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Mage and Summoner revamps

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  • IniarIniar Australia
    For 2000 credits...
    wit beyond measure is a Sidhe's greatest treasure
  • MathiausMathiaus Pennsylvania
    edited July 2013
    Lindsay said:
    Noala said:
    What if someone can naturally breathe underwater? Im wondering how funny that would be combined  with Submersion XD
    Lamirans have the skill to breathe underwater. Though I'm sure something could be worked out. 
    Lamirian's can still drown due to the fact their esophagus has the need differentiate when water is going through the tube while in water and having the flow go through the tube out of water. By confusing the brain's reflex to use a certain tube, the person could shove a good amount of water into their lungs required for out of water breathing and causing suffocation and the lingering affect of pneumonia if they survive the endeavor.
    image
  • Ocean dweller would probably imply they're a fishy people. Fish have gills. Gills would explain underwater breathing. No one has really gone into the anatomy of fish-people (or any people). That's beside the point, fish don't swallow the water they 'breathe'. The rest of that is just...wow, too taboo for me.

    Personally, I volunteer the Noctusari for this endeavour. Antioch doesn't want to know why the curvy trout gurgles when it's excited and magick just wants to cuddle it. The noctusari have to step up and science some dudes.
  • Mathiaus said:

    Lamirian's can still drown due to the fact their esophagus has the need differentiate when water is going through the tube while in water and having the flow go through the tube out of water.
    I didn't know there are such thorough studies of lamiran anatomy.
  • MathiausMathiaus Pennsylvania
    edited July 2013

    Lixan said:
    Mathiaus said:

    Lamirian's can still drown due to the fact their esophagus has the need differentiate when water is going through the tube while in water and having the flow go through the tube out of water.
    I didn't know there are such thorough studies of lamiran anatomy.
    I pulled it out of my butt more than anything, cause I know lamirian's can gurgle their gills which says they are on their neck, which I assumed then that they have to consume the water through either their nose or mouth to get it to their gills in the neck, unless they somehow swallow the water to the gills AND the rest of wherever it goes in their body and used up or disposed off in other ways.

    Shot in the dark basically.
    image

  • Ahkan said:
    No one has really gone into the anatomy of fish-people (or any people).
    Actually, I suspect that somewhere in the murky depths of pastebin, we will find that there have been some very thorough explorations of anatomy for the more exotic races in Imperian, or at least certain parts of them. Really, we should thank those players who lock themselves away off-plane and in towne houses for the prolific body of work they've left us.
  • MenochMenoch Raleigh, NC, USA
    Please don't do this to my favorite thread on forums, the one I watch with bated breath.
  • I know we'll see them in the beta soon, but will you add the AB files for Summoner to this at some point for public consumption?
  • Yes, as soon as I have them written.
  • Im not sure if this is too late, but may I make a small request that Mage get a bit more of an Arcane energy feel in their tertiary? Elements is nice and all, but a touch of arcane could give it that special flavor that can take it to the next level. Thanks for reading :).
  • edited July 2013
    As promised, the abhelps are here! Please keep in mind that pretty much anything can change during the beta.

    Noctu:
    [spoiler]
    Noctu - Combustion

    Syntax: INVOKE COMBUSTION <target>

    This spell causes the target to combust into flames, causing damage. If the target's fire attunement is at the third level or more, this spell additionally causes asthma.

    Damage is modified by the target's fire attunement. If the spell is infused (AB TAROT INFUSE), the damage is reduced by 25%.

    This attack can be used against mobiles.

    Noctu - Warmth

    Syntax: INVOKE WARMTH

    This spell provides a defence that periodically regenerates your health and mana, as well as attempts to cure the effects of being frozen.

    Noctu - Astralvision

    Syntax: INVOKE ASTRALVISION

    This spell allows you to gain insight into the auras of targets around you, detecting their presence even through various concealment methods. Additionally, it also notifies you whenever another player dies (the deathsight defence).

    Noctu - Dehydrate

    Syntax: INVOKE DEHYDRATE <target>

    This spell afflicts its target with the healthleech affliction, causing their health to slowly drain away. If the target's health is less than 60%, the spell also does damage, modified by the target's fire attunement level. The damage is reduced by 25% if the spell is infused on a Tarot card.

    Noctu - Melt

    Syntax: INVOKE MELT GROUND
            INVOKE MELT <direction>

    Noctu - Attunement

    Attunement allows your fire-based spells to attune the target to the fire element, increasing the spell damage and allowing several special effects to occur. The effects vary by spell and are explained in the corresponding AB helps.

    This effect works with both invoked and infused fire-based spells. Attunement is increased -after- the spell effect.

    The following spells increase fire attunement: Combustion, Dehydrate, Nervewrack, Heave, Disorient, Scourge, Fever, Nerveburn, Ashcloud, Aurashift, and Incinerate.

    This ability is automatically in effect.

    Noctu - Nervewrack

    Syntax: INVOKE NERVEWRACK <target>

    This spell wracks the target's nerves with heat, afflicting them with sensitivity. If the target's fire attunement is 4 or more, the spell additionally causes sun allergy.

    Noctu - Heave

    Syntax: INVOKE HEAVE <target>

    This spell overwhelms the target, causing them to fall to the ground. Should their fire attunement be at least at the 4th level, the spell also causes a nightshade-cured effect that prevents curing any elemental attunements.

    Noctu - Readaura

    Syntax: READAURA <target>

    Your insight of living auras allows you to discern what defences protect your target.

    Noctu - Soulburn

    Syntax: INVOKE SOULBURN <target>

    This spell afflicts the target with masochism and inflicts significant damage. This damage is reduced by 1/3 if the target has been hit by another soulburn within the last 8 seconds, and by another 25% if the spell is infused.

    If the target's health is under 50%, this spell additionally causes stupidity.

    Noctu - Devolve

    Syntax: INVOKE DEVOLVE <target>

    This spell disfigures the target's body, preventing them from ordering any loyal entities.

    Noctu - Distortion

    Syntax: INVOKE DISTORTION [OFF]

    You are now able to distort your own aura, which grants you significant protection from damage, and causes the resisted damage to be reflected back at the attacking player.

    This defence has a mana drain associated with it.

    Noctu - Flash

    Syntax: INVOKE FLASH <target>

    This spell allows you tap at the target's aura, causing its owner to experience epileptic shakes and magickal damage. The damage is reduced by 25% if the spell is infused.

    If the target's health is under 60%, the spell effect will flare again, at a somewhat reduced strength, 5 seconds later.

    Noctu - Warpaura

    Syntax: INVOKE WARPAURA <target>

    By warping the aura surrounding your target, you can strip a random defence.

    Noctu - Disorient

    Syntax: INVOKE DISORIENT <target>

    This fire-based spell disorients the target, causing damage and giving the vertigo affliction. The damage is increased by the target's fire attunement, and reduced by 25% if the spell is infused.

    If the target's fire attunement is at the 3rd level or more, the spell additionally causes clumsiness. If the attunement is at least at the 4th level, the vertigo affliction (though not the damage) hits again after 3 seconds.

    Noctu - Scourge

    Syntax: INVOKE SCOURGE <target>

    This spell negates the effect of the frost elixir for 4 seconds per level of target's fire attunement. If the target is not attuned to fire at all, the spell has no effect.

    Noctu - Soulchain

    Syntax: INVOKE SOULCHAIN

    This spell gives you a defence that, for a limited time, has a chance to chain the soul of your enemies, blocking their movement attempts.

    Noctu - Quicken

    Syntax: INVOKE QUICKEN <target>

    This spell injects a small bolt of energy into the target's aura, causing damage and giving the impatience affliction. The damage is reduced by 25% if the spell is infused.

    If the target's health is under 50%, the effect hits again after 2 seconds.

    Noctu - Cleanseaura

    Syntax: INVOKE CLEANSEAURA <target>

    This spell breaks the shield defence of the target. Its speed depends on the target's health - it is faster against hurt targets than against healthy ones.

    Noctu - Heatwave

    Syntax: INVOKE HEATWAVE

    This spell invokes a massive wave of heat that causes damage to all enemies at your location, as well as causes dizziness. The damage is modified by fire attunement.

    Targets hit by a heatwave will be immune to the spell for a short while, which is shorter than the equilibrium cost of the spell.

    Noctu - Nerveburn

    Syntax: INVOKE NERVEBURN <target>

    This spell causes damage based on the target's fire attunement and afflicts with the burnt nerves affliction, which causes damage when the target attempts to use the Focusing (Survival) or Purge blood (Antidotes) ability. This damage does not prevent the curative effect from working.

    The spell damage is reduced by 25% if if it is infused. If the target's fire attunement is at the 3rd level or more, the affliction (though not the damage) is given again after 3 seconds.

    Noctu - Soulwrack

    Syntax: INVOKE SOULWRACK <target>

    This spell wracks the soul of its target, causing magickal damage. The damage is reduced if the spell is infused.

    If the target's health is under 60%, this spell additionally strips the speed elixir defence and prevents it from being used or activated for 5 seconds.

    Noctu - Hellsight

    Syntax: INVOKE HELLSIGHT <target>

    If the target's health is under 80%, this spell causes him or her to start seeing hellish visions. Otherwise, the spell has no effect.

    Noctu - Fever

    Syntax: INVOKE FEVER <target>

    This fire-based spell causes damage based on the target's fire attunement level, and causes vivid hallucinations. The damage is reduced by 25% if the spell is infused.

    If the target's fire attunement is at the 4th level or more, the spell additionally causes stupidity.

    Noctu - Ashcloud

    Syntax: INVOKE ASHCLOUD <target>

    This spell increases the target's pipe balance by 1 second. This effect lasts for 6 seconds per level of target's fire attunement. If the target is not attuned to fire at all, the spell has no effect.

    Noctu - Mirage

    Syntax: INVOKE MIRAGE

    This spell conceals the presence of players within the room, making it look to observers as if nobody was there. Mobiles and items are not affected.

    Noctu - Aurashift

    Syntax: INVOKE AURASHIFT <target>

    This spell allows you to shift your aura towards target's, causing damage based on how much your aura is weakened. If your health is high, the damage of this spell is negligible, however, if you are close to death, then the inflicted damage is very high. 20% of the inflicted damage will be added to your own health.

    The effect is reduced by 50% if the spell is infused.

    Noctu - Timewarp

    Syntax: INVOKE TIMEWARP <target>

    This spell allows you to manipulate the time itself. Due to the complicated nature of the task, there is a short preparation time during which you may do nothing. If successful, you will surround the target with an aura that will remember how much health the target is currently missing. Then, five seconds later, the target will be hit for the stored amount of damage.

    The effect is capped at 40% of target's maximum health. This spell cannot be infused.

    Noctu - Whisperingmadness

    Syntax: INVOKE WHISPERINGMADNESS <target>

    Having one of the following insanities: dementia, stupidity, confusion, hypersomnia, paranoia, hallucinations, impatience, addiction, recklessness, and masochism, weakens the mind enough to afflict that person with the dreaded curse of whispering madness. Once afflicted, none of those insanities can be cured until whispering madness is cured first.

    This spell cannot be infused.

    Noctu - Incinerate

    Syntax: INVOKE INCINERATE <target>

    This fire-based spell inflicts significant damage to its target, modified by the target's fire attunement. Should the target's attunement by at the 4th level or higher, the damage is increased by another 50%. If the spell is infused, the damage is reduced by 50%.

    Noctu - Enlighten

    Syntax: INFUSE ENLIGHTEN <target>

    This spell allows you to reveal the demonic mysteries to a non-initiate. The shock from this is so great that the target's mind will be unable to handle it and will perish.

    For this to work, the target must have whispering madness as well as four (or more) of the following insanities: dementia, stupidity, confusion, hypersomnia, paranoia, hallucinations, impatience, hypochondria, recklessness, masochism, agoraphobia, anorexia, loneliness, claustrophobia, lover's effect.

    For each 20% health that the target is missing, the number of required afflictions is reduced by 1. For example, if the target's health is in the 60%-79% range, three are needed.

    This spell cannot be infused.
    [/spoiler]

  • edited July 2013
    Tarot:
    [spoiler]
    Tarot - Cardpacks

    Syntax: IND [<#>|ALL] <card type>
            OUTD [<#>|ALL] <card type>
            PROBE DECK
            DECKLIST

    Cardpacks is the ability to utilise the magickal cardpacks. When you have a cardpack, you can see what it contains by probing it.

    IND (for INDECK) <tarot> will put a card in the pack and OUTD <tarot> will take it out again. You may IND and OUTD up to 50 cards at once by doing IND 50 FOOL, or OUTD 50 FOOL for instance.

    Probing an individual deck will show you what tarot cards reside in it, while DECKLIST will show you all of the cards you contain in all of the decks in your inventory.

    Once you are in possession of blank cards, filling them with appropriate images of the Arcana is easy - simply attempt to OUTD a card of the type that you do not have in the deck yet, and the appropriate image will appear on one of the blank cards.

    Tarot - Sun

    Usage: FLING SUN AT <target>
           FLING SUN [infuse] AT <target>

    The Sun tarot allows you to summon an image of the burning sun and send it against your foe. The sun will cause damage proportional to the target's fire attunement.

    Tarot - Emperor

    Syntax: FLING EMPEROR AT <player>
            FLING EMPEROR [infuse] AT <player>

    The Emperor is a symbol of leadership and power. With this card, you can summon a presence so commanding that the unlucky target will be completely paralysed.

    Tarot - Magician

    Syntax: FLING MAGICIAN AT <player>

    The Magician represents the power of magic and the power of the mind. This card will replenish the mana of the player it is thrown at.

    Tarot - Priestess

    Syntax: FLING PRIESTESS AT <player>

    The Priestess represents benevolent healing. Flinging this card at a player will heal some of his health.

    Tarot - Fool

    Syntax: FLING FOOL AT <player>
            FLING FOOL [infuse] AT <player>

    The Fool tarot causes the target to become a victim of manaleech, then again after 3 seconds.

    Tarot - Chariot

    Syntax: FLING CHARIOT AT GROUND

    The Chariot will create an infernal chariot upon which you may ride. It has the ability to fly also. BOARD CHARIOT will board your chariot. SPUR CHARIOT SKYWARDS will drive it up to the sky. LAND will bring you back down again. While in the Chariot, you may move about using the usual commands. Be warned: flinging cards at the ground while flying is a useless endeavour.

    Tarot - Hermit

    Syntax: ACTIVATE HERMIT
            FLING HERMIT AT GROUND

    The Hermit is a solitary person. When you activate the hermit card, it will remember the location at which you activated it. Then, when you fling it, you will be transported to that location, provided there are no players in that location at the time.

    Tarot - Empress

    Syntax: FLING EMPRESS AT <player>

    With this ability, you may summon someone from anywhere within the local area, provided you are on his or her allies list. If you have forced yourself onto that list via the Lust tarot, then you will be able to summon that person from anywhere on the continent.

    Tarot - Infuse

    You are now capable of infusing your Tarot cards with a variety of Noctu spells. An infused card first hits the target with the infused spell, followed by the actual effect of the card.

    All single-target Noctu spells can be infused, with the exception of Cleanseaura, Timewarp, Whisperingmadness, and Enlighten. Some spells are weaker when infused than otherwise - the AB helps for the individual spells describe this. Fire-based spells increase attunement as usual.

    The following cards can carry infused spells: Sun, Emperor, Fool, Lovers, Hierophant, Hangedman, Wheel, Creator, Justice, Aeon, Lust, Devil, and Moon.

    Tarot - Lovers

    Syntax: FLING LOVERS AT <player>
            FLING LOVERS [infuse] AT <player>

    The Lovers tarot will inspire your target to fall deeply in love with you. While in love with you, he or she will be generally unwilling to cause you harm.

    Tarot - Hierophant

    Syntax: FLING HIEROPHANT AT <player>
            FLING HIEROPHANT [infuse] AT <player>
            ORDER <player> <command>

    This tarot card will allow you to order your opponent to do one thing. Fling the card, and then, when you have recovered balance, you may ORDER him to do whatever you wish. This effect will expire when used, or after 60 seconds.

    The target must be able to hear you for this to work (a mindseye tattoo is sufficient).

    Tarot - Hangedman

    Syntax: FLING HANGEDMAN AT <player>
            FLING HANGEDMAN [infuse] AT <player>

    The Hangedman will attempt to entangle your foe in a mass of ropes. This will only work if the target is prone or otherwise hindered.

    Note that infusing the card with an appropriate hindering spell is sufficient for the card to work.

    Tarot - Tower

    Syntax: FLING TOWER AT GROUND

    The Tower card will cause a crumbling tower to appear in your location, which will then collapse, making it difficult to leave via some of the exits.

    Tarot - Wheel

    Syntax: FLING WHEEL AT <target>
            FLING WHEEL [infuse] AT <target>

    The Wheel of Fortune will attempt to fling the target out of the current location, in a random direction. The effect will be instant if the target is not protected by the mass salve. Otherwise, there is a short channelling time during which you may do nothing.

    If the card is levitating, it will only work if the target is not protected by mass - there is no channelling time in such case.

    Tarot - Creator

    Syntax: FLING CREATOR AT <target>
            FLING CREATOR [infuse] AT <target>

    This Tarot card displays vivid hallucinations to its target. If the target is already hallucinating, it will do damage instead.

    Tarot - Levitate

    Syntax: FLING <card> TO LEVITATE

    You are capable of flinging a targeted tarot card in a way such that it will start levitating in the room, supported by its magick. The levitating card will fly at the next person who enters the room and is on your enemy list. This will work regardless on whether you are in the room or not.

    A maximum of two cards can be levitating at a single location.

    The following cards can be levitated: Sun, Emperor, Fool, Lovers, Hierophant, Hangedman, Wheel, Creator, Justice, Aeon, Devil, and Moon.

    Tarot - Justice

    Syntax: FLING JUSTICE AT <player>
            FLING JUSTICE [infuse] AT <player>

    The Justice tarot will bring down the terrible curse of Justice, causing any damage initiated by the target to be suffered by both him and the victim.

    Tarot - Star

    Syntax: FLING STAR AT <player>

    The Star tarot will bring down a flaming meteor upon your unlucky foe's head. Your foe may be anywhere within the area, but both of you need to be outdoors.

    Tarot - Aeon

    Syntax: FLING AEON AT <player>
            FLING AEON [infuse] AT <player>

    The Aeon tarot will inflict a powerful time-altering curse to its target. Any damage that the target receives while under effect of this curse will be repeated again after 4 seconds. If the target is still under the effect of Aeon at that time, the damage will hit at full strength, otherwise its strength will be reduced to 1/4 of its original amount.

    Tarot - Lust

    Usage: FLING LUST AT <player>
           FLING LUST [infuse] AT <player>
           LUSTED

    With this Tarot, you may instill a lust for you in another player, so that he or she will consider you an ally.

    The LUSTED command will list any players currently present in the realms that you have lusted.

    Tarot - Universe

    Syntax: FLING UNIVERSE AT GROUND
            TOUCH <area>

    The Universe tarot will allow you access to the world of Imperian, giving instant transport to a number of locations. It is possible to destroy a created map with STOMP/TEAR MAP.

    The general areas and the keywords to get there are below:

    Northern Celidon    - NCELIDON
    Western Celidon     - WCELIDON
    Areish Mountains    - AREISH
    The Caanae Ruins    - CAANAE
    The Heartlands      - HEARTLANDS
    Graytrem Hills      - GRAYTREM
    Shaarhi Desert      - SHAAHRI
    Antioch             - ANTIOCH
    Stavenn             - STAVENN
    Kinsarmar           - KINSARMAR
    Ithaqua             - ITHAQUA
    Khandava            - KHANDAVA
    Seven Lake Basin    - SEVENLAKES
    Reate Forest        - REATE

    Tarot - Devil

    Usage: FLING DEVIL AT <target>
           FLING DEVIL [infuse] AT <target>

    The Devil tarot inflicts damage to its target, scaling to the number of physical and mental afflictions that the target is currently suffering from.

    Tarot - Moon

    Syntax: FLING MOON AT <player>
            FLING MOON [infuse] AT <player>

    The moon tarot will give your enemy maladies associated with the mind.

    Tarot - Death

    Syntax: RUB DEATH ON <player>
            SNIFF DEATH
            FLING DEATH AT <player>

    To attune Death, you must first rub it on your enemy seven times. Sniffing the card will tell you how many times you have rubbed it on your foul oppressor, while flinging it will begin the process of calling Death himself to gather the soul of your enemy to him. Be warned though that this process takes concentration and you may not do anything else while Death is on his way.

    [/spoiler]

  • edited July 2013
    Enslavery:
    [spoiler]
    Enslavery - Summoning

    Usage:  1. SCRAWL PENTAGRAM FOR DOMINATION
                 - or -
               SCRAWL PENTAGRAM FOR ENTRAPMENT
            2. CHANT DIA AD ADAODAUN <demon name>
            3. SLICE PALM
            4. CHANT AGUS DUNACH ORT <demon name>
            5. ENSLAVE <demon name>
            6. RELEASE DEMON (when finished)

    Summoning the demon you wish to enslave and form a pact with is one of the key skills the Noctusari must master. The summoning is very dangerous. The slightest mistake will spell ruin for all who are involved. Summonings gone bad result in explosions, demons escaping into the realm and death to the summoners.

    There are two summonings that are possible. one for Domination and the other for entrapments. Domination pentagrams are designed to be less powerful so that the demonologist may enslave the demon within, binding it to his will. Entrapment pentagrams are far more secure, however they cannot allow for enslavement. Generally they are only used to communicate to the demon.

    The summoning ritual may only be performed in a properly prepared ritual room. In addition, the ritual required to summon one of the Demon Lords must be performed with exact precision and careful attention to detail. No other actions may be permitted to disrupt your concentration as you perform each step of the ritual in turn.

    Once the demon is summoned you must ENSLAVE <demon name>. Be warned, the demon will only be bound to the world for a short time before it will escape to its own plane. In some cases it has been known for the demon to escape and remain on the mortal plane, seeking revenge on those who summoned it.

    Scrawling a pentagram requires 10 red inks.

    Once a demon has been successfully enslaved, you can make use of its power - AB ENSLAVERY UNLEASH explains this.

    Enslavery - Unleash

    SUMMON <demon lord>
    BANISH <demon lord>
    PACTS
    UNLEASH <demon lord> AT <target>

    Once you have obtained a pact with a Demon Lord, you can make use of its power in two ways.

    First, you can SUMMON the demon, causing it to possess you. This has two effects - the possession grants you a defensive effect (different for each demon), and it also reduces the unleashing cooldown for that demon by 33%.

    You can be possessed by a maximum of FIVE demons at any time, which means that you will need to pick which defensive effects you want, or which demons you want to be able to unleash more often. You can use BANISH <demon lord> to purge yourself of a possession, so you can obtain a different one instead.

    Second, you can UNLEASH the demon at a target, causing an effect different for each demon. This ability operates on its own balance, independent of the regular equilibrium and balance. You can unleash a demon once every 5 seconds, and each demon has a cooldown before it may be unleashed again. Unless stated otherwise, this cooldown is 30 seconds, reduced by 33% if you are possessed by that demon.

    The PACTS command notifies you about your current pacts, possessions, and cooldowns that are in effect.

    NOTE: Istria and Piridon are used differently from other demons. They cannot be unleashed, and summoning them grants you an entity instead of a defence. More details are in the respective AB help files.

    Enslavery - Skyrax

    Syntax: SUMMON SKYRAX
            BANISH SKYRAX
            UNLEASH SKYRAX

    Possession effect: Allows you to walk on water.

    Unleash effect: Anyone in the trees or flying at your location will be knocked to the ground.

    Enslavery - Rixil

    Syntax: SUMMON RIXIL
            BANISH RIXIL
            UNLEASH RIXIL AT <target>

    Possession effect: +1 intelligence

    Unleash effect: Target is afflicted with amnesia

    Enslavery - Eerion

    Syntax: SUMMON EERION
            BANISH EERION
            UNLEASH EERION AT <target>

    Possession effect: Gives you a chance to catch arrows flying towards you.

    Unleash effect: Target is knocked prone.

    Enslavery - Arctar

    Syntax: SUMMON ARCTAR
            BANISH ARCTAR
            UNLEASH ARCTAR AT <target>

    Possession effect: +10% physical damage resistance

    Unleash effect: The chosen target is shielded.

    Unlike most other demons, the unleash effect of this one is beneficial to the target.

    Enslavery - Scrag

    Syntax: SUMMON SCRAG
            BANISH SCRAG
            UNLEASH SCRAG AT <target>

    Possession effect: Clotting balance is regained 20% faster.

    Unleash effect: Causes significant bleeding.

    Enslavery - Pyradius

    Syntax: SUMMON PYRADIUS
            BANISH PYRADIUS
            UNLEASH PYRADIUS AT <target>

    Possession effect: 10% resistance to elemental damage types.

    Unleash effect: Increases fire attunement by 2.

    Enslavery - Dameron

    Syntax: SUMMON DAMERON
            BANISH DAMERON
            UNLEASH DAMERON AT <target> <demon lord>

    Possession effect: None, other than the ability to unleash the demon more often.

    Unleash effect: Dameron can assume the form of any other available demon lord that you are capable of unleashing, and unleash its effects. Unlike other demons, the cooldown interval is 60 seconds (40 if possessed).

    Enslavery - Palpatar

    Syntax: SUMMON PALPATAR
            BANISH PALPATAR
            UNLEASH PALPATAR AT <target>

    Possession effect: Health sips are improved by 15%.

    Unleash effect: Target's next health sip is reduced by 50%. This effect fades in 8 seconds if the target doesn't sip by then.

    Enslavery - Nin'kharsag

    Syntax: SUMMON NIN'KHARSAG
            BANISH NIN'KHARSAG
            UNLEASH NIN'KHARSAG AT <target>

    Possession effect: Allows you to move by more rooms per second (celerity effect).

    Unleash effect: Target's movement ability is significantly hampered for the next 10 seconds, acting as if rubble was present everywhere.

    Enslavery - Istria

    Syntax: SUMMON ISTRIA
            BANISH ISTRIA
            CALL ENTITIES
            ORDER PATHFINDER HOME

    Istria works different from most other Demon Lords. Instead of allowing possessions and unleashing, Istria sends you a pathfinder entity, which will remember wheere it was summoned. Later, you can use ORDER PATHFINDER HOME to return back to that spot.

    Enslavery - Marduk

    Syntax: SUMMON MARDUK
            BANISH MARDUK
            UNLEASH MARDUK AT <target>

    Possession effect: +2 constitution

    Unleash effect: A channelled 10-second insta-kill.

    Enslavery - Belial

    Syntax: SUMMON BELIAL
            BANISH BELIAL
            UNLEASH BELIAL AT <target>

    Possession effect: None, other than the ability to unleash more often

    Unleash effect: takes 15% of target's -current- health, gives it to the attacker.

    Enslavery - Buul

    Syntax: SUMMON BUUL
            BANISH BUUL
            UNLEASH BUUL AT <target>

    Possession effect: Grants immunity to recklessness.

    Unleash effect: A moderately long blackout.

    Enslavery - Cadmus

    Syntax: SUMMON CADMUS
            BANISH CADMUS
            UNLEASH CADMUS AT <target>
            FOCUS CADMUS

    Possession effect: Grants you the ability to use FOCUS CADMUS every 15 seconds to cure a random affliction.

    Unleash effect: Afflicts with hallucinations and addiction.

    Enslavery - Piridon

    Syntax: SUMMON PIRIDON
            BANISH PIRIDON
            CALL ENTITIES

    Piridon works different from most other Demon Lords. Instead of allowing possessions and unleashing, PIRIDON sends you a doppleganger entity, which allows you to use certain Noctu spells on any target within the same area.

    ORDER DOPPLEGANGER EXITS
    This will show what exits exist from the room your doppleganger is in.

    ORDER DOPPLEGANGER MOVE <direction>
    This will move your doppleganger in a specific direction.

    ORDER DOPPLEGANGER LOOK
    Orders your doppleganger to look at the room it is in.

    ORDER DOPPLEGANGER SAY <text>
    Channel your words through your doppleganger.

    ORDER DOPPLEGANGER <emote>|EMOTE <text>
    Channel your emotions through your doppleganger.

    ORDER DOPPLEGANGER SEEK <player>
    Orders your doppleganger to seek out a specific player. Whether or not your target is in the trees or is flying will present no obstacle to it.

    ORDER DOPPLEGANGER RETURN
    Orders your doppleganger to return to you.

    ORDER DOPPLEGANGER CHANNEL <ability>
    Allows you to channel certain Noctu powers through your doppleganger. These include: Combustion, Heave, Disorient, Warpaura, and Flash. For example, ORDER DOPPLEGANGER CHANNEL INVOKE COMBUSTION <target>.

    Enslavery - Mask

    Syntax: MASK

    This ability will cause demonic entities (the pathfinder and the doppleganger) in your entourage to become cloaked. While cloaked, their movement in and out of rooms will not be seen.

    Enslavery - Danaeus

    Syntax: SUMMON DANAEUS
            BANISH DANAEUS
            UNLEASH DANAEUS AT <target>

    Possession effect: -2 dexterity (tradeoff for being able to unleash more often)

    Unleash effect: The target is banished for 10 seconds, transported to an area between time. The target will then be immune to this effect for 30 seconds.

    Enslavery - Lyncantha

    Syntax: SUMMON LYNCANTHA
            BANISH LYNCANTHA
            UNLEASH LYNCANTHA AT <target>

    Possession effect: Alerts you whenever another player enters or leaves your current area.

    Unleash effect: Causes damage and breaks two random limbs. The damage is significantly increased if all four limbs are already broken.

    Enslavery - Tarotlink

    Syntax: ORDER DOPPLEGANGER CHANNEL FLING <tarot card>

    You are now able to fling Tarot cards through your doppleganger. These need to be in your deck or inventory, much like flinging the card regularly.

    Note that not all of the tarots can be used by the doppleganger, and that channelled Tarot throws cannot be levitated or infused with spells.

    Enslavery - Hecate

    Syntax: SUMMON HECATE
            BANISH HECATE
            UNLEASH HECATE AT <target>

    Possession effect: +10% to damage caused by your attacks.

    Unleash effect: Summons a demonic sword that causes damage and afflicts with formaldehyde, then again after 5 seconds. The aura of weapon rebounding negates the hits.

    Enslavery - Golgotha

    Syntax: SUMMON GOLGOTHA
            BANISH GOLGOTHA
            UNLEASH GOLGOTHA AT <target>

    Possession effect: Your health sips are reduced by 15% (= you need to take this penalty to unleash more often)

    Unleash effect: Significant damage.

    [/spoiler]

  • edited July 2013
    Sweet.

    Enslavery is everything I wanted it to be and more.
    <div>Message #2062&nbsp; Sent By: (imperian)&nbsp; &nbsp; &nbsp; Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
  • These look FUN.

    If the class makes it through without being nerfed into the ground, I definitely think I'll be investing more into Imperian.

  • edited July 2013
    So, since I think I missed part of the discussion. Is fire attunement curable or the level diminishes with time?

    While the ABs look quite impressive, it looks like it is not a class that you can learn, make a couple alias and be able to enter combat.

    Does Combustion give ablaze or it is just a description of the skill?

    Does it take balance/eq to SUMMON or BANISH?
  • Fire attunement is cured with orphine or focus, as long as you have no other afflictions cured by it.

    I should note that this mechanic is what may or may not change substantially, depending on how it plays out.
  • Enslavery looks a lot like the Bonding remake we once kicked around on the old forums - a passive benefit and a 'flare', with a limited loadout of spirits from a large list. I quite like it, because a toolbox of cool options is my favorite kind of addition to a kit.

    Does the Noctu skill 'Warmth' have a timer or duration? Is it a typed level of regen, or is it just like a revitalization rite/harmony vibe?
    <div>Message #2062&nbsp; Sent By: (imperian)&nbsp; &nbsp; &nbsp; Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
  • Warmth has no timer and it does not count towards the level 3 cap, it's like harmony in this regard.
  • MenochMenoch Raleigh, NC, USA
    Only got one question.

    How are those beta applications coming?
  • Enslavery looks really strong to me. From what I understand, you can summon 5 demons. Looking at just the skills, I would summon arctar, pyradius, palpatar, marduk and some other demon and get +2 con, 15% improvement in health sips, 10% resistance to physical and elemental damage. Is this all an compensation for losing transmorgify? because it doesn't look like a compensation but rather a huge boost to defense while getting some great offense in return.

    Don't troll me
  • Considering that usually, Summoners favour Intelligent, all of that doesn't look that bad.
  • edited July 2013
    Ziat said:
    Enslavery looks really strong to me. From what I understand, you can summon 5 demons. Looking at just the skills, I would summon arctar, pyradius, palpatar, marduk and some other demon and get +2 con, 15% improvement in health sips, 10% resistance to physical and elemental damage. Is this all an compensation for losing transmorgify? because it doesn't look like a compensation but rather a huge boost to defense while getting some great offense in return.

    Don't troll me
    Transmogrify could just do it in a more roundabout way. It is pretty firmly spelled out here. The class favours horribly squishy statpacks, so this is a way of compensating that. I see no issues besides some small numerical tweaks.

    EDIT: At face with little thought put in that consideration of issues. Subject to change.
    <div>Message #2062&nbsp; Sent By: (imperian)&nbsp; &nbsp; &nbsp; Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
  • Ziat said:
    Is this all an compensation for losing transmorgify?
    It's probably better to think of this as a mostly new profession, given the scope of the changes. That said, do keep in mind that possessions improve offensive effects as well - your list would be the defensive approach, but a more offensively oriented list could look differently.
  • It makes me a little sad to see that summoners are getting their own version of banish, but we'll see how it plays out with the inherent cooldown of unleash.

    Still, I've never liked the mechanic of banish and wish it would just go away :(
  • haha, summoners get mindnet and banish. We got monks!
  • Sarrius said:


    The class favours horribly squishy statpacks, so this is a way of compensating that. I see no issues besides some small numerical tweaks.

    EDIT: At face with little thought put in that consideration of issues. Subject to change.

    Because Terrais has always been so well received on these forums :p

    But yeah, I'm reserving final judgment until after the first post-release class leads, since that seems to be where things actually start getting hammered out, judging by the last few classes we've seen.
  • Can we maybe  come up with a banishment alternative now, rather than letting it rot in beta?  No one likes the mechanic generally, it is useful but it is not fun.  Surely there has to be something worthwhile that can be done that isn't just kai banish lite.
  • Selthis said:
    Can we maybe  come up with a banishment alternative now, rather than letting it rot in beta?  No one likes the mechanic generally, it is useful but it is not fun.  Surely there has to be something worthwhile that can be done that isn't just kai banish lite.
    I have no problem with the idea of banish, and limitations to keep it from being used repeatedly on the same target have even taken away most of the 'unfun' aspects it had before.

    Demonic needs some method to pace combat, because four of their six classes can't do damage and afflictions at the same time. I'm willing to try options until I find something that fits.
  • Banishment is no fun at all to deal with. Most of shardfall and obelisk combat is a numbers game anyways. More often than not, people ONLY fight when they have the numerical advantage. 2/3 of the game doesn't need on tap ability to -1 the other team (which is probably outnumbered anyways). Also, in b4 classleads asking for a magick version of banishment.

    @Kalon Classes that use int are usually eq based. Awkward design has pinned anyone using an int statpack into one of three squishy statpacks and one if they want fast-fast-fast casting. Design wise, most classes that use int don't get neat armor (except templar, it's weird, I know) so they accommodate this by giving them nifty little damage resistance mechanics. No one really had a problem with terrais except mages. I think it was like "I die when I have terrais up and I do no damage /tears." It was a pretty fair trade off. +% damage to staffcasts or + damage resistance. Actually, now that I think about it, everyone though the willpower drain was dumb. Maybe that's what you meant.

    Man,with this class once you get to 50%. You should probably run.
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