Inducted

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Your current level of subversion is negligible (0). Your current level of subversion is negligible (0).
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 +== Gaining Subversion ==
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 +Bring the rings of NPC [[Ringwielders]] to [[Tukrr]], and you will be rewarded for each unique rune on the ring that you have not handed in before. Additionally, special rare rings called Traitor's Rings can be found that will always count as unique. Lastly, Tukrr will ocasionally announce that he needs an item for his plans. Bringing this item to him will result in a gain of subversion.
== Inducted Powers == == Inducted Powers ==

Revision as of 14:52, 18 January 2015

The Inducted, sometimes also known as the Dark Aligned, are a small group of mystic initiates dedicated to the teachings of Tukrr, leader of the kobold city of Gurbodax. Warped and twisted through a shattering ritual of evil logic, they employ a number of powers to serve their master, by blending the arts of eideturgy and skiaturgy to create a few combat-related effects to fell their enemies and protect themselves in battle. Additionally, the Inducted have some level of martial capability, although not nearly as much as a dedicated martial association.

The abilities of the Inducted require a modicum of both orderly and evil alignment - loss of these fragile spiritual equilibria rob the Inducted of their ability to manipulate the energies of the cosmos, although not their martial prowess.

Contents

Joining

Joining the Inducted is challenging and requires a significant amount of effort.

First, acquire a ring of dream essence (extremely rare) and bring it to Tukrr. You will receive a companion creature, which you should keep and carry around.

Second, acquire Nenya and bring it to Tukrr as well. You will receive an aura that will protect you from Ahrikol's attacks for a brief period of time (15-30 minutes, protection weakens over time).

Last, go to Ahrikol in Yevath and attack him, then drop the companion creature received in step 1. Be careful as the aura from step 2 will not protect you from physical damage inflicted by the guards, and messing up this step will force you to start over entirely. If you can survive sufficiently long, a mysterious event will happen and Ahrikol's hand will be blown off. Grab the One Ring (or the entire hand, if nervous), and hightail it out of there. Give the One Ring to Tukrr, then say "secret" to reveal the point behind all this.

Turning in the ring will make you friendly to all kobolds in Gurbodax forever. At that point forward, you may also elect to join the Inducted by saying to Tukrr "I wish to understand the true nature of despair". Once this is done, you can never turn back.

Inducted Ethos

While the Inducted are first and foremost concerned with effectiveness, the wellspring of their power stems from a single fundamental truth - as they understand it, the Inducted perceive the universe as a simple engine of cruelty and inevitability, trending always towards a state of final hopelessness and destruction. The emotion of despair exemplifies and venerates this state, and as a result, the Inducted identify their particular truths and strictures as closely integrated with the idea of despair.

Subversion

By performing other acts of servitude for their dark master, the Inducted increase their knowledge and understanding of the fundamental concepts of despair, and thus progress further into the depths of their twisted ethos -- a process known as Subversion. As the disciple's subversion increases, their mastery of despair-based arts becomes broader, and additional powers may be unlocked or existing powers strengthened.

Your current level of subversion is negligible (0).

Gaining Subversion

Bring the rings of NPC Ringwielders to Tukrr, and you will be rewarded for each unique rune on the ring that you have not handed in before. Additionally, special rare rings called Traitor's Rings can be found that will always count as unique. Lastly, Tukrr will ocasionally announce that he needs an item for his plans. Bringing this item to him will result in a gain of subversion.

Inducted Powers

Tukrr states, ->) Initially, your only power will be the ability to communicate with myself and your fellow disciples through the Dark Mind. Bring me the rings of Ahrikol's minions, the Ringwielders, and I shall reveal more powers to you. (<- in Takargu.


With a fundamental understanding of despair comes the ability to perceive the possibility of harmful manifestations of the universe - mental and spiritual constructs with the power to perform great destruction. Conceptually, these constructs have no power of their own, but when wielded by a mystic with training in the magickal arts of eideturgy and skiaturgy, these constructs can be actualized into devastating attacks or powers.

Note that no power can automatically accessed by any Inducted other than the Dark Mind - the specific strictures of a power must be learned individually.

[ Dark Mind ]

[ Command  : ] inducted <msg>

[ Description : ] The fundamental understanding of the universe's tireless march towards oblivion enables members of the Inducted to share in the thoughts of the Dark Mind, a communication channel for all to use.

[ Dark Palm ]

[ Command  : ] perform dark palm at <creature>

[ Description : ] By invoking the skiaturgical principles of thanatopsis and entropy, you can envelop your opponent in a pulse of death and shadow. This is a combat maneuver, and can be targeted, suppressed, or altered in frequency like any other combat maneuver. If performed without a target, the attack will target your current opponent.

[ Bane Strike ]

[ Command  : ] perform bane strike at <creature>

[ Description : ] By invoking the skiaturgical principles of energy transfer and existential manifestation, you can you can enhance a physical strike with a pulse of eskaric lightning from your palm. This is a combat maneuver, and can be targeted, suppressed, or altered in frequency like any other combat maneuver. If performed without a target, the attack will target your current opponent. This attack is particularly effective against the more powerful servants of Ahrikol.

[ Despair Spirit ]

[ Command  : ] visualize despair as an anthromorphic principle

[ Description : ] Enables one to summon a despair spirit - a physical manifestation of the forces of despondency and hopelessness - to do one's bidding. You may only summon one spirit at a time. To control your spirit, tell or whisper your commands to it, or say your commands in the format 'spirit, <cmd>'. To banish one, command it to begone.

[ Gloom Aura ]

[ Command  : ] will the fundamental darkness of reality to [envelop me / dissipate from me]

[ Description : ] Before light, darkness - after light, darkness. By articulating the skiaturgic principles of darkness and oblivion, you can wrap yourself in an aura of shadowy power which will protect you from most forms of attack. The aura will drain your spiritual energies while active.

[ Glorious Slash ]

[ Command  : ] perform glorious slash at <creature>

[ Description : ] By invoking the eideturgical principle of solar decay, you can hurl a time-lost arc of a red giant star at your opponent. This is a combat maneuver, and can be targeted, suppressed, or altered in frequency like any other combat maneuver. If performed without a target, the attack will target your current opponent.

[ Process of Despair ]

[ Command  : ] concentrate on the resonant dissonance inherent in enthalpic decay

[ Description : ] By invoking the eideturgical principle of enthalpic dissolution, you can expose your opponents to the unbridled energies of the soulless mechanisms of creation itself. Note that this is an area-of-effect (AOE) attack.

Specialty Access

Total of 1 Dexterity, 1 Constitution, 6 Willpower, 3 Intelligence, 1 Perception, and 1 Charisma to join.

Min   Max      Specialty
--------------------------------
 1    +10      Discipline
 1    +10      Eideturgy
 1    +10      Skiaturgy
 1    +10      Telesma
 1    +4       Meditation
 1    +3       Centering
 1    +3       Channeling
 1    +3       Courage
 1    +3       Introspection
 1    +3       Martial Arts
 1    +3       Recuperation
 1    +3       Takargu
 1    +3       Tenacity
      +4       Combat Reflexes
      +1       Antagonism
      +1       Athleticism
      +1       Dodge
      +1       Find Weakness
      +1       Lack of Weakness
      +1       Precision Strike
      +1       Killer Instinct
      +1       Unarmed Combat
      +1       Resilience
      +1       Stamina
      +1       Steadiness
      +4       Shadow Affinity (does not grant access on its own)
      +Special Combat Meditation (does not grant access, increases bonus access based on subversion, martial arts, and discipline skill levels)

Notes

The Inducted are forbidden to specialize in Sephirotic Affinity.

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