Weapons of Vengeance
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Contents |
How to Join
- Location: Nexus
- Steps
1. Go to the Nexus 2. Find Goth 3. Learn Siglaryn well enough to speak a few words. 4. Find Xar 5. Say "I want to prove my worthiness."" in Siglaryn 6. He will give you a vial of ink and a bodkin. 7. Find the statue in the center of the Nexus courtyard. 8. Draw rune on statue 9. When you draw the rune on the statue you will end up in a room with a sartan called Samah, leader of the Sartan Council of Seven. 10. Attack him. He deals mainly magickal damage that I know of. So magickal resistance helps a ton. 11. When you defeat him he'll ask for mercy. Attack him again. 12. He'll say something about he see's where your heart lies or something and then dies. 13. Touch sigil 14. Find Xar 15. Say "I will never forget what the sartans did." in Siglaryn 16. If your specs meet all the requirements then you're in. Either way you don't have to fight the statue again if they don't. Just fix them and do Step 15 again.
seems that siglaryn is no longer required. anglic worked for me. Gauen 18:23, 18 July 2014 (EDT)
How to Leave
I know of two ways to leave. One is to attack Xar, at which point he will break your heart rune and you will be marked as an enemy of the WoV. If you kill him, he will mark you with another rune, marking you as even worse. Alternately, if someone else kills Xar, he has a corallyn needle, which provides the following
Commands to use: tattoo <who> with <message> untattoo <who> unsigil - to remove all magickal sigils from you The corallyn needle was created by Ubiquitous, who wishes to credit Margaret Weis and Tracy Hickman as inspiring this work; the source code was last updated Wed Sep 23 02:12:37 2009. The needle weapon type was created by Lost Souls; the source code was last updated Sun Jul 12 19:30:03 2009. The material corallyn was created by Ubiquitous and Chaos and is maintained by Lost Souls; the source code was last updated Sun Jul 12 19:30:00 2009.
Using the unsigil command will remove your heart rune as well.
Weapons of Vengeance
The Weapons of Vengeance are mensches who have proven their worth to Lord Xar and so are privileged to serve him, being gifted with a Patryn name and a heart rune worked by Xar himself. Weapons in good standing are permitted many privileges among the Patryns of the Nexus and, with proper service, a standing nearing that of true Patryns. The purpose of a Weapon of Vengeance is, of course, to find and destroy the Sartan race and deliver the universe to Lord Xar's dominion.
Weapons of Vengeance have a communication channel, accessed through the commands 'weapon' and 'assoc', and can also access the communication channel shared by all those with Patryn runes, 'sigla'.
Specializations and Access
Min Max Specialty -------------------------------- 1 +5 Antagonism 1 +5 Piety 1 +5 Rune Lore 1 +5 Siglaryn 1 +2 Cold Tolerance 1 +2 Discipline 1 +2 Hardiness 1 +2 Heat Tolerance 1 +2 Killer Instinct 1 +2 Lack of Weakness 1 +2 Pain Tolerance 1 +2 Tenacity +2 Concentration +2 Find Weakness +2 Scholarship +2 Torture +1 Centering +1 Channeling +1 Combat Reflexes +1 Cosmology +1 Elude Pursuit +1 First Aid +1 Foraging +1 Running +1 Tactics
The required specialties total to 3 x Int, 5 x Wil, 3 x Con, 1 x Per, total specialization points required
Note that Xar will apparently not admit members with less than 100 willpower.
Members of this association are forbidden to specialize in Empathy, which means you can't join if you do have it specialized and trained above 40. Introspection may not be specialized above degree I.
Weapons of Vengeance get a ton of additional specialization access, but in a round about way. You have to train your Rune Lore up in order for the specialization access to open up. All affinity and resistance specialties gained from WOV start at 1 and increase based on Rune lore, they increase at the same rate as described below for Supernal durability.
To get Varn to introduce supernal durability after joining Weapons of Vengeance you need:
- Rune lore skill above ~103 (spec 2) unlocks SD specialty access of 2
- Rune lore skill > 135 (spec 3) unlocks spec access of 3 (Varn trains up to his maximum of about 60)
- Rune lore skill above 183-199 (spec 5) grants spec access 4
- Rune lore skill above 215 (spec 6), unlocks spec 5 (Erasmus trains SD up to spec max)
Note that these are approximations because rune lore is not the only skill that affects specialization, although it is the primary skill. (Secondary skills include leximancy, and possibly symbology.) Note that you have to log out and then back in for the increase in specialty access to take effect.
Symbology DOES increase max specialization. Not sure of the formula, but at 134 symbology I've gained an additional spec with no change in rune lore or other assumed skills. - Azael
The actual formula is (rune lore+(symbology/2)+(siglaryn/2))/(spec_required^2)+1 -- Sorressean
Needed exactly 100 rune lore to open up specialty access 2.
Custom Weapons
Being one of Lord Xar's Weapons of Vengeance also allows one to have a custom runic weapon. More information is located here.
Restrictions
Xar states, "As a drake Ranger, you could not become a soldier by joining the Weapons of Vengeance, sir." in Siglaryn.
NB: Don't get the impression from the above that some flavors of Ranger are compatible with Weapons of Vengeance; Rangers are incompatible with the Soldier affiliation type and cannot join, period.
Xar states, "As a Stalker of the Gate, you could not become a proponent of evil or a servant by joining the Weapons of Vengeance, Eldritch." in Siglaryn.
Xar states, "As a Maiden of the Spear, you could not become a soldier by joining the Weapons of Vengeance, lady." in Siglaryn.
Xar states, "You cannot join the Weapons of Vengeance because you are a guard, kielleth." in Siglaryn.
Travelers can't join because WoV is viewed as an evil association.
Guard guilds and affiliations are incompatible with WoV.