Wandslingers

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-+<< the Wandslingers >>+-

Clyde has taken you on as one of his Wandslingers, a loose band of vigilante wanderers with special training in the art of wand combat. Wandslingers have a reputation for being laws unto themselves, uncompromising even with each other, always prepared to face the worst.

Each Wandslinger can offer vigilance to a locale and defend it as he sees fit. Doing so focuses one's mind and brings one closer to one's ka. See "help show ka" and "help set vigil" for more information.

Beyond certain minimal standards of admittance, Clyde lets his Wandslingers decide how to enforce justice on their own, trusting his students to protect those who deserve protection. Conflicts between his students over this issue have led to legendary and often tragic shooting duels.

Wandslingers are precise, fast, and deadly with their wands. They receive training in all aspects of wand use and wand lore. They have developed methods to bypass their normal esoteric activation mechanisms and fire them with but a thought. To fire a wand you have wielded, simply "perform wand fire with <wand>" or, generically, "perform wand fire" (see "help wand fire"). If you are wielding more than one wand, the latter command will activate all of them. A Wandslinger sufficiently advanced towards his ka can attain a mental set known as Wandslinger focus; see "help perform Wandslinger focus" for details. Still more advanced Wandslingers can manifest their ka or release volleys of wand fire; see "help perform wand fire volley" and "help perform manifestation of ka" for details.

Wandslingers also learn rudimentary magicks that help them defend their vigil. The most common is the inscription of the rune of the keeper, a sigil inscribed on the ground with a wand that lets one teleport to one's vigil when it is in danger. See "help perform the inscription of the rune of the keeper" for details.

Clyde has devised holsters for his Wandslingers. In addition to facilitating quickdraw, they also gradually recharge any wand holstered within them. The belts draw on its bearer's subconscious ability at enchanting for guidance and energy, making learning the art of enchantment beneficial to the Wandslinger despite the passive nature of its employment. One should take care that one's belt does not fall into the hand of one's enemies.

Joining

Required specs to join:

Min  Specialty
1    Arcane lore  -  Intellect
1    Lack of weakness  -  Intellect
1    Tactics  -  Intellect
1    Intimidation  -  Ego
1    Find weakness  -  Perception
1    Tenacity  -  Willpower
1    Precision strike  -  Perception
2    Wyrding  -  Ego

INT 3, EGO 3, PER 2, WIL 1

Additionally you need to know 31 wand types. These can be gained by identifying and memorizing them. You'll also start gaining intrinsically known wands with sufficiently high (80+) Arcane Lore.

These can be checked with "show intrinsically known wands" and "show memorized wands".

You state, [- I wish to walk the world as a Wandslinger -] in flowingly-accented Anglic.
The brown kentaur stallion suppresses a smile and nods to you.
The brown kentaur stallion says, So be it.  I will teach you to be a Wandslinger to you in Anglic.
The brown kentaur stallion gives a black leather holster to you with his right hand.

The holsters' wand charging capacity appears to be influenced by your skill in enchantment and magick affinity. These also play a role in the rate at which they recharge wands.

Leaving

You may leave at any time by talking to Clyde, but there is a lockout of some time longer than four months (anecdotally 9) before you can rejoin.

You state, [- I wish to walk the world as a Wandslinger -] in flowingly-accented Anglic.

Clyde says, -+<< No, not again.  Perhaps someday. >>+- to you.

Specialty Access

Min   Max      Specialty
--------------------------------
1     +4       Arcane Lore
      +2       Combat Reflexes
      +2       Enchantment
1     +4       Find Weakness
1     +4       Intimidation
1     +4       Lack of Weakness
1     +4       Precision Strike
      +1       Psychokinesis
1     +4       Tactics
1     +4       Tenacity 
2     +6       Wyrding

Vigils

Please remove any vigils that cannot be set -- vigils closer to the bottom are largely speculative

1 month cooldown time to change vigil.

Known Non-Vigil Locations

Ka Rewards

5

You sense that you now have the ability to translocate to your vigil when it is in danger

Ability to translocate to your vigil when it is in danger using the Rune of the Keeper.

Note from Stairs: With rune lore 40, I needed 55 < enchantment <= 62 in order to inscribe the rune. My guess is enchanting + rune lore needs to be >= 100.

25

You have moved closer to your ka while walking the world as a Wandslinger; you sense that you now have the ability to 
perform the Wandslinger focus.

Ability to use the Wandslinger`s Focus

50

You have moved closer to your ka while walking the world as a Wandslinger; you sense that you now have enhanced mental 
focus and discipline.

Bonus specialties in discipline, introspection and tenacity.

75

You have moved closer to your ka while walking the world as a Wandslinger; you sense that you now have the potential to 
learn the subtleties of social pressures.

Specialty access II in acting, diplomacy, etiquette, fast talk, and manipulation.

100

You are now a first-degree specialist in biofeedback and breath control.
You are now a second-degree specialist in cold tolerance, heat tolerance, and pain tolerance.
You are now a third-degree specialist in stamina.
You have moved closer to your ka while walking the world as a Wandslinger; you sense that you now have self-mastery over your body.
"You now have self-mastery over your body."

(Bonus specialties in biofeedback, breath control, cold tolerance, heat tolerance, pain tolerance and stamina.)

125

You have moved closer to your ka while walking the world as a Wandslinger; you sense that you now have the potential to 
further train your reflexes.

3 specialty access in combat reflexes and dodge

150

You have moved closer to your ka while walking the world as a Wandslinger; you sense that you now have enhanced subtlety of   
wrist and wand.
You are now a first-degree specialist in legerdemain.
You are now a second-degree specialist in precision strike.
You are now a third-degree specialist in awareness.

1 bonus specialty each in legerdemain, precision strike, and awareness.

175

You have moved closer to your ka while walking the world as a Wandslinger; you sense that you now have the potential to 
become a a great leader.

(+5 specialty access in leadership and logistics)

200

"You now have the potential for tactical mastery of any situation" (+3 specialty access in tactics, aquatic fieldcraft,
arctic fieldcraft, desert fieldcraft, exoma fieldcraft, forestry, hills fieldcraft, jungle fieldcraft, mountaineering,
plains fieldcraft, shorelands fieldcraft, spelunking, streetwise, swamp fieldcraft and umbral fieldcraft)

225

You have moved closer to your ka while walking the world as a Wandslinger; you sense that you now have the potential 
to train your quickness.
"You now have the potential to train your quickness"  (+3 specialty access in quickness)

250

"You now have the potential to become a true master of wand combat." (2 bonus specs in wyrding).

275

You have moved closer to your ka while walking the world as a Wandslinger; you sense
that you now have the ability to manifest one's ka as a glyph.

The ability to perform Manifestation of Ka

300

"You now have the ability to release a volley of wand fire all at once." (Ability to perform wand fire volley.)
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