Hallifax knights third skillset

by Unknown

Back to Ideas.

Unknown2005-02-23 01:15:17
Here's another idea for a 'different' kind of Hallifax skillset. This one would be for the knights, and it could be called 'Dervish' perhaps, or Dervishri.

Only blademasters would have this skillset, bonecrushers could use shiri's sonics or something wink.gif

Another idea is trill knights of hallifax gain a stat bonus if they specialize in dervishri while lucidians gain a stat bonus for taking something more hands on.

Anyway, Dervishri is fighting with bladed weapons with a twist, you do not actually hold the weapons but rather they are levitated at close proximity to the user. This allows for a variety of maneuvers that those boorish people who actually grip the weapons with their hands cannot do. However, the hands must remain free to wield the magic involved and to cast the spell aspect of Devishri. So, without further ado, here are the skills.

WINDWALK
Like the one in Aeromancy- jello style, lets non-trill fly, and trill are not blown about by the winds.

ALGORYTHM
Your ability to influence lucidians and trill is increased.
OR
Lucidians are known for having a different sense of logic than the other races, but you are skilled enough to be able to influence them (keep in mind this skillset would be primarily trill knights). Lucidians would get a bonus when influencing other lucidians.

RESPIRE
Increased endurance regen and a layer of defense against asthma. It can also defend against poison gas though it can be stripped.

WINDWIELD

This causes you to wield your items through levitation, not actually touching them.

SPINSLICE 1 power
This is like a slice in knighthood, and lunge in blademaster. It passes parry and decreases dodging like lunge, but does not have an increased chance to wound. Likewise there is SPINHACK UP, and all of the other moves in ab knighthood slashing. Note that there is no SPINSTRIKE, meaning you cannot with 100% accuracy target a specific area with this.

EDGECRUSH
If you are flying and your opponent is below you, you will swoop down upon them, tackling them as your blades stab them. This will do two random stab wounds as well as make your target prone and stun them.

EDGELIFT
If you have your target impaled through the gut, you can lift them into the skies upon your blade, and if you follow it up with rending them they will fall to the ground afterwards if they aren't able to fly.

BACKWIND
This will increase the movement speed of the knight by 1 room per second.

SCENT

The wind will carry the scent of your enemies towards your nose and mask your own from your enemies. If they are in the same area as you, you will be told which direction to go to get closer to them. Using this skill takes half a second equilibrium, but it does not work on other people who have scent.

STORMSHIELD
Arrow attacks will rarely hit you.

TORNADO- 4 power
Creates a tornado in the room that will make 4-5 attempts at lifting your enemy into the skies, stripping grounding defense. Once they are in the skies it will make another attempt to keep them there for however long the skill lasts. Mostly for use in combination with the tornado's from aeromancy- jello style.

BREATHETHIEVE- 5 power
The curse of suffocation causes an endurance loss in the enemy, gives asthma at regular intervals and has a chance of stunning them when they smoke a pipe (the pipe smoking does not go through). Lasts 20-30 seconds.

WINDWRAP- 3 power
The curse of windwrapping will lower the movement speed of your enemy by one room per second. Lasts 20 seconds.

WINDBLADES- 10 power, 1 power on applicable plane
Summons ornate winged scimitars from whatever the hell Hallifax's guardian plane is. They are master weapons and though quite convincing, cannot be envenomed but rather always give afflictions cured by smoking a pipe. They cannot be wielded normally either but will dissolve if such is attempted, and must be windwielded.

WINDFOUNT- 4 power
The dervish makes an extended whistle, summoning the spirits of the wind to aid them. As the whistling drops in pitch the target begins to vibrate. After 8 seconds (*coughChasmcough*) the target will suddenly be hurled into the sky and be lost from sight and life. Also strips levitation defense. Only works outdoors.

CURRENTS- 8 power
Creates very powerful wind currents in an area. If you cast currents specifying the north direction, then everyone who tries to move south in the area will encounter a delay as if they were climing over rubble. Only one current in an area at a time.
Shiri2005-02-23 01:21:11
Yay, mine got mentioned. tongue.gif Although I dunno, I actually thought the Hallifax ones wouldn't -get- bonecrusher/blademaster, but something else. Then again, I guess your one would be okay if they did. Needs expansion though. Also the Cosm is Continuum. And I already used the Dervish thing, go away. whistling.gif
Daganev2005-02-23 02:03:38
put your skills to the axes! We need axe specilizations!
Unknown2005-02-23 02:09:11
Ohh very cool. (Currents has also been taken as an Aquamancy skill) >.<. How about jetstream instead?
Drago2005-02-23 02:12:12
You can have skills with the same name you know.. think Alertness from Vision and Alertness from Metamorphosis, both did the same thing but had a different drain - meta drained endurance while vision drained mana.
Shiri2005-02-23 02:12:58
No way currents should take that much power, by the way, even for a knight skill.
Unknown2005-02-23 02:16:26
Ohh ahh okay then. *hum*
Unknown2005-02-23 02:23:31
I dunno, currents would probably be really effective combined with various other things in the really large team battles.
Shiri2005-02-23 17:25:13
But compare it to something like Geomancer rubble, which it's basically a -worse- version of (well, or I guess you could plan it so it was just as good. But still). Warriors gotta have -something- to keep people from moving.