Sleipnir (Empathic Bond)

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Requires a large sum of [[theology]] and a moderate amount of [[law]], [[tracking]], [[rune lore]], [[legend lore]], [[diplomacy]], [[mortuary]], [[strategy]], and [[tactics]] skill to be bonded to. Requires a large sum of [[theology]] and a moderate amount of [[law]], [[tracking]], [[rune lore]], [[legend lore]], [[diplomacy]], [[mortuary]], [[strategy]], and [[tactics]] skill to be bonded to.
-Zetasai have no theology access so be prepared to join [[Agnihotri]], [[Haruspex]], [[Questors of Tyr]], or some other theology access granting association.+Zetasai have no theology access so be prepared to join [[Agnihotri]], [[Haruspex]], [[Questors of Axa]], or some other theology access granting association.
One was bonded to with 138 theology, 30 law, 20 tracking, 17 rune lore, 17 legend lore, 20 diplomacy, 12 mortuary, 14 strategy, and 17 tactics. One was bonded to with 138 theology, 30 law, 20 tracking, 17 rune lore, 17 legend lore, 20 diplomacy, 12 mortuary, 14 strategy, and 17 tactics.
If you can find someone with phylacteries of theosophy, they'll each give 20 bonus theology when worn/held. If you can find someone with phylacteries of theosophy, they'll each give 20 bonus theology when worn/held.
 +
 += Assim Skills =
 +Definite increase: [[Poetry]]
 +
 +No visible change: [[Strategy]], [[Prose]], [[Rune Lore]], [[mounted combat]], [[riding]], [[equestrian]], [[entropy affinity]], [[Thanaturgy]]
= Known Abilities = = Known Abilities =
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==Attribute Modifications== ==Attribute Modifications==
-The sleipnir grants its consort a large bonus to [[Willpower]], a sizeable bonus to [[Constitution]], as well as moderate bonuses to [[Strength]], [[Dexterity]] and [[Perception]].+The sleipnir grants its consort a large bonus to [[Willpower]], a sizeable bonus to [[Vitality]], as well as moderate bonuses to [[Strength]], [[Agility]] and [[Perception]].
-==Specialty Bonuses==+==Skill Bonuses==
 +{|border="1" cellpadding="10" cellspacing="2" text-align="center"
 +|-
 +! scope="col" style="text-align="center";" | Skill
 +! scope="col" style="text-align="center";" | Access
 +! scope="col" style="text-align="center";" | Bonus
 +|-
 +| style="text-align: center;background-color: #33EE33;" | [[Strategy]]
 +| style="text-align: center;background-color: #33EE33;" | 16
 +| style="text-align: center;background-color: #33EE33;" | 37.5 + 5% base
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Mounted Combat]]
 +| style="text-align: center;background-color: #00AA00;" | 14
 +| style="text-align: center;background-color: #00AA00;" | 35
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Metasenses]]
 +| style="text-align: center;background-color: #00AA00;" | 13
 +| style="text-align: center;background-color: #00AA00;" | 0
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Entropy Affinity]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Extropy Resistance]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Riding]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Rune Lore]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Spear]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Thanaturgy]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Tracking]]
 +| style="text-align: center;background-color: #BBEEBB;" | 10
 +| style="text-align: center;background-color: #BBEEBB;" | 25
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Magick Resistance]]
 +| style="text-align: center;background-color: #BBEEBB;" | 9
 +| style="text-align: center;background-color: #BBEEBB;" | 22.5
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Abjuration]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Divination]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Law]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Poetry]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Prose]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Staff]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: orange;" | [[Armour Use]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 17.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Hardiness]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 17.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Stamina]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 17.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Steadiness]]
 +| style="text-align: center;background-color: orange;" | 7
 +| style="text-align: center;background-color: orange;" | 17.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Equestrian]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 12.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Centering]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Chaoturgy]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Cold Tolerance]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Combat Reflexes]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Diplomacy]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Discipline]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Introspection]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Killer Instinct]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Meditation]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Quickness]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Recuperation]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Running]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Tenacity]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Theology]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +|}
-Bonus specialty degrees and access are provided as follows:+==Traits Granted==
-===Tier 1===+
-*[[Mounted Combat]]+
-*[[Strategy]]+
-===Tier 2===++1 [[Luck]] at/around "fairly healthy" that increases with bond strength.
-*[[Entropy Affinity]]+
-*[[Extropy Resistance]]+
-*[[Riding]]+
-*[[Rune Lore]]+
-*[[Spear]]+
-*[[Thanaturgy]]+
-*[[Theology]] (access only)+
-===Tier 3===++1 [[Chaos Favour]] starting partway through "very healthy", another +1 at late into "deep".
-Just past "somewhat frail":+
-*[[Tracking]]+
- +
-===Tier 4===+
-Just past "fairly healthy":+
-*[[Magick Resistance]]+
- +
-===Tier 5===+
-Midway through "fairly healthy":+
-*[[Abjuration]]+
-*[[Law]]+
-*[[Poetry]]+
-*[[Prose]]+
-*[[Staff]]+
-*[[Divination]]+
- +
-At "very healthy" bond strength, the bonus specialty for Strategy is increased to 2.+
- +
-===Tier 6===+
-Midway through "very healthy":+
-*[[Hardiness]]+
-*[[Stamina]]+
-*[[Steadiness]]+
-*[[Armour Use]]+
- +
-At "robust" bond strength, the bonus specialty for Mounter Combat is increased to 2.+
- +
-At "resilient" bond strength, Tier 2 specialties (and Theology access) are increased by 1.+
- +
-=== Boons ===+
- +
-+1 Luck at/around "fairly healthy" that increases with bond strength up to +5~ Luck? (not sure)+
- +
-+1 Chaos Favor starting partway through "very healthy", +1 around "resilient", another +1 at "nearing completion", +1 order favor at "complete".+
Female sleipnir consorts with bond strength over 50 get a valkyrie honorific. Female sleipnir consorts with bond strength over 50 get a valkyrie honorific.
-====Sovereignty====+==Sovereignty==
Sleipnir are sovereign over ravens and crows. Sleipnir are sovereign over ravens and crows.
-===Charms===+==Charms==
'''Initially on bonding:''' '''Initially on bonding:'''
- First, the ability to tame creatures over which your familiar is sovereign. To do this, concentrate on taming the creature. 
- Second, the ability to command a friendly creature over which your familiar is sovereign to undertake a specific action.+*[[Tame (Empathic Bonds)|Tame]]
- You can command multiple creatures at once in this manner. To do this, concentrate on commanding your follower or +*[[Command (Empathic Bonds)|Command]]
- followers to undertake the desired action.+*[[Urge (Empathic Bonds)|Urge]]
- +
- Third, the ability to urge your familiar to specific action. This ability can be used even if you do not know where your +
- familiar is. To do this, concentrate on urging your familiar to undertake the desired action.+
'''Just after bonding:''' '''Just after bonding:'''
- Fourth, the ability to call your familiar to your side. To do this, concentrate on calling your familiar. 
- Fifth, the ability to send your familiar to safety. This ability can be used even if you do not know where your familiar +*[[Call (Empathic Bonds)|Call Familiar]]
- is. To do this, concentrate on sending your familiar to safety.+*[[Send (Empathic Bonds)|Send Familiar]]
'''Mid-way through very frail:''' '''Mid-way through very frail:'''
- Sixth, the ability to see through your familiar's eyes. This ability can be used even if you do not know where your + 
- familiar is. To do this, concentrate on seeing what your familiar sees.+*[[Conjoin (Empathic Bonds)|Conjoin]]
 +*[[Kinsee (Empathic Bonds)|Kinsee]]
'''Late into very healthy:''' '''Late into very healthy:'''
- Seventh, the ability to envelop yourself in a shroud of passed souls. To do this, will the souls of the dead to protect  
- me. To end the effects of this charm, will the souls of the dead to cease protecting me. 
- Eighth, the ability to hallow the remains of the departed. Doing so resolves the remains into entropic energy and then +*[[Soul Shroud (Empathic Bonds)|Soul Shroud]]
- washes you in said energy. To do this, concentrate on the dead joining with death.+*[[Hallow Remains (Empathic Bonds)|Hallow Remains]]
'''Shortly after robust:''' '''Shortly after robust:'''
- Ninth, the ability to imbue oneself with energy that will spur you to travel at incredible speeds while mounted to your  
- familiar. This charm only works if your familiar is running or walking, not swimming or flying. To do this, imagine  
- myself traveling like the wind. To end the effects of this charm, imagine myself traveling at normal speeds. 
-'''At resilient:'''+*[[Tachypodes (Empathic Bonds)|Tachypodes, the ability to travel at incredible speeds on land when mounted]]
- Tenth, the ability to become one with your familiar. This ability can be used even if you do not know where your familiar +
- is. To do this, concentrate on becoming one with your familiar.+
'''Part-way through resilient:''' '''Part-way through resilient:'''
- Eleventh, the ability to ward yourself and your surroundings from scrying. To do this, concentrate on warding myself from  
- prying eyes. To end the effects of this charm, concentrate on ceasing to ward myself against prying eyes. 
-'''Later:'''+*[[Scry Warding (Empathic Bonds)|Scry Ward]]
- Twelfth, the ability to perceive subtle energy flows. To do this, concentrate on perceiving subtle energy flows. To end + 
- the effects of this charm, concentrate on ceasing to perceive subtle energy flows.+'''Mid-way through very deep:'''
- Thirteenth, the ability to scry a person. To do this, concentrate on finding the location of the person you are looking for.+*[[Starsee (Empathic Bonds)|Starsee]]
- Fourteenth, the ability to scry a person's possessions. To do this, concentrate on learning the possessions of the +'''Mid-way through nearly complete:'''
- person you are interested in knowing this about.+
- Fifteenth, the ability to scry an item. The item must be specific: a unique item with a name you know, an item that you +*[[Scry Person (Empathic Bonds)|Scry Person]]
- yourself have named, or an item you are keeping. To do this, concentrate on locating the item you are interested in finding.+*[[Scry Possessions (Empathic Bonds)|Scry Possessions]]
 +*[[Scry Item (Empathic Bonds)|Scry Item]]
-[[Category: Empathic Bond Familiars]][[Category: Zetesai Familiars]][[Category: Mountable Familiars]]+[[Category: Empathic Bond Familiars]]
 +[[Category: Zetesai Familiars]]
 +[[Category: Mountable Familiars]]

Current revision

Contents

Bonding Requirements

The sleipnir are a race of powerful eight-legged horses said to be kept as personal stock by the god Odin. They do not occur in the world naturally and must be summoned by those with some pull with Odin.

Requires a large sum of theology and a moderate amount of law, tracking, rune lore, legend lore, diplomacy, mortuary, strategy, and tactics skill to be bonded to.

Zetasai have no theology access so be prepared to join Agnihotri, Haruspex, Questors of Axa, or some other theology access granting association.

One was bonded to with 138 theology, 30 law, 20 tracking, 17 rune lore, 17 legend lore, 20 diplomacy, 12 mortuary, 14 strategy, and 17 tactics.

If you can find someone with phylacteries of theosophy, they'll each give 20 bonus theology when worn/held.

Assim Skills

Definite increase: Poetry

No visible change: Strategy, Prose, Rune Lore, mounted combat, riding, equestrian, entropy affinity, Thanaturgy

Known Abilities

The sleipnir is a very quick steed, has a small amount of night vision, and can fly if equipped with horseshoes of flight. Only four horseshoes are required to impart flight to the creature, but up to eight can be equipped to provide redundancy.

Attribute Modifications

The sleipnir grants its consort a large bonus to Willpower, a sizeable bonus to Vitality, as well as moderate bonuses to Strength, Agility and Perception.

Skill Bonuses

Skill Access Bonus
Strategy 16 37.5 + 5% base
Mounted Combat 14 35
Metasenses 13 0
Entropy Affinity 12 30
Extropy Resistance 12 30
Riding 12 30
Rune Lore 12 30
Spear 12 30
Thanaturgy 12 30
Tracking 10 25
Magick Resistance 9 22.5
Abjuration 8 20
Divination 8 20
Law 8 20
Poetry 8 20
Prose 8 20
Staff 8 20
Armour Use 5 17.5
Hardiness 5 17.5
Stamina 5 17.5
Steadiness 7 17.5
Equestrian 5 12.5
Centering 4 10
Chaoturgy 4 10
Cold Tolerance 4 10
Combat Reflexes 4 10
Diplomacy 4 10
Discipline 4 10
Introspection 4 10
Killer Instinct 4 10
Meditation 4 10
Quickness 4 10
Recuperation 4 10
Running 4 10
Tenacity 4 10
Theology 4 10

Traits Granted

+1 Luck at/around "fairly healthy" that increases with bond strength.

+1 Chaos Favour starting partway through "very healthy", another +1 at late into "deep".

Female sleipnir consorts with bond strength over 50 get a valkyrie honorific.

Sovereignty

Sleipnir are sovereign over ravens and crows.

Charms

Initially on bonding:

Just after bonding:

Mid-way through very frail:

Late into very healthy:

Shortly after robust:

Part-way through resilient:

Mid-way through very deep:

Mid-way through nearly complete:

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