Kazarak

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(Kaz recharge trick)
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==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 80: Line 81:
*[[Resilience]] 20 *[[Resilience]] 20
*[[Steadiness]] 20 *[[Steadiness]] 20
 +*[[Centering]] 20
===Same as Adventurers=== ===Same as Adventurers===

Revision as of 01:35, 11 January 2022

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


Required Specialty Points

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

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.

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)

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.

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

Shoggoths cannot change their sentience with Hurgkthorg

End of spoiler information.
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