Kazarak charge
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- | Perhaps the most powerful ability granted to the kazarak by the Kazar | + | Perhaps the most powerful ability granted to the kazarak by the Kazar is the ability to store charges of energy within their bodies. These charges are varied in purpose, but all serve to enhance the host body in one way or another, making them a more efficient tool for use by the Kazar. |
- | is the ability to store charges of energy within their bodies. These charges | + | The number of these charges that may be used simultaneously depends on a number of factors. Each charge has different requirements in terms of energy and skill level required, and there are three power levels for each charge ( minor, major, and greater ). Clearly, more complex and more powerful charges are more difficult to maintain, and therefore fewer may be used at once. |
- | are varied in purpose, but all serve to enhance the host body in one way | + | All charges begin at 'minor' power level and with a minimum amount of contained energy. They must be bolstered by adding more energy with continued use of the 'charge' command, as the energy slowly dissipates from them over time. Charges may also have their power level altered through the use of the 'upgrade' and 'downgrade' commands. Higher levels will of course use |
- | or another, making them a more efficient tool for use by the Kazar. | + | more energy over time. The 'perform charge balancing' command is useful in controlling the exact amount allotted to each charge, as it redistributes the energy in all charges to work in the most efficient manner. |
- | The number of these charges that may be used simultaneously depends on | + | Charges may be monitored by using the 'show charges' command to list all active charges, or the 'estimate' command to view a single charge in particular. If a charge is no longer needed, it may be 'dispel'led and a portion of its contained energy will be returned to the host. Another possibility for a no-longer-needed charge is to 'release' it, which can have extreme and somewhat unpredictable consequences, depending on the charge in question. |
- | a number of factors. Each charge has different requirements in terms of | + | |
- | energy and skill level required, and there are three power levels for | + | |
- | each charge ( minor, major, and greater ). Clearly, more complex and more | + | |
- | powerful charges are more difficult to maintain, and therefore fewer may | + | |
- | be used at once. | + | |
- | All charges begin at 'minor' power level and with a minimum amount of | + | |
- | contained energy. They must be bolstered by adding more energy with continued | + | |
- | use of the 'charge' command, as the energy slowly dissipates from them over | + | |
- | time. Charges may also have their power level altered through the use of | + | |
- | the 'upgrade' and 'downgrade' commands. Higher levels will of course use | + | |
- | more energy over time. The 'perform charge balancing' command is useful in | + | |
- | controlling the exact amount allotted to each charge, as it redistributes | + | |
- | the energy in all charges to work in the most efficient manner. | + | |
- | Charges may be monitored by using the 'show charges' command to list all | + | |
- | active charges, or the 'estimate' command to view a single charge in | + | |
- | particular. If a charge is no longer needed, it may be 'dispel'led and | + | |
- | a portion of its contained energy will be returned to the host. Another | + | |
- | possibility for a no-longer-needed charge is to 'release' it, which can | + | |
- | have extreme and somewhat unpredictable consequences, depending on the | + | |
- | charge in question. | + | |
Possible charges: | Possible charges: | ||
- | [[physical]] [[stunning]] | + | <center> [[physical]] [[stunning]] |
[[protection]] [[probability]] | [[protection]] [[probability]] | ||
[[resistance]] [[material]] | [[resistance]] [[material]] | ||
[[infusion]] [[intensification]] | [[infusion]] [[intensification]] | ||
- | [[haste]] [[shadow]] | + | [[haste]] [[shadow]]</center> |
Charge syntax: | Charge syntax: | ||
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Show Charges | Show Charges | ||
- | |||
Usage: show charges | Usage: show charges | ||
- | |||
Displays the current state of your charges. | Displays the current state of your charges. | ||
- | |||
See Also: charge | See Also: charge |
Revision as of 21:37, 25 May 2007
Perhaps the most powerful ability granted to the kazarak by the Kazar is the ability to store charges of energy within their bodies. These charges are varied in purpose, but all serve to enhance the host body in one way or another, making them a more efficient tool for use by the Kazar. The number of these charges that may be used simultaneously depends on a number of factors. Each charge has different requirements in terms of energy and skill level required, and there are three power levels for each charge ( minor, major, and greater ). Clearly, more complex and more powerful charges are more difficult to maintain, and therefore fewer may be used at once. All charges begin at 'minor' power level and with a minimum amount of contained energy. They must be bolstered by adding more energy with continued use of the 'charge' command, as the energy slowly dissipates from them over time. Charges may also have their power level altered through the use of the 'upgrade' and 'downgrade' commands. Higher levels will of course use more energy over time. The 'perform charge balancing' command is useful in controlling the exact amount allotted to each charge, as it redistributes the energy in all charges to work in the most efficient manner. Charges may be monitored by using the 'show charges' command to list all active charges, or the 'estimate' command to view a single charge in particular. If a charge is no longer needed, it may be 'dispel'led and a portion of its contained energy will be returned to the host. Another possibility for a no-longer-needed charge is to 'release' it, which can have extreme and somewhat unpredictable consequences, depending on the charge in question.
Possible charges:
protection probability resistance material infusion intensificationhaste shadow