Power charts

by Richter

Back to Common Grounds.

Richter2007-08-07 05:57:20
Let me know if I've missed anything for transferring power, hrm? Note the differences between "ship" and "collectors".



Reserves to another's reserves via energylink in discipline (some power lost during transfer)
Reserves to ship via pilot funneling
Reserves to energy cube (cannot be transferred again, only used to restore enchantments)

Astral node to person via drawing
Astral node to nexus via cone in night or moon (10 power at once, requires 3 people in a coven or 1 person if moon/night altar constructs are raised)
Astral node to nexus via (star/dark) link in celestialism or nihilism (10 power at a time)

Vortex to collector via siphon
Vortex to nexus via siphon
Ship to collector via rammed siphon

Collectors to ship via pilot funneling
Collector to reserves via energylink in aethercraft

Nexus to ship via pilot funneling
Nexus to person via drawing regular or dross power



I'd like to make kind of a flow chart when I'm done.
Shiri2007-08-07 06:38:04
Cone is 10 power per.
Shamarah2007-08-07 23:14:10
Drawing dross power doesn't drain the nexus, so it's not technically a transfer.
Estarra2007-08-07 23:15:56
FYI, drawing power from energy collectors is inefficient. You'll net more power by transferring power to a nexus and then drawing from the nexus. However, not having to deal with pesky power admins may be well worth it!
Richter2007-08-08 00:52:40
Ah, I'll have to try it. I'm all full at the moment.
Unknown2007-08-08 01:10:39
Necromancy also has an ability that transfers power forcibly, doesn't it?
Forren2007-08-08 01:22:54
QUOTE(S.A.W. @ Aug 7 2007, 09:10 PM) 432254
Necromancy also has an ability that transfers power forcibly, doesn't it?


Unfortunately.
Unknown2007-08-08 01:49:24
QUOTE(Richter @ Aug 7 2007, 01:57 AM) 432130
Let me know if I've missed anything for transferring power, hrm? Note the differences between "ship" and "collectors".
Reserves to another's reserves via energylink in discipline (some power lost during transfer)
Reserves to ship via pilot funneling
Reserves to energy cube (cannot be transferred again, only used to restore enchantments)

Astral node to person via drawing
Astral node to nexus via cone in night or moon (10 power at once, requires 3 people in a coven or 1 person if moon/night altar constructs are raised)
Astral node to nexus via (star/dark) link in celestialism or nihilism (10 power at a time)

Vortex to collector via siphon
Vortex to nexus via siphon
Ship to collector via rammed siphon

Collectors to ship via pilot funneling
Collector to reserves via energylink in aethercraft

Nexus to ship via pilot funneling
Nexus to person via drawing regular or dross power
I'd like to make kind of a flow chart when I'm done.

Dross power is on the level of powerstones in that it's free power infused into the system.(although powerstones

You also missed a lot of the other stops and starts (I don’t know if you want them all, you really only included vortex, dross, and astral node):
  1. Rare Quests to nexus (via event, like killing the lord of contagion, killing aesyra(in morgfyre tortured form), and celest getting the pearl from the kephera, positive flux from the original construct event, Night attempting to supplant Moon in the wilde.)
  2. Nexus to Rare quests(Night draining power from the raven wood, the negative flux from the construct event)
  3. Semi repeatable Quests to nexus (killing supernals/demonlords and turning in the essence blob, construct to nexus via construct destruction, totems, keeping demonlords/supernals alive, scoring in wilde nodes, villages)
  4. Repeatable quests to nexus (pixies, shadows, kinsmen, spikes, bringing fae to moon/night/celestia/nil via influence, and finally adding essence(modified by dream sands, all quests that grain essence included, such as ethereal creatures, Xion creatures, killing pixies, killing nexus world critters and putting them in the item in the center, killing cherubs/demons/fae and putting them in the well/giving them to nil/celest(this last needs confirmation, may be inactive)))
  5. nexus to guild guards (3 guilds, drain per)
  6. nexus to construct (? constructs, drain per)
  7. nexus to lost-quest (avatars/supernals/lords dieing)
  8. nexus to wilde nodes (only if negative score acquired)
  9. reserves to enchantment/alchemy(stopped via powerstone)
  10. reserves to On hand (natural)
  11. On hand to feats (any and all generic skills that consume power(I include using and making items in this too, like sipping vitae, or making a fetish, (powerlink special case, with not all power lost) I think I’d include the negative side of the ‘skill to reserve’ here as well)
  12. Skill to reserves (Deathmask in Crow, Lost cities quest/Astral node via link in planar, I believe there is a poison which does this too?)
  13. powerplex jewel to reserves (artifact, gain per)
Also, not an interaction, but the following may block the usage of a few of the transfer types

Nexus to reserves (blocked by powerblocking from a Power minister/aide)
Dross to reserves (blocked by ostracizing from a ranking city/commune member)
All of the aethercraft interactions (blocked by priv-changing from the Captain of the ship)

Again, not an interaction, but the nexus to guild guards is directly effected by the amount of raiding an organization endures(current stock of guards+resummoning dead ones), and the number of villages they have.

I just woke up, and most likely missed at least a few things, maybe a lot, or misarranged a few, but that's what I can think of at the moment.

Edit:I don't know if the demigod ability actually -grants- power(skill to on hand) or if it merely speeds up the natural power trickle (reserves to on hand) Oops mentioned wilde nodes twice, edited out.
Richter2007-08-08 01:52:04
I think I can get a nice flowchart going from this data. Not necessarily looking for each and every quest way to make power, but more ways to transfer it around really.