Shlyma (Empathic Bond)

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=== Attacks === === Attacks ===
Attacks follow standard mechanics when determining attack and damage ratings with the addition of adding part of your [[Telesma]] to their damage rating. You can still use your attacks if your familiar is dead or not in the room. Attacks follow standard mechanics when determining attack and damage ratings with the addition of adding part of your [[Telesma]] to their damage rating. You can still use your attacks if your familiar is dead or not in the room.
 +
 +The base attacks provide attribute and resistance boosts on each strike. These bonuses are not trivial over long fights, but they do fade very quickly. You might want to alter normal tactics of aiming for vitals/critical limbs if you are expecting longer term combat. An example of a fight with a couple Storm Walkers that I intentionally drew out with non-critical aim lead to
 + | Intelligence Amazing [ 160 ] Unearthly [ 475 ] |
 + | Constitution Decent [ 60 ] Unearthly [ 371 ] |
 + | Charisma Superior [ 100 ] Unearthly [ 320 ] |
 +Note that I only have the first three at this point.
*Gains "Thera" attack at around very frail. "Strike at an opponent with the edge of one's hand bringing with it flame." *Gains "Thera" attack at around very frail. "Strike at an opponent with the edge of one's hand bringing with it flame."

Revision as of 12:07, 2 March 2015

Contents

Familiar

You imagine what it would be like to have a deep bond with the matte
black-lined amber shlyma, and you feel a distinct echo from within hir.
You experience feelings of patience, stoicism, and awareness.
You experience visions of an ocean of chaos and a sphere made of six
parts.

Bonding Requirements

Cosmology skill greater than 100.

Boons

Specialty Access and Bonuses

Provides immediate access for 2 specs into combat meditation. Degree available increases as bond strength does.

Tier I

Tier II

Tier III

Tier IV

Tier V

Tier VI

Full List of Bonus Specs

Charms

  • Standard Charms
  • Social Charms
  • Soverign over their own kind

Attributes

Strength, Intelligence, Constitution, Willpower

Attacks

Attacks follow standard mechanics when determining attack and damage ratings with the addition of adding part of your Telesma to their damage rating. You can still use your attacks if your familiar is dead or not in the room.

The base attacks provide attribute and resistance boosts on each strike. These bonuses are not trivial over long fights, but they do fade very quickly. You might want to alter normal tactics of aiming for vitals/critical limbs if you are expecting longer term combat. An example of a fight with a couple Storm Walkers that I intentionally drew out with non-critical aim lead to

| Intelligence  Amazing       [ 160 ]  Unearthly   [ 475 ] |
| Constitution  Decent        [  60 ]  Unearthly   [ 371 ] |
| Charisma      Superior      [ 100 ]  Unearthly   [ 320 ] |

Note that I only have the first three at this point.

  • Gains "Thera" attack at around very frail. "Strike at an opponent with the edge of one's hand bringing with it flame."
    • Temporary boost to CHA and water resistance
  • Gains "Lowber" attack at around fairly healthy. " Thrust one's palm into one's opponent, channeling planar energies captures by previous six attacks -- if executed in the right combination -- into an explosion." K-K-K-K-K-K-KOMBO BREAKER!!!
  • Gained "Ladu" attack at around robust. "Strike at an opponent with the front of one's fist as the very earth."
    • Temporary boost to CON + air resistance(?)
  • Gained "Ludus" attack at around late resilient. " Kick at an opponent with one's left knee bringing death and stillness."
    • Temporary boost to INT + extropy resistance(?)
  • Gained "Greetho" attack at around early very deep. " Kick at an opponent with the edge of one's toes carrying with them the wind."
  • Gained "Dolimi" attack at late intimate. "Kick at an opponent with one's knee, swift and energized."
  • Gained "Skei" attack at complete. "Kick at an opponent with the heel of one's foot crashing down like a wave."

Amalgam Combinations

Shlyma consorts get bond attacks for every basic element (fire, earth, air, water) and the two pole elements (entropy and extropy). Using these attacks in combinations of six and ending with the lowber attack causes an area attack for the amalgam that would be created from your combination. You may also use an element or one of the two poles individually six times before lowber to create an area attack of the base element. Here's a list of combinations for ease of use - Telurel, January 2, 2014:

  • Fire + Earth = Magma
  • Fire + Air = Smoke
  • Earth + Water = Mud
  • Air + Water = Mist
  • Earth + Extropy = Crystal
  • Earth + Entropy = Eskara
  • Fire + Extropy = Light
  • Fire + Entropy = Darkness
  • Air + Extropy = Lightning
  • Air + Entropy = Void
  • Water + Extropy = Ooze
  • Water + Entropy = Salt
  • Fire + Earth + Entropy = Ash
  • Fire + Earth + Extropy = Metal
  • Fire + Air + Entropy = Cold
  • Fire + Air + Extropy = Heat
  • Air + Water + Extropy = Thunder
  • Air + Water + Entropy = Ice
  • Water + Earth + Extropy = Acid
  • Water + Earth + Entropy = Alkali
  • Water + Earth + Fire + Air + Extropy + Entropy = Shadow

Bond Strength For Which the Above Information is Current

Complete

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