You are here because you think you have what it takes to join
the Psicorps. With patience and dedication to your training,
there is almost no limit to attainable power. To unlock the
full potential of your mind, you must first seek out Lt. Combs.
He will assist with the first steps necessary to join the
corps.
The office of Lt. Combs is located in science. Proceed up,
3 north and you will find the entrance to his office here.
Speak with the lieutenant for futher instructions.
Additionally, other Psicorps soldiers can assist with
recruitment.
Scrips
Scrips are what you use to pay for your training. The Psicorps pays you
scrips for every confirmed kill that you make or participate in. We keep
track of how difficult an opponent is and don't think you can fool us
by killing a lot of small, insignificant enemies. We demand that you
fight within your means.
We only pay you scrips upon the death of an enemy.
At lower tours, bonus scrips are given to encourage and solidify
your interest in your career.
Similarly, once you've reached Second Lieutenant, you are recognized
and additionally rewarded for your experience and service to the Corps.
Scrips payout increases every round of combat that you land any successful
hit. This can be any amount of damage. Enemy size is also a factor.
Enemy class requirements can be calculated using the following formula:
(Tour Level * Tour Level) * 10
So for example, at tour level 25, you will need to fight enemies of class
6,250 or higher in order to receive maximum scrips. The further enemy
class drifts below your requirements, the less you get, eventually becoming
zero payout.
In addition to this, there is a maximum number of scrips you can earn
per hour of combat, and this is determined by your tour level. This
formula can be seen here:
[guild level / 2 per round] until guild level 80.
Example: at guild level 75/2 * 30 rounds in a minute, * 60 minutes in an hour = 67,500
At 80, the rank of Second Lieutenant is received, and scrip payout
is then doubled.
Powers
Powers in the Psicorps fall into 7 tiers. Tiers are unlocked by obtaining
Tour Levels.
The number of powers you have access to at one time in each tier is
determined by your tour level. The higher you are, the greater number
available to select. To see how many are availalbe at what levels,
please see the tours list.
Stats directly effect the power and performance of their related area of
expertise. So you can say that each of your attributes are important to
that of a Psicorps soldier.
Power Attributes:
Stat - Strength
Area of Expertise - Psychometabolism
Description - Psi-biofeedback
Stat - Dexterity
Area of Expertise - Psychoportation
Description - Move in spacetime
Stat - Constitution
Area of Expertise - Psychokinesis
Description - Manipulate Energy
Stat - Intelligence
Area of Expertise - Metacreativity
Description - Out of thin air
Stat - Wisdom
Area of Expertise - Clairsentience
Description - See what's hidden
Stat - Charisma
Area of Expertise - Telepathy
Description - Mental Contact
For example, finger of fire is in the area of Metacreativity. This
means that intelligence determines the damage that finger of fire
does.
Valor is a maintained power in the area of Psychokinesis. This means
your constitution will determine how long you are able to maintain the
power and how much damage is reduced.
Skills
Skills are at the very essence of your power in the Psicorps guild.
You must spend 1/3 the total cost of your current tour on skills
before you are able to advance further.
Optionally, you may choose to focus on them as much as you wish,
as there is no limit to how far you can train your skills before you
choose to advance your tour.
Each skill has a maximum of 100 (though some later open up beyond
this). Some skills have sub skills, which can not be trained until
the parent skill has reached 50. Once the parent skill is at 50, the
sub skill may then be trained up to around 1/4 the parent (this is a
very close estimate, numbers maybe vary a point or two). Finally,
once the parent skill is maxed, the sub skill may be fully trained.
For example: If you train Agility to 60, the maximum for Dodge will
be 15.
Skills fall into 6 categories of progession cost. You can see each
group and calculate the cost of raising each using the skill
calculator.
Skill Calculator
The calculators assume your starting skill is your existing skill.
As such, checking from 1-100 assumes you are currently at a 1.
0 to 100 will give you the entire cost of a skill.
Skill groups here are listed in order of lowest to highest training cost.
Iron Mind | Quicken Mind:
Agility | Stamina:
Dodge | Expertise | Body Hardness | Healing | Energy Charge:
Body Fuel | Psychokinetic Power | Autohypnosis | Psychokinetic Speed:
Total Defense | Whirlwind Attack | Resistance:
You can download a spreadsheet listing all skill costs here
Skills and Powers
Artifacts
Psionatrix
Psionatrix are our guild artifacts. They grant a +10 bonus when
calculating powers (duration, damage, etc). They randomly drop and the
guild gets notified when they do.
Psionatrix of Psychometabolism - Strength
Psionatrix of Psychoportation - Dexterity
Psionatrix of Psychokinesis - Constitution
Psionatrix of Metacreativity - Intelligence
Psionatrix of Clairsentience - Wisdom
Psionatrix of Telepathy - Charisma
See Also: attributes
Skills
Concentration
Skill tier:
1
Prerequisite:
None
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
This is probably the most important skill to train next to autohypnosis.
Actuating a psionic power requires not only ability and skill but great
concentration, especially when someone is trying to blow your freaking
head off.
Without concentration, it is nearly impossible for a Psicorps soldier
to actuate any powers while they are in combat.
Mental Disciplines
Iron Mind
Skill tier:
1
Prerequisite:
None
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
Iron Mind strengthens your ability to handle spell points. The ratio of
spell point to intelligence score increases as you raise this skill.
Inner Strength
Skill tier:
2
Prerequisite:
Iron Mind
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
Inner Strength increases your ability to handle psionic energy. This
allows you to have a larger pool of psionic energy.
At higher levels, this begins to affect your ability to fill your
pool of Psionic Energy from your Energy Charge skill (if you have it.)
Body Fuel
Skill tier:
3
Prerequisite:
Iron Mind, Inner Strength
Type:
Single Activation
Target:
Self
Cost:
Hit Points
Maintain:
None
Command:
actuate body fuel
Description:
You can sacrifice your hit points in order to gain psionic energy. The
ratio of Psionic Energy per HP is dependent upon your training in this
skill.
You must pay close attention when using this skill. Many young Psicorps
soldiers have died by over use of this ability.
The formula for Body Fuel is as follows:
(Skill Level + 25)% HP Converted
Use this calculator to see how much Psionic Energy you get from your HP:
Psychokinetic Power
Skill tier:
3
Prerequisite:
Iron Mind, Inner Strength
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
Psychokinetic Power determine the strength of your psiwielded weapons.
Quicken Mind
Skill tier:
1
Prerequisite:
None
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
Quicken Mind determine how fast you are able to recover spell points at any
time.
Speed of Thought
Skill tier:
2
Prerequisite:
Quicken Mind
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
Speed of Thought determins how quickly you recover psionic energy at any
given time.
Autohypnosis
Skill tier:
3
Prerequisite:
Quicken Mind, Speed of Thought
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
The ability to acutate a power while under the duress of combat is
further improved by placing yourself in a semi-hypnotic state. Once
fully trained, you will never need to worry about your concentration
breaking during combat.
NOTE: Having concentration maxed is a
prerequisite for this skill even though it is not below it in the skill
tree.
Psychokinetic Speed
Skill tier:
3
Prerequisite:
Quicken Mind, Speed of Thought
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
Psychokinetic Speed determine the quickness of your psiwielded weapons.
See Also: psiwield
Physical Disciplines
Agility
Skill tier:
1
Prerequisite:
None
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
This skill increases your speed in the form of increasing your dexterity.
Dodge
Skill tier:
2
Prerequisite:
Agility
Type:
Toggle Activated
Target:
Self
Cost:
10 Stamina
Maintain:
5 Stamina/Combat Round
Command:
actuate dodge <off>
Description:
Dodge allows you to duck out of the way of an incoming attack. Your
chance of avoiding an attack is based on the level of this skill.
Riposte
Skill tier:
3
Prerequisite:
Agility, Dodge
Type:
Toggle Activated
Target:
Self
Cost:
None
Maintain:
1 Stamina/Attack
Command:
actuate riposte
Description:
You become an expert at exploiting the gap in a foe's defenses just
after they make an attack and miss. Riposte allows you to make an
immediate attack while your foe is recovering from their last missed
attack.
Total Defense
Skill tier:
4
Prerequisite:
Agility, Dodge, Riposte
Type:
Toggle Activated
Target:
Self
Cost:
None
Maintain:
15 Stamina/Combat Round
Command:
actuate total defense <off>
Description:
You sacrifice all of your offensive abilities and powers in order to
block or dodge all incoming attacks. Success is dependent on your skill
level.
Expertise
Skill tier:
2
Prerequisite:
Agility
Type:
Toggle Activated
Target:
Self
Cost:
10 Stamina
Maintain:
5 Stamina/Combat Round
Command:
actuate expertise <off>
Description:
By training expertise, you are able to sacrifice some of your defense in
order to hit more effectively with physical attacks.
(This excludes psi-wields, mental attacks, magical attacks, magic-like
attacks, current-y stuff, element-based attacks, and everything else that
it already excludes, plus other stuff that doesn't involve your hands,
face, or feet.)
Combat Reflexes
Skill tier:
3
Prerequisite:
Agility, Expertise
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
Combat Reflexes increases the speed in which you are able to attack
allowing you to gain multiple attacks per round.
The rate of increase is 1 attack / 20 rounds / skill
As such, 20 points in this skill will equal 1 full attack / rd,
with a maximum skill level at 6 attacks / rd.
The number of attacks can be seen in gs2 next to Melee.
Whirlwind Attack
Skill tier:
4
Prerequisite:
Agility, Expertise, Combat Reflexes
Type:
Single Activation
Target:
All Foes
Cost:
50 Stamina
Maintain:
5 Stamina/Foe
Command:
actuate whirlwind attack
Description:
You become a blinding whirl of death, making a single attack against all
foes in the room. Success and damage is dependant on your skill. How many
creatures you affect is dependent on how much stamina you have to spend.
Stamina
Skill tier:
1
Prerequisite:
None
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
Stamina determines how quickly you regain both hit points and stamina.
Body Hardness
Skill tier:
2
Prerequisite:
Stamina
Type:
Passive
Target:
Self
Cost:
None
Maintain:
None
Command:
None
Description:
This skill allows your body to take more punishment by providing more
hit points based on your constitution score.
Healing
Skill tier:
2
Prerequisite:
Stamina
Type:
Passive
Description:
Increases the amount of health returned by your Body Adjustment ability.
Regeneration
Skill tier:
3
Prerequisite:
Healing
Type:
Passive
Description:
Increases your health regeneration.
Resistance
Skill tier:
4
Prerequisite:
Regeneration
Type:
Passive
Description:
Reduces damage from all incoming attacks.
Energy Charge
Skill tier:
2
Prerequisite:
Stamina
Type:
In combat
Target:
Single
Command:
actuate energy charge
Description:
Once trained, Energy Charge allows you to draw psychic energy from
a target you're in combat with and store it in a special reserve.
Targets of this power will get a saving throw, modified by your
compared intelligence, to avoid this drain.
As you drain your PE through normal use it will refill from this
reserve. The rate of return and maximum reserve are both based
upon your skill level.
Overchannel
Skill tier:
3
Prerequisite:
Energy Charge
Type:
Out of combat
Command:
actuate overchannel [value]
Description:
Once you've trained this skill you can convert your unused Stamina
into Psychic Energy. The amount you can convert as well as the range
of the value are both determined by your skill level.
Powers
About Powers
Powers in the Psicorps fall into 7 tiers. Tiers are unlocked by obtaining
Tour Levels.
The number of powers you have access to at one time in each tier is
determined by your tour level. The higher you are, the greater number
available to select. To see how many are availalbe at what levels,
please see the tours list.
Stats directly effect the power and performance of their related area of
expertise. So you can say that each of your attributes are important to
that of a Psicorps soldier.
Power Attributes:
Stat - Strength
Area of Expertise - Psychometabolism
Description - Psi-biofeedback
Stat - Dexterity
Area of Expertise - Psychoportation
Description - Move in spacetime
Stat - Constitution
Area of Expertise - Psychokinesis
Description - Manipulate Energy
Stat - Intelligence
Area of Expertise - Metacreativity
Description - Out of thin air
Stat - Wisdom
Area of Expertise - Clairsentience
Description - See what's hidden
Stat - Charisma
Area of Expertise - Telepathy
Description - Mental Contact
For example, finger of fire is in the area of Metacreativity. This
means that intelligence determines the damage that finger of fire
does.
Valor is a maintained power in the area of Psychokinesis. This means
your constitution will determine how long you are able to maintain the
power and how much damage is reduced.
Tier 1
lesser body adjustment
Power Tier:
1
Expertise:
Psychometabolism
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Self
Command:
actuate lesser body adjustment
Description:
Using psionic energy, you stimulate the cells in your body to heal
at an incredible rate. Your stat in psychometabolism determines
how efficient your psionic energy stimulates your cells.
expanded vision
Power Tier:
1
Expertise:
Clairsentience
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Adjacent Room
Command:
actuate expanded vision [direction]
Description:
Your vision expands to give you insight into what an adjacent room
looks like. A Master Sergeant or higher can also discern the contents
of the room.
psychic impression
Power Tier:
1
Expertise:
Clairsentience
Cost:
5 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate psychic impression <target> [recip]
Description:
While concentrating on your target, you can acquire information about
your foes strengths, weakness, and overall abilities.
You can show the output to 'recip' by including their name after the target.
This ability scales with Tour.
Example Psychic Impression readout
(results will change based on level)
undead sense
Power Tier:
1
Expertise:
Clairsentience
Cost:
5 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate undead sense <target>
Description:
Your power reaches into the Astral plane to detect the cord that binds
undead creatures to this realm. This reveals to you if your <target>
is
undead or not.
bolt
Power Tier:
1
Expertise:
Metacreativity
Cost:
5 Psionic Energy
Stamina Cost:
0
Maintain:
1 Psi per combat round
Duration:
Intelligence * 15 rounds
Target:
Self
Command:
actuate bolt
Description:
You summon a shoulder mounted bolt gun that fires roughy 2 out of 3
rounds in combat.
pyrokinesis
Power Tier:
1
Expertise:
Metacreativity
Cost:
5 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate pyrokinesis [target]
Description:
With nary a thought, you engulf your target in burning flames.
If a target isn't specified, then you will fire at your current target.
kinetic punch
Power Tier:
1
Expertise:
Psychokinesis
Cost:
5 Psionic Energy
Stamina Cost:
5 Stamina
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate kinetic punch [target]
Description:
You form a fist of kinetic psychic energy that you hurl at
your opponent like a punch.
If no target is identified, then you will punch your current
attacker.
valor
Power Tier:
1
Expertise:
Psychokinesis
Cost:
5 Psionic Energy
Stamina Cost:
0
Maintain:
1 Psi per combat round
Duration:
Constitution * 15 rounds
Target:
Self
Command:
actuate valor
Description:
You form a light shell of pyschic energy around your body that
absorbs the energy of an attack, thus reducing the damage that you
take.
NOTE: Not compatible with improved or greater
valor.
brightsight
Power Tier:
1
Expertise:
Psychometabolism
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
1 Psi per combat round
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate brightsight
Description:
Your eyes begin to glow as bright as a single torch, allowing you to see
in the dark. You can turn this power off before the duration elapses,
however, no matter what, it will always cost to turn this power on.
talons
Power Tier:
1
Expertise:
Psychometabolism
Cost:
5 Psionic Energy
Stamina Cost:
0
Maintain:
1 Stam per combat round
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate talons <off>
Description:
Your fingers transform into sharp talons that allow you to make a swipe
attack against your opponent each combat round. You must have one hand
free to activate this power. Talons stays active for the duration or
until you no longer have the stamina to keep it active.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
NOTE: Not compatible with bear claw or
conductive grasp.
verve
Power Tier:
1
Expertise:
Psychometabolism
Cost:
15 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate verve <off>
Description:
By producing pychic enegry, a PsiCorps soldier is able to bring about
great vitality to their own body, granting them increased health.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
NOTE: Not compatible with improved or greater
verve.
burst
Power Tier:
1
Expertise:
Psychoportation
Cost:
10 Psionic Energy
Stamina Cost:
10 Stamina
Maintain:
None
Duration:
Instant
Target:
Self
Command:
actuate burst
Description:
By bending time and space, you execute a second attack in the same combat
round.
call weaponry
Power Tier:
1
Expertise:
Psychoportation
Cost:
5 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Dexterity * 15 rounds, give or take
Target:
Self
Command:
actuate call weaponry
Description:
You randomly create a psimetal weapon called through psychic energy. This
new weapon is only temporary as forces attempt to pull it back to the
hole that it left.
Call Weaponry summons a weapon of 55 Weapon Class.
The type of weapon can vary from dagger, mace, sword and axe.
Damage can be edge, blunt, fire, ice or electric.
float
Power Tier:
1
Expertise:
Psychoportation
Cost:
15 Psionic Energy
Stamina Cost:
0
Maintain:
2 Stam per round
Duration:
Dexterity * 15 rounds
Target:
Self
Command:
actuate float <off>
Description:
Through a constant psychoportation push, you appears to be boyant in
water. In all actuality, you are in a small teleport loop that keeps you
in the same position relative to the water.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
daze
Power Tier:
1
Expertise:
Telepathy
Cost:
15 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate daze [target]
Description:
You reach into your opponents mind in an attempt to stun them for a round.
Success is dependent on your expertise in telepathy.
telempathic-projection
Power Tier:
1
Expertise:
Telepathy
Cost:
15 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Special
Target:
Mob
Command:
actuate telempathic projection <target>
Description:
You project a strong lethargic empathy into a mob's mind that they lose
the thrill of the hunt and will no longer chase you. The mob will simply
return to its place of origin.
This type of mental contact is extremely draining and you will not be
able project again on any mob until you have recovered after a period
of time.
Tier 2
combat precognition
Power Tier:
2
Expertise:
Clairsentience
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
2 Psi per combat round
Duration:
Wisdom * 15 rounds
Target:
Self
Command:
actuate combat precognition <off>
Description:
Combat Precognition allows you to anticipate melee attacks against you,
giving you an advantage to help avoid a blow. Using your mental acuity,
you expand your vision to a 360 degree field around your person. This
allows you to have and expanded 'peripheral' type of vision.
NOTE: Not compatible with shield of prudence.
object reading
Power Tier:
2
Expertise:
Clairsentience
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Carried Weapons/Armors
Command:
actuate object reading <object>
Description:
This power allows you to compare an armour or weapon in your inventory
against the same type that you are currently wearing or wielding.
For example, if you are wielding a longsword and are carrying a shortsword
and acutate object reading shortsword. It will compare that shortsword to
the longsword you are wielding.
The comparisons are very general.
astral construct 1
Power Tier:
2
Expertise:
Metacreativity
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 1 Round
Target:
Foe
Command:
actuate astral construct 1
Description:
You call forth a construct from the Astral plane to aid in battle
against your current attacker. It lasts as long as the duration or
until your fight with the current attacker is over, whichever comes
first.
This construct can only smash your enemies.
NOTE: You can only have one of the Astral
Construct modules loaded
at a time.
firefall
Power Tier:
2
Expertise:
Metacreativity
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Up to 3 creatures
Command:
actuate firefall [target]
Description:
You produce a "waterfall" of fire that engulfs your target and randomly
splashes on two other creatures in the room.
lesser metaphysical weapon
Power Tier:
2
Expertise:
Metacreativity
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 15 rounds
Target:
One Weapon
Command:
actuate lesser metaphysical weapon on [weapon]
Description:
You bring forth psychic energy and envelope an average weapon to make
it more effective in battle. This maybe applied only once per weapon for
the duration. If the weapon is too strong, this will fail.
NOTE: Not compatible with metaphysical weapon.
biocurrent
Power Tier:
2
Expertise:
Psychokinesis
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
1 Psi per combat round + 2 SP Per Mob/Combat Round
Duration:
Special
Target:
2 Mobs max
Command:
actuate biocurrent [target] or [target],[target]
Description:
You create an electrical current between you and up to two other mobs.
The linked creatures take damage each round as long as you have SPs
available to maintain the link. Leaving the room (either you or the mob)
causes the link to break and you will have to re-establish it.
Description:
You are able to gather the ambient light in room and increase its brightness
based on your expertise in psychokinesis. This lasts until the room returns
to its natural state.
lesser concussion
Power Tier:
2
Expertise:
Psychokinesis
Cost:
25 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
1 Combat Round
Target:
Foe
Command:
actuate lesser concussion [target]
Description:
You fire a concussive blast at your opponent, causing damage and
possibly stunning them for a round.
If no target is specified, then your current attacker will be used.
biofeedback
Power Tier:
2
Expertise:
Psychometabolism
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
2 Psi per combat round
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate biofeedback <off>
Description:
Biofeedback allows you to take control of your nervous system and be able to
create a biofeedback wave to dissipate some of the pain and damage that you
are being exposed to when in combat.
NOTE: Not compatible with improved biofeedback.
empathic transfer
Power Tier:
2
Expertise:
Psychometabolism
Cost:
10 Psionic Energy + Hit Points
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Party Memeber
Command:
actuate empathic transfer [target]
Description:
Your psionic emplant allows you to create a strong empathic bond with
one of your party members. This allows you to take on their pain,
transfering it from them and placing it onto you. The efficiency of
this transfer is dependent on your expertise in psychometabolism.
WARNING: You can take on more pain than your body
can bare which will
result in death.
iron jaw
Power Tier:
2
Expertise:
Psychometabolism
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
2 Stam per combat round
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate iron jaw <off>
Description:
Your jaw becomes elongated and strong as iron. This allows you
to attempt a bite attack along with your normal attack.
Even though you can turn off this power before the duration is up, it
will always costs PE to turn on.
NOTE: Not compatible with steel jaw.
vigor
Power Tier:
2
Expertise:
Psychometabolism
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate vigor <off>
Description:
Using your psychic energy to balance your bodily and mental strength
allows you to temporarily increase your constitution.
Even though you are able to turn this power off before the duration
is complete, it will always cost you energy turn it on.
NOTE: Not compatible with improved vigor.
chain
Power Tier:
2
Expertise:
Psychoportation
Cost:
10 Psionic Energy/action
Stamina Cost:
10 Stamina/action
Maintain:
None
Duration:
1 Round
Target:
Self
Command:
actuate chain [action], [action]
Description:
You distort time and space allowing you to execute two actions in a
single round.
WARNING: "chaining" chain or hustle will cause a
tear in the fabric of space/time. Consequences are dire.
dissipating touch
Power Tier:
2
Expertise:
Psychoportation
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate dissipating touch [target]
Description:
You reach out and touch your opponent, teleporting a small piece of them
away. You must have a free hand to use this attack.
demoralize
Power Tier:
2
Expertise:
Telepathy
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Permenant
Target:
1 Mob
Command:
actuate demoralize on [target]
Description:
You reach into a mob's mind and bring them visions of death and despair
which causes them to drop their defenses. The effectiveness of this
power is determined by your expertise in telepathy.
A mob can only be affected by this once. A target must be supplied.
NOTE: If you have the demoralize VAF perk, the
custom tag must NOT contain inappropriate language
for the mud because it leaves a public message that other mudders can see
lesser mindlink
Power Tier:
2
Expertise:
Telepathy
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
2 Psi per round
Duration:
Charisma * 15 rounds
Target:
1 Party Member
Command:
actuate lesser mindlink [member] <off>
Description:
You connect your mind to that of one of your fellows in a party. This
allows the pooling of your spell points and their spell points. Both of
you draw from this pool when you use spell points.
Both you and the party member must be in the same room to initialize the
link. You can be in different rooms and maintain the link, but only for
a few seconds.
You are able to terminate the link before the duration expires, however
it always costs to establish the link.
Tier 3
combat prescience
Power Tier:
3
Expertise:
Clairsentience
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
3 Psi per combat round
Duration:
Wisdom * 15 rounds
Target:
Self
Command:
actuate combat prescience <off>
Description:
You create a psychic field that centers on you an spreads out into
the immediate area. This gives you an impression that allows you to
sense the movements of your enemies, providing you the insight to
predict where your enemy will be and where the best place to strike
them is, thus increasing the accuracy of your hit.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
recall pain
Power Tier:
3
Expertise:
Clairsentience
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate recall pain
Description:
You impress upon your target's nervous system the amount of damage
that they just took and they take it again.
The power can only used every other round.
NOTE: Not compatible with recall agony or recall
torment.
You must be in combat with the target for this to function.
see invisibility
Power Tier:
3
Expertise:
Clairsentience
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instantaneous
Target:
Self
Command:
actuate see invisibility
Description:
A slight psychic energy field emmanates from your body, allowing you to
sense invisibile creatures in the area.
astral construct 2
Power Tier:
3
Expertise:
Metacreativity
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 1 Round
Target:
Foe
Command:
actuate astral construct 2 <focus>
Description:
You call forth a construct from the Astral plane to aid in battle
against your current attacker. It lasts as long as the duration or
until your fight with the current attacker is over, whichever comes
first.
If your Psychokinetic Power has been trained to at least 20, you may
specify a damage focus. The available focuses are edged and blunt.
i.e. actuate astral construct 2 edged
This is an upgrade to Astral Construct 1.
NOTE: You can only have one of the Astral
Construct modules loaded
at a time.
burning ray
Power Tier:
3
Expertise:
Metacreativity
Cost:
60 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate burning ray on [target]
Description:
Up to three beams of fire shoot from your eye and scorch your target.
If no target is specified, then your current attacker will be used.
You cannot use this power while wearing a helmet.
ectoplasmic cocoon
Power Tier:
3
Expertise:
Metacreativity
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 15 rounds
Target:
Foe
Command:
actuate ectoplasmic cocoon [target]
Description:
You created an ectoplasmic barrier around your <target> that prevents
them from leaving the area. It doesn't not prevent them from attacking, only
from leaving.
psycholuminescence
Power Tier:
3
Expertise:
Metacreativity
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Target:
Intelligence * 15 rounds
Command:
actuate psycholuminescence <object>
Description:
You call forth the psychic energy within an object to reveal itself.
This causes the object to glow brightly for a certain amount of time
based on your expertise in Metacreativity.
Once an object has revealed its psychic energy, it cannot be revealed
again until the duration has expired.
concussion
Power Tier:
3
Expertise:
Psychokinesis
Cost:
50 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
2 Combat Rounds
Target:
Foe
Command:
actuate concussion [target]
Description:
You fire a concussive blast at your opponent, causing damage and possibly
stunning them for a couple of rounds.
invisibility
Power Tier:
3
Expertise:
Psychokinesis
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Constitution * 15 rounds
Target:
Self
Command:
actuate invisibility <off>
Description:
Using psychokinsis, you actually bend light around your body, which
makes you viritually invisible.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
sever the tie
Power Tier:
3
Expertise:
Psychokinesis
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
One Undead Creature
Command:
actuate sever the tie <undead>
Description:
All undead beings are connected to this world through an astral cord.
Using psychokinetic power, you are able to sever that tie and thus heavily
damaging the undead's existance on this plane.
animal affinity
Power Tier:
3
Expertise:
Psychometabolism
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Strength * 15 Rounds
Target:
Self
Command:
actuate animal affinity [type]
Description:
By focusing your psychic energy on a specific animal type, you gain the
greatest attribute of that animal. You can focus on one type of animal
at a time. The types are:
The endurance of the bear.
The grace of a cat.
The wisdom of an owl.
The cunningness of a fox.
The strength of a bull.
The splendor of an eagle.
bear claw
Power Tier:
3
Expertise:
Psychometabolism
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
3 Stam per combat round
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate bear claw <off>
Description:
Your hand transforms into that of a bear's. Sharp claw protrude,
allowing you to make an additional attack per round while you have
the stamina. You must have one hand free to use this power and it
remains active for the duration and while you have the stamina.
You may turn off this power before the duration has expire, however
there is always a cost to turn on this power.
NOTE: Not compatible with talons or conductive
grasp.
body adjustment
Power Tier:
3
Expertise:
Psychometabolism
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Self
Command:
actuate body adjustment
Description:
Using psionic energy, you stimulate the cells in your body to heal
at an incredible rate. Your stat in psychometabolism determines
how efficient your psionic energy stimulates your cells.
painful touch
Power Tier:
3
Expertise:
Psychometabolism
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
1 combat round
Target:
Foe
Command:
actuate painful touch <target>
Description:
You convert your psychic energy into an electrical charge that you discharge
through your fingers when you make contact with your <target>. You
must have one hand free in order to use this attack.
blur
Power Tier:
3
Expertise:
Psychoportation
Cost:
20 Psionic Energy
Stamina Cost:
3 Stamina
Maintain:
3 Stam per combat round
Duration:
10 combat rounds
Target:
Self
Command:
actuate blur
Description:
Your body becomes blurry with speed, allowing you to make an additional
attack every round for the next 10 rounds (unless you run out of stamina).
levitate
Power Tier:
3
Expertise:
Psychoportation
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Dexterity * 15 rounds
Target:
Self
Command:
actuate levitate <off>
Description:
You are able to stack your psychic energy underneath your body, lifting
it straight up or down in the air. At the end of the duration or if you
decided to turn it off, your body will float gently down to the ground
again.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
lesser fate link
Power Tier:
3
Expertise:
Telepathy
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
5 Psi + 5 Stam per combat round
Duration:
Special
Target:
2 Creatures
Command:
actuate lesser fate link [creature] and [creature] <off>
Description:
You telepathically connect two creatures together in a destructive
psychic link. When one of the creatures take damage the other creature
takes the same damage, as long as you have the Psionic Energy and stamina to
maintain the link.
mindlink
Power Tier:
3
Expertise:
Telepathy
Cost:
20 Psionic Energy
Stamina Cost:
0
Maintain:
3 Psi per round
Duration:
Charisma * 15 rounds
Target:
2 Party Members
Command:
actuate mindlink on <member> and <member>
<off>
Description:
You connect your mind to that of two of your fellows in a party. This
allows the pooling of your spell points and their spell points. All of
you draw from this pool when you use spell points.
You and the party members must be in the same room to initialize the
link. You can be in different rooms and maintain the link, but only for
a few seconds.
You are able to terminate the link before the duration expires, however
it always costs to establish the link.
Tier 4
insightful reaction
Power Tier:
4
Expertise:
Clairsentience
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
1 Psi per round
Duration:
Instant
Target:
Self
Command:
actuate insightful reaction [details]
Description:
This ability allows you to spend some Psionic Energy every round to keep
one or more actions at the forefront of your reactions.
For instance, you could set it up to leave the room when your hit points
drop too low. Or perhaps switch out a power when your stamina is waning.
Each prepared action costs you 1 Psi per round. Thus, having a single
reaction prepared will cost 1 PLUS the 1 maintenance cost for this power.
Having 2 prepared actions would thusly cost 3 Psi energy.
Cost starts to ramp up with many actions, however.
Having 1392 prepared actions would get you banned, if you pulled it off.
You can clear all your insightful reactions with [ir off or using [ir clear.
You can remove a single reaction with [ir clear [which#]
Insightful reactions fire after triage but before repeats.
Also after contingencies and clarity of mind.
Insightful actions are not free like contingencies.
Example insightful reactions:
[ir drink potion when at 500 hp
[ir [ba when at 1200 hp
[ir scream when at 2000 sp
[ir [ir clear 1 when at 4000 stam
[ir [ir clear 2 when at 4000 pe
ubiquitous vision
Power Tier:
4
Expertise:
Clairsentience
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Current Room
Command:
actuate ubiquitous vision
Description:
Your psychic energy gives you sight beyond sight and all available
directions become apparent to you.
astral construct 3
Power Tier:
4
Expertise:
Metacreativity
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 1 Round
Target:
Foe
Command:
actuate astral construct 3 <focus>
Description:
You call forth a construct from the Astral plane to aid in battle
against your current attacker. It lasts as long as the duration or
until your fight with the current attacker is over, whichever comes
first.
If your Psychokinetic Power has been trained to at least 40, you may
specify a damage focus. The available focuses are edged, blunt and fire.
i.e. actuate astral construct 3 fire
This is an upgrade to Astral Construct 2.
NOTE: You can only have one of the Astral
Construct modules loaded
at a time.
dismiss ectoplasm
Power Tier:
4
Expertise:
Metacreativity
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Ectoplasm
Command:
actuate dismiss ectoplasm [ectoplasm]
Description:
You instantly send the targeted ectoplasm back to the Astral plane.
NOTE: THIS POWER HAS BEEN REPLACED WITH PSYCHIC
DISJUNCTION.
ectoplasmic wall
Power Tier:
4
Expertise:
Metacreativity
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 15 rounds
Target:
One Room Exit
Command:
actuate ectoplasmic wall [exit]
Description:
You create a hard ectoplasmic barrier that completely blocks the targeted
exit. This is a one way block, beings can still travel from that exit into
your current room.
whitefire
Power Tier:
4
Expertise:
Metacreativity
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
1 Combat Round
Target:
Up to 5 Foes
Command:
actuate whitefire <target>
Description:
You produce a white hot blast of fire that hits your target and up to four
other creatures in the room.
greater concussion
Power Tier:
4
Expertise:
Psychokinesis
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
5 combat rounds
Target:
Foe
Command:
actuate greater concussion [target]
Description:
You fire a concussive blast at your opponent, causing damage and
possibly stunning them for up to five rounds.
This is an upgrade to concussion.
If no target is specified, then your current attacker will be used.
improved valor
Power Tier:
4
Expertise:
Psychokinesis
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
10 Psi per combat round
Duration:
Constitution * 15 rounds
Target:
Self
Command:
actuate improved valor <off>
Description:
You form a shell of pyschic energy around your body that absorbs the
energy of an attack, thus reducing the damage that you take.
This is an upgrade to valor.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
NOTE: Not compatible with valor or greater
valor.
inertial barrier
Power Tier:
4
Expertise:
Psychokinesis
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
4 Psi per combat round
Duration:
Constitution * 15 rounds
Target:
Self
Command:
actuate inertial barrier <off>
Description:
You create an intertial barrier around your body which slows down any
incoming physical attacks. This lessens the impact of any blow to you.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
conductive grasp
Power Tier:
4
Expertise:
Psychometabolism
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
4 Stam per combat round
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate conductive grasp <off>
Description:
Your hands begin to glow with a reddish tint, indicative of a powerful
psionic enhancement. You attempt to make an extra attack with your hand
each round. A hit causes damage to your foe and transfers some of that
damage as healing back to you.
You must have a free hand to actuate this power.
Even though you can turn off this power before the duration is up, it
will always costs Psionic Energy to turn on.
NOTE: Not compatible with talons or bear claw.
displacement
Power Tier:
4
Expertise:
Psychometabolism
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
3 Stam per combat round
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate displacement <off>
Description:
Your body starts vibrating extremely fast making it hard for others to
pinpoint your exact location.
Even though you can turn off this power before the duration is up, it
will always costs Psionic Energy to turn on.
improved biofeedback
Power Tier:
4
Expertise:
Psychometabolism
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
4 Psi per combat round
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate improved biofeedback <off>
Description:
You are able to re-direct your nervous system and shrug off quite of
bit of the damage taken.
Even though you are able to turn off this power before the duration
ends, it will always cost energy to turn on.
NOTE: Not compatible with biofeedback.
psychofeedback
Power Tier:
4
Expertise:
Psychometabolism
Cost:
40 Psionic Energy + (-stat)
Stamina Cost:
0
Maintain:
None
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate psychofeedback <int/wis/cha>
for <str/dex/con> <off>
Description:
You sacrifice one of your mental attributes to increase one of your
physical attributes. Because of ths strain of this action, you can
perform this on one attribute at a time.
Even though you can turn off this power before the duration is up, it
will always costs Psionic Energy to turn on.
astral steed
Power Tier:
4
Expertise:
Psychoportation
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Permanent*
Target:
None
Command:
actuate astral steed <off>
Description:
You summon a creature from the Astral plane as a beast of burden. The
carrying capacity of this steed is dependent on your stat in
psychoportation.
Your own steed always response to 'my astal steed', so you can give
things to your steed easily even if multiple Psicorps have theirs
together in a big horse orgy of astralness.
*If you remove this psicrystal, your steed will
disappear. Probably
with anything it was holding.
fly
Power Tier:
4
Expertise:
Psychoportation
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Dexterity * 15 rounds
Target:
Self
Command:
actuate fly <off>
Description:
Using your psychoportative powers, you generate a teleportation loop
that allows you to move through the air with ease. This gives the
illusion that you are flying.
Even though you can turn off this power before the duration is up, it
will always costs Psionic Energy to turn on.
Description:
You distort time and space allowing you to execute three actions in a
single round. Alternatively, you can turn passive mode on and any
time you attempt to do more than one command in a round, it will allow
it with the aforementioned costs. You can toggle it with 'hustle passive'
or turn it directly on with 'passive on' or directly off with 'passive off'
(Note: passive mode has a 3+ command limit, it
increases with tours)
WARNING: "hustling" hustle or chain will cause a
tear in the fabric
of space/time. Consequences are dire. (You lose GXP.)
forget
Power Tier:
4
Expertise:
Telepathy
Cost:
40 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate forget <target>
Description:
You reach into your attacker's mind and completely erase their short
term memory. This causes them to forget what they were doing and
essentailly stops all combat. Your success is based on your
telepathy stat.
Tier 5
greater body adjustment
Power Tier:
5
Expertise:
Psychometabolism
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Self
Command:
actuate greater body adjustment
Description:
Using psionic energy, you stimulate the cells in your body to heal
at an incredible rate. Your stat in psychometabolism determines
how efficient your psionic energy stimulates your cells.
recall agony
Power Tier:
5
Expertise:
Clairsentience
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate recall agony
Description:
You impress upon your target's nervous system the amount of damage
that they just took and they take it again.
You can only activate this power every 5 rounds.
NOTE: Not compatible with recall pain or recall
torment.
You must be in combat with the target for this to function.
astral construct 4
Power Tier:
5
Expertise:
Metacreativity
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 1 Round
Target:
Foe
Command:
actuate astral construct 4 <focus>
Description:
You call forth a construct from the Astral plane to aid in battle
against your current attacker. It lasts as long as the duration or
until your fight with the current attacker is over, whichever comes
first.
If your Psychokinetic Power has been trained to at least 60, you may
specify a damage focus. The available focuses are edged, blunt, fire and
ice.
i.e. actuate astral construct 4 ice
This is an upgrade to Astral Construct 3.
NOTE: You can only have one of the Astral
Construct modules loaded
at a time.
contingency
Power Tier:
5
Expertise:
Metacreativity
Cost:
80 Psionic Energy + special
Stamina Cost:
0
Maintain:
None
Duration:
Special
Target:
Self
Command:
actuate contingency at [hp/sp/pe/sta] do [power]
Description:
When the level of [hp/sp/pe/sta] drops below their stated level, you
bring forth you psychic powers to automatically actuate another power.
Once a contingency is created, it remains until it is spent or another
contingency replaces it.
The cost of the contingency, is the cost to actuate it and the cost to
actuate the power in the contingency.
metaphysical weapon
Power Tier:
5
Expertise:
Metacreativity
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 15 rounds
Target:
One Weapon
Command:
actuate metaphysical weapon [weapon]
Description:
You bring forth psychic energy and envelope a good weapon to make
it more effective in battle. This may be applied only once per weapon for
the duration.
NOTE: Not compatible with lesser metaphysical
weapon.
brilliant blast
Power Tier:
5
Expertise:
Psychokinesis
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Permanent
Target:
Up to 10 creatures
Command:
actuate brilliant blast
Description:
You build up psychokinetic engery into a brilliant blast of heat and
light that can affect up to 10 creatures in the room. The heat burns
the creatures in an instant and the brilliance has a chance to blind
them for the duration. (Blindness reduces a monster's ability to
defend from incoming attacks.)
There is no targeting. The blast will affect up to 10 random creatures
in the room.
matter rearrangement
Power Tier:
5
Expertise:
Psychokinesis
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Permenant
Target:
Armor or Melee Weapon
Command:
actuate matter rearrangement [object] into [object]
Description:
Using your psychokinetic power, you excite the atoms in a piece of
armor or a weapon and cause it to change shape to fit your needs.
Because this shift is extreme, some magical powers within the armor or
weapon maybe lost. Definitely some of the strength of the new object
is lost compared to the old object.
For weapons your rearrangement choices are:
sword, axe, staff, dagger, mace, lance, polearm, spear
For armors your rearrangement choices are:
armour, shield, breastplate, greaves
E.g.: actuate matter rearrangement axe of doom into mace
actuate matter rearrangement armor of demons into breastplate
Note: Using this on a Ghoti Blade (changed to
dagger), the WC changed from 59 to 47.
dissolving touch
Power Tier:
5
Expertise:
Psychometabolism
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate dissolving touch [target]
Description:
Your fingertips start to drip with acid as you reach out and touch your
attacker with them. This causes a burning acid wound on your attacker.
You must have one hand free to use this power.
energy barrier
Power Tier:
5
Expertise:
Psychometabolism
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate energy barrier <off>
Description:
You form a barrier around your body that helps defelect any energy
attacks made against you.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
Note: This defensive ability protects from the
following damage types:
fire/ice/electric/radiation
improved verve
Power Tier:
5
Expertise:
Psychometabolism
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate improved verve <off>
Description:
By producing pychic enegry, a PsiCorps soldier is able to bring about
great vitality to their own body, granting them increased health.
This is an upgrade to verve.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
NOTE: Not compatible with verve or greater
verve.
steel jaw
Power Tier:
5
Expertise:
Psychometabolism
Cost:
80 Psionic Energy
Stamina Cost:
Maintain:
4 Stam per combat round
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate steel jaw <off>
Description:
Your jaw becomes elongated, shiny, and strong as steel.
You are able to attempt a bite attack along with your normal attack.
Even though you can turn off this power before the duration is up, it
will always costs Psionic Energy to turn on.
NOTE: Not compatible with iron jaw.
baleful teleport
Power Tier:
5
Expertise:
Psychoportation
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate baleful teleport [attacker]
Description:
Reaching out with your mind, you cause pieces of your target's body to
teleport to somewhere else in the realms.
sending
Power Tier:
5
Expertise:
Psychoportation
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Another Player
Command:
actuate sending on <object> to <player>
Description:
You warp the space around an <object> so that it appears in the same
room as another <player>.
Warp fields of this nature are very unstable and need to be formed in
areas that are clear of Astral fluctuations at your location as well as
the <player>'s location.
Your attempt will simply fail if it's not clear.
metaconcert
Power Tier:
5
Expertise:
Telepathy
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
15 rounds * charisma
Target:
Another Psicorps
Command:
actuate metaconcert with [psicorps]
Description:
You reach into another Psicorps member's mind and create a metaphysical
link between each other. Psychic energy pools between the link,
each member can pull from the combined energy.
You and the other member must be in the same room to initialize the
link. You can be in different rooms and maintain the link, but only for
a few seconds.
You are able to terminate the link before the duration expires, however
it always costs to establish the link.
Only one link can exist at a time.
suggestion
Power Tier:
5
Expertise:
Telepathy
Cost:
80 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
A single mob
Command:
actuate suggestion to <mob>
Description:
You reach into the mind of your target mob and they received the
suggestion that they are currently in the wrong room.
If it works, they will wander out a random direction.
Tier 6
precognition
Power Tier:
6
Expertise:
Clairsentience
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
6 Psi per combat round
Duration:
Wisdom * 15 rounds
Target:
Self
Command:
actuate precognition <off>
Description:
You become aware of your surroundings and can anticipate your opponent's
attack, be it spell or sword, allowing you to dodge out of the way.
Your awareness is directly related to your clairsentience stat.
shield of prudence
Power Tier:
6
Expertise:
Clairsentience
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
6 Psi per combat round
Duration:
Wisdom * 15 rounds
Target:
Self
Command:
actuate shield of prudence <off>
Description:
You become aware of your surroundings and can anticipate your opponent's
melee attacks, allowing you to block it. Your awareness is directly related
to
your expertise in clairsentience.
Note: Not compatible with combat precognition.
astral construct 5
Power Tier:
6
Expertise:
Metacreativity
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence *1 Round
Target:
Foe
Command:
actuate astral construct 5 <focus>
Description:
You call forth a construct from the Astral plane to aid in battle
against your current attacker. It lasts as long as the duration or
until your fight with the current attacker is over, whichever comes
first.
If your Psychokinetic Power has been trained to at least 80, you may
specify a damage focus. The available focuses are edged, blunt, fire,
ice and acid.
i.e. actuate astral construct 5 acid
This is an upgrade to Astral Construct 4.
NOTE: You can only have one of the Astral
Construct modules loaded at a time.
ectoplasmic armor
Power Tier:
6
Expertise:
Metacreativity
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 15 rounds
Target:
None
Command:
actuate ectoplasmic armor [type]
Description:
You pull and harden some ectoplasm into a wearable piece of armor.
Even though it is strong and durable, it is still breakable. When
the duration is up, the ectoplasm dissipates back into the Astral
plane.
The strength of the armor is dependent on your expertise in metacreativity.
flaming shroud
Power Tier:
6
Expertise:
Metacreativity
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 1/2 round
Target:
Foe
Command:
actuate flaming shroud [attacker]
Description:
You create a mass of flames and shroud your target with them. They take
damage from the flames for the duration. Only one shroud of flames can
be on a person at a time.
greater biocurrent
Power Tier:
6
Expertise:
Psychokinesis
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
3 Psi per combat round + 6 SP Per Mob/Combat Round
Duration:
Special
Target:
4 Mobs max
Command:
actuate greater biocurrent [target]
Description:
You create an electrical current between you and up to four other mobs.
The linked creatures take damage each round as long as you have SPs
available to maintain the link. Leaving the room (either you or the mob)
causes the link to break and you will have to re-establish it.
Targets must be specified to use this power. This is an upgrade to
biocurrent. Not compatible with biocurrent.
psychic vampire
Power Tier:
6
Expertise:
Psychokinesis
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate psychic vampire on <attacker>
Description:
You reach into your opponents mind and forcefully draw out their mental
energy and transfer it to yourself as psionic energy. Your effectiveness
in both quantity and conversion ratio is directly related to
Psychokinesis stat.
Note: This will give you considerably more
returns than Body Fuel, but some mob types are immune.
adapt body
Power Tier:
6
Expertise:
Psychometabolism
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
6 Psi per combat round
Duration:
Strength * 15 Rounds
Target:
Self
Command:
actuate adapt body against [type] <off>
Description:
You use your psychic energy to adapt your body to resist a single type
of damage.
The damage types are listed in the following order:
edged blunt fire ice acid electric mind energy poison radiation
Even though you are able to turn this power off before the duration
is complete, it will always cost you energy turn it on.
greater verve
Power Tier:
6
Expertise:
Psychometabolism
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Strength * 15 rounds
Target:
Self
Command:
actuate greater verve <off>
Description:
By producing pychic enegry, a PsiCorps soldier is able to bring about
great vitality to their own body, granting them increased health.
This is an upgrade to improved verve.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
NOTE: Not compatible with verve or improved
verve.
phase shift
Power Tier:
6
Expertise:
Psychoportation
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
5 Psi + 8 Stam per round and 25 Psi + 30 Stam per combat round
Duration:
8*Dex Rounds
Target:
Self
Command:
actuate phase shift
Description:
Actuating this power will move a significant amount of your physical
matter into the psionic ether that surrounds you. For the duration
of this ability you will take significantly less damage from any
physical assaults.
sanctuary
Power Tier:
6
Expertise:
Psychoportation
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Dexterity * 1 round
Target:
Self
Command:
actuate sanctuary <off>
Description:
You instantly transport yourself to a sanctuary detached from the
current reality. In this sanctuary you can not actuate any psionic
abilities except to leave the sanctuary.
greater mindlink
Power Tier:
6
Expertise:
Telepathy
Cost:
240 Psionic Energy
Stamina Cost:
0
Maintain:
25 Psi per round
Duration:
Charisma * 15 rounds
Target:
Any/All Party Members
Command:
actuate greater mindlink <off/list-of-people>
Description:
You connect your mind to that of the entire party. This allows the pooling
of your spell points and their spell points. All of you draw from this
pool when you use spell points.
You and the party members must be in the same room to initialize the
link. You can be in different rooms and maintain the link, but only for
a few seconds.
You are able to terminate the link before the duration expires, however
it always costs to establish the link.
You must specify the party members to be included and they must all
be in the same room as you. This allows you to exclude members that
would rather not be involved.
mind switch
Power Tier:
6
Expertise:
Telepathy
Cost:
160 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Charisma * 15 rounds
Target:
Foe
Command:
actuate mind switch [target] <off>
Description:
You reach out and swap intelligence with the creature that you are fighting.
Tier 7
clarity of mind
Power Tier:
7
Expertise:
Clairsentience
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Until Used
Target:
Command:
actuate clarity of mind <off>
/<at HP dir1,dir2,..>
Description:
Clarity of Mind allows you to set up a string of _directional_ commands
that will occur when your hit points drop below a certain point. The
number of directions that can be given depends on your clairsentience stat.
recall torment
Power Tier:
7
Expertise:
Clairsentience
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate recall torment
Description:
You impress upon your target's nervous system the amount of damage
that they just took a they take it again.
You can only use this ability every 10 rounds.
NOTE: Not compatible with recall agony or recall
pain.
You must be in combat with the target for this to function.
astral construct 6
Power Tier:
7
Expertise:
Metacreativity
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Intelligence * 1 Round
Target:
Foe
Command:
actuate astral construct 6
Description:
You call forth a construct from the Astral plane to aid in battle
against your current attacker. It lasts as long as the duration or
until your fight with the current attacker is over, whichever comes
first.
If your Psychokinetic Power has been trained to at least 100, you may
specify a damage focus. The available focuses are edged, blunt, fire,
ice, acid and electric.
i.e. actuate astral construct 6 electric
This is an upgrade to Astral Construct 5.
NOTE: You can only have one of the Astral
Construct modules loaded at a time.
mind over matter
Power Tier:
7
Expertise:
Metacreativity
Cost:
320 Psionic Energy
Stamina Cost:
100 Stamina
Maintain:
15 Psi + 25 Stam per combat round
Duration:
Up to 5 rounds
Target:
Self
Command:
actuate mind over matter [off]
Description:
The Psicorps Soldier can focus the entirety of his or her actions on
creating a psionic shell that will block all damage from any source.
(Except mental damage.)
This defensive ability can be maintained for up to 5 rounds. However,
if the assault becomes too great it could be disrupted sooner.
You must remain completely still for this ability to be effective, for
that reason you will get no physical attacks while it is active.
ablating
Power Tier:
7
Expertise:
Psychokinesis
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Constitution * 15 rounds
Target:
Self
Command:
actuate ablating <off>
Description:
You create an ablating shell around your head which helps protect you
against mind attacks.
greater valor
Power Tier:
7
Expertise:
Psychokinesis
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
50 Psi per combat round
Duration:
Constitution * 15 rounds
Target:
Self
Command:
actuate greater valor <off>
Description:
You form a heavy shell of pyschic energy around your body that absorbs
the energy of an attack, thus reducing the damage that you take.
This is an upgrade to improved valor.
You may turn off this power before the duration has elapses, however,
there is always a cost to turn the power on.
NOTE: Not compatible with valor or improved
valor.
true concussion
Power Tier:
7
Expertise:
Psychokinesis
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
5 rounds
Target:
All Foes
Command:
actuate true concussion
Description:
You created a massive concussive blast that hits every living creature
in the room. Not only does this cause damage, but it also has a chance
to stun each one of them for five rounds.
dragon breath
Power Tier:
7
Expertise:
Psychometabolism
Cost:
320 Psionic Energy
Stamina Cost:
20 Stamina
Maintain:
None
Duration:
Instant
Target:
Up to 15 Attackers
Command:
actuate dragon breath at [attacker]
Description:
You bellow a huge cone of fire at your [attacker] and it engulfs them and up
to 14 other attackers in the room.
improved vigor
Power Tier:
7
Expertise:
Psychometabolism
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Strength * 15 Rounds
Target:
Self
Command:
actuate improved vigor <off>
Description:
Using your psychic energy to balance your bodily and mental strength
allows you to temporarily increase your constitution.
Even though you are able to turn this power off before the duration
is complete, it will always cost you energy turn it on.
This is an upgrade to vigor.
NOTE: Not compatible with vigor.
share pain
Power Tier:
7
Expertise:
Psychometabolism
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
2 Psi per round and 10 Psi per combat round
Duration:
Strength * 15 rounds
Target:
Entire Party
Command:
actuate share pain <off/person>
Description:
This is very much like the mindlink power but instead links your
hit points with one other player. The other player's health
cannot exceed your own and if one of you die... that'd probably be
really bad for the other.
time regression
Power Tier:
7
Expertise:
Psychoportation
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Self
Command:
actuate time regression
Description:
You regress time back for yourself five rounds. For better or worse,
your hit points, spell points, pyschic energy and stamina are reset
to the level they were five rounds ago.
Shifting time is extremely draining and can only be done after a
certain amount of rest.
fate link
Power Tier:
7
Expertise:
Telepathy
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
20 Psi + 20 Stam per round and 160 Psi + 160 Stam per combat
round
Duration:
Special
Target:
2 Creatures
Command:
actuate fate link [creature] and [creature] <off>
Description:
You telepathically connect two creatures together in a destructive
psychic link. When one of the creatures takes damage the other creature
takes the same damage, as long as you have the Psionic Energy and stamina to
maintain the link.
sphere of influence
Power Tier:
7
Expertise:
Telepathy
Cost:
320 Psionic Energy
Stamina Cost:
50 Stamina
Maintain:
5 Psi + 1 Stam per round and 50 Psi + 5 Stam per combat round
Duration:
Charisma * 15 rounds
Target:
Self
Command:
actuate sphere of influence [off]
Description:
Using your will to override the destructive nature of your psiwielded
weapons, instead you use them to form a barrier where needed, and when
needed around your person. This barrier, like psiwield, is tied to
the power of your weapons and is on a per-round basis consistent with
the weapons' powers.
All incoming attacks and damage types are affected by Sphere of Influence.
soul crush
Power Tier:
7
Expertise:
Telepathy
Cost:
320 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Instant
Target:
Foe
Command:
actuate soul crush [target]
Description:
You reach into your target's mind and crush their mental energies.
If no target is identified, then you will crush your current
attacker.
NOTE: Your Psychokinetic Power skill also affects the damage you do
when using this power.
Tours
Once you have earned enough scrips through combat, you may choose to
advance your tour level. Scrips can optionally be spent on training skills.
The choice is yours. Skill training must at all times be at least as high
as 1/3 the cost of the tour level.
As you progress through tours, you unlock new power tiers, ranging in levels
of 1-7. How many you are able to use at any given time, as well as which tiers
you can access are listed below.