10.1 POWER
Aetheric power is the lifeblood of Lusternia. Each city and commune has a nexus of power which stores this much sought after resource. Members of the city or commune can fill this nexus of power by various power quests and by influencing neighboring villages. Power is used by the city or commune for its defenses and ultimately is used by its members to perform special skill feats. Feats are those spells and skills that require power, a special form of energy. Players may fill their personal energy reserves at the nexus of power of that city or nature commune. - LINK <nexus> [<pulses>] will begin this process, and - UNLINK <nexus> will stop it. One pulse is equal to 1% reserves which is 2 power. You can see how much power your nexus has by TOUCH <nexus>. Generally, the maximum amount of personal power available at any time are 10 power points. Performing feats drains the power level, such amount drained dependent on the feat. Power quickly replenishes from the personal energy reserves. Feats are the most spectacular and impressive spells and skills available to players. However, especially in combat, it takes experience to know how to regulate using feats. Is it better to wait for your opponent to use a feat that drains his or her power before doing your own feat? When do you use your most powerful feats that cost 10 power? When is it better to do smaller, less power-expensive feats rather than the big ones? Power and feats add a dynamic dimension to strategy and tactics. Alchemists, enchanters and tattooists also use power directly from their personal energy reserves while making potions, enchanting items or inking tattoos. This drain on the personal energy reserves can be avoided if they acquire powerstones from jewelers who are especially adept at gem cutting.