Kazarak

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==Specialty Access== ==Specialty Access==
-===Higher then Adventurers===+===Higher than Adventurers===
*Cthonimancy 20 *Cthonimancy 20
*Earth Affinity 20 *Earth Affinity 20
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*Cold Tolerance 10 *Cold Tolerance 10
*Heat Tolerance 10 *Heat Tolerance 10
-===Lower then Adventurers===+===Lower than Adventurers===
Everything else Everything else
===No Specialty Access=== ===No Specialty Access===

Revision as of 08:56, 5 September 2010

Contents

Description

The Kazar demons use the Kazarak as their primary pawns on this plane. Finding it difficult to physically manifest themselves here, they choose instead to take over the bodies of others, forming a permanent bond between a demon's spirit and the host body.

The bond that ties the Kazar demon to the host kazarak is of geomantic origin. It robs the host of their life, leaving them a murmuring husk of their original self, but in exchange grants them partial use of many of the powers of the Kazar.

Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.

Location

The Kazarak do not have a guildhall, but through brute force the Kazar have created a pillar that allows them access to this world so that they can claim a body. This pillar is at 12, -12, 0 in Ebira

Joining

Stand next to pillar. The Kazar are not particularly picky about what bodies they inhabit.

You are now a first-degree specialist in cthonimancy, earth affinity, entropic affinity, evocation, pain tolerance, power direction, power tuning, resilience and steadiness.

Required Specialty Points

  • 2 intelligence
  • 3 constitution
  • 2 willpower
  • 1 charisma
  • 1 perception

Specialty Access

Higher than Adventurers

  • Cthonimancy 20
  • Earth Affinity 20
  • Entropic Affinity 20
  • Evocation 20
  • Pain Tolerance 15
  • Power Direction 20
  • Power Tuning 20
  • Resilience 15
  • Steadiness 15

Same as Adventurers

  • Cold Tolerance 10
  • Heat Tolerance 10

Lower than Adventurers

Everything else

No Specialty Access

  • Haggling
  • First Aid
  • Literacy
  • Linguistics
  • Empathy
  • Stamina
  • Discipline
  • Courage

Abilities

As a trans-dimensional demonic entity in a shell of mortal flesh, your new life is going to take some getting used to. The body that you are using will not repair itself or recover energy like it did while it was alive, and to preform either of those tasks requires a direct infusion of your power. This is done with the commands 'repair' and 'revitalize'. Your own power is limited and you can only put so much energy into repairing the body without breaks. A corpse requires no sustenance, so there is no need to eat or drink. Your own essence will still need energy, and there are two useful sources in this plane, magic items and the souls of the recently dead. Once a magic item is in your hands, the command 'consume <target>' will break it down to raw power and transfer that back to you. The draining of souls is part of the general 'drain' power below.

The original soul that animated the flesh is gone, devoured by you as you broke into this world. It can never come back. However your own powers are only linked to the body by the runes that exist in the flesh, and these provide only a conduit for your power. Attacks against this conduit will be very dangerous to you. The raw power of the runes also interferes with the operation of other magic around your new body. Long term protection or auras will fail if they attempt to protect you.

You can force energy into the body for purposes other then healing. These are refered to as "charges".

You can also drain energy out of the environment, physical objects or even the minds of beings. This is preformed by the 'drain' command.

  • Drain Soul
drain soul from <target>

This power is used by the kazarak to consume the souls of fallen foes. It is used to provide the Kazar with energy, some of which is shared with the host.

  • Drain Structure
drain structure from <target>

The greater Kazar can convert some physical objects into energy, most notably items bearing a magical enchantment and the physical forms of living beings. While the stagnant energy structure of the greater Kazar disallows them from converting the bodies of victims into useful energies, they can convert some of the physical structure into energy which harmlessly dissipates into the surrounding area, leaving the victim without part of hir physical structure. This is one of the most common directed attacks utilized by the kazarak, gaining in effect as they increase their energy control powers. It is most often manifested as a bolt or field of dark energy as light and material is consumed between the kazarak and the target.

  • Drain Sense
drain sense from <target>

By more precise focussing of energy consumption, a kazarak is able to rob an opponent of the energy channels required for perception. This has the effect of rendering a target much less sensitive to the surrounding world, and at high skill levels can cause blindness.

  • Drain Psyche
drain psyche from <target>

By specifically targeting their energy drain capabilities and focussing only on the psychic energy channels of a target, a kazarak may cause serious damage to the mental capacities of an opponent. This is a highly complex power, and requires a great deal of skill and practice to be able to utilize.

  • Drain Vitality
drain vitality from <target>

By targeting their energy drain capabilities and focussing only on the life-giving energy channels of a target, a kazarak may cause a target to lose some of their physical capacity. While not nearly as damaging as the direct attacks to the structure of a target, it is extremely debilitating, causing targets to weaken, and rendering them incapable of rapid movements and reactions. This power is very taxing, and requires a significant skill level to properly activate.

End of spoiler information.
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