Kazarak

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(Things Kazar Pillar does not reject for Joining)
 
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 +[[Category: Kazarak]]
 +[[Category: Affiliations]]
 +[[Category: Guilds]]
 +[[Category: Servant (affiliation types)]]
 +[[Category: Destroyer (affiliation types)]]
 +[[Category: Evil (affiliation types)]]
=Description= =Description=
The Kazar demons use the Kazarak as their primary pawns on The Kazar demons use the Kazarak as their primary pawns on
Line 7: Line 13:
The bond that ties the Kazar demon to the host kazarak is of The bond that ties the Kazar demon to the host kazarak is of
-geomantic origin. It robs the host of their life, leaving them+krystallaturgic origin. It robs the host of their life, leaving them
a murmuring husk of their original self, but in exchange grants a murmuring husk of their original self, but in exchange grants
them partial use of many of the powers of the Kazar. them partial use of many of the powers of the Kazar.
Line 16: Line 22:
=Joining= =Joining=
-Stand next to pillar. The Kazar are not particularly picky about what bodies they inhabit.+Stand next to pillar. The Kazar are not particularly picky about what bodies they inhabit, though they do reject [[Ringwielders]].
- You feel a probing sensation.+(New, improved messages courtesy of Marcosy!)
- The probing sensation intensifies.+ You feel a probing sensation somewhere deep within yourself.
- The probing sensation grows stronger, causing you some degree of physical+ The probing sensation intensifies, bringing with it a slight feeling of queasiness and discomfort.
- illness.+
- Your breathing slows.+ The probing sensation grows stronger, causing you some degree of physical distress as you begin
 + to struggle for breath.
- You feel a slight burning sensation on your skin as thin glowing lines+ You feel as though you are in great danger.
- begin to appear.+
- The lines on your body grow larger and more complex, now covering your+ You feel a slight burning sensation upon your skin as thin glowing lines begin to appear.
- entire form with an interlocking pattern of runes, as your breathing slows and+
- stops. In your last moments of existence, you feel a malevolent intelligence+
- assuming control of your body. Your consciousness is then consumed by this+
- formless horror.+
- At last, your opportunity has come to be given a Kazarak body, one of the+ You are now a first-degree specialist in [[crystal affinity]], [[evocation]], [[krystallaturgy]]
- mortal shells altered by the power of your lord the Kazarin to permit your+ [[pain tolerance]], [[power direction]], [[power tuning]], [[resilience]], and [[steadiness]].
- bodiless people to inhabit it. No more shall you exist in formlessness,+
- burning with envy of the embodied; now let the world beware, for a kazar walks+
- upon it.+
-You are now a first-degree specialist in cthonimancy, earth affinity,+ You are now a fifth-degree specialist in [[Hrrnmrhrr]].
-entropic affinity, evocation, pain tolerance, power direction, power tuning,+ 
-resilience and steadiness.+ The glowing green lines on your body grow larger and more complex, now covering your entire form
 + with an interlocking pattern of runes.
 + 
 + You feel your awareness dim as some malevolent intelligence invades your mind and body, snuffing
 + out your life force.
 + 
 + Your experience a brief surge of terror and bewilderment in your last instants before your
 + consciousness is abruptly devoured by the formless horror, which then assumes control of your
 + body.
 + 
 + The glowing green runes on your body become translucent, changing in color to a softly
 + luminescent whitish-gray.
 + 
 + At last, your opportunity has come to be given a Kazarak body, one of the mortal shells altered
 + by the power of the Kazarin to permit your bodiless people to inhabit it. No more shall you
 + exist formlessness, burning with envy of the embodied; now let the world beware, for a kazar
 + walks upon it.
Note that your alignment is changed to "diabolic" upon joining. [[Kazarak Generation Code]] Note that your alignment is changed to "diabolic" upon joining. [[Kazarak Generation Code]]
 +**When you have been a [[Kazarzeth]]:
 +
 + You feel a probing sensation somewhere deep within yourself.
 +
 +
 + The probing sensation intensifies for a moment, bringing back memories of
 + your bond to a crystal blade.
 +
 + Your full memory of your use of the crystal weapon flashes through your
 + memory.
==Required Specialty Points== ==Required Specialty Points==
-*2 intelligence+*2 [[intellect]]
-*3 constitution+*3 [[vitality]]
-*2 willpower+*1 [[willpower]]
-*1 charisma+*1 [[ego]]
-*1 perception+*1 [[perception]]
 + 
 +You will get automatic free skill points in the following: 1 in pain tolerance, 40 in krystallaturgy and evocation, 20 in heat tolerance, introduced into centering, 40 in power direction, tuning, and 200 in Hrrnmrhrr.
==Specialty Access== ==Specialty Access==
===Higher than Adventurers=== ===Higher than Adventurers===
 ++2 Bonus Specs to each:
*[[Krystallaturgy]] 25 *[[Krystallaturgy]] 25
*[[Crystal Affinity]] 25 *[[Crystal Affinity]] 25
Line 66: Line 93:
*[[Resilience]] 20 *[[Resilience]] 20
*[[Steadiness]] 20 *[[Steadiness]] 20
 +*[[Centering]] 20
===Same as Adventurers=== ===Same as Adventurers===
Line 82: Line 110:
*Courage *Courage
-=Abilities=+ [OOC Tell to Zevik] why can't they join sodality?
-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.+ >
 + [OOC Tell from Zevik] They are also forbidden for carousing
-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.+ [OOC Tell from Zevik] Acting, Athleticism, Breath Control, Carousing,
 + Empathy, Hardiness, Mimcry, Poison Affinity, Recuperation, Regeneration,
 + Stamina, Vocalization :: (spec 1);
-You can force energy into the body for purposes other then healing. These are refered to as "[[Kazarak_charge|charges]]".+ [OOC Tell from Zevik] Robustness, Poison Resistance :: (spec 2)
-You can also drain energy out of the environment, physical objects or even the minds of beings. This is preformed by the 'drain' command.+=Help=
 + 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.
-*Drain Soul+ The bond that ties the Kazar demon to the host kazarak is of
- drain soul from <target>+ geoturgic origin. It robs the host of their life, leaving them
-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.+ a murmuring husk of their original self, but in exchange grants
 + them partial use of many of the powers of the Kazar.
-*Drain Structure+ Full summaries of the effects of the kazarak bond are given
- drain structure from <target>+ in 'help [[kazarak powers]]', 'help [[kazarak limitations]]', and 'help [[kazarak skills]]'.
-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.+
 +==Pillar==
 + The focus of all of the kazaraks' bonds is the crystal pillar through which energies flow to the Kazarin Overmind.
 + Energy Contributions to the Collective are made by touching magical items to the pillar and allowing their energies to be drained.
 +
 + Members of the Kazarak or Kazarzeth may withdraw energy from the pillar by concentrating on withdrawing energy from the Kazarin;
 + however,doing so recklessly may be hazardous, and those concerned about their long-term existence would also be well-advised to periodically
 + check their status with the Kazarin by concentrating on discerning the status of their energy contributions to the Kazarin.
-*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+* Kazaraks can't warp using [[warpstone|warpstones]]. This restriction applies to all undead, as per change 4914.
- 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+ A flood of chaos energy erupts from your black rock, washing over you.
- drain vitality from <target>+ You feel the energy flux working to change you somehow, but your inner resources fight it off.
-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.+ Your chest, left arm, left hand, and right leg are disintegrated.
-{{Endspoilers}}+ After a moment, the knowledge that the kazarak pillar is composed of
 + forty-eight percent krystallax, forty-eight percent quartz, and five percent
 + kazarilin drifts into your mind like a long-forgotten memory.
-[[Category: Affiliations]]+Touching the pillar with magical items feeds those to the Kazarin, increasing your favour with the collective and lendable SP in their pool (credit, in simpler words).
-[[Category: Guilds]]+ 
-[[Category: Destroyer (affiliation types)]]+Touching [[Ancient Artifacts|artifacts]] to the pillar gives large energy bonuses, perhaps to yourself (I forgot), and possibly more benefits. However, each artifact can only be effectively donated once per incarnos.
-[[Category: Servant (affiliation types)]]+ 
 + > touch pillar with xaoloth
 + 
 + You grasp Xaoloth Yith with your right hand.
 + 
 + You touch the kazarak pillar with Xaoloth Yith.
 + 
 + Xaoloth Yith is absorbed into the kazarak pillar seamlessly.
 + 
 + A sensation of concentrated thought from the Kazarin floods into your
 + mind, bearing the sense that an identical energy signature already exists in
 + the matrix and thus conveyed no energy.
 + 
 +==Things Kazar Pillar has Rejected for Joining==
 +Familiar (My familiar was not seized by the Kazar even after idling at the pillar)
 +Consort (Luxed Familiar was enough to stop the joining)
 + 
 + You feel a probing sensation somewhere deep within yourself.
 + 
 + The probing sensation intensifies for a moment, bringing back memories of
 + your bond to a crystal blade.
 + 
 + Your full memory of your use of the crystal weapon flashes through your
 + memory.
 + 
 + The probing sensation intensifies for a moment, then suddenly you feel a
 + surge of empathic power from your familiar well up within you, rejecting
 + whatever was attempting to affect you.
 + 
 + The probing sensation quickly retreats and is gone.
 + 
 +==Things Kazar Pillar does not reject for Joining==
 +Incompatible Associations
 + 
 +Having a bond in the past
 + 
 +Untested:
 +Having an unused empathic bond facility
 + 
 +==Kaz recharge trick tip==
 +Assuming you have a way to get lots of energy in your charges (for example killing zuth in storm rock) you can extract that energy out to use in combat later when fighting stuff that don't give much sp from killing.
 + 
 +The trick is that when you have a lot of energy in a charge, downgrading it gives the sp you directly but upgrading takes from the charge itself first.
 +So you can make an alias to "downgrade stunning;upgrade stunning;perform charge balancing" and if you have it at major and energy in the charge you get around 250 sp.
 + 
 +As that process seems to be really fast you can use it to recharge mid combat.
 + 
 +==Misc==
 +Kazaraks will lose all wild talents.
 + 
 +Kazaraks will not be able to gain wild talents.
 + 
 +Kazaraks cannot receive [[Travelers]]' challenges.
 + 
 +Shoggoths who become Kazaraks will not be able to gain wild talents through organs.
 + 
 +Shoggoths cannot change their sentience with Hurgkthorg
 + 
 +It does not sound like Kazaraks can have empathic bonds.
 + 
 +Pillar's composition:
 + After a moment, the knowledge that the kazarak pillar is composed of
 + forty-eight percent krystallax, forty-eight percent quartz, and five percent
 + kazarilin drifts into your mind like a long-forgotten memory.
 + 
 +Composition of runes all Kazaraks have on their bodies:
 + After a moment, the knowledge that the aura of glowing runes is composed
 + of ninety-nine percent krystallis and one percent kazarilin drifts into your
 + mind like a long-forgotten memory.
 + 
 +{{Endspoilers}}

Current revision

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 krystallaturgic 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, though they do reject Ringwielders.

(New, improved messages courtesy of Marcosy!)

  You feel a probing sensation somewhere deep within yourself.
  The probing sensation intensifies, bringing with it a slight feeling of queasiness and discomfort.
  The probing sensation grows stronger, causing you some degree of physical distress as you begin 
  to struggle for breath.
  You feel as though you are in great danger.
  You feel a slight burning sensation upon your skin as thin glowing lines begin to appear.
  You are now a first-degree specialist in crystal affinity, evocation, krystallaturgy
  pain tolerance, power direction, power tuning, resilience, and steadiness.
  You are now a fifth-degree specialist in Hrrnmrhrr.
  The glowing green lines on your body grow larger and more complex, now covering your entire form 
  with an interlocking pattern of runes.
  You feel your awareness dim as some malevolent intelligence invades your mind and body, snuffing
  out your life force.
  Your experience a brief surge of terror and bewilderment in your last instants before your
  consciousness is abruptly devoured by the formless horror, which then assumes control of your
  body.
  The glowing green runes on your body become translucent, changing in color to a softly
  luminescent whitish-gray.
  At last, your opportunity has come to be given a Kazarak body, one of the mortal shells altered
  by the power of the Kazarin to permit your bodiless people to inhabit it.  No more shall you
  exist formlessness, burning with envy of the embodied; now let the world beware, for a kazar
  walks upon it.

Note that your alignment is changed to "diabolic" upon joining. Kazarak Generation Code

   You feel a probing sensation somewhere deep within yourself.


   The probing sensation intensifies for a moment, bringing back memories of
your bond to a crystal blade.
   Your full memory of your use of the crystal weapon flashes through your
memory.

Required Specialty Points

You will get automatic free skill points in the following: 1 in pain tolerance, 40 in krystallaturgy and evocation, 20 in heat tolerance, introduced into centering, 40 in power direction, tuning, and 200 in Hrrnmrhrr.

Specialty Access

Higher than Adventurers

+2 Bonus Specs to each:

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
[OOC Tell to Zevik] why can't they join sodality?
>
   [OOC Tell from Zevik] They are also forbidden for carousing
   [OOC Tell from Zevik] Acting, Athleticism, Breath Control, Carousing,
Empathy, Hardiness, Mimcry, Poison Affinity, Recuperation, Regeneration,
Stamina, Vocalization :: (spec 1);
   [OOC Tell from Zevik] Robustness, Poison Resistance :: (spec 2)

Help

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
geoturgic 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.
  Full summaries of the effects of the kazarak bond are given
in 'help kazarak powers', 'help kazarak limitations', and 'help kazarak skills'.
 

Pillar

  The focus of all of the kazaraks' bonds is the crystal pillar through which energies flow to the Kazarin Overmind. 
  Energy Contributions to the Collective are made by touching magical items to the pillar and allowing their energies to be drained.
 
  Members of the Kazarak or Kazarzeth may withdraw energy from the pillar by concentrating on withdrawing energy from the Kazarin; 
  however,doing so recklessly may be hazardous, and those concerned about their long-term existence would also be well-advised to periodically 
  check their status with the Kazarin by concentrating on discerning the status of their energy contributions to the Kazarin.


  • Kazaraks can't warp using warpstones. This restriction applies to all undead, as per change 4914.
   A flood of chaos energy erupts from your black rock, washing over you.
   You feel the energy flux working to change you somehow, but your inner resources fight it off.
   Your chest, left arm, left hand, and right leg are disintegrated.
   After a moment, the knowledge that the kazarak pillar is composed of
forty-eight percent krystallax, forty-eight percent quartz, and five percent
kazarilin drifts into your mind like a long-forgotten memory.

Touching the pillar with magical items feeds those to the Kazarin, increasing your favour with the collective and lendable SP in their pool (credit, in simpler words).

Touching artifacts to the pillar gives large energy bonuses, perhaps to yourself (I forgot), and possibly more benefits. However, each artifact can only be effectively donated once per incarnos.

> touch pillar with xaoloth
   You grasp Xaoloth Yith with your right hand.
   You touch the kazarak pillar with Xaoloth Yith.
   Xaoloth Yith is absorbed into the kazarak pillar seamlessly.
   A sensation of concentrated thought from the Kazarin floods into your
mind, bearing the sense that an identical energy signature already exists in
the matrix and thus conveyed no energy.

Things Kazar Pillar has Rejected for Joining

Familiar (My familiar was not seized by the Kazar even after idling at the pillar) Consort (Luxed Familiar was enough to stop the joining)

   You feel a probing sensation somewhere deep within yourself.
   The probing sensation intensifies for a moment, bringing back memories of
your bond to a crystal blade.
   Your full memory of your use of the crystal weapon flashes through your
memory.
   The probing sensation intensifies for a moment, then suddenly you feel a
surge of empathic power from your familiar well up within you, rejecting
whatever was attempting to affect you.
   The probing sensation quickly retreats and is gone.

Things Kazar Pillar does not reject for Joining

Incompatible Associations

Having a bond in the past

Untested: Having an unused empathic bond facility

Kaz recharge trick tip

Assuming you have a way to get lots of energy in your charges (for example killing zuth in storm rock) you can extract that energy out to use in combat later when fighting stuff that don't give much sp from killing.

The trick is that when you have a lot of energy in a charge, downgrading it gives the sp you directly but upgrading takes from the charge itself first. So you can make an alias to "downgrade stunning;upgrade stunning;perform charge balancing" and if you have it at major and energy in the charge you get around 250 sp.

As that process seems to be really fast you can use it to recharge mid combat.

Misc

Kazaraks will lose all wild talents.

Kazaraks will not be able to gain wild talents.

Kazaraks cannot receive Travelers' challenges.

Shoggoths who become Kazaraks will not be able to gain wild talents through organs.

Shoggoths cannot change their sentience with Hurgkthorg

It does not sound like Kazaraks can have empathic bonds.

Pillar's composition:

   After a moment, the knowledge that the kazarak pillar is composed of
forty-eight percent krystallax, forty-eight percent quartz, and five percent
kazarilin drifts into your mind like a long-forgotten memory.

Composition of runes all Kazaraks have on their bodies:

   After a moment, the knowledge that the aura of glowing runes is composed
of ninety-nine percent krystallis and one percent kazarilin drifts into your
mind like a long-forgotten memory.
End of spoiler information.
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