun
is based on your skills and level, the strength of your
shield and the skills and level of your target.
>
inf counter
Technique Name: Counter
SP Cost: 200
Syntax: counter <target>
counter stop
Skills used: combat defense, combat martial, combat tactics
Description:
Countering the blows of an enemy can be most devastating to them.
While you still obtain damage from their attack, you counter some
of the pain back into your target. This continues for the duration
of your counter and will flow back into your target until the
counter wears off or your target is dead.
In some cases this can be the difference between living and
dying in combat. The duration of the counter is based on your
skills and level and those of your target. The amount of damage
you can counter is also based on your skills and those of your
enemy.
To stop countering blows you use the command: counter stop.
>
infrazoredge
Technique Name: Razoredge
SP Cost: 250
Coin Cost: 50,000
Syntax: razoredge <weapon>
Skills used: merchant forge, merchant repairs, combat weapons
Description:
Sharpening a weapon can make that weapon more damaging to
your enemy, but adding the razoredge makes the weapon flawless
in its cutting ability. A weapon must first be sharpened before
the razoredge can be applied. This is a very difficult
procedure and must be performed under the most calm
environments for failure has often guaranteed the destruction
of the weapon.
The cost of materials for this is 50,000 coppers.
>
inf manhunt
Technique Name: Man Hunt
SP Cost: 200
Syntax: manhunt <target>
Skills used: mental focus, combat martial, combat tactics
Description:
The man hunt is a tactic used by the most powerful fighter
to ensure that the target does not escape. When engaging
a target using the man hunt, the target will become slow in
movement making it difficult for them to escape you.
During the man hunt your target will lose endurance and power
as they try to escape it as well as suffer pain. The duration
of the man hunt, the damage given, and the ability of the
target to escape its affects are based on your skills and
level and that of your target.
>
inffinalstrike
Technique Name: Final Strike
SP Cost: 175
EP Cost: All (minumum 100)
HP Cost: Varies
Syntax: finalstrike <target>
Skills used: combat attack, combat martial, combat tactics,
mental focus, combat weapons
Description:
The final strike is a method a fighter uses to finish off an
enemy. It is a dangerous tactic but sometimes worth it for
the ferocity of the blow. Using all of your endurance and
opening yourself up to damage, you strike with all of your
might into your enemy in order to finish them off.
Final strike is only possible against an enemy that is less
than thirty percent of their full health, therefore it is a
tactic to be used at a specific time. When used properly it
can fell an enemy.
The damage inflicted is based on your skills and level and
the timing of your attack.
>
infmulticut
Technique Name: Multicut
SP Cost: 200
Syntax: multicut
Skills used: combat attack, combat weapons
Description:
Similar to the double cut and adrenaline, the multi cut
allows the experienced and master fighter to train multiple
attacks on all enemies, slicing and cutting into everyone
with several expert attacks.
This power is quick and efficient and can cause alarm in
those who are in combat with you as the damage inflicted
from the multiple attacks can be debilitating.
The number of attacks and power behind them is based on
your skills and level and the type of weapons you are
wielding.
>
inf sunder
Technique Name: Sunder
SP Cost: 350
Syntax: Sunder <target>
Skills used: combat armor, merchant forge, merchant repair,
combat weapons
Description:
Known as the destroyer of armour and weapons, sunder is
an ancient skill only mastered by the most powerful and
trained fighter. Once learned and controlled the master
fighter can charge into an enemy with such fearsome ferocity
that they plow through the weapons and armour of their foe
with disintegrating explosive damage.
When effective the target's armour and weapons can be
destroyed in the brutal assault, ripping them from body and
hands with extreme prejudice. The affected weapons and armour
will be damaged to the point of forced repair, knocked to the
ground with partial damage, or completely destroyed in the
onslaught.
The success of the sunder is based on the skills and level
of the fighter and that of the target as well as the quality
of the gear.
>
infapocalipse
That is not a valid skill or technique.
>
inf apocalypse
Technique Name: Apocalypse
SP Cost: 500
Syntax: Apocalypse <target>
Skills used: All
Description:
Awesome to behold, the apocalypse is a combination of
every skill and ability you have, brought to bear on your
target in a devastating blow, sending most lessor
beings into the grave. This destruction of epic
proportions tears limbs from bodies and sends fountains
of blood spewing forth in waves of massive blows.
As if the initial blow wasn't enough to stun anyone
witnessing this carnage, the apocalypse continues
your bludgeoning into the fray and anyone still
standing against you is torn asunder again and
again with the aftermath. Less destructive than the
initial impact it is no less awesome in scope.