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  • <noinclude>[[Category:Abilities]]</noinclude><includeonly> ==[[Psychology/Abilities|Psychology Complete Ability List]]==
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Page text matches

  • * [[Janet Lews]] will unlock levels 51-60, 61-70, and teaches level 51+ abilities * [[Pegast]] will unlock levels 71-80, and teaches level 71+ abilities
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  • ...skill focuses on recovery and restoration, but also has multiple damaging abilities. ...ity focuses on recovery and restoration, but it also has multiple damaging abilities.
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  • |title = Psychology '''Psychology''' is a strange skill that revolves around affecting allies/enemies by gett
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  • ...''' is a melee attack skill that focuses on crowd control and damage. Most abilities involve, punching, kicking, or throwing your opponent. ...ther of these will count as you being 'armed.' Animals can use all Unarmed abilities, but not if they have weapons (other than Cestus and Claw) equipped. Check
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  • * Strange Spider also sells scrolls which teach a variety of spider abilities: Various levels of [[Spit Acid]], [[Insidious Illusion]], and [[Incubate]]. ...Town]] will unlock Spider levels 51-60, 61-70 and can teach you level 51+ abilities.
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  • <br>A handful of abilities and mods which specifically affect Flying or Swimming speed are not include | '''[[Psychology]]''' || Positive Attitude || 60 || 60 (47)* || 100% (128%)* || no || 0 || +
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  • * [[Jumper]] will unlock levels 51-70 and train 51+ abilities :; [[Psychology]]
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  • * Cows are viewed as a traditional tank archetype. Abilities such as [[Tough Hoof]] and [[Chew Cud]] help Cows improve their survivabili ...red to be a good foundation for an off-tank. While cows receive overt tank abilities, survivability in deer primarily comes from Deer Treasure Effects on equipm
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  • ...mited to [[Animal Handling]], [[Mentalism]], [[Necromancy]], [[Priest]], [[Psychology]], [[Unarmed]], or [[Warden]] because all the other combat skills require a ...is limited by the number of quests. Unlocking the level caps and werewolf abilities should be a priority since tokens are "time gated" by the full moon.
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  • Combat abilities also can heal over time (see [[Mentalism]]) or heal by a flat amount. ...d by using abilities that have a Power cost (most skills include emergency abilities that have no Power requirement, typically with a longer cooldown). The amou
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  • ==Combat Abilities== *{{Loot|Psychology: Mock}}
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  • ==Combat Abilities== '''Abilities & Recipes'''
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  • == Combat Abilities == |{{Loot|Psychology: Mock}}
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  • ==Combat Abilities== |{{Loot|Psychology: Mock 3}}
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  • Mr. Squeaky cannot be charmed or tamed with the abilities Charm Rat and Tame Rat. When the [[Psychology]] attack "Tell me About Your Mother" is used on Mr. Squeaky, he reveals par
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  • == Combat Abilities == |{{Loot|Psychology: Mock 2}}
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  • == Combat Abilities == |{{Loot|Psychology: Mock}}
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  • ...opted to participate in Hardcore mode will receive additional bonuses and abilities not attainable by normal characters. Some pieces of [[Equipment]] can only ...re Mage]] is carrying only one fire staff and it breaks, all of their fire abilities will be disabled.
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  • ...r weapons wouldn't be amiss. This dungeon will have some unique unlockable abilities in it soon, but at the moment it just has a lot of random equipment treasur ...e abilities really cheap, high-level players would keep using those newbie abilities forever -- high-level equipment makes such a big difference that they could
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  • == Combat Abilities == | {{Loot|Psychology: Mock}}
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  • ...r generate any rage no matter how much bonus damage they do.) The affected abilities are: Jab, Parry, Riposte, Precision Pierce, Heart Piercer, Fast Talk, Sooth :- Also, most de-rage abilities and equipment have been buffed in their efficacy. (They may now be TOO good
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  • == Combat Abilities == |{{Loot|Psychology: Mock}}
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  • :- Necromancy Orbs no longer reduce the Power costs of Necromancy abilities. (They have other buffs instead, such as small damage boosts.) :- Improved effectiveness of Patch Armor abilities, and put them all on the same reset timer as intended
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  • ...alked about a few weeks ago -- but they won't have new treasure effects or abilities yet. It’s not ideal, but then alpha is rarely ideal. As soon as this upda ...leaned up the abilities too. (There are no new abilities, but the existing abilities' intended uses are more emphasized.)
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  • ...sion || Infuses a ring with the following power: Power from Combat Refresh Abilities +3. Uses 100 Craft Points on the item and adds a requirement of Shamanic In ...Brain-Kicking Infusion || Infuses boots or shoes with the following power: Psychology Base Damage +4%. Uses 100 Craft Points on the item and adds a requirement o
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  • In the Skills and Abilities tab, Transmutation is listed as a subskill of '''Alchemy'''. ...nt for the item is used. A sword that requires level 55 Sword and level 30 Psychology would distill into Decent Phlogiston. The table below maps level to phlog t
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  • == Combat Abilities == |{{Loot|Psychology: Mock}}
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  • | Crossbowed || 50 || 1 || {{Hint|Crossbow abilities}} | Fatal Levels of Shame || 500 || 5 || {{Hint|Psychology: Mock, Psychoanalyze, Tell Me About Your Mother}}
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  • ...affecting durability. (It will work for Staff Fighting but not Fire Magic abilities.) || ...ng sound when swung. (This will work for Staff Fighting but not Fire Magic abilities.) ||
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  • ...have students use purely Magical attacks, Mental combat attacks such as [[Psychology]] and explosives created through [[Mycology]] can do the trick. ...agoge Island]] offers many opportunities to learn new skills, recipes, and abilities.|
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  • ...ipes. (They enchange mind "mind-related abilities." (sic) Currently that's Psychology and Mentalism powers.)
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  • ...ust before the next full moon. Some of the buffs enhance werewolf-specific abilities, but other buffs (like Max Health Increase) are generic and will work in wh ...afraid - it's [[Furlak]], the rakshasa in the [[Winter Nexus]]. (Note: the abilities that Furlak previously sold are now level 51 instead of level 50)
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  • ==Combat Abilities== |{{Loot|Psychology: Tell Me About Your Mother 4}}
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  • ...page a description is given to clarify how to compare and judge a player's abilities in combat compared to another player and compared to a NPC Foe (attackable ...ns she should have equiped). (e.g. Sword, staff, unarmed, shield, archery, psychology, etc)
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  • ...e32px">http://cdn.projectgorgon.com/v353/icons/icon_5437.png</span>&nbsp;[[Psychology Boost Potion 20%]] x1<br><span class="extimage32px">http://cdn.projectgorgo ...1 || Infuses a ring with the following power: '''Power from Combat Refresh Abilities +3'''.<br>Uses 100 Craft Points on the item and adds a requirement of Shama
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  • ...ed before: it will only check aggro every 5 seconds, or when taunt/detaunt abilities are used :- [[Psychology]] effects "Pep Talk removes ongoing Poison effects (up to 36 dmg/sec)" and
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  • ...of them. Or combine Hammer with another skill that has Rage control (like Psychology) to keep the monster's Rage meter in that mostly-filled state for longer (a ...ities and a new group buff (which of course buffs damage). The electricity abilities are most impressive when combined with electricity buffs from another skill
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  • ==Combat Abilities== |{{Loot|Psychology: Tell Me About Your Mother 4}}
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  • |After cheering up Riger, you will be allowed to read his book to learn [[Psychology]]; Through picking mushroom you may unlock a useful ability that can work t == Combat Abilities ==
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  • ...Main UI Bar</i></b>, <b><i>Equipped Skills</i></b>, and your <b><i>Special Abilities</i></b>. ...gn:center;padding:5px;" | [[File:SkillsIcon.png|60px|Skills]]<br/>Skills & Abilities
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  • ...ots of items (many Backer Designed), enabled Halloween Event, and adjusted Psychology treasure. Bug Fixes. ...and rebalanced some boss encounters. Significant treasure changes for Cow, Psychology, Staff, Shield, and Ice Magic. Added DEATHCORE Penalty mode, basic Discord
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  • ...tical hits deal +10% damage. (Some skills, such as Archery, Mentalism, and Psychology, have special critical-hit chances. Most skills do not, however, in which c ...ttle]] x1 || Some properly-prepared kraken remains will give you fish-like abilities underwater. || <b>Item:</b> [[Alchemy: Kraken Power Potion]]
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  • ==Combat Abilities== |{{Loot|Psychology: Mock}}
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  • ...n the side let you switch skills, but don't make it easy to switch gear or abilities. ...e problem is also a thing: "I use psychology for healing and I don't want +Psychology Base Damage if it means I have less healing!" So ... it's a work in progres
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  • ...Simple First Aid Kit]] x1 || For healing minor injuries. Used by First Aid abilities. || <b>Training:</b> [[Yogzi]] ...sic First Aid Kit]] x1 || For healing moderate injuries. Used by First Aid abilities. || <b>Training:</b> [[Yogzi]]
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  • <noinclude>[[Category:Abilities]]</noinclude><includeonly> ==[[Psychology/Abilities|Psychology Complete Ability List]]==
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  • | Wavemaster's || of Effortless Waves || <b>Level 100</b> - All Psi Wave Abilities cost -20 Power and your Combat Refresh restores +51 Health || Uncommon || C :All Psi Wave Abilities cost -1 Power and your Combat Refresh restores +4 Health
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  • <includeonly>==[[Psychology/Treasure Effects|Psychology Treasure Effects]]==</includeonly> See also: [[Psychology/Treasure Effects:By Slot]]
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  • * Psychology/Mentalism Critical Hit Damage +160% when Mentalism is active<br> * All Psi Wave Abilities cost -14 Power and your Combat Refresh restores +28 Health<br>
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  • ==<!--start-->Psychology Slot List== * Psychology Base Damage +40%<br>
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  • * which abilities are used in each skill? ==== Can I have more than six abilities? ====
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  • | || || <b>Level 48</b> - Psychology Base Damage +10% || Feet || {{Spoiler|Click Expand to reveal| :Psychology Base Damage +4%
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  • * Psychology Base Damage +10%<br> * Power from Combat Refresh Abilities +11<br>
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  • ...waited update is finally here! This update includes wide-spread changes to abilities and treasure effects. Those changes have especially affected existing equip ...t sets for your character. Load-outs are a snapshot of your active skills, abilities, and equipment. You can switch to a different load-out at any time (except
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  • ...ling for the normal amount). This bug has been fixed for over 60 different abilities, so if you're wondering about a specific ability, the answer is probably: y ::- The abilities "Feed Pet" and "That'll Do" did not correctly display buffed healing number
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  • : A few abilities restore a small amount of body heat. Currently these are: Breathe Fire, Fle : - The base damage of some high-level abilities changed by a few points (less than 1%) due to rounding from some slight for
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  • ==Combat Abilities== |{{Loot|Psychology: Mock}}
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  • ==Combat Abilities== |{{Loot|Psychology: Mock 2}}
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  • ==Combat Abilities== |{{Loot|Psychology: Mock }}
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  • ; [[Psychology]] : In addition, various trainer NPCs have higher-level versions of the abilities that they teach. For instance, Hogan now teaches higher-level versions of H
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  • ==<!--start-->Psychology Paired List== * Psychology Base Damage +40%<br>
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  • * All Psi Wave Abilities cost -14 Power and your Combat Refresh restores +28 Health<br> * All Psi Wave Abilities cost -14 Power and your Combat Refresh restores +28 Health<br>
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  • * Psychology Base Damage +10%<br> * Power from Combat Refresh Abilities +11<br>
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  • ...times, the correct reset time was not reflected in the client, making the abilities seem to not work sometimes. (The server was refusing, because the reuse tim : - Raising [[Psychology]] to 70 no longer requires Psychology level 70 to unlock.
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  • We also need feedback on the bard's general abilities and playability. Keep in mind that the bard is designed to be a support cha :: - The mentalism and psychology gear mods that boosted critical hit damage now ONLY work for phrenology-bas
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  • ...gh, we need to review the existing tools for survivability, namely skills, abilities, and treasure. So in this update, we aren't doing anything to actually leng Some of [[Staff]] and [[Shield]]'s abilities have been changed pretty dramatically to help support longer combats. We'll
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  • For instance, all Combat Psychologists have the same 6 basic abilities (in MMO terminology, they are: a combo instigator, a mez, a fear, a ranged ...r as a pick-off-fleeing-enemies tool. Or you might focus on the Psychology abilities that let you heal yourself and get out of scrapes. Different equipment woul
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  • ...mechanics: I just added a few new things on to the old mechanics. Now some abilities can do more or less hate… err, aggro … instead of being tied directly t In addition, abilities can do “temporary aggro”, which is like regular aggro, but wears off ve
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  • At a lower level, how do the individual abilities work in practice? What role does each ability play? Which can be spammed? W ...sets for nine combat skills — Animal Handling, Battle Chemistry, Combat Psychology, Fire Magic, Necromancy, Staff, Sword, Unarmed, and Werewolf — and we had
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  • ...ut lots of other secondary skills make sense for Fire Mages too — Combat Psychology gives them more crowd control; Necromancy gives them dangerous pets; Psi-Wa
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  • ...ll people) to keep his anger under control? Is this a subversive attack on psychology itself?'' ...eate undead pets. These pets are primarily damage dealers with a few other abilities thrown in. They aren’t permanent companions; when they die, you may have
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  • ...d weapons, but you’ll be able to use abilities like Mentalism and Combat Psychology, along with a barrage of kicks and moos.
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  • ...t have some fun things going for them. Pigs can sniff out mushrooms (their abilities actually cause extra mushrooms to appear next to them — which anyone can It took under an hour to bang out a set of pig abilities — and that time included adding some minor tech that I needed. Then I did
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  • ...spam the taunt buttons, you have to think carefully about when to use your abilities, and how to use them. I don’t know that that’s a big problem though… ...pick two very different roles at once, plus a smattering of free-floating abilities to round things out, and can swap their roles for other known roles wheneve
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  • ...innate gem sense, but they’re afraid of true love” or whatever random abilities and modifiers this game has glommed onto their races. Then the player has t ...be we’re barking up the wrong tree. Why make anything permanent? Because psychology, that’s why.
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  • ...re a bit of thinking and reacting; there shouldn’t be a perfect order of abilities that works the same for every fight. So we’re exploring ways to achieve t ...a whim, and it was fun and funny. Now I’m exploring how an entire Combat Psychology subsystem might work.
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  • ...mbat skills that don't require weapons, such as Psychic Blasting or Combat Psychology. It's not the easiest way to play the game, that's for sure, but you can do
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  • [[Psychology]]'s [[Mock]] with a treasure effect that causes it to hit all enemies withi The abilities in [[:Category:Ability/Burst|the Burst category]] work.
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  • |req = [[Compassion]] 25 or [[Psychology]] 25 ...wearing a holy symbol -- and NOT wearing a Necromancy Gem -- to use Priest abilities. Holy symbols are most often found as jewelry, but can also be found on arm
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  • ...owerful in groups. Unlocking Priest requires either [[Compassion]] 25 or [[Psychology]] 25. A priest in [[Kur Mountains]]' inn area can assist you in learning th ...osts indirect damage for 5 seconds, which is enough time to use one or two abilities. But due to this bug, after 5 seconds, the poison you'd just applied to ene
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  • ...ing ability in a skill that's now focused on Crushing/Slashing/Trauma), or abilities that were prototyped in the 2017 revision but didn't pan out like we'd hope ...whelming. Since werewolves already have several other nice 30-second-reset abilities, See Red just felt a little out of place.
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  • ...skill abilities and creatures. [[Sword]] and [[Knife Fighting]] have many abilities that deal '''Slashing''' damage. [[Canine]]s, [[Feline]]s, and [[Rodent]]s ...ilities and creatures. [[Archery]], [[Staff]], and [[Knife Fighting]] have abilities that deal '''Piercing''' damage. Humanoid species like [[Rakshasa]], and so
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  • ...they're not particularly debuffy; etc. Due to the diverse nature of these abilities, in a few cases the treasure won't be useful to a particular skill -- for i :*<b>Head:</b> "Major Healing abilities also restore 112 Armor"
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  • * [[Psychology]] - Spirit Fox and Psychology work well together also, and is commonly used for Fox-based speed-builds. :; [[Psychology]]
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  • == Combat Abilities == {{Quote|source=[[Psychology]] Ability|
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  • ...enus that appear if you right-click them. So definitely right-click items, abilities, etc. to see what new options you have.) ...on't have a lot of treasure, and in general makes it more plausible to use abilities without a ton of specialized treasure for them.
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  • ...[Ice Magic]], [[Knife]], [[Archery]], [[Shield]], [[Bard]], [[Unarmed]], [[Psychology]], [[Animal Handling]], [[Battle Chemistry]], [[Necromancy]], [[Mentalism]] == List of all abilities ==
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  • =====Rutting asks: What abilities/mods to abilities that provide a sprint speed boost are likely/certainly to be retired when m ...d (m/s). A brand-new player, wearing nothing and using no special buffs or abilities, has a sprinting speed of 8 m/s, which is about 18 miles per hour. (I know
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  • *Changed an additional [[Psychology]] treasure effect: "Inspire Confidence restores +151 Health after a 15-seco ...ed making changes to the [[Animal Handling]] skill, or to individual pets' abilities and base stats. Our focus has been on genetics specifically. It's much easi
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  • ...Skills and sub-skills are now properly listed in alphabetical order in the abilities window. ...] (and crossbows) animations; dance animations for Butterfly, Deer, & Owl; Psychology animations; animations for playing harp & fairy chimes; and others.
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  • == Combat Abilities == | {{Loot|Psychology: Mock}}
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  • ...ately this will wear off... Suffer all fae racial penalties + 10% Nature & Psychology Base Damage As a butterfly you can fly outdoors and you have a 10% bonus to Nature & Psychology Base Damage, but you suffer reduced inventory and other penalties.}}
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  • ...ilities (1 through 3) are no longer sidebar abilities. They are now Riding abilities, meaning that you should place them on your ability bar while "riding yours ...Shot was faster, but had reduced range and increased Power cost. These two abilities have been combined into one, taking the best features of both.
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  • ...longer teaches Debilitating Blow 4 - it was only getting in the way of his Psychology lessons, after all. :- Added "(or better)" to the arrow requirements of some Archery abilities.
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  • ===Skills & Abilities=== : - [[Priest]]: Healing amounts for various abilities fluctuated by a few health points due to formula changes.
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  • ::- Some of the angling abilities have old test descriptions. Area-of-Effect abilities that are centered on the caster now have a visualization for their range.
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  • ...for them to use their Rage attacks. (Chances of success are based on your Psychology skill and the enemy's mental proficiency.) | skill = Psychology
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  • ...fears with you instead of attacking. Chances of success are based on your Psychology skill and the enemy's mental proficiency. | skill = Psychology
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  • | skill = Psychology | keywords = {{KWAB|Attack}}{{KWAB|Psychology}}{{KWAB|StrikeANerve}}{{KWAB|PsychologyAttack}}{{KWAB|PhrenologyCriticals}}
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  • ...ay cause the target to run in terror. Chances of success are based on your Psychology skill and the enemy's mental proficiency. | skill = Psychology
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  • | skill = Psychology | keywords = {{KWAB|Psychology}}{{KWAB|PepTalk}}{{KWAB|PsychologyHeal}}{{KWAB|MajorHeal}}
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  • | skill = Psychology | keywords = {{KWAB|Attack}}{{KWAB|Psychology}}{{KWAB|FastTalk}}{{KWAB|PsychologyAttack}}{{KWAB|Ranged}}
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  • | skill = Psychology | keywords = {{KWAB|Attack}}{{KWAB|Psychology}}{{KWAB|Ridicule}}{{KWAB|PsychologyAttack}}{{KWAB|PhrenologyCriticals}}{{KW
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  • | skill = Psychology | keywords = {{KWAB|Attack}}{{KWAB|Psychology}}{{KWAB|Soothe}}{{KWAB|PsychologyAttack}}{{KWAB|Ranged}}
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  • | skill = Psychology | keywords = {{KWAB|Psychology}}{{KWAB|PositiveAttitude}}{{KWAB|PsychologyHeal}}{{KWAB|SurvivalUtility}}
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  • | skill = Psychology | keywords = {{KWAB|Psychology}}{{KWAB|InspireConfidence}}{{KWAB|PsychologyHeal}}{{KWAB|SignatureSupport}}
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  • | skill = Psychology | keywords = {{KWAB|Attack}}{{KWAB|Psychology}}{{KWAB|YouWereAdopted}}{{KWAB|EpicAttack}}{{KWAB|Ranged}}{{KWAB|Phrenology
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  • ...they don't use their full strength. (Chances of success are based on your Psychology skill and the enemy's mental proficiency.) | skill = Psychology
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  • | skill = Psychology | keywords = {{KWAB|Attack}}{{KWAB|Psychology}}{{KWAB|PsychologyAttack}}{{KWAB|BasicAttack}}{{KWAB|CombatRefresh}}{{KWAB|
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