------------------------------< Abilities in Xenology >-------------------------------- Ability Info Lessons --------------------------------------------------------------------------------------- Initiate Evaluation What makes them tick? -- Xenotracking Stalk your target. -- AdvancedWarning Gain a headstart on your prey. -- Field Researcher Lure This'll get their attention. -- Flashbang Shock and awe! -- Deterrent What's that smell? -- BattleHardened What doesn't kill you makes you stronger. -- Project Leader Containment Wanted: Dead or alive. -- Mad Scientist Genetics Now we go even further beyond. -- -- EVALUATION (Xenology) ------------------------------------------------------ Through your education in Xenology, you have learned to identify attributes of creatures through evaluation. EVALUATE <target> to see a list of strengths, weaknesses and other useful information, expanding as your knowledge and rank of Xenology increases. ------------------------------------------------------------------------------- Skill: Xenology Group: Initiate Command: XENO EVALUATE <target> (This skill will be used on all biological enemies to show their resistances. On Xenohunt targets specifically, it will be expanded to also detail their damage weaknesses, their randomly assigned Xenohunt modifiers and any abilities they may perform. Information obtained is increased as you advance through the skillset.) -- XENOTRACKING (Xenology) ---------------------------------------------------- Your knowledge of Fantom Laboratories experiments allows you to follow trails left by the escaped Xenos to pinpoint their exact location in an area. XENO TRACK will show you the direction you must travel in to find your target, if one exists in the area. ------------------------------------------------------------------------------- Skill: Xenology Group: Initiate Command: XENO TRACK -- ADVANCEDWARNING (Xenology) ------------------------------------------------- Fantom Laboratories appreciate your efforts in subduing their escaped experiments and now offer an advanced alert so you can better continue with your aid. They track the trajectory of the Xeno and predict where it is headed. With this ability toggled on, you will receive a message 5 minutes before the conflict channel alert appears, showing the region of space the Xeno will eventually arrive at. ------------------------------------------------------------------------------- Skill: Xenology Group: Initiate Command: XENO WARNING (ON/OFF) -- LURE (Xenology) ------------------------------------------------------------ You've been trusted to use some of the latest technology Fantom Laboratories designed to control and combat their experiments. When activated, this device emits the same light show and klaxon sounds that preceeded a hearty amount of cattle prodding when the Xeno was in captivity, so it is sure to draw their ire. ------------------------------------------------------------------------------- Skill: Xenology Group: Field Researcher Command: XENO LURE (This ability will taunt a Xeno into focusing you as a target for the next 10 seconds. The xeno is immune to other lures during this time. Has a reduced chance to work on regular enemies.) -- FLASHBANG (Xenology) ------------------------------------------------------- A compact explosive device that emits a high pitched sound and a flood of light on the frequencies and spectrum that only the heavily modified Xeno experiments can detect. This disorientates them briefly and interrupts what they were doing. ------------------------------------------------------------------------------- Skill: Xenology Group: Field Researcher Command: XENO FLASHBANG (This ability will interrupt a special attack and prevent the Xeno from attempting it again for 10 seconds. Has a 30 second immunity to further flashbangs from all players.) -- DETERRENT (Xenology) ------------------------------------------------------- Sometimes, you don't want to be quite the delicious meal you appear to be. By spraying this unique formulae over yourself, you will become less appealing to wildlife for a period of time. Normally aggressive monsters will hesitate for five seconds before attacking you. ------------------------------------------------------------------------------- Skill: Xenology Group: Field Researcher Command: XENO DETERRENT -- BATTLEHARDENED (Xenology) ------------------------------------------------------- Your frequent encounters with the rogue Xenos have toughened you up to everything they can throw at you. You passively receive less damage from their attacks and abilities. ------------------------------------------------------------------------------- Skill: Xenology Group: Field Researcher -- CONTAINMENT (Xenology) ------------------------------------------------------- A lot of funding has gone into creating this creature and even though a rampaging genetically enhanced Xeno is bad for PR and needs to be stopped, it is worth a lot more if you manage to capture it alive. On reaching a certain health threshold, you can dose the Xeno with tranquilizers then contain it. Be warned that this infuriates the target and it will fight more ferociously until fully subdued. ------------------------------------------------------------------------------- Skill: Xenology Group: Project Leader Command: XENO CONTAIN XENO TRANQUILIZE (An option to make the fights harder but it also increases the rewards. A captured Xeno may escape again in the future but have additional abilities due to further experimentation or as evolution from the fight.) -- GENETICS (Xenology) ------------------------------------------------------- You've reached the top of your field and as a reward for capturing and returning a live specimen, you have officially adopted it and can tinker with its genetic makeup. You can give your creation a nickname and add an ability of your choosing to its arsenal. Of course, it has escaped once before... ------------------------------------------------------------------------------- Skill: Xenology Group: Mad Scientist Command: XENO GENETICS <options> (The idea here is to allow people a bit of fun in naming future experiments. A named experiment will obviously be a harder fight and will be a fight to the death, no capture allowed, but awards increased rewards. Abilities to be added could either be an additional modifier such as the two that roll on current spawns, or we could expand the options available.)
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