Lightbringers
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New Lightbringers may join every three days, new members should update this section as they join.<br> | New Lightbringers may join every three days, new members should update this section as they join.<br> | ||
- | [[User: xsiz|Xsiz]] 20:54, 6 October 2022 (MST) | + | [[User: Yoko|Yoko]] 13:10, 5 May 2023 (UTC) |
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=[[:Category:Lightbringer Volitions|Volitions]]= | =[[:Category:Lightbringer Volitions|Volitions]]= |
Revision as of 09:26, 5 May 2023
Champions have appeared who seem capable of bending light to their will with the use of magickal lenses. Their sanctuary is rumored to be in Liathyr. (3, -12)
Contents |
Guild Helpfile
--.. .)) the Lightbringers )). ..------------------------------ You are a Lightbringer, a champion of the light. Lightbringers are a select group of heroes, chosen by a representative of Eosphoros to bear a lens and wield it in the struggle for order, justice, virtue, and the light of civilization. They are beacons of hope. As such their own will must be unflagging, capable of bearing any injustice or insult without yielding an inch of integrity or resolve. Your main tool as a Lightbringer is your lens. Your lens stores and focuses the power of the light. This power is replenished by the light that burns in the Lightbringer's sanctuary. It is expended and shaped by you, limited only by your will and imagination. The light can be wielded to forge weapons and armour, to fly, to traverse space and time, to comprehend the most esoteric languages, and to bring all manner of energies down upon one's foes. You must learn the skills necessary to control the power of your lens: directing, tuning, focussing, and channeling will enable you to better express employ the lens as an expression of your will. The energy employed by Lightbringers displays a curious antipathy for ferrous metals: it fades away upon the merest contact with iron in any portion, and the lenses themselves become unstable with too much exposure to them. It is expected that you will conduct yourself with a certain measure of honor and forthrightness as a Lightbringer, though the precise meaning of this is left up to each Lightbringer. Using qlippotic instruments is strictly forbidden; any measure of taint acquired in their presence should be purified posthaste. For more information on your powers, type 'help volitions'. To leave the Lightbringers, return to the sphere and visualize the light leaving your body.
- NOTE: If you ever lose your lens, hang out around the sphere and you will receive a new one.
Requirements
- Be a Hero (Level 50) or have 175 Quest Points.
- Have an alignment that is enough of a combination of ordered and good.
- Have NO Qlippotic Affinity, Darkness Affinity or demonic blood.
- Have a palm (lenses are worn on palms).
- Exclusive with neutral, evil, sadist, mercenary, outlaw, destroyer, soldier, and libertine affiliation types.
Rejoining
You will need to advance a minimum of three levels to leave then "visualize the light leaving my body".
Confirmed: rejoin timer is 1 year (though possibly less if you leave while not holding the Champion of Eosphoros office).
Joining
Guildhall is in Liathyr at 3, -12, 0. Guildmaster is Ylon.
You are now a first-degree specialist in courage, power direction, power focusing, power channeling, and power tuning.
You intone, ->) I'm here for consideration (<- in lugubriously-accented Anglic. The dark-yellow-skinned male dana nods to you. The dark-yellow-skinned male dana states, .) )) You are worthy. Go forth and meditate upon the power within the light. (( (. in Sperethiel. The dark-yellow-skinned male dana nods at you.
You cannot join the Lightbringers because you are a libertine.
IMPORTANT NOTE: It is very dangerous to be inside the Lightbringer sanctuary if you are not a member of the guild. This includes people who are trying to join, even though they have been authorized; the authorization can time out.
a peaceful sanctuary [w] A neat row of perhaps two dozen sandalwood-inlaid mahogany chairs form a semicircle here around the periphery of this spacious room. An alabaster pool of water occupies the room's center, surrounded by an immaculate marble floor. The walls blend seamlessly into an arched oaken-framed ceiling overhead, the sky visible through several green glass skylights near the top. The area is brightly lit. You see a hovering sphere, Wenon, Cirdan, Cinder, and a bright-cyan-skinned female chaosborn. The only obvious exit is west.
reflect upon the power within the light You sense that some ferrous metal on your person is interfering with the powers within the sphere. You put away your lotus-inscribed golden steel katana. meditate upon the power within the light You would need ten more perception-based specialty points available for the required specialties in power direction and subordination. * note: I had -9 from guildstrip at this point
reflect upon the power within the light You no longer specialize in rune lore. [event logged] You are now a first-degree specialist in power direction, power focusing,
power channeling, power tuning, Siglaryn, and subordination. [event logged] The hovering sphere ripples hypnotically. A diamond lens manifests in your inventory in a flare of dazzling light.
New Lightbringers may join every three days, new members should update this section as they join.
Yoko 13:10, 5 May 2023 (UTC)
Volitions
You have the ability to direct energy through your lens to various affects using your will alone. All of these powers require your lens for both energy and focus; if you lose it, remove it from your hand, or let it run out of energy, your volitions will be unable to sustain these affects on their own.
Your profiency in directing the energies of your lens depend upon your power control, and also sometimes an ancilliarry skill that is helpful in the correct application of your will. One's attributes also contribute, but only in proportion to their corresponding skill: the portion of one's ego contributed is determined by one's skill in power channeling, for example.
The volitions known to you are as follows.
Adaptation Aura Balance Blast Close Color Conflagration Consecration Construction Corpore Lux Create Ahriman Create Aphex Create Ardeon Create Greater Light Amalgamal Create Image Create Kite Create Lesser Light Amalgamal Create Major Light Amalgamal Create Minor Light Amalgamal Create Pyrl Create Sabino Create Yag Deconstruction Diffraction Disenchantment Empower Fire Flare Flight Gain Golden Ray Halo Healing Horizon Infusion Invisibility Knowledge of Apertures Knowledge of Charge Knowledge of Extant Lightbringers Light Lightning Node Open Polychromatic Ray Pulse Purge Purification Rainbow Ray Rebound Reflection Refraction Reinforcement Repair Resonance Ribbons Sapiens Sol Strobe Sunlight Sunlock Teleportation Viscera Fax Wane
Apertures
Your development and progress as a Lightbringer is captured in a measure called radiance. As you gain radiance, you may focus and develop it through paths of development known as apertures. Each unit of radiance allows you to progress in one additional tier of any aperture. Progressing in an aperture opens up additional abilities, such as new volitions or the ability to passively generate lens energy.
You get one point of Radiance for every 50 levels, 100 courage, 7000 Exploration Points, 100 Quest Points, and 1 for having less than -11 assimilativity.
Every aperture has a primary skill associated with it. Often (but not always), the primary skill will be related to the abilities granted by the aperture; advancement in that skill will further enhance that aperture's abilities. For example, increasing order affinity will increase the amount of luminax generated by the gold aperture, and light affinity is used in all of the volitions granted by the sanctum aperture.
The apertures known to you are listed below. Each aperture has its own help topic
with additional information. To view or change into what apertures your radiance
is invested, see the 'open', 'close', and 'knowledge of apertures' volitions.
Alloy Anima Ascent Corona Eclipse Empyrean Flow Focus Gold Mirror Prism Sanctum
Subvocalize "goal", "movement", "selection", "solving" for help with the floating cube puzzle presented when Opening and closing Apertures
Specialty Access
Compiled with a wild-talented Hanoman Advenus, so some weirdness may be present. -Shinichi
Aging Retardation 8 Anatomy 8 Animal Lore 8 Antagonism 10 Arcane Lore 5 Archery 8 Arctic Fieldcraft 5 Armour Lore 10 Armour Use 10 Artificing 3 Astrology 5 Athleticism 2 Awareness 8 Axe 8 Balance 8 Blindfighting 8 Bludgeon 8 Break Fall 8 Breath Control 8 Brewing 3 Calligraphy 3 Carousing 8 Carpentry 5 Carving 5 Centering 12 Climbing 5 Combat Reflexes 10 Concentration 10 Cooking 3 Cosmology 5 Courage 50 Crossbow 8 Dagger 8 Demolition 5 Desert Fieldcraft 5 Diplomacy 8 Discipline 11 Dodge 10 Drawing 3 Elder Lore 2 Elude Pursuit 5 Equilibrium 12 Equipment Maintenance 5 Etiquette 8 Fast Talk 8 Finance 5 Find Weakness 8 Firefighting 5 First Aid 12 Fishing 2 Flail 8 Fletching 3 Flight 5 Foraging 5 Forestry 5 Gambling 8 Haggling 8 Hammer 8 Hardiness 8 Heraldry 5 Hills Fieldcraft 5 History 8 Horticulture 2 Imagination 10 Impact Absorption 8 Insect Lore 8 Instant Stand 8 Intelligence Analysis 5 Intimidation 8 Jumping 5 Jungle Fieldcraft 5 Lack of Weakness 8 Law 8 Leadership 10 Leatherworking 5 Legend Lore 5 Linguistics 5 Literacy 8 Load Bearing 5 Locksmithing 2 Logistics 5 Manipulation 5 Masonry 3 Massive Blow 8 Massive Exertion 8 Meditation 8 Memory 8 Metallurgy 5 Metaphysics 2 Mountaineering 5 Navigation 8 Order Affinity 2 Orienteering 8 Ownership 5 Pain Tolerance 8 Painting 3 Physics 3 Piety 6 Plains Fieldcraft 5 Plant Lore 8 Poetry 3 Pole Arm 8 Politics 2 Power Channeling 50 Power Direction 50 Power Focusing 50 Power Tuning 50 Practice 8 Precision Strike 8 Prose 3 Psychology 2 Qlippotic Lore 5 Recuperation 8 Resilience 10 Rigging 5 Running 5 Scholarship 8 Sculpture 3 Sephirotic Lore 5 Sewing 3 Shield 8 Shorelands Fieldcraft 5 Showmanship 7 Siege Engineering 3 Sling 8 Smithing 5 Somatesthesia 10 Spear 8 Spirit Lore 2 Staff 8 Stamina 8 Steadiness 10 Strategy 8 Streetwise 5 Subordination 2 Swamp Fieldcraft 5 Swimming 8 Sword 8 Tactics 10 Tanning 5 Tenacity 15 Theology 8 Throwing 8 Tracking 5 Tumbling 10 Unarmed Combat 8 Vocalization 8 Weapon Lore 10 Weaving 3 Wu Wei 14 Wyrding 10