What a great capstone to the persevering efforts of the Curio Spiritus clan? Who knows at this point - I don't. Share what you know!
I logged on an alt today and began testing a few things, putting in a few typo reports, e.g., pray versus prey, even finding a bug with ritual drums falling out of inventory on log out.
Spiritlore is quite fascinating conceptually. It's like having a thematic druid morph for each Achaea class. I saw some amazing synergies with Curses and some great early game passives and actives such as INVOKE WAYFARE on a mutal ally for travel.
A male voice is heard through the membrane, "Hey, girl."
A male voice is heard through the membrane, "Are you an Apostate? ..because you just tore my heart out."
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Comments
Abilities in Spiritlore:
Commune (Spiritlore) Known: Yes
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Syntax: COMMUNE
SPIRIT BIND <spirit>
SPIRIT ATTUNE <spirit>
SPIRIT UNBIND <spirit>
SPIRIT UNATTUNE <spirit>
SPIRIT BINDINGS
Extra Information: Requires a ritual drum.
Details:
By communing with a spirit, you may bind it to yourself. This will grant
you some of the powers that that particular spirit possessed during its
life. You may bind up to five spirits at once.
You may also attune yourself completely to a spirit. This will grant
additional benefits, although you may only attune one spirit at a time.
Communing requires a ritual drum, which can be purchased from most
general stores around Sapience.
Daina (Spiritlore)
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Syntax: INVOKE PURIFICATION
Extra Information: Attune effect: increased willpower regeneration.
Details:
By channeling the power of nature, you are able to drive diseases from
your body with greatly increased efficiency.
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Jhulian (Spiritlore)
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Syntax: INVOKE WAYFARE <target>
Extra Information: Attune effect: an increased capability to dodge attacks.
Works on/against: Adventurers
Details:
The spirit of Jhulian, The Nomad will allow you to travel to a mutual
ally, given a short delay.
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Arius (Spiritlore)
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Syntax: INVOKE ROAR <target>
Extra Information: Attune effect: increased mana regeneration.
Works on/against: Adventurers
Details:
Once you have bound the spirit of Arius, The Druid, you will be able to
channel the mighty power of the hydra to unleash a terrible roar at your
opponent, disrupting their mental equilibrium.
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Silvanix (Spiritlore)
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Syntax: INVOKE ARROWCATCHING ON|OFF
Extra Information: Attune effect: the tumble ability will have a reduced balance.
Works on/against: Self
Details:
The skilled jester has deft wits and defter hands, and Silvanix was no
exception. By binding his spirit, you will be able to snatch arrows from
the very air.
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Ri'shen (Spiritlore)
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Syntax: INVOKE REGENERATION
Extra Information: Attune effect: increased health regeneration.
Works on/against: Self
Details:
One who has mastered the practices of kaido is able to restore their
body from almost any injury. While the power granted to you through the
connection with Ri'Shen is not to that level, it will allow you to
perform lesser feats of regeneration.
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Maligus (Spiritlore)
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Syntax: INVOKE SOULREND <target>
CURSE <target> <affliction> INVOKE SOULREND
Extra Information: Attune effect: curses will drain a small amount of health and mana from the target.
Works on/against: Adventurers
Details:
The practitioners of Apostasy have long been feared for their mastery of
unholy powers, and Maligus in life was no exception. Upon binding his
spirit, you will gain the ability to forceably attune a vodun doll to
the soul of an unfortunate subject, improving its detail potentially far
quicker than would normally be possible. This ability will be more
effective against those who lack mental fortitude.
This ability can be combined with curses.
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Aspar (Spiritlore)
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Syntax: INVOKE COAGULATION <target> <affliction>
CURSE <target> <affliction> INVOKE COAGULATION <affliction>
Extra Information: Attune effect: increased resistance to asphyxiation damage.
Works on/against: Adventurers
Details:
Alchemists know more about how to turn a body against itself than
perhaps anyone else in Sapience. In life, Aspar was most feared for his
ability to manipulate the sanguine humours of his enemies.
By binding his spirit, you will be able to infect open wounds with
disease, forcing the blood to clot but doing far more harm than good.
Diseases which may be inflicted in this way are impatience, paralysis,
asthma, slickness, anorexia, weariness, lethargy, and clumsiness.
This ability is combinable with curses.
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Aelkesh (Spiritlore)
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Syntax: INVOKE PROJECTION
Extra Information: Attune effect: a chance for swiftcurse charges not to be consumed when hunting denizens.
Details:
Aelkesh was an Occultist who lived during the period of heightened
strife with the Church. He developed an ability to allow him to travel
great distances to facilitate his escape in the event of danger, and
while binding his spirit will not grant such mastery, it will allow you
to fling yourself out of potentially fatal situations. Be warned,
however it is far from accurate.
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Teraile (Spiritlore)
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Syntax: INVOKE BLOODLET <target>
Extra Information: Attune effect: curses will inflict bleeding.
Works on/against: Adventurers
Details:
The skill of the practitioners of the legendary Two Arts can not be
overstated. By binding the spirit of one of the long dead masters of
this art, you will be able to lacerate the flesh of your enemies.
This ability requires your victim suffer from afflictions of the blood
by targeting these impurities, you will be able to focus your spiritual
assault for maximum potency. Be warned that this will remove said
afflictions.
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A male voice is heard through the membrane, "Hey, girl."
A male voice is heard through the membrane, "Are you an Apostate? ..because you just tore my heart out."
Arcanor (Spiritlore)
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Syntax: INVOKE ICEFORT
Extra Information: Attune effect: increased elemental damage resistance.
Works on/against: Room
Details:
To fight on your terms as a mage is the first step toward victory. By
binding the spirit of Arcanor, you will be able to invoke his power to
summon great walls of ice to block the escape of all those who would
flee from your wrath.
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Syvis (Spiritlore)
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Syntax: CURSE <target> <affliction> RELAPSE <affliction>
Extra Information: Attune effect: resistance to poison damage.
Details:
The masters of venom have long been feared for their deception and
cunning when it comes to the elimination of those that would cross them.
By binding the spirit of this ancient assassin, you will be capable of
causing diseases that your victim believes they have cured to relapse
shortly there after. Be warned, you are no true master of the art. You
may only perform this ability every so often.
This ability must be combined with curses.
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Marak (Spiritlore)
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Syntax: CURSE <target> <affliction> INVOKE SOULSCOURGE <ability>
Extra Information: Attune effect: increased constitution.
Works on/against: Adventurers
Details:
This ability will allow you to destroy a vodun doll to balancelessly
activate one of the following vodun-based abilities on the target:
confusion, dizzy, sleep, strip, paralyse, break, throttle, reckless,
bleed, cripple, bind, imbibe. The doll must be fashioned to twice the
extent that the ability used would normally require.
This ability must be comboed with curses.
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Anthius (Spiritlore)
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Syntax: INVOKE JUDGEMENT <target> <dirrection>
Extra Information: Attune effect: immunity to the fear affliction.
Works on/against: Adventurers
Details:
Anthius was one of the faithful Templars who sort out and eliminated
those that would corrupt the sanctity of Creation. By channeling this
holy spirit, you are able to unleash holy judgement at a heretic in an
adjacent location. The spectral fires will scythe past magical defences,
and will not be denied.
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Garon (Spiritlore)
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Syntax: CARVE TOTEM
IMPLANT <totem>
UPROOT <totem>
DRAW CIRCLE of <PAIN|BINDING>
SMUDGE TOTEM
SMUDGE TOTEM SLOT <1-6>
SMUDGE CIRCLE SURROUNDING <totem>
Extra Information: Attune effect: increased physical damage resistance.
Details:
While this spirit gives you sufficient knowledge to craft magical
totems, you lack the knowledge required to etch them with runes of
power. To this end, a different medium is required.
To carve a totem, you will require 20 wood, 10 leather, and 2 silver
commodities. Once you have obtained and implanted one into the ground,
you may draw either a circle of binding or pain about its base. When an
unfortunate enemy looks upon the totem empowered by such a circle, he
shall find himself either bound in place or struck down by great pain,
dependant on which circle has been drawn.
Drawing a circle requires 10 black inks.
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Syntax: DESIGNATE <person> AS OWNER OF <totem>
DESIGNATE ORDER OF <deity> AS OWNER OF <totem>
DESIGNATE <organisation> AS OWNER OF <totem>
CLAIM <totem>
REJECT <totem>
Details:
With this ability you may designate an owner for a specific totem. Only
the crafter of the totem may use this ability. The totem remains owned
by the crafter until the designated owner (or a member of the designated
owner organisation) CLAIMs the totem. If the totem is claimed, then the
designated owner becomes the true owner. If the totem is rejected, then
the crafter remains the owner. At that point the crafter may attempt
another designation as desired. Houses, Cities, Orders, Oakstone, and
individuals may own totems - clans may not.
When you designate a totem, its tuning is automatically set against the
enemies of the new owner.
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Tarnel (Spiritlore)
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Syntax: INVOKE SNARE <target>
Extra Information: Attune affect: you may move more rooms at once.
Works on/against: Adventurers
Details:
The walkers of the forest know the value in snaring an unsuspecting
victim. The prey that doesn't see the trap coming has its throat cut
first.
At the cost of your bond with Tarnel, The Walker, you may bind an enemy.
This invokation is very fast.
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Arayan (Spiritlore)
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Syntax: INVOKE RESURRECTION <target>
Extra Information: Attune bonus: curses shall restore a small amount of health and mana
Works on/against: Adventurers
Details:
The power of priest's to heal their fortunate allies is legendary.
Though you shall require a focus in the form of a vodun doll fashioned
to at least 50 times, you will be able to channel this power. By
destroying the doll in its entirety, you may drag your comrade back from
the very state of death itself, restoring him or her to a physical body.
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Spiritwalk (Spiritlore)
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Syntax: SPIRITWALK
RETURN
Details:
This greatest of the spiritual arts allows you to leave your body and
walk as a spirit about the land. The further from your body you stray,
the faster your willpower shall drain if you run out of willpower, your
spiritual form shall fade and your body will die.
Be further warned. Leaving your body alone is a terribly dangerous
affair. If an enemy were to stumble upon it, they would be able to
destroy it, and any hope you have of returning to a physical form.
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Mastery (Spiritlore)
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Syntax:
Details:
Now that you have mastered the spiritual arts in their entirety, you
will be able to attune up to two spirits at a time.
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A male voice is heard through the membrane, "Hey, girl."
A male voice is heard through the membrane, "Are you an Apostate? ..because you just tore my heart out."
Wait... Is this real? I wish I was at home right now =P.
!!
I'll say that the event was big fun, I loved all the running around and the chance to see and interact with all those denizens and the skills really make me want to be a shaman. When do we get multi class again?
The Guardians of the Veil are a group of spirits who, I believe both the Curia and Spirit Walkers maintain, stand at the great mirror between worlds and help to restore Balance throughout the Multiverse.
In short, while there were a few instances when it came in handy to have two Prophets of the Fortress (Mannimar and Aoghinius) and two Seers of the Curia (myself and Achimrst) there were shamans from Eleusis, Ashtan, Cyrene and Hashan involved in the event, some of whom have never really roleplayed any connection with either the Spirit Walkers or the Curia.
Album of Bluef during her time in Achaea
Um, right around the time that every single other class ability in the game stopped working... (which was actually before the shaman changes, making this a bug if it ever worked at all).
Also, you can still get runes in dragon, and they still work, so not sure what you meant by that. Yeah, they don't last as long as if you were a runewarden, but that's because... you're not a runewarden.
I think she means that runewardens seem to get a bonus by having their ability cross over into dragon (but really anyone can get that same bonus; you just need to find a runewarden). The length of time that they last doesn't make them worth it in my book, but I rarely bash in dragon anyway.
Album of Bluef during her time in Achaea
Because apparently it wasn't disabling for me for a while, and then it started unbinding, and now both are working as the Garden intended.