Everiine2010-12-05 20:34:46
QUOTE
ANNOUNCE NEWS #1680
Date: 12/5/2010 at 20:30
From: Estarra, the Eternal
To : Everyone
Subj: Illuminati and Institute Special Envoy Reports
ILLUMINATI
o Hekoskeri lasts only 10 seconds (rather than 30).
o Ribbachi will not be called when you call all your entities.
o Nose ectoplasm now costs 1 power to cast.
o Nose peck damage and bleeding is increased.
o You can use UNBLOCK to stop your tentacles are blocking.
o Fangs are now unblockable damage (rather than cutting).
o Electric aura damage increased.
o Throat Sing now has the power to beckon individuals.
o New skill in Paradigmatics (yes, that's right) called Polarity.
o For double the flesh cost, you can resurrect someone at your
fleshmound from anywhere.
o New rank 19+ guild priv to see who can harvest flesh.
o Homunculus: New Surprise Skill! Enjoy!
INSTITUTE
o You can target charged gems generically with the noun "charged".
o The time to summon someone with convoke depends on how warped that
person is.
o MalefactGem can now also target individuals with a specific
affliction.
o New syntax to target all spinning crystals: CRYSTALPLEX
ACTIVATE/DEACTIVATE ALL
o Paranoia affliction will turn gems against their caster.
o You can target those with spinning gems with ethereal attacks to sever
the gems (kether, violet, transmology hands flay).
o Damage for Shatterplex has been reduced.
o ShockStone - New skill that knocks enemies off equilibrium
o New Time Warp effect: time it takes to recover lost equilibrium
increased depending on how timewarped you are.
o New rank 19+ guild priv to see who can harvest crystals.
o CrystalWeapon: New Surprise Skill! Replaces CrystalWand. Enjoy!
Penned by My hand on the 16th of Kiani, in the year 283 CE.
Date: 12/5/2010 at 20:30
From: Estarra, the Eternal
To : Everyone
Subj: Illuminati and Institute Special Envoy Reports
ILLUMINATI
o Hekoskeri lasts only 10 seconds (rather than 30).
o Ribbachi will not be called when you call all your entities.
o Nose ectoplasm now costs 1 power to cast.
o Nose peck damage and bleeding is increased.
o You can use UNBLOCK to stop your tentacles are blocking.
o Fangs are now unblockable damage (rather than cutting).
o Electric aura damage increased.
o Throat Sing now has the power to beckon individuals.
o New skill in Paradigmatics (yes, that's right) called Polarity.
o For double the flesh cost, you can resurrect someone at your
fleshmound from anywhere.
o New rank 19+ guild priv to see who can harvest flesh.
o Homunculus: New Surprise Skill! Enjoy!
INSTITUTE
o You can target charged gems generically with the noun "charged".
o The time to summon someone with convoke depends on how warped that
person is.
o MalefactGem can now also target individuals with a specific
affliction.
o New syntax to target all spinning crystals: CRYSTALPLEX
ACTIVATE/DEACTIVATE ALL
o Paranoia affliction will turn gems against their caster.
o You can target those with spinning gems with ethereal attacks to sever
the gems (kether, violet, transmology hands flay).
o Damage for Shatterplex has been reduced.
o ShockStone - New skill that knocks enemies off equilibrium
o New Time Warp effect: time it takes to recover lost equilibrium
increased depending on how timewarped you are.
o New rank 19+ guild priv to see who can harvest crystals.
o CrystalWeapon: New Surprise Skill! Replaces CrystalWand. Enjoy!
Penned by My hand on the 16th of Kiani, in the year 283 CE.
Ixion2010-12-05 20:42:23
Can someone post ABs?
Ileein2010-12-05 20:47:01
Crystalweapon:
HARMONICS - CRYSTALWEAPON
--snipped IC stuff--
At this point in the study of harmonics, the researcher chooses to specialize in the utilization and
manipulation of one of these primal energies: arcane, aetheric, temporal, dimensional, or domotheon.
The doctoral thesis culminates in the creation of a tool within the confines of the appropriate
department.
Syntax: CRYSTALSPIN CRYSTALWEAPON
Power: 10 (Matrix)
Gems: Special
You can create a crystal weapon (or tool) from either turquoise, jade, garnet, beryl, opal, onyx,
bloodstone, amethyst or emerald. You'll need 10 of the type of gem you choose. So long as the tool
is in your inventory, any crystal of the same type will have increased charges and improved effects
when spun. These tools must be created in the appropriate laboratory.
Syntax: POINT
Damage Type: Magic
Damage Source: Magical
This will release a harmonic attack upon the target. Each attack charges your weapon. Once a weapon
is fully charged, the charge may be discharged for a unique effect (as discussed below).
LABORATORY OF ARCANE METAPHYSICS
Weapon/Tool: wand
This department is devoted to the study of arcane or magical energies. Most Arcana Researchers posit
that magical energies arise through the willpower of an individual made manifest or perhaps
sometimes the energies arise from subverting the will of others. Arcane energy is the energy that is
most frequently used by mortals. Wands that harness these energies may be created in this laboratory.
Syntax: DISCHARGE
Discharging the wand will create a magical shield that will last 60 seconds and cut all magic damage
by 50%.
OBSERVATORY OF AETHEREAL ASTROPHYSICS
Weapon/Tool: amplifier
Energies of the deep aether energies also include the astrological energies. Historically, in the
early days of the Holy Celestine Empire, this section of the Institute was focused mainly on the
astrological energies. However, it was Emperor Ladantine's interest in the hypothetical (at that
time) aethereal space that the study of Aethereal Astrophysics was borne and the the Institute was
then considered the leading experts in the field. Aethereal energy is the canvas on which reality is
painted. In its purest form, it forms what is best known as the aetherways. Aetheric amplifiers can
be created in the Observatory.
Syntax: DISCHARGE
Discharging the amplifier will create an aetheric shield that will last 60 seconds and increase
equilibrium speed somewhat.
LABORATORY OF THE TEMPORAL CONTINUUM
Weapon/Tool: resonator
Perhaps the most notable field within the Institute, this department studies time in its
multivarious manifestations. The temporal energy is the movement of time, the designator of passing
that creates the flow that allows action and reaction to take place. Without temporal energy, all
would be in permanent stasis. Resonators can be built in this laboratory.
Syntax: DISCHARGE
Discharging the resonator will cause a major timewarp on the target.
LABORATORY OF METAPLANAR AND TRANSDIMENSIONAL PHYSICS
Weapon/Tool: modulator
This department is devoted to the study of planar energies and dimensional shifts. Planar energy is
the energy that makes up what most mortals perceive as reality. This energy tends to consolidate and
create solid locations. Modulators can be built in this laboratory.
Syntax: DISCHARGE
Discharging the modulator charge will speed up next teleport and decrease power cost.
LABORATORY OF THE NATURAL SCIENCES AND HIGHER ENERGIES
Weapon/Tool: scalpel
This was historically the smallest department of the Institute, being that the life sciences were
overshadowed by considerable advances made in the field by the Illuminati, and Hallifax in general
considered this the least reputable study for researchers at the Institute (indeed, the small
department attracted only a few who were focused only on medical research). However, in modern times,
the field was expanded to include the higher, domotheon energies (sometimes called divine or
spiritual energies) which could not only be used for healing purposes but also could be availed upon
for a wide range of purposes. Scalpels can be made here.
Syntax: DISCHARGE
Discharging the scalpel will heal an individual in superior energies.
--more snipped IC stuff--
HARMONICS - CRYSTALWEAPON
--snipped IC stuff--
At this point in the study of harmonics, the researcher chooses to specialize in the utilization and
manipulation of one of these primal energies: arcane, aetheric, temporal, dimensional, or domotheon.
The doctoral thesis culminates in the creation of a tool within the confines of the appropriate
department.
Syntax: CRYSTALSPIN CRYSTALWEAPON
Power: 10 (Matrix)
Gems: Special
You can create a crystal weapon (or tool) from either turquoise, jade, garnet, beryl, opal, onyx,
bloodstone, amethyst or emerald. You'll need 10 of the type of gem you choose. So long as the tool
is in your inventory, any crystal of the same type will have increased charges and improved effects
when spun. These tools must be created in the appropriate laboratory.
Syntax: POINT
Damage Type: Magic
Damage Source: Magical
This will release a harmonic attack upon the target. Each attack charges your weapon. Once a weapon
is fully charged, the charge may be discharged for a unique effect (as discussed below).
LABORATORY OF ARCANE METAPHYSICS
Weapon/Tool: wand
This department is devoted to the study of arcane or magical energies. Most Arcana Researchers posit
that magical energies arise through the willpower of an individual made manifest or perhaps
sometimes the energies arise from subverting the will of others. Arcane energy is the energy that is
most frequently used by mortals. Wands that harness these energies may be created in this laboratory.
Syntax: DISCHARGE
Discharging the wand will create a magical shield that will last 60 seconds and cut all magic damage
by 50%.
OBSERVATORY OF AETHEREAL ASTROPHYSICS
Weapon/Tool: amplifier
Energies of the deep aether energies also include the astrological energies. Historically, in the
early days of the Holy Celestine Empire, this section of the Institute was focused mainly on the
astrological energies. However, it was Emperor Ladantine's interest in the hypothetical (at that
time) aethereal space that the study of Aethereal Astrophysics was borne and the the Institute was
then considered the leading experts in the field. Aethereal energy is the canvas on which reality is
painted. In its purest form, it forms what is best known as the aetherways. Aetheric amplifiers can
be created in the Observatory.
Syntax: DISCHARGE
Discharging the amplifier will create an aetheric shield that will last 60 seconds and increase
equilibrium speed somewhat.
LABORATORY OF THE TEMPORAL CONTINUUM
Weapon/Tool: resonator
Perhaps the most notable field within the Institute, this department studies time in its
multivarious manifestations. The temporal energy is the movement of time, the designator of passing
that creates the flow that allows action and reaction to take place. Without temporal energy, all
would be in permanent stasis. Resonators can be built in this laboratory.
Syntax: DISCHARGE
Discharging the resonator will cause a major timewarp on the target.
LABORATORY OF METAPLANAR AND TRANSDIMENSIONAL PHYSICS
Weapon/Tool: modulator
This department is devoted to the study of planar energies and dimensional shifts. Planar energy is
the energy that makes up what most mortals perceive as reality. This energy tends to consolidate and
create solid locations. Modulators can be built in this laboratory.
Syntax: DISCHARGE
Discharging the modulator charge will speed up next teleport and decrease power cost.
LABORATORY OF THE NATURAL SCIENCES AND HIGHER ENERGIES
Weapon/Tool: scalpel
This was historically the smallest department of the Institute, being that the life sciences were
overshadowed by considerable advances made in the field by the Illuminati, and Hallifax in general
considered this the least reputable study for researchers at the Institute (indeed, the small
department attracted only a few who were focused only on medical research). However, in modern times,
the field was expanded to include the higher, domotheon energies (sometimes called divine or
spiritual energies) which could not only be used for healing purposes but also could be availed upon
for a wide range of purposes. Scalpels can be made here.
Syntax: DISCHARGE
Discharging the scalpel will heal an individual in superior energies.
--more snipped IC stuff--
Estarra2010-12-05 20:51:00
Hope you love crystal weapons as much as I do! We're hoping it also adds to the RP background that people were asking for!
Ileein2010-12-05 20:52:46
It's beautiful. Especially if/when .
Rika2010-12-05 20:52:50
Wait, Harmonics got buffed?
50% magic damage reduction? :/
50% magic damage reduction? :/
Unknown2010-12-05 20:53:16
Syntax: FLESHFORM PECK
Damage Type: 100% Cutting
Damage Source: Physical
If your nose has been hardened into a beak, you can use it to peck others as an attack (which has its own head balance).
Syntax: FLESHFORM SING
If you have a feathered throat, you can sing a melody that will lure an individual from an adjacent room to you. The time it takes to call them will depend on their level of insanity (high insanity will increase the summoning time).
Syntax: FLESHFORM BITE
Damage Type: 100% Unblockable
Damage Source: None
If you have fangs, you can bite your target, draining him or her of health, mana and ego into yourself.
Syntax: FLESHCALL FLESHMOUND
FLESHMOUND STATUS
FLESHMOUND HARVEST
FLESHMOUND STORE
FLESHMOUND REANIMATE
Power: 10 (Eternal Flame) (to raise mound and to reanimate)
Flesh: 10
You can raise a flesh mound at the base of any fleshpot on the Vortex
plane. That mound will slowly regenerate flesh of that type (up to 100).
The mound will last indefinitely so long as the caster uses it at least
once a year. The more flesh is in the mound, the faster it will
regenerate. You can STORE flesh in the mound or HARVEST flesh for your
own use. The mound has several other benefits:
Reanimate - You can place a corpse on the mound and reanimate that
corpse to full life so long as there is 25 flesh within the mound (which
will be consumed). Alternatively, you can send a corpse to your mound
for reamination from wherever you are, though that will consume 50 flesh from the moundi.
Vortex Protection - If the caster dies on the Plane of Vortex, he or she
will automatically be resurrected in the flesh mound at the cost of 25
flesh within the mound.
Aura Enhancement - While in the same room as the flesh mound, the
caster's transmological aura will be enhanced to supranormal levels.
NOTE: If the fleshpot that your mound is under dies, the fleshmound will
be rendered useless and unable to utilize any of its abilities.
TRANSMOLOGY - HOMUNCULUS
Syntax: FLESHCALL HOMUNCULUS
Power: 10 (Eternal Flame)
Flesh: Uurulu, Slaavi, Mhogkhaki, Cluuvia, Hakii, Phlo, Bahlik, Augorum,
Flahti, Olormi, Yig, Lovashi
The homunculus represents the pinnacle of transmology, creating a creature using yourself as a template. The homunculus is under the complete mental and physical domination of its caster. The caster will receive increased health, mana and ego so long as the homunculus lives. However, if the homunculus dies, the caster will experience its physical pain. More formidably, the homunculus uses its own balance and can even cast some paradigmatic spells. Also, the bite of a homunculus causes insanity. The commands available are:
Syntax:
ORDER MOVE (direction)
ORDER SAY (text)
ORDER EMOTE (emote)
ORDER LOOK
ORDER EXITS
ORDER GET (object)
ORDER BITE (target)
ORDER CAST BADLUCK (target)
ORDER CAST GREYWHISPERS (target)
ORDER RETURN
PARADIGMATICS - POLARITY
Syntax: SHIFT POLARITY ON/OFF
This will switch your mental and physical polarity. When shifted, your strength becomes your intellect and intellect becomes your strength.
Damage Type: 100% Cutting
Damage Source: Physical
If your nose has been hardened into a beak, you can use it to peck others as an attack (which has its own head balance).
Syntax: FLESHFORM SING
If you have a feathered throat, you can sing a melody that will lure an individual from an adjacent room to you. The time it takes to call them will depend on their level of insanity (high insanity will increase the summoning time).
Syntax: FLESHFORM BITE
Damage Type: 100% Unblockable
Damage Source: None
If you have fangs, you can bite your target, draining him or her of health, mana and ego into yourself.
Syntax: FLESHCALL FLESHMOUND
FLESHMOUND STATUS
FLESHMOUND HARVEST
FLESHMOUND STORE
FLESHMOUND REANIMATE
Power: 10 (Eternal Flame) (to raise mound and to reanimate)
Flesh: 10
You can raise a flesh mound at the base of any fleshpot on the Vortex
plane. That mound will slowly regenerate flesh of that type (up to 100).
The mound will last indefinitely so long as the caster uses it at least
once a year. The more flesh is in the mound, the faster it will
regenerate. You can STORE flesh in the mound or HARVEST flesh for your
own use. The mound has several other benefits:
Reanimate - You can place a corpse on the mound and reanimate that
corpse to full life so long as there is 25 flesh within the mound (which
will be consumed). Alternatively, you can send a corpse to your mound
for reamination from wherever you are, though that will consume 50 flesh from the moundi.
Vortex Protection - If the caster dies on the Plane of Vortex, he or she
will automatically be resurrected in the flesh mound at the cost of 25
flesh within the mound.
Aura Enhancement - While in the same room as the flesh mound, the
caster's transmological aura will be enhanced to supranormal levels.
NOTE: If the fleshpot that your mound is under dies, the fleshmound will
be rendered useless and unable to utilize any of its abilities.
TRANSMOLOGY - HOMUNCULUS
Syntax: FLESHCALL HOMUNCULUS
Power: 10 (Eternal Flame)
Flesh: Uurulu, Slaavi, Mhogkhaki, Cluuvia, Hakii, Phlo, Bahlik, Augorum,
Flahti, Olormi, Yig, Lovashi
The homunculus represents the pinnacle of transmology, creating a creature using yourself as a template. The homunculus is under the complete mental and physical domination of its caster. The caster will receive increased health, mana and ego so long as the homunculus lives. However, if the homunculus dies, the caster will experience its physical pain. More formidably, the homunculus uses its own balance and can even cast some paradigmatic spells. Also, the bite of a homunculus causes insanity. The commands available are:
Syntax:
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
PARADIGMATICS - POLARITY
Syntax: SHIFT POLARITY ON/OFF
This will switch your mental and physical polarity. When shifted, your strength becomes your intellect and intellect becomes your strength.
Estarra2010-12-05 20:55:47
QUOTE (rika @ Dec 5 2010, 12:52 PM) <{POST_SNAPBACK}>
Wait, Harmonics got buffed?
50% magic damage reduction? :/
50% magic damage reduction? :/
There were buffs and nerfs and we believe it's all balanced.
Regarding the 50% damage reduction or other special weapon powers, they really are one-off (or very rare) effects in combat so they'd need to be used strategically. We don't believe they are OP (but waiting to see how it works in practical use).
As usual, don't jump to conclusions based on rumour and just reading the ABs!
Ileein2010-12-05 20:57:09
"Engineering, reverse the polarity!"
"Aye-aye, captain!"
"Aye-aye, captain!"
Trinit2010-12-05 20:57:58
QUOTE (Caerulo @ Dec 5 2010, 02:53 PM) <{POST_SNAPBACK}>
TRANSMOLOGY - HOMUNCULUS
Syntax: FLESHCALL HOMUNCULUS
Power: 10 (Eternal Flame)
Flesh: Uurulu, Slaavi, Mhogkhaki, Cluuvia, Hakii, Phlo, Bahlik, Augorum,
Flahti, Olormi, Yig, Lovashi
The homunculus represents the pinnacle of transmology, creating a creature using yourself as a template. The homunculus is under the complete mental and physical domination of its caster. The caster will receive increased health, mana and ego so long as the homunculus lives. However, if the homunculus dies, the caster will experience its physical pain. More formidably, the homunculus uses its own balance and can even cast some paradigmatic spells. Also, the bite of a homunculus causes insanity. The commands available are:
Syntax:
ORDER MOVE (direction)
ORDER SAY (text)
ORDER EMOTE (emote)
ORDER LOOK
ORDER EXITS
ORDER GET (object)
ORDER BITE (target)
ORDER CAST BADLUCK (target)
ORDER CAST GREYWHISPERS (target)
ORDER RETURN
Syntax: FLESHCALL HOMUNCULUS
Power: 10 (Eternal Flame)
Flesh: Uurulu, Slaavi, Mhogkhaki, Cluuvia, Hakii, Phlo, Bahlik, Augorum,
Flahti, Olormi, Yig, Lovashi
The homunculus represents the pinnacle of transmology, creating a creature using yourself as a template. The homunculus is under the complete mental and physical domination of its caster. The caster will receive increased health, mana and ego so long as the homunculus lives. However, if the homunculus dies, the caster will experience its physical pain. More formidably, the homunculus uses its own balance and can even cast some paradigmatic spells. Also, the bite of a homunculus causes insanity. The commands available are:
Syntax:
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
ORDER
Wow. Just... wow.
QUOTE
PARADIGMATICS - POLARITY
Syntax: SHIFT POLARITY ON/OFF
This will switch your mental and physical polarity. When shifted, your strength becomes your intellect and intellect becomes your strength.
Syntax: SHIFT POLARITY ON/OFF
This will switch your mental and physical polarity. When shifted, your strength becomes your intellect and intellect becomes your strength.
Igasho: the new hot race.
This would also be awesome if it switched your mana and your health.
Rika2010-12-05 21:04:39
QUOTE (Trinit @ Dec 6 2010, 09:57 AM) <{POST_SNAPBACK}>
Wow. Just... wow.
Igasho: the new hot race.
This would also be awesome if it switched your mana and your health.
Igasho: the new hot race.
This would also be awesome if it switched your mana and your health.
Actually, faeling Illuminati.
Ileein2010-12-05 21:05:12
Do homunculi have the same health as their caster? Because if so, that's just not kosher. The reason doppies are ok elsewhere in IRE is because they have relatively little health and there are other means of countering them-- banishment, orb sigils, etc.
Shamarah2010-12-05 21:06:06
QUOTE (rika @ Dec 5 2010, 04:04 PM) <{POST_SNAPBACK}>
Actually, faeling Illuminati.
Actually, faeling Templars, because this is a Paradigmatics skill. 15 base strength faeling warriors are going to be... interesting...
Unknown2010-12-05 21:07:11
There goes anything established in the racial revamp thread! ![biggrin.gif](style_emoticons/<#EMO_DIR#>/biggrin.gif)
Edit: Btw, what's the required # of charges to become fully charged, and how long does the fully charged status last? Until used? Logout? Also scared of increased eq bubble + quickening - I'm assuming they stack.
Do homunculus casts cost you power, or is it a mirror of your h/m/e/p so it has it's own power pool? Does it also mirror any racial maluses/bonuses you possess?
![biggrin.gif](style_emoticons/<#EMO_DIR#>/biggrin.gif)
Edit: Btw, what's the required # of charges to become fully charged, and how long does the fully charged status last? Until used? Logout? Also scared of increased eq bubble + quickening - I'm assuming they stack.
Do homunculus casts cost you power, or is it a mirror of your h/m/e/p so it has it's own power pool? Does it also mirror any racial maluses/bonuses you possess?
Unknown2010-12-05 21:07:31
QUOTE (Caerulo @ Dec 5 2010, 03:53 PM) <{POST_SNAPBACK}>
If you have a feathered throat, you can sing a melody that will lure an individual from an adjacent room to you. The time it takes to call them will depend on their level of insanity (high insanity will increase the summoning time).
Is that right, higher insanity = longer summoning time? Seems like should be the reverse
Ileein2010-12-05 21:07:52
Oh hell.
Rika2010-12-05 21:12:31
QUOTE (Estarra @ Dec 6 2010, 09:55 AM) <{POST_SNAPBACK}>
There were buffs and nerfs and we believe it's all balanced.
Regarding the 50% damage reduction or other special weapon powers, they really are one-off (or very rare) effects in combat so they'd need to be used strategically. We don't believe they are OP (but waiting to see how it works in practical use).
As usual, don't jump to conclusions based on rumour and just reading the ABs!
Regarding the 50% damage reduction or other special weapon powers, they really are one-off (or very rare) effects in combat so they'd need to be used strategically. We don't believe they are OP (but waiting to see how it works in practical use).
As usual, don't jump to conclusions based on rumour and just reading the ABs!
Hi.
It took Ileein 2.5 seconds of balance to shockstone me. It took me around 2 seconds to concentrate. Here's the kicker. It cost him no power and if there were other enemies in the room, it'd hit every one of them.
Estarra2010-12-05 21:14:18
QUOTE (Shou @ Dec 5 2010, 01:07 PM) <{POST_SNAPBACK}>
Is that right, higher insanity = longer summoning time? Seems like should be the reverse
Oops! You're right. Fixed the AB file.
Ileein2010-12-05 21:14:21
It did cost a ridiculous number of gems, though, at least relatively.
Unknown2010-12-05 21:16:36
Chains of balestone are already bad enough. What about chains of shockstone? In a group fight, does this mean a team of researchers will be able to effectively keep their enemies off-eq indefinitely, assuming they don't run out of gems?