Skills and Abilities in Imperian

With thousands of skills, what do you want to learn?

What skills will you master?

There are 75 different skillsets in Imperian. Each skillset has dozens and dozens of abilities.

There are literally thousands of different abilities in the game world of Imperian. Listed below are all of the different skillsets of Imperian with a short description of each one.

Will you learn the forbidden powers of Necromancy or Torment? Perhaps your will master the abilities of Shapeshifting or Beastmastery. Do you prefer the warrior arts? Maybe Weaponmaster or Bowmanship are more up your alley?

What path will you choose to follow?

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The art of crafting has been present in Aetherius for countless years, from the simple making of letters for writing, to journals for recording histories, to crafting beautiful instruments to bring music to the masses. Artistry allows many mundane things to be created, for use across the world. Yet there are also certain artesian creations that have more esoteric abilities, and though the secrets of their very construction involve symbols and components that can effect the wave of magickal tides are not known to those outside of the profession, it is known that masters of their craft can create paintings which can capture the very essence of their subject, allowing them to possess certain abilities of their originator. From the mundane letter to the marvellous portraits, the abilities of true masters of crafting are without parallel.

The most important trait of any Predator is their ability to exert dominance over the various beasts of the wilds, forcing them into submission and putting their distinctive talents into use. An aspiring Predator quickly learns how to control and command the wild wolves of the frozen pines, and eventually expands these skills to control hawks, bears, and even gigantic spiders. A Beastmaster who knows his craft is truly a force to be reckoned with.

The skill of Bonecasting revolves around two aspects: Bones and Fetishes. By casting your bones onto the ground, on yourself, on other people, or on armour, a variety of beneficial or harmful effects may be achieved. Bone designs on yourself or another will work automatically, as will bones on armour. Bones cast on the ground will either work continuously, once, or when an enemy of yours enters the room. The help file for each ability will specify.

While Bones are a nice supplement to other skills, The true power of Bonecasting is only unleashed in the Fetish. By castings up to six bones on a Totem, and then either Implanting it, or Standing it, you are able to create a weapon of destruction that can wreak havoc with anyone the Fetish is tuned to affect when that person enters the room.

The artistry of bowmanship has two purposes. The first allows an individual to fashion a complex variety of arrows with a multitude of functions. It also allows the crafter the ability to fashion one's own bow for a number of purposes. The second part of it ensures the individual becomes a master of distance with the variety of skills and abilities for a bow and arrow. A true user of the bow harnesses the ability to shoot a target over a vast distance or even how to shoot two arrows at once.

The skill of Brutality contains the main offensive abilities of the Deathknight. It can be thought of as consisting of four distinct categories. The first group gives them their sword abilities, such as doubleslash and the brutal disembowel. Next is the use of their terrible war-hounds, the deadly companion often found at a Deathknight' side. Brutality also holds the techniques of archery, which when combined with their swordplay makes a Deathknight a treacherous foe indeed. Lastly, there are a number of miscellaneous offensive and defensive capabilities, such as their ability to go into a fantastic rage.

Chivalry is a skill that may be thought of as having three distinct parts. The first part, Falconry for Templars, and Kestrelry for Runeguards, involves the raising, training, and use of your bird. To gain a bird, go to a hatchery and type FALCON REQUEST / KESTREL REQUEST. The second part of Chivalry is archery. By gaining the abilities to assess wind direction and speed and use different kinds of bows (longbows, crossbows, hornbows) you may attack from afar, or shoot at a cowardly opponent who has fled to the skies. The final part of Chivalry involves an assortment of aggressive abilities ranging from howling a Battlecry to Disemboweling your unlucky opponent.

Crystalbinding is the third skill of the Mage profession, focusing around the manipulation of magickal energies found in certain types of crystals. This allows the Mages to enhance their elemental spells in various ways, as well as to conjure several types of magickal sigils and other items.

Curses draw upon the Illwill of the mysterious Spirits of Aetherius for their power. Using their knowledge of the Spirits, the Wytchen are able to channel that Illwill against their opponents, cursing them with a variety of afflictions ranging from mind-numbing fear to life-threatening plague. It should be noted that the only curse that works against mobiles is 'Bleed'.

As the backbone of the Defilers class, the Desecration skill combines the brutality of nature with the darkness of the demonic arts. Through Desecration, you will be able to corrupt mighty trees, or plant your own, to later be used for your devices. With the use of twisted spores, tainted with powers that you find useful, you will be able to summon and imbue a treant to do your bidding.

You will also find yourself as one with the twisted side of nature, switching your own heart with your treant to prolong life, and perhaps prevent death. These allies will risk their trunks for you, going as far as planting their twisted spores into the very body of your enemy and wearing their corpse as armour.

Devotion is a statistic that only those with the skill of Devotion possess. To see how much Devotion you have, you may PERFORM ENLIGHTENMENT. Most of the Devotion abilities cost a certain amount of devotion points, and the amount will generally be shown in the help files on the individual abilities

Enslavery is without question the most dangerous art within Imperian. It involves the summoning of entities from the Demon Planes. You risk your life and your very soul in dealing with them, for they are powerful and not to be trifled with.

To gain the services of a demon, you must first summon a demonic entity from the demon plane. Once done, you may attempt to ENSLAVE . If the entity feels you are weak, it will attempt to destroy you.

After you have finished your enslavement, you will see, if you type PACTS, what pacts you have made with entities. If you have a pact made, you may call upon the aid of that entity by doing SUMMON . In some cases, the entity itself will come, and in some cases, it will send its minions to assist you.

When an entity is summoned, it will remain with you unless you are powerless to further enslave it and have given into death or are unable to keep a close watch on the entity by remaining within the realms. There are ways to send it back to its infernal realm prematurely. BANISH will accomplish this if it is your wish, while others may have abilities that allow them to drive the entity off. An entity cannot be killed (though an entity's minions can be). It will only be driven back to the Demon Plane if it falls into a state that would kill a mortal.

The Druidic skill of Evocation focuses on control of the Nature. The Druids can focus the elements of Air and Earth through their quarterstaff to protect themselves, summon falling rocks, walk on the very air, and even conjure tornadoes and call forth earthquakes.

The abilities in Fayth revolve around two main things: Holy Seraphs and Spiritual Maces. When you gain the skill of Fayth, you will also get a guardian seraph, who will stay with you forever. Generally speaking, your seraph will only act in a defensive capacity, except when it involves demonic Entities. Seraphs and Demons have a long-standing hatred of each other.

Spiritual maces, on the other hand, form the core of a Cleric's offensive ability. By using them in different ways, the Cleric gains the ability to cause damage, smash limbs, and cause a variety of other effects, including the feared Judgement, where a Cleric stands in Judgement of a player. Failing the judgment means death. This is, of course, an ability that only the most powerful of Clerics may perform.

Hunting is a skill composed of four types of abilities:

Setting Traps

  • Each trap is constructed of commodities. When laying a trap, you must have the required commodities (listed in the AB HELP files) in your inventory.
  • Traps get laid in directions. The general syntax is LAY .
  • Traps are set off only by those on your enemies list. They will be set off when someone either enters or leaves the room by the direction you specified.
  • Some traps will stop movement when sprung. For instance, if you are leaving a room with a snare trap in it set to the direction you are leaving, you will set off the snare before you leave the room, and it will prevent you from moving.

Animal Guardians

  • The animals you summon may be ordered about with the commands in HELP MOBILES.
  • If you leave Imperian and do not come back quickly, they will disappear back into the forest.
  • You may call your summoned animals to you with CALL ANIMALS.
  • You can dismiss you animals with DISMISS .

Weapon Abilities

  • When you gain the skill of hunting, you are given the axe proficiency.

Survival Abilities

  • These abilities assist you in surviving out on your own.

Hypnosis is a science.

It has long been known that our subconscious mind is a powerful force and that it can be influenced in mysterious ways, but until a forgotten Saboteur discovered the principles of Hypnosis, there was no way to use it.

With this skill, an assassin is able to sink a target into a hypnotic trance, possibly without the target even realizing it. The assassin may then implant various subliminal suggestions, sealing them deep within the target's mind. Implanting a subtle timer, the assassin then rouses the target from his or her hypnotic trance, waiting for the proper time to trigger the suggestions within the target's mind.

Kaido is a skill with two main parts to it. The first part, comprising the lower abilities, consist of an assortment of defensive abilities that rely on bodily control, such as automatic mana regeneration, healing your limbs by force of will, and so on. The higher abilities relate to the use of Kai energy. After you have built up Kai energy by being near violent actions, you may use the Kai abilities, which are extremely powerful.

Knifeplay is the art of combat using agility and a sitara. A sitara is a blade finely crafted from the bones of a fallen foe, using the strength of that victim as a foundation for the characteristic of the weapon. An Idras learns how to manipulate the sitara in both defensive and offensive maneuvers, thus becoming a deadly opponent.

The skill of Maiming is the central one for any Berserker. In it, the warrior learns how to properly use a longsword and a shield for both offense and defense.

The hallmark skill of the Diabolist, Malignosis is the art and science of summoning and dealing with the mighty Ouroboros and lesser daemons. In it, you will learn to use the sentient daeggers, form a relationship with your loving Ouroboros, and learn to summon a variety of lesser daemons into a pentagram drawn with blood. Perhaps the most feared ability of the Malignosis skill is that which allows your Ouroboros to tear the soul from an unwilling victim.

The skill of Naturebinding focuses on the control of the Nature. By linking themselves to the great trees, Druids are capable of summoning the tree roots to create a multitude of effects.

Necromancy is the dark art of death magick. At the lower levels, there is an assortment of rather nefarious abilities. Soon though, the ability of Cannibalism is gained, a skill which has inspired widespread fear of those practicing Necromancy. Through cannibalism, a Necromancer increases his life essence, which powers the higher abilities.

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Noctu is one of the core skills of the dreaded Noctusari. In addition to the foul skills of demonology found within Enslavery, Noctu allows the practitioner additional power from the realm of the Demons. By drinking the blood of slaughtered beings and infusing their lifeforce, the Noctusari are able to manipulate the magick from the demon realm.

Pioneering is a skill shared by Druids and Hunters. Its primary focus is survival in the wilderness, and it offers a plethora of abilities designed for this purpose. Additionally, practitioners of this skill are connected to the land to the point where they can imprint their mark at a location of their choosing, creating a peaceful grove.

Subtlety is vital. The role of a master of Predation has become one of stealth and endurance. To hide within the surroundings and use agility as a weapon. Speed and accuracy become one as an Idras masters the ability to use darts against a foe, or the many other subduing techniques available. An Idras' survival is based on maintaining all these qualities and withstanding the environment as well.

Pyroglacia is the primary skill of the Mage profession. Harnessing the raw powers of fire and water, the Mages is capable of inflicting many harmful effects upon their foes, ranging from bolts of flames and freezing spells to the powerful blasts of lava and rapidly flying icicles.

In addition to combat spells, the skill also offers several utility effects, such as the ability to walk on water or to transport between a variety of locations.

Rampage is the mobility skill of the Berserkers. Based on the techniques of Wardancers originally developed by Srifat Midbere. Studying Rampage allows a Berserker to move swiftly around the battlefield, escaping where needed or charging into the fray, perform several war dances, and more.

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The skill of Runelore revolves around two aspects: Runes and Totems. By sketching various runes on the ground, on yourself, on other people, or on armour, a variety of beneficial or harmful effects may be achieved. Runes on yourself or another will work automatically, as will Runes on armour. Runes sketched on the ground will either work continuously, once, or when an enemy of yours enters the room. The help file for each ability will specify.

While Runes are a nice supplement to other skills, The true power of Runelore is only unleashed in the Totem. By sketching up to six runes on a Totem, and then either Implanting it, or Standing it, you are able to create a weapon of destruction that can wreak havoc with anyone the Totem is tuned to affect, when that person enters the room.

Sabotage is a diverse skill, encompassing abilities ranging from the secret hand signs which they use to communicate with each other, to archery, the conjuring of illusions, dimensional wormholes, and various stealth and attack abilities.

In its early stages, Shadowbinding teaches you how to store and manipulate the energy emitted from Sukhder, the moon of Terror. The energy, known as haze, will allow you to perform your shadowbinding abilities. With the progression of the skill and your abilities, you will be able to manipulate the shadows to confuse and confound your victims - from conjuring the darkness to forcing them to eat a particular plant or sip from a potion at just the wrong moment.

At the height of your knowledge, you will be able to bind the planes together in order to pull another into the Prime Material Plane. Whether walking with obscurity or projecting through the mists, Shadowbinding will assist you in your dark purpose.

Shamanism is a blend of necromantic and demonic abilities. Utilizing dust obtained from bones, users of Shamanism can inflict many diseases upon their target, part waters, shrink heads, and even restore life to the fallen. Through the powerful Marks of Demon Lords, they can cross great distances, slay their foes instantly, and greatly enhance the power of their Curses.
 
To remove a Wytch's scrawled Mark you must be in a water room without the Wytch present and not have been hit with with a curse in the last minute, you can then use SCRUB OFF MARK.

Shapeshifting is the primary skill of the Hunter profession. It teaches how to transform one's body into that of a fearsome Wyvern, and how to utilise this form in a variety of ways, ranging from clawing to flying and stinging with its deadly tail.

Mastery over the very nature of space and time is the hallmark strength of the Assassins, as well as their renegade brethren. While the usage of dimensional wormholes has been known for many centuries, it wasn't until the year 647 AD that the previously oft ignored capabilities have been fully explored and their true strength revealed.
 
Bending the space around them with their will alone, augmented by the power of their magick, wielders of this powerful art are capable of splicing dimensional wormholes between distinct planes of existence to call forth the unique conditions of each, or to bend space and cross great distances with a single step. A true master of wormhole manipulation can even call forth the elemental and demonic creatures that reside within the outer planes.

The Hunter skill of Supremacy focuses on control of the elusive beasts of lore - basilisks. When transformed into their wyvern forms, Hunters can exert control over a basilisk and use its many unique abilities in combat. The basilisk is a master of mental control, capable of afflicting its foes with a variety of mental afflictions, as well as unleashing a psychic wave so powerful that it melts the brain of its unfortunate victim.

Most of the Taekate abilities are affected by a variety of factors. First, being in a stance modifies the damage and speed of each Taekate attack. You will always want to be in some stance or another while using Taekate. Second, the higher your Taekate, the more likely you are to hit an opponent with a particular attack, and the more damage you will do with that attack.
 
The advancement system of Taekate is a bit different from the other skills. You may progress to a certain level in the skill, and then you must be tested to see if you are worthy of a new belt. A test consists of successfully completing a kata, which is a series of moves, in front of a master, who has either black belt or at least three belts above you. To practice the form, you DEMONSTRATE the form. At first, you will have little chance of completing the kata successfully. With more practice however, your skill will improve and your chance of completing the form improves. When you are confident that you can complete the form without error, find a master to GRADE you.
Tarot is the occult skill of inscribing magickal cards with various inks in order to create a powerful image. Each of the major arcana of the Tarot deck is represented here. To use the skill, you must first find some blank tarot cards and store them in a card deck.
 
Once you have a blank card in a suitable deck, you can FLING <card type> at <target>/ground. Blank cards will automatically acquire the appropriate image. Some cards require you to fling the card at a target, some at the ground.
 
Tarot cards are usually stored in decks. Each deck can store up to 6 different kinds of card. Attempting to fling a card will automatically remove the card from your deck, but you can also use IND/OUTD <#> <card> to put cards in and take cards out of your deck(s). For example: OUTD 1 MAGICIAN will find a deck with that type and take one out (or inscribe the image on a blank one, if you don't have any). Also, to see a listing of all the cards in all your decks, you may use DECKLIST (or DL for short).
Telepathy is the skill of mental manipulation. The abilities in it may be divided generally into two parts. The first are abilities that can simply be attempted on any player in the room with you. These abilities have a * next to them in the abilities list.
 
The second kind are abilities that require a mindlock to use. You will find the relevant information on mindlocks under the help for that ability (AB TELEPATHY LOCK).
Terratheria is the second skill of the Mage profession, focusing on the manipulation of air and earth. The skill is somewhat similar to the druidic Evocation, however, where the druids focus on mastering the natural manifestations of these elements, Mages harnesses the elemental raw power directly.
 
By studying Terratheria, Mages learn several ways to protect themselves and others, to inflict various powerful effects upon their foes, as well as to utilize the reflective properties of the air element to attack across greater distances. The ultimate spell, Windbrace, allows the Mage to briefly assume the form of the wind itself.
Music itself has long been popular among mortals, and since the Awakening, has taken on a new importance. The very ethereal tides of Magick released at that time seem to respond to certain vibrations, such as that of sound. By playing instruments and matching the sounds made with ones voice, the ripples of magick can be redirected to cause many different effects, from travel to healing, from giving strength to calming the angry. Music indeed can soothe the savage beast, but music now may also slay it.
Torment is a skill that lives up to its name when correctly used against your enemies. Through the use of a wooden flail, packed with thorns, this skill will allow you to torture your victims by instilling various states of fear, panic, and paranoia. You will also be able to find an ally for your punishment in a demonic hound.
 
As you progress through your combative skills, you will be able to use the blood of your victim to grow stronger while using the creatures of the Pit to further drive your opponent into madness.
Trailblazing encompasses the skill of the survivalist. When an individual treks the vast unknown, they rely on themselves and the wilderness to sustain them. Travelling for days on end for a specific cause, or merely to survive in the harsh wilderness forces a person to develop skills and abilities to protect them. Trailblazing is the series of abilities which reflect this.
 
When you gain the skill of Trailblazing, you have the ability to choose a specialisation in either Toxins or Concoctions. To make your choice, either CHOOSE TOXINS or CHOOSE CONCOCTIONS. If you choose a specialisation in Toxins, you will gain the ability to prepare several different types of Toxins. If you choose a specialisation in Concoctions, you will gain the ability to prepare several different types of herbs and salves. You may choose again every 5 years.
Voice has long been the subject of debate, questioning exactly how simple words can affect reality itself. Ancient research suggests that the Words of Voice are actually fragments of the Language of Creation, spoken by the Gods themselves and to which all reality resonates. Many years of study have uncovered but a handful of these fragments, and indeed the mortal mind is incapable of processing the entirety of the Language. The Language, known among mortals whom use Voice as the Art, allows mortals to alter a tiny fragment of reality, describing it as they desire, and within the context of the Word they use, that change comes about. Whilst their abilities pale in comparison to the Divine, they can alter reality around them in ways that few mortals could even dream.

The skill of Warchants completes the arsenal of the Berserkers, giving them both offensive and defensive options. A central concept within the skill is the management of the berserker rage, utilising it to enhance one's offense

A person who studies the art of Warding learns how to manipulate a polearm to its fullest potential. Years spent training in hostile surroundings allows one utilizing Warding to display many innovative skills in combat, whether tearing a foe to pieces with a glaive or javelin or vaulting over obstacles.

Weaponmastery - This is the primary skillset of any Aetherian knight, allowing for differing bladework styles. It includes the core ability to hit twice with most bladed weapons, allowing a Runeguard to deal damage and deliver toxins simultaneously. It also includes limited ranged abilities in the form of bows, and other utilitarian skills like impaling your foes and defending your allies.

The ability of riding a mighty icewyrm is exclusive to the Outrider profession. Those skilled in this art can fly upon their draconic steed, observe distant lands, and even hoist their helpless targets. Furthermore, the skill teaches how to fight atop the icewyrm with a spear or a trident, combining the lethal power of the beast and the Outrider.
 
When you obtain the skill of Wyrmriding, you are given the choice between the spear and trident proficiency. Spear and trident are exactly the same for the purposes of the skill, so choose whichever you prefer. CHOOSE SPEAR or CHOOSE TRIDENT. This can be done once per hour.