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Welcome to Psicorps!


Image of a man with blue psionic energy radiating from him.



About


How to Join

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

Potential Scrips / HR:

Tour
10 = 9,000
15 = 13,500
20 = 18,000
25 = 22,500
30 = 27,000
35 = 31,500
40 = 36,000
45 = 40,500
50 = 45,000
55 = 49,500
60 = 54,000
65 = 58,500
70 = 63,000
75 = 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:
Starting Skill (0-99):
Goal (1-100):




Agility | Stamina:
Starting Skill (0-249):
Goal (1-250):




Dodge | Expertise | Body Hardness | Healing | Energy Charge:
Starting Skill (0-99):
Goal (1-100):




Inner Strength | Speed of Thought:
Starting Skill (0-99):
Goal (1-100):




Riposte | Combat Reflexes | Regeneration | Overchannel:
Starting Skill (0-99):
Goal (1-100):




Body Fuel | Psychokinetic Power | Autohypnosis | Psychokinetic Speed:
Starting Skill (0-99):
Goal (1-100):




Total Defense | Whirlwind Attack | Resistance:
Starting Skill (0-99):
Goal (1-100):



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:

Skill Level (1-100):
HP Sacrificed:





  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)

Image of the readout from the Psychic Impression power.



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.

Targets must be specified to use this power.

Example:
actuate biocurrent bear
actuate biocurrent bear,wolf



control light

Power Tier:
2
Expertise:
Psychokinesis
Cost:
10 Psionic Energy
Stamina Cost:
0
Maintain:
None
Duration:
Room Reset
Target:
Current Room
Command:
actuate control light

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



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.



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.



hustle

Power Tier:
4
Expertise:
Psychoportation
Cost:
40 Psionic Energy
Stamina Cost:
15 Stamina/action
Maintain:
None
Duration:
1 round
Target:
Self
Command:
actuate hustle [action],[action],[action]/ <passive [on/off]>

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 types of armor that can be create are:

Armour, shield, boots, cloak, gloves, greaves, breastplate, helmet, amulet, ring, bracelet or other.

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.



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.



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.

Tour requirements:
Tour Total Scrips Title Powers Cost Cost Increase
1 0 Private 2 0 0 0 0 0 0 0 0
2 100 Private 2 0 0 0 0 0 0 100 100
3 200 Private First Class 2 0 0 0 0 0 0 100 0
4 500 Private First Class 2 0 0 0 0 0 0 300 200
5 900 Private First Class 3 0 0 0 0 0 0 400 100
6 1,600 Private First Class 3 0 0 0 0 0 0 700 300
7 2,500 Lance Corporal 3 0 0 0 0 0 0 900 200
8 3,900 Lance Corporal 3 0 0 0 0 0 0 1,400 500
9 5,700 Lance Corporal 3 0 0 0 0 0 0 1,800 400
10 8,200 Lance Corporal 3 1 0 0 0 0 0 2,500 700
11 11,300 Lance Corporal 3 1 0 0 0 0 0 3,100 600
12 15,300 Corporal 3 1 0 0 0 0 0 4,000 900
13 20,200 Corporal 3 1 0 0 0 0 0 4,900 900
14 26,200 Corporal 3 1 0 0 0 0 0 6,000 1,100
15 33,500 Corporal 3 2 0 0 0 0 0 7,300 1,300
16 42,300 Corporal 3 2 0 0 0 0 0 8,800 1,500
17 52,700 Corporal 3 2 0 0 0 0 0 10,400 1,600
18 65,100 Corporal 3 2 0 0 0 0 0 12,400 2,000
19 79,500 Corporal 3 2 0 0 0 0 0 14,400 2,000
20 96,300 Sergeant 3 2 1 0 0 0 0 16,800 2,400
21 115,800 Sergeant 3 2 1 0 0 0 0 19,500 2,700
22 138,300 Sergeant 3 2 1 0 0 0 0 22,500 3,000
23 164,200 Sergeant 3 2 1 0 0 0 0 25,900 3,400
24 193,800 Sergeant 3 2 1 0 0 0 0 29,600 3,700
25 227,600 Sergeant 3 2 2 0 0 0 0 33,800 4,200
26 266,100 Sergeant 3 2 2 0 0 0 0 38,500 4,700
27 309,700 Sergeant 3 2 2 0 0 0 0 43,600 5,100
28 359,000 Sergeant 3 2 2 0 0 0 0 49,300 5,700
29 414,800 Sergeant 3 2 2 0 0 0 0 55,800 6,500
30 477,500 Staff Sergeant 3 3 2 0 0 0 0 62,700 6,900
31 548,100 Staff Sergeant 3 3 2 0 0 0 0 70,600 7,900
32 627,400 Staff Sergeant 3 3 2 0 0 0 0 79,300 8,700
33 716,200 Staff Sergeant 3 3 2 0 0 0 0 88,800 9,500
34 815,600 Staff Sergeant 3 3 2 0 0 0 0 99,400 10,600
35 926,700 Staff Sergeant 3 3 2 1 0 0 0 111,100 11,700
36 1,050,700 Staff Sergeant 3 3 2 1 0 0 0 124,000 12,900
37 1,188,900 Staff Sergeant 3 3 2 1 0 0 0 138,200 14,200
38 1,342,900 Staff Sergeant 3 3 2 1 0 0 0 154,000 15,800
39 1,514,300 Staff Sergeant 3 3 2 1 0 0 0 171,400 17,400
40 1,704,900 Gunnery Sergeant 3 3 3 1 0 0 0 190,600 19,200
41 1,916,600 Gunnery Sergeant 3 3 3 1 0 0 0 211,700 21,100
42 2,151,600 Gunnery Sergeant 3 3 3 1 0 0 0 235,000 23,300
43 2,412,200 Gunnery Sergeant 3 3 3 1 0 0 0 260,600 25,600
44 2,701,200 Gunnery Sergeant 3 3 3 1 0 0 0 289,000 28,400
45 3,021,400 Gunnery Sergeant 3 3 3 2 0 0 0 320,200 31,200
46 3,375,900 Gunnery Sergeant 3 3 3 2 0 0 0 354,500 34,300
47 3,768,300 Gunnery Sergeant 3 3 3 2 0 0 0 392,400 37,900
48 4,202,400 Gunnery Sergeant 3 3 3 2 0 0 0 434,100 41,700
49 4,682,400 Gunnery Sergeant 3 3 3 2 0 0 0 480,000 45,900
50 5,213,000 Master Sergeant 3 3 3 2 1 0 0 530,600 50,600
51 5,799,300 Master Sergeant 3 3 3 2 1 0 0 586,300 55,700
52 6,446,800 Master Sergeant 3 3 3 2 1 0 0 647,500 61,200
53 7,161,900 Master Sergeant 3 3 3 2 1 0 0 715,100 67,600
54 7,951,200 Master Sergeant 3 3 3 2 1 0 0 789,300 74,200
55 8,822,300 Master Sergeant 3 3 3 3 1 0 0 871,100 81,800
56 9,783,400 Master Sergeant 3 3 3 3 1 0 0 961,100 90,000
57 10,843,500 Master Sergeant 3 3 3 3 1 0 0 1,060,100 99,000
58 12,012,700 Master Sergeant 3 3 3 3 1 0 0 1,169,200 109,100
59 13,301,800 Master Sergeant 3 3 3 3 1 0 0 1,289,100 119,900
60 14,722,900 Master Gunnery Sergeant 3 3 3 3 2 0 0 1,421,100 132,000
61 16,289,300 Master Gunnery Sergeant 3 3 3 3 2 0 0 1,566,400 145,300
62 18,015,600 Master Gunnery Sergeant 3 3 3 3 2 0 0 1,726,300 159,900
63 19,917,700 Master Gunnery Sergeant 3 3 3 3 2 0 0 1,902,100 175,800
64 22,013,400 Master Gunnery Sergeant 3 3 3 3 2 0 0 2,095,700 193,600
65 24,322,100 Master Gunnery Sergeant 4 3 3 3 2 0 0 2,308,700 213,000
66 26,865,000 Master Gunnery Sergeant 4 3 3 3 2 0 0 2,542,900 234,200
67 29,665,700 Master Gunnery Sergeant 4 4 3 3 2 0 0 2,800,700 257,800
68 32,750,000 Master Gunnery Sergeant 4 4 3 3 2 0 0 3,084,300 283,600
69 36,146,300 Master Gunnery Sergeant 4 4 3 3 2 0 0 3,396,300 312,000
70 39,885,900 Sergeant Major 4 4 3 3 2 1 0 3,739,600 343,300
71 44,003,200 Sergeant Major 4 4 3 3 2 1 0 4,117,300 377,700
72 48,536,000 Sergeant Major 5 4 3 3 2 1 0 4,532,800 415,500
73 53,525,800 Sergeant Major 5 4 3 3 2 1 0 4,989,800 457,000
74 59,018,500 Sergeant Major 5 4 3 3 2 1 0 5,492,700 502,900
75 65,064,300 Sergeant Major 5 5 4 3 2 1 0 6,045,800 553,100
76 71,718,700 Sergeant Major 5 5 4 3 2 1 0 6,654,400 608,600
77 79,042,600 Sergeant Major 6 5 4 3 2 1 0 7,323,900 669,500
78 87,103,000 Sergeant Major 6 5 4 4 2 1 0 8,060,400 736,500
79 95,973,500 Sergeant Major 6 6 4 4 2 1 0 8,870,500 810,100
80 105,735,200 Second Lieutenant 6 6 4 4 3 2 0 9,761,700 891,200
81 116,477,400 Second Lieutenant 6 6 5 4 3 2 0 10,742,200 980,500
82 128,298,000 Second Lieutenant 7 6 5 4 3 2 0 11,820,600 1,078,400
83 141,305,100 Second Lieutenant 7 6 6 4 3 2 0 13,007,100 1,186,500
84 155,617,300 Second Lieutenant 7 7 6 4 3 2 0 14,312,200 1,305,100
85 171,365,200 Second Lieutenant 7 7 6 4 3 2 1 15,747,900 1,435,700
86 188,692,300 Second Lieutenant 7 7 6 4 3 3 1 17,327,100 1,579,200
87 207,756,800 Second Lieutenant 7 7 6 5 3 3 1 19,064,500 1,737,400
88 228,732,300 Second Lieutenant 7 7 6 5 3 3 2 20,975,500 1,911,000
89 251,810,000 Second Lieutenant 7 7 6 5 4 3 2 23,077,700 2,102,200
90 277,200,200 First Lieutenant 7 7 6 5 4 3 3 25,390,200 2,312,500
91 305,134,200 First Lieutenant 7 7 7 5 5 3 3 27,934,000 2,543,800
92 373,185,000 First Lieutenant 7 7 7 5 5 4 3 68,050,800 40,116,800
93 456,363,500 Captain 7 7 7 6 5 4 3 83,178,500 15,127,700
94 558,031,700 Captain 7 7 7 6 5 4 4 101,668,200 18,489,700
95 682,298,400 Captain 7 7 7 7 5 4 4 124,266,700 22,598,500
96 834,185,500 Major 7 7 7 7 6 4 4 151,887,100 27,620,400
97 1,019,830,900 Major 7 7 7 7 6 5 4 185,645,400 33,758,300
98 1,246,736,600 Lieutenant Colonel 7 7 7 7 6 5 5 226,905,700 41,260,300
99 1,524,071,600 Lieutenant Colonel 7 7 7 7 7 5 5 277,335,000 50,429,300
100 2,000,000,000 Colonel 7 7 7 7 7 6 5 475,928,400 198,593,400
100 2,020,000,000 Colonel, 2 Bars 8 7 7 7 7 6 5 20,000,000 20,000,000
100 2,050,000,000 Colonel, 5 Bars 8 8 7 7 7 6 5 50,000,000 30,000,000
100 2,200,000,000 Colonel, 2 Clusters 8 8 7 7 7 6 6 200,000,000 150,000,000
100 2,350,000,000 Colonel, 3 Clusters, 5 Bars 8 8 8 7 7 6 6 350,000,000 150,000,000
100 2,500,000,000 Colonel, 1 Medal 8 8 8 8 7 6 6 500,000,000 150,000,000
100 2,650,000,000 Colonel, 1 Medal, 1 Cluster, 5 Bars 8 8 8 8 8 6 6 650,000,000 150,000,000
100 2,800,000,000 Colonel, 1 Medal, 3 Clusters 8 8 8 8 8 7 6 800,000,000 150,000,000
100 3,000,000,000 Colonel, 2 Medals 8 8 8 8 8 7 7 1,000,000,000 150,000,000
100 3,250,000,000 Colonel, 2 Medals, 2 Clusters, 5 Bars 8 8 8 8 8 8 7 1,250,000,000 250,000,000
100 4,000,000,000 Colonel, 4 Medals 8 8 8 8 8 8 8 2,000,000,000 750,000,000
100 4,200,000,000 Colonel, 4 Medals, 2 Clusters 9 8 8 8 8 8 8 2,200,000,000 200,000,000
100 4,400,000,000 Colonel, 4 Medals, 4 Clusters 9 9 8 8 8 8 8 2,400,000,000 200,000,000
100 4,600,000,000 Colonel, 5 Medals, 1 Clusters 9 9 9 8 8 8 8 2,600,000,000 200,000,000
100 4,800,000,000 Colonel, 5 Medals, 3 Clusters 9 9 9 9 8 8 8 2,800,000,000 200,000,000
100 5,000,000,000 Colonel, 6 Medals 9 9 9 9 9 8 8 3,000,000,000 200,000,000
100 5,200,000,000 Colonel, 6 Medals, 2 Clusters 9 9 9 9 9 9 8 3,200,000,000 200,000,000
100 5,500,000,000 Colonel, 7 Medals 9 9 9 9 9 9 9 3,500,000,000 300,000,000