Acrobatics

Revision as of 13:56, 7 October 2018 by Sentrek (Talk | contribs) (Guilds That Teaches This Skill)

In Game Description

Acrobatics is the skill of moving in a dextrous, agile manner. Many of its abilities are quite showy, but effective nonetheless. Most acrobatics abilities are concerned with movement and agility, but there are a fair number of offensive abilities scattered in there as well. As with the similar, though more aggressive, skill of fisticuffs, acrobatics can be useful for even the weapon user, as you never know when you could be disarmed.

Learning

Acrobatics is taught by The Bards Guild, Mercenaries Guild, Thieves Guild, and Warriors Guild.

Abilities

Ability Name Description Cost Notes
Barge Ramming doors open 26 There is a limit on how many doors you can barge per day.
Bodyroll Tripping others as you leave a location 7
Concuss Rendering enemies unconscious with a blow to the neck 14 Some abilities only work on unconscious targets.
Contort Escaping bonds and entrapments 2
Epinephrine Forcing your heart to beat faster 85 Similar to Adrenaline.
Firebreath Breathing fire through a torch 3 Requires a lit torch in your inventory.
Fsmash Leaping through a location, hitting someone on the way past 26 Exactly as hilarious as it sounds.
Headbutt Smashing your head into others faces 7
Kneecap Smashing the kneecaps of others 54 Breaks one leg, selected randomly.
Leap Moving with such finesse as not to be followed 0 Moves one room, and loses anyone who is following you.
Netdodge Avoiding nets and entrapments 3
Run Travelling at speed without tiring 2 Similar to Levitate, but toggled on and off.
Scramble Escaping amidst confusion 2
Sprint Running as far as possible in a direction 0 Runs as far as you can in a straight line. Dangerous if you're not wearing shoes!
Stun Knocking foes off-balance 3 Some skills do not work unless the target is off balance.
Vaultkick Knocking foes from their mounts 14 Many skills do not work on mounted players.

Pre-Requisites

Acrobatics is physical in the magical/physical balance.


Acrobatics qualifies for the Physical higher skills.

Special Notes

Acrobatics is one of the more useful skill groups in Elysium, and is essentially mandatory for anyone attempting to roleplay a purely physical fighter. Epinephrine takes the place of Adrenaline and a speed enhancing skill is nearly mandatory until high levels of physical attuning, and run takes the place of Levitate, which is nearly as essential though offset somewhat if you have riding and a friend with taming. Kneecap, netdodge, contort, concuss, and leap are excellent skills in player vs. player combat and even firebreath has multiple uses throughout the game, including some world secrets. Barge is one of the two skills that will open a locked door. Overall an excellent skill somewhat marred by the rather useless scramble, bodyroll, and fsmash.