Charge (Kazarak Power)

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a portion of its contained energy will be returned to the host. Another a portion of its contained energy will be returned to the host. Another
possibility for a no-longer-needed charge is to 'release' it, which can possibility for a no-longer-needed charge is to 'release' it, which can
-have extreme and somewhat unpredictable consequences, depending on the + have extreme and somewhat unpredictable consequences, depending on the
-charge in question.+ charge in question.
=Possible charges:= =Possible charges:=

Revision as of 11:32, 16 October 2015

  Perhaps the most powerful ability granted to the kazarak by the Kazar
is the ability to store charges of energy within their bodies.  These charges
are varied in purpose, but all serve to enhance the host body in one way 
or another, making them a more efficient tool for use by the Kazar.
  The number of these charges that may be used simultaneously depends on
a number of factors.  Each charge has different requirements in terms of 
energy and skill level required, and there are three power levels for 
each charge ( minor, major, and greater ).  Clearly, more complex and more
powerful charges are more difficult to maintain, and therefore fewer may
be used at once.
  All charges begin at 'minor' power level and with a minimum amount of
contained energy.  They must be bolstered by adding more energy with continued
use of the 'charge' command, as the energy slowly dissipates from them over
time.  Charges may also have their power level altered through the use of 
the 'upgrade' and 'downgrade' commands.  Higher levels will of course use
more energy over time.  The 'perform charge balancing' command is useful in
controlling the exact amount allotted to each charge, as it redistributes
the energy in all charges to work in the most efficient manner.
  Charges may be monitored by using the 'show charges' command to list all
active charges, or the 'estimate' command to view a single charge in 
particular.  If a charge is no longer needed, it may be 'dispel'led and
a portion of its contained energy will be returned to the host.  Another
possibility for a no-longer-needed charge is to 'release' it, which can 
have extreme and somewhat unpredictable consequences, depending on the 
charge in question.

Possible charges:

  physical               stunning
  protection             probability
  resistance             material
  infusion               intensification
  haste                  shadow

Charge syntax:

  show charges - gives a list of the types and power levels of all
     currently-active charges
  charge <charge type> - this sets up a charge initially
  charge <charge type> <amount> - this adds energy to a charge
  charge all <amount> - this adds energy to all charges which
     are currently active
  dispel <charge type/"all"> - this dispels one or more charges,
     turning them off and reclaiming some of the invested energy
  estimate <charge type> - this returns an estimation of the power
     level of a particular charge
  upgrade <charge type/"all"> - upgrades the specified charges to the
    next higher power level.
  downgrade <charge type/"all"> - downgrades the specified charges to the
     next lower power level.
  perform charge balancing - this redistributes the energy in all active
     charges to make most efficient use of it.
  release <charge type/"all") - this releases all energy stored in a 
     charge/charges in one single, unpredictable burst.
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