Inducted
From LSWiki
Revision as of 16:45, 22 June 2017 (edit) Marcosy (Talk | contribs) (fixing factual errors) ← Previous diff |
Revision as of 12:46, 23 June 2017 (edit) Marcosy (Talk | contribs) Next diff → |
||
Line 42: | Line 42: | ||
* Traitor Rings give the normal 1-4 subversion, also are crazy rare | * Traitor Rings give the normal 1-4 subversion, also are crazy rare | ||
* IMPORTANT: Once you get subversion (through ANY of the above methods) you have a reduced chance to gain subversion again via assassinations for another 1 hour | * IMPORTANT: Once you get subversion (through ANY of the above methods) you have a reduced chance to gain subversion again via assassinations for another 1 hour | ||
- | ** So if you hand a Traitor's ring in and then attack LH for an assassination, complete it, die, recover body, go to turn in, you might get NO subversion for said assassination. Yes, it sucks. Basically think of progressing in Inducted as a mobile game that puts artificial time restrictions in to slow you down. | + | ** So if you hand a Traitor's ring in and then attack LH for an assassination, complete it, die, recover body, go to turn in, you might get NO subversion for said assassination. Yes, it sucks. Basically think of progressing as a living series of events that resists being optimized. |
== Angering Tukrr == | == Angering Tukrr == |
Revision as of 12:46, 23 June 2017
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, and is permanent. Once you join, you are forever bound in servitude to Tukrr - the process warps one's mind and spirit in ways that cannot be undone.
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 items called Traitor's Rings can be found that will always count as unique. Additionally, Tukrr will ocasionally announce that he needs an item for his plans. Bringing this item to him will result in a gain of subversion. To find out which item Tukrr currently needs, ask "master, what object do you seek" or similar in the Inducted channel. Lastly, you can do assassination missions for Tukrr. These missions must be acquired and turned in personally; using the info command on Tukrr will display the syntax
Assassinations grant 1-4 subversion based on how long it has been since you gained subversion by any means, items included, up to 4 at one hour.
Turning items randomly grants 1-4 subversion.
Note: Currently progressing your subversion is (unfortunately) enormously painful and arduous, due to the following issues:
- Each NPC Ringwielder Ring can be given only once, they give the most (20ish) but after you hand them all in you're stuck with assassinations or fetching
- Assassinations can grant 1-4 subversion and can require you to aggro entire major cities such as LH, which can easily result in your demise
- Removing assassinations penalizes you, most likely causing loss of subversion
- Fetching (aka get negligee for Tukrr) is irritating and boring, usually requiring you to find stupid items that are both rare and usually useless (read negligee)
- Traitor Rings give the normal 1-4 subversion, also are crazy rare
- IMPORTANT: Once you get subversion (through ANY of the above methods) you have a reduced chance to gain subversion again via assassinations for another 1 hour
- So if you hand a Traitor's ring in and then attack LH for an assassination, complete it, die, recover body, go to turn in, you might get NO subversion for said assassination. Yes, it sucks. Basically think of progressing as a living series of events that resists being optimized.
Angering Tukrr
Inducted are warned to speak with both precision and respect when using the Dark Mind. Mouthing off to Tukrr is the fastest way possible to piss him off. -- Marcosy
So, angering Tukrr works two (known) ways:
1. Not doing stuff. He checks once per week if you have gained any subversion, and starts getting angry if you haven't.
2. Saying his name on the Dark Mind, or using Agun's nickname. You are to call him "Master." If you say his name on the channel, he will be angered.
The consequences are myriad:
1. Pain. When he has relatively low anger, he will inflict a lot of pain on you, and possibly some minor disorders if you're unlucky.
2. Subversion Nuke. He can blast back your subversion, about 20 per angering.
3. Skill Nuke. He can set your skill in something to 0. It can be anything, so that's *really* not a good idea.
4. Mental Illnesses. He will probably give you illnesses whenever he does anything except pain.
The good things:
1. The first time you anger him, he will only warn you, so you have a single fallback.
2. His anger fades over time: it's halved to a minimum of 0 every 24 hours you don't anger him (online or not)
3. Performing acts of service will reduce his anger as well.
Inducted Powers
[ Powers of the Inducted ]
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 their dark musings and subtle coordinations.
- [ Bane Strike ]
[ Command : ] perform bane strike at <creature>
[ Subversion : ] 10
[ Description : ] By invoking the skiaturgical principles of energy transfer and existential manifestation, you can you can enhance a physical strike with a pulse of spiritual energy from an acupunctural energy node in 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.
Spirit Cost: 3 Activity: 22 (Base), 17 (Lowest Possible?) Damage Type: Air, Spirit, Fire, and Extropy Attack Rating: 143% Intelligence 142% Dexterity 100% Charisma 100% Willpower 33% Perception 110% Skiaturgy 110% Unarmed Combat 100% Brawling 100% Discipline 100% Martial Arts 100% Telesma 33% Tactics 27% Combat Reflexes 24% Killer Instinct Damage Rating: 110% Intelligence 100% Charisma 100% Strength 100% Willpower 110% Skiaturgy 100% Dirty Fighting 100% Discipline 100% Killer Instinct 100% Massive Blow 100% Telesma
- [ Attend Master ]
[ Command : ] concentrate on calculating an equation that describes my mental link
[ Subversion : ] 50
[ Description : ] Enables one to send one's will into the Dark Mind, attempting to locate the resonance of one's own mental link with their dark master, and calculate a conceptual theorem describing the differences in location which allows one to move through space to their location. The intensity of concentration required to use this power makes it impossible to perform while in combat.
- [ Dark Palm ]
[ Command : ] perform dark palm at <creature>
[ Subversion : ] 100
[ Description : ] By invoking the skiaturgical principles of thanatopsis and entropy, you can envelop your opponent in a pulse of death and shadow from an acupunctural energy node in 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.
Spirit Cost: 3 Activity: 22 (Base), 17 (Lowest Possible?) Damage Type: Entropy and Shadow Attack Rating: Same as Bane Strike Damage Rating: Same as Bane Strike
- [ Dark Calling ]
[ Command : ] concentrate on sending my will into the dark mind
[ Subversion : ] 150
[ Description : ] Enables one to send one's will into the Dark Mind, locating an idealized echo of one's own consciousness and utilizing it as a receptacle for undesirable emotions, causing one's current mental state to move closer to the state embodied by the fundamental concept of despair. The amount of movement is determined by the intensity of the emotions involved, as well as one's facility with the skills of Telesma, Discipline, Eideturgy, and Psychology. The intensity of concentration required to use this power makes it impossible to perform while in combat.
This power confuses some people. It converts Fear and Anger energy into ordered/evil alignment movement, with a small SP cost. -- Marcosy
- [ Despair Spirit ]
[ Command : ] visualize despair as an anthromorphic principle
[ Subversion : ] 250
[ 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, and the intensity of concentration required to use this power makes it impossible to perform while in combat. 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.
Appears to be a temporary tank that has a mostly fixed level. Its skills scale with your Subversion.
- [ Glorious Slash ]
[ Command : ] perform glorious slash at <creature>
[ Subversion : ] 350
[ 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.
Spirit Cost: 10 (Last Estimated) Activity: 22 (Base), 17 (Lowest Possible?) Damage Type: Fire, Extropy, Air, and Order Attack Rating: Same as Bane Strike, just substitute Eideturgy for Skiaturgy Damage Rating: Same as Bane Strike, just substitute Eideturgy for Skiaturgy
- [ Gloom Aura ]
[ Command : ] will the fundamental darkness of reality to [envelop me / dissipate from me]
[ Subversion : ] 450
[ 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 -- however, the intensity of concentration required to summon or dispel the aura makes it impossible to do so while in combat. The aura will drain your spiritual energies while active.
The damage absorbed per hit scales with your Subversion
- [ Process of Despair ]
[ Command : ] concentrate on the resonant dissonance inherent in enthalpic decay
[ Subversion : ] 550
[ 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.
Tukrr states, ->) Well done, my disciple. (<- in Takargu.
Tukrr states, ->) You surpass all my expectations, my disciple. As a reward for your tireless service, I will grant you the final secret of my training. By emitting a resonation of the eideturgical harmonic frequency of entropic decay, you can unleash the power of the the universe's fundamental inevitability. This power is highly destructive, and any creatures nearby who are superfluous to the universe's terminal strictures will be regulated into nothingness. Be warned that the power unleashed is dangerous, difficult to control, and indiscriminate in its violence -- you and your spirit will be immune to the forces unleashed provided your control is sufficient, but any other creatures nearby will be subject to its Wrath. To enact the effect, concentrate on resonant dissonance inherent in enthalpic decay. Use it well, my disciple. (<- in Takargu.
Tukrr states, ->) Though I have revealed all the secrets that I wish to teach you at this time, each act of service you perform for me still increases your favor, and thus your power. Continue your good work, my disciple. (<- in Takargu.
Specialty Access
Total of 1 Dexterity, 1 Constitution, 6 Willpower, 4 Intelligence, 2 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 Acupuncture 1 +3 Centering 1 +3 Courage 1 +3 Equilibrium 1 +3 Introspection 1 +3 Martial Arts 1 +3 Recuperation 1 +3 Subordination 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. Up to +4 according to Marcosy)
Hit +4 Cmed access at 900 subversion with 105 discipline and 114 martial arts. -Zeratul
Notes
The Dark Master's Demise?
You drive your steel-tipped dark red ironwood yari at Tukrr, connect with supreme precision and restabilize Tukrr's head, chest, left arm, left hand, and legs, though he resists the attack.
Tukrr's ruby-skull-inscribed iron tessen glows with shifting dark red light and disappears. A ruby-skull-inscribed iron tessen appears nearby in a flare of shifting dark red light.
Tukrr's head glows with shifting dark red light and disappears.
Tukrr has been stunned.
The Crown of Abaddon is torn from Tukrr.
Tukrr's head is amputated.
Tukrr loses the Crown of Abaddon with his head.
A fresh kobold head appears nearby in a flare of shifting dark red light.
You swing your steel-tipped dark red ironwood yari at Tukrr at a strange angle and heat his chest, left arm, and right leg up, though he resists the attack.
You thrust your right hand forward with your fingers curled inward, and a pulse of eskaric lightning expands from your palm cross Tukrr's chest, right leg, and right foot, jolting them, though he resists the attack.
You hurl an arc of golden light into Tukrr's chest and right arm, lighting them up, though he resists the attack.
You feel a voice echoing in your mind that seems to be receding into a rushing void.
"Well done, my disciple. I look forward to our next battle.".
You feel a sense of accomplishment.
You feel a nauseating wrench as the part of yourself that slew Tukrr falls into civil war with the part of yourself that is attuned to Hanoma.
You have been stunned.
Your combat meditation trance is broken.
Tukrr dies.
The Inducted are forbidden to specialize in Sephirotic Affinity, and are exclusive with Chaotic and Good affiliation types.