Outrage: Difference between revisions
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Outrage is the dual-track system applied to [[Necromancer]]s, divided into two distinct and fully separate types: Divine and Social. The Outrage mechanic is intended to model both the social unacceptability of the practice of necromancy as well as the personal enmity of the [[Immortals]] as directed at the Necromancer in question. Social or Divine ''Corruption'' are separate and much less punitive mechanics applied only to non-Necromancers. |
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In the same way that [[Thief|Thieves]] have [[confidence]], [[Paladin]]s have [[soul state]], and so on, [[Necromancer]]s will have three different "necro-meters." Two of these are forms of '''Outrage''' and the other is state of being. For each form of Outrage, there is also a shorter lasting version called Corruption, which non-Necromancers can suffer from. |
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Outrage of both types will decay gradually as you are logged in, but you can only get a total of 2.5 hours worth of drain per day, or 6 hours for [[The Fallen]]. This timer resets at midnight central time. Divine Outrage will drain quicker than Social Outrage. <ref>GM [[Armifer]], via the official discord. ([https://discord.com/channels/619301383451181075/619330471637286942/1139976148445565019 link])</ref> |
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Outrage will be used to determine a Necromancer's relative position to [[Perversion]]. It's intended to be as fuzzy as possible, but as you accumulate more Outrage you accrue more of the supernatural and social qualities of being one of the [[Perverse (Ideology)|Perverse]], such as the ability of Clerics to easily sniff you out. |
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Outrage will decay gradually as you are logged in, but you can only get a total of 2.5 hours worth of drain per day, or 6 hours for [[The Fallen]]. |
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It should be noted that non-Necromancers can get [[#Social Corruption|Social]] and [[#Divine Corruption|Divine Corruption]]. See the specific sections for more information. |
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==Divine Outrage== |
==Divine Outrage== |
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'''Divine Outrage''' (DO) is ostensibly a measure of how tainted a [[Necromancer]] is in the eyes of the gods. Little is known about the in-lore physics of Divine Outrage, but its practical effect is that it attracts the Immortals' judgmental attention. A Necromancer with too much Divine Outrage risks the wrath of the gods; performing any action that causes further Outrage has a >5% chance of being slain undramatically where they stand as an expression of the gods' contempt, as a reminder that the Necromancer remains fully within the Immortals' power. |
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Divine Outrage would be a measure of how upset you've made the gods, and is specific to the Necromancer's relationship with the [[Immortals|Thirteen Immortals]]. If someone wants to say that a never seen, pagan god of a distant continent thinks necromancy is the bee's knees, that's swell. But the actual, verifiable gods that grant your character [[favor]] and claim authority over the [[Starry Road (plane)|Starry Road]] will take exception. |
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[[Lich]]es or people who have achieved some measure of true [[Transcendence]] are above being struck down by the gods' whimsy. All other Necromancers are subject to the negative effects of Divine Outrage. The [[Philosophers of the Knife]] in particular have historically, for reasons unknown, appeared to attract a disproportionate amount of divine wrath compared to other necromantic cults. |
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In general, the gods are a pretty mellow bunch. They're usually content to ignore casual blasphemy, probably because they figure the person that yells "Screw [[Kertigen]]!" on the [[Gwethdesuan|gweths]] is a moron that can't actually do anything to injure them or disrupt their religion. |
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[[Image:GodsonMagic.png|right|450px]] |
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For whatever reason, necromancy is different. There is some quality to necromancy that causes the gods to react and react hard. And when you put it in perspective, it's just a little weird. The Immortals are perfectly fine with [[Warrior Mage]]s creating pyroclastic clouds of death; [[Moon Mage]]s get a pass even when they're bringing extraplanar monstrosities into reality through a field of broken spatial planes; [[Barbarian]]s never have a problem, even if they raze entire villages and slaughter nations of innocent life. Yet if you raise one little corpse as an undead minion, you're public enemy #1. |
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* There will be signs as you are nearing the top end of Divine Outrage. If you hit endzone on Divine Outrage, casting any further spell causing Outrage will have a >5% chance of being slain on the spot in entirely undramatic fashion. |
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**Liches or people who have achieved some measure of true [[Transcendence]] (though not necessarily full) are above being struck down by the gods' whimsy. |
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**The struck dead penalty is an expression of the gods' contempt. You are being struck down with as much concern and effort as you would swat a bug on your computer desk. The living, mortal Necromancer is within the Immortals' control. |
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**When a Necromancer has taken the Descent, and especially if a Necromancer ever managed to complete the Great Work, the Necromancer is not so much anymore. They're Something Else and the gods cannot simply wish them away anymore. The gods have to approach them as legitimate threats, demonic pawns...or, the Philosophers would argue, equals. |
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A [[Forsaken]] Necromancer will have a DO "floor" based on their circle, stopping at 100th. Your DO may not drop below this floor. If you are at the floor when you circle, your DO will go up. |
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===Causes of Divine Outrage=== |
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===Sources=== |
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First off, there's three ways a spell can give you Divine Outrage. |
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* Casting [[:Category:Animation spellbook|Animation]] or [[:Category:Transcendental Necromancy spellbook|Transcendental Necromancy]] spells |
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# Being in the Animation spellbook. |
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** After you cast your first spell from either spellbook, you do not gain any more Outrage for casting more spells from the same spellbook in the next five minutes, e.g. casting [[Butcher's Eye]] then [[Kura-Silma]] would result in one hit of DO, but casting Butcher's Eye and [[Quicken the Earth]] will get you two. |
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# Being in the Transcendental Necromancy spellbook. |
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* Most [[Thanatological rituals]] generate Divine Outrage. This occurs per ritual performed. |
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# Being an especially nasty spell. |
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* Getting [[Marriage|married]] (which requires a special process for Forsaken necromancers). |
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** When Forsaken, this process generates more DO than any other single action. |
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** Unsullied and Redeemed necromancers can get married just like any other adventurer, and do not get DO for it. |
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* Forsaken necromancers risk quickly accruing DO for hanging around consecrated holy places, like altars. |
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: {|class="wikitable" |
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! Holy Area Warning Messages |
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|- |
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| The back of your neck prickles. |
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|- |
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| You feel judged and hated. |
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|- |
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| Muddled thoughts of paranoia nag at you. |
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|- |
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| You are exposed and vulnerable in this place. |
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| You have a feeling that you aren't welcome here. |
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|- |
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| You worry for your safety and well-being. |
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|} |
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===Effects of Divine Outrage=== |
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When speaking of this mechanic in the fiction, we refer to a spell that triggers any of these conditions as "evil spells." |
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The following happen as more Divine Outrage is accrued, roughly in order. Because the minimum level of DO increases as you circle up to 100th, most of these become unavoidable at some point in a Necromancer's career. |
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* Beneficial [[holy magic]] cannot be used on the Necromancer. This is usually invisible; the first person messaging will indicate when this is happening. |
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For conditions #1 and #2, after you cast your first spell from that spellbook, you do not gain any more Outrage for doing so in the next five minutes. Cast Butcher's Eye and you can cast any other Transcendental spell for the next five minutes without pissing the gods off further. Animation and Transcendental Necromancy are tracked seperately for this (casting Quicken the Earth and Butcher's Eye back to back is two hits, casting Butcher's Eye and Kura-Silma back to back is one). |
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* The ability to gain new favors is lost, though any already already acquired remain. |
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* [[Clerics]], [[Moon Mages]], and [[Empaths]] may detect corruption in a Necromancer's aura or life force with {{com|PERCEIVE}} or {{tt|TOUCH}}. |
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** [[Rite of Contrition]] or [[Rite of Grace]] with [[Liturgy]] will conceal the scars in your aura and even allow Empaths to touch you without harm. |
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* Empaths are no longer able to transfer wounds from the Necromancer and may receive a very small amount of [[Empathic Shock|Empathic shock]] for {{com|touch}}ing a Necromancer with high levels of Divine Outrage.<ref>[[Post:Empathic Sensitivity vs. Necromantic Corruption: Fight! - 11/22/2012 - 00:28]]</ref> |
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** [[Rite of Contrition]] or [[Rite of Grace]] with [[Liturgy]] will allow a Necromancer to use [[Embrace of the Vela'Tohr]], but an Empath still cannot transfer their wounds directly. |
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* [[Harm Evil]] will now be usable on necromancers.<ref>[[Post:I am a little bugged about magic prime. - 6/23/2009 - 20:46:21]]</ref> |
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* The Necromancer now counts as a cursed being for the purposes of holy magic. |
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* Their alternate spell preparation becomes unusable.<ref>[[Post:DO & Spell Preparation Change? - 02/21/2012 - 23:08]]</ref> |
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* Becoming [[Forsaken]] if they are not already, even in the absence of using Animation spells.<ref>[[Post:DO Smite with no where near high DO - 03/28/2020 - 15:05]]</ref> |
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**This results in death the first time, but is not the same as a smiting and does not message the game that you were smote by an Immortal. |
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* Each time more Divine Outrage is accrued, there is a small chance (>5%) of one of the Immortals simply killing the Necromancer outright. |
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===Managing Divine Outrage=== |
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3 can vary on a spell by spell basis, but will usually give you a hit every single time its cast, in addition to any Outrage gained from the first two categories. Also note that spells outside those two spellbooks can be flagged as evil, but usually aren't. |
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{{com|Pray}}ing will give you some indication of your current level of Divine Outrage. This does not give you more Divine Outrage. When initial Outrage thresholds are reached you'll get messaging about paranoia or anxiety which progresses to physical pain as your Outrage level becomes worse. Praying sets you to kneeling unless done while invisible, and it will always pull you from hiding even if also invisible. |
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Ranged tier messaging via the {{com|pray}} command: |
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Also bear in mind that spells that require the Transference link will also get nailed by Outrage for doing Thanatology, in addition to the spell based Outrage. Thanatology Outrage accrues per ritual performed. |
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{|class="wikitable" |
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! Tier !! Range !! {{com|pray}} Message |
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| || N/A || You kneel down and begin to pray. |
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|- |
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| || N/A || The experience leaves you feeling somehow exposed.<br>''(This indicating your DO is at a level that is detectable to Clerics and Moon Mages.<br>You do not pick up more Divine Outrage when you receive this message.''<ref>GM [[Koror]], via the official discord ([https://discord.com/channels/619301383451181075/619330471637286942/1037069710442893353 link])</ref>) |
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|- |
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| 0 || None || You feel as if many eyes are judging you and still find you... lacking.<br/>''(Normal for a [[Redeemed]] necromancer.)'' |
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|- |
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| 0 || None || No additional information shown.<br/>''(Normal for a non-necromancer.)'' |
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|- |
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| 1 || Low || As though in response, you are struck by a feeling of insecurity. |
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|- |
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| 2 || Medium || As though in response, you have a brief, sharp pain in your limbs. |
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| 3 || High || As though in response, you feel a deep pain in your chest. |
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|- |
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| 4 || Extreme || As though in response, you feel a deep pain in your chest.<br/>The experience leaves you feeling naked for all to see. |
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|} |
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Divine Outrage may also be reduced once per day with [[Tyura_Circle/Bahaya|bahaya circle]]s. These only become available at 100th circle. |
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In addition, simply the act of leveling will increase in Divine Outrage, raising the minimum amount of DO that a Necromancer is capable of dropping to. |
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The best way to avoid the "DO Death Spiral" is to be conscientious about when and how you apply your buffs or use Animation magic, avoid altars, and don't get married. |
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Lastly, Forsaken Necromancers risk DO for hanging around holy spots. |
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=== |
===Divine Corruption=== |
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[[Holy magic]] users that attempt to wield necromancy will acquire '''Divine Corruption'''. As with Divine Outrage, the afflicted character will experience the adverse effects listed above, like being unable to benefit from holy magic or Empathic healing. It is also possible for non-Necromancers to pick up the apparent taint of necromancy without actually practicing it; Moon Mages that <tt>[[Align_command#Moon_Mage|ALIGN]]</tt> their foresight to {{skill|Thanatology}} will suffer from corruptive effects for a brief time due to a symbolic interaction with the [[Hunger]]. |
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The following happen as more Divine Outrage is accrued. Because the minimum level of DO increases as you circle up to 100th, most of these become unavoidable at some point in a necromancer's career. |
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# Clerics are unable to cast beneficial magic upon the Necromancer. |
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# The ability to gain new favors is lost, though any already possessed remain. |
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# The Necromancer is now detectable as such to [[Clerics]], [[Moon Mages]], and [[Empaths]]. (Use {{com|AVOID}} {{tt|TOUCH}} to avoid being outed by Empaths.) |
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# Empaths are no longer able to heal the Necromancer (even with [[Rite of Contrition]]) and may receive a very small amount of [[Empathic Shock|Empathic shock]] for {{com|touch}}ing a Necromancer with high levels of Divine Outrage.<ref>[[Post:Empathic Sensitivity vs. Necromantic Corruption: Fight! - 11/22/2012 - 00:28]]</ref> |
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# [[Harm Evil]] will now be usable on Necromancers?<ref>[[Post:I am a little bugged about magic prime. - 6/23/2009 - 20:46:21]]</ref> |
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# The Necromancer now counts as a cursed being for the purposes of holy magic. |
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# Their alternate spell preparation is unusable. |
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# Each time more Divine Outrage is accrued, there is a small chance of the Gods simply killing the Necromancer outright. |
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The effects of Divine Corruption currently last approximately 30 minutes. |
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Unfortunately, some of these levels may occur at the same time, and the exact order may be incorrect. Data currently is scarce. |
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===Checking Divine Outrage=== |
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{{com|Pray}}ing will give you some indication of your current level of Divine Outrage. When initial Outrage thresholds are reached you'll get messaging about paranoia or anxiety which progresses to physical pain as your Outrage level becomes worse. |
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===Divine corruption=== |
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Casting necromancy results in Divine corruption for non-necromancer characters. All necromancer spells cast by non-necromancers result in additional Divine corruption. |
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It is possible for non-Necromancers to pick up the taint of Necromancy without actually practicing it. So far, the only demonstrated way is for Moon Mages to attempt to align their predictions to the {{skill|thanatology}}. Though it may have more severe levels, currently, this results in approximately 30 minutes of being immune to beneficial holy spells. |
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==Social Outrage== |
==Social Outrage== |
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'''Social Outrage''' (SO) is a measure of how monstrous (or [[Perverse]]) a [[Necromancer]] is in the eyes of society, and by extension how badly that society wants that Necromancer dead. This is handled on a per-province basis, though there are actions and items that may affect your SO in multiple provinces at once. Some non-provincial areas, such as the [[Soul of Maelshyve]] or some festival grounds, default to [[Zoluren]] for purposes of SO. Social Outrage ''only'' applies penalties; it will never benefit a Necromancer to have SO. |
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Social Outrage would be a measure of how upset you've made society (and how badly society as a whole wants you dead right now). Social Outrage is entirely a negative experience. It never benefits the Necromancer to be caught in the act, unless he enjoys being persecuted. |
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=== |
===Sources=== |
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* Having a Necromancer title up. |
* Having a [[:Category:Necromancer titles|Necromancer title]] up in a standard justice zone. |
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* Having the Necromancer profession visible. |
* Having the Necromancer profession visible (as in the {{com|SET}} command) in a standard justice zone. |
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* Having Transcendental Necromancy spells active in a justice zone. |
* Having [[:Category:Transcendental Necromancy spellbook|Transcendental Necromancy spells]] active in a standard justice zone. |
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* Having a construct or [[Risen]] with you in a justice zone. |
* Having a [[Quicken the Earth|construct]] or [[Risen]] with you in a standard justice zone. |
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* Casting a Necromancer spell with a ''visible effect'' in a standard justice zone. |
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* Attempting to interact with or use any town service if your Outrage is above the 50% threshold |
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**Exceptions to this are: withdrawing money, selling bundles or gems, stat training, and paying debts. |
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* Acquiring warrants for any crime. |
* Acquiring warrants for any crime. |
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** |
** [[Sorcery#Sorcerous_Backlash|Sorcerous Backlash]]es in a standard justice zone will apply additional SO. |
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** Arrests do not increase SO. |
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** [[Sorcery#Sorcerous_Backlash|Sorcerous Backlash]] in a justice zone will incur a Forbidden Practices charge. |
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* Wearing or holding a "blatantly necromantic item". |
* Wearing or holding a "[[Outrage/Items|blatantly necromantic item]]".<ref>[[Post:SO changes - 05/08/2019 - 15:36]]</ref> <ref>[[Post:Socially Outrageous items - 11/02/2020 - 12:28]]</ref> |
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* Gwething (possibly only if in a justice zone). This will give a fraction of the existing Social Outrage. |
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* {{com|Sacrifice|Sacrificing}} another player character. |
* {{com|Sacrifice|Sacrificing}} another player character. |
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====Suspicion==== |
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Suspicion is a mechanic that exists in [[Therengia]] only to reflect its exceptional intolerance to necromancy. Any [[Forsaken]] [[Necromancer]] that stands unconcealed (i.e. unhidden and uninvisible) in a standard justice zone in Therengia will accrue suspicion. When enough time has passed (approximately 45 minutes), this will result in an automatic accusation of [[Forbidden Practices]] and a large amount of Social Outrage. [[Rite of Contrition]] or [[Rite of Grace]] with [[Liturgy]] will roughly double the amount of time before an automatic accusation. Hiding or becoming invisible will pause but not reset the timer; to drain the timer you must remain outside of Therengian standard justice zones for an equivalent amount of time. |
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The <tt>ACCUSE NECRO</tt> command has been removed. In its place, the system now automatically evaluates a Necromancer's location, suspicion, and Social Outrage to determine if it is appropriate for the citizenry to level an accusation against the Necromancer. Unsullied and Redeemed Necromancers of low SO will no longer accrue suspicion at all and can theoretically spend indefinite amounts of time in civilization as long as they continue to be on the low down. Forsaken Necromancers still accrue suspicion at the same rate as before. |
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There are three things that can cause a successful accusation: social outrage, looking like a necromancer, and the mechanic formally known as suspicion. |
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# '''Social Outrage:''' over a certain threshold (more than 50% of the maximum possible) and you are considered a known Necromancer in the region and will face accusations. |
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# '''Looking like a Necromancer:''' There's a few things that feed into this, but broadly it includes "visibly doing Necromancer stuff." Having transcendental buffs up, casting visible Necromancies in general, using a title, and wearing some rare items can trigger an accusation. |
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# '''Suspicion:''' Forsaken Necromancers have a tolerance meter for town called suspicion that slowly builds up in normal situations. While in a [[Justice#Standard_Justice|standard justice area]], this meter builds towards an accusation. While outside of a justice area, this meter drains away. Unsullied and eventually Redeemed Necromancers are exempt from this. Suspicion does not accrue/apply inside [[Justice#Clain_Justice|clan justice]].<ref>[[Post:Spiders in Justice - 10/30/2019 - 13:39]]</ref> |
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====Successful Accusations==== |
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* If successfully accused, the person will not automatically be arrested unless they interact with town services, such as the bank. |
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* If the accused lingers in a justice area, they may be subject to arrest, or death at the hands of [[Hounds of Rutilor]]. |
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===Jurisdiction=== |
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* Social Outrage is handled on a '''per-province basis''', though there are actions or items that can affect your Social Outrage in multiple provinces at a single go. |
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* Social Outrage incurred in non-provincial areas (like the Soul of Maelshyve, some Festival grounds, etc.) default to Zoluren. |
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===Checking Social Outrage=== |
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The current design is explicitly designed so that there is no way to check your exact level of Social Outrage. By speaking to one of the Guildleaders about the Perverse, it is possible to learn whether a Necromancer posseses at least 50% of the maximum Social Outrage possible. |
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The {{com|justice}} verb will also indicate if you're still in trouble from a previous accusation. |
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: Example: |
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: You're fairly certain this area is lawless and unsafe. |
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: You are also fairly sure that the people are convinced you are a necromancer. |
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===Town services=== |
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If your social outrage is more than 50% of the maximum level, you will be unable to use many town services including banks & vaults. Attempting to access these services will result in auto-arrest, a fine, and increased social outrage. Some services are currently exempt from exclusion and are safe to use: selling gems & pelts, training stats, and paying debt. |
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===Recovering from Social Outrage=== |
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Each Province has different calculations for how fast the population there stops caring about whatever SO-generating thing you did. Social Outrage drain rates differ in each Province, and each Province tracks how ticked at you it is separately from the others. |
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* Theren is staunchly intolerant. |
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* Ilithi is more lenient. |
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* The rest of the provinces are somewhere in the middle with slight variations. |
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(The bonus/penalty is in SO drain. Theren forgives SO slower, Illithi faster, the other three float more-or-less between them.) |
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The best way you can make sure you are not gaining any additional SO is to leave town to avoid additional accusations and accidental SO gain, not gweth, and if you must go to town, do not do anything except {{com|WITHDRAW}} money, {{com|PAY}} fines, or get your items from the guardhouse. To ensure you have left town and guard jurisdiction use the {{com|Justice}} command. Remember, SO will gradually drain for 2.5 real life hours each real life day you're logged ingame. |
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==Social corruption== |
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When successfully accused of Necromancy, both Necromancers and other suffer from a short term condition in which they are treated as if they had 100% Social Outrage. This condition will message when it ends, but it is not 100% accurate. The gaining or ending of this effect does not, in and of itself, affect a Necromancer's true Social Outrage level. |
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When under the effects of Social Outrage, avoidance of justice zones is recommended as any interaction with services will result in arrest. The justice Command can be used to check the state of an area. |
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In addition, non-Necromancers suffer Social Corruption instead of Social Outrage, primarily through wearing of especially special necromancer-related items, using or teaching [[Sorcery_skill|Sorcery]], or [[Shifting|Empathic Shifting]] within a justice zone. |
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[[Unsullied]] and [[Redeemed]] Necromancers do not accrue suspicion at all, and can spend indefinite amounts of time in standard justice zones provided they are not doing something else to provoke Social Outrage. <ref>[[Post:Suspicion Mechanics & You - A Survival Guide - 05/08/2019 - 09:22]]</ref> |
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==States of being== |
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Beyond these meters there is your state of being, and they are independent of social or divine outrage. They represent deliberate and knowing changes in the path of a Necromancer. The known states of being are Unsullied, Forsaken, Redeemed, Lichdom, and Transcendence. |
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===Effects of Social Outrage=== |
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All beginning Necromancers and non-Necromancers characters are Unsullied. Once a Necromancer has twice raised the dead, either themselves ([[Spiteful Rebirth]]) or others ([[Call from Beyond]]), they enter into the Forsaken state, in which they lose all favors and can never gain another. |
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The effects of Social Outrage are limited but brutal, and involve effectively locking you out of accessing town services or hanging out in civilized areas. |
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* Once Social Outrage has reached the 50% threshold, attempting to interact with any town service ''except'' withdrawing money, selling bundles or gems, stat training, or paying debts will add more SO and result in instant arrest. |
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The methods to achieve the other states can only be guessed at, as they have not been revealed at this time. |
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* Lingering in a standard justice area after being charged with [[Forbidden Practices]] with high SO may lead to death at the hands of [[Hounds of Rutilor]].<ref>[[Post:Necromancer Policy & System Changes (Please Read) - 05/09/2019 - 18:26]]</ref> |
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* Necromancers will high Social Outrage will receive more SO when sending out thoughts on public [[gwethdesuan]] channels.<ref>[[Post:Necromancer Gweth SO - 10/14/2019 18:52]]</ref> |
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=== |
===Managing Social Outrage=== |
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The {{com|justice}} command can be used to check the state of an area and will also indicate if your Outrage is still high from a previous accusation and in what province. Broadly, this track is only relevant in standard [[justice]] zones; in clan justice zones, one may freely cast any spell, have a [[Risen]] with them, or teach [[Sorcery]] to your hearts' content, though interacting with most town services with [[:Category:Transcendental Necromancy spellbook|Transcendental Necromancy spells]] active will still lead to SO. |
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Unsullied (newbie, pre-damnation) and Redeemed necromancers gain favors and can depart like every other player in the game. An unsullied necromancer might have enough Divine Outrage to prohibit Clerics from successfully using their corpse-assisting spells on the Necromancer, but even then they retain full use of DEPART and favors. Redeemed never have any problems here. |
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Ranged tier messaging via the {{com|Justice}} command: |
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Forsaken Necromancers lose all their favors upon their damnation and... never get any more. The secret of the necro favor is that there is no such thing as a necro favor. Instead, they can have access to up to three options. |
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{|class="wikitable" |
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! Tier !! Range !! {{com|Justice}} Message |
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| 0 || Low / None || No information shown.<br/>''(Your character might still have some Social Outrage but it's very low.)'' |
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|- |
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| 1 || Suspicious || The citizens of [Province] are growing suspicious of you.<br/>''(You can still use town services.)'' |
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|- |
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| 2 || Convinced || In [Province] it is widely believed that you are some kind of sorcerer. |
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|- |
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| 3 || High || Your reputation in [Province] is criminal and the government actively seeks to arrest you.<br/>''(This is unrelated to outstanding warrants. Use [[Recall_command#Warrants|{{tt|recall warrant}}]] to check for that.) |
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|- |
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| 4 || Extreme || You are regarded as a monster by the good folk of [Province].<br/>''(This tier has a much larger range compared to the others.) |
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|} |
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Asking a [[Necromancer]] guildleader about the Perverse will provoke various additional responses if you possess at least 50% of the maximum SO possible. |
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*1: They may do a favorless depart like everybody else. This lands them in the exact same spot and with the exact same penalties as anyone else that departed there with 0 favors. |
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During invasions, there will be an additional note that the guards are distracted or busy at the moment; this means some Social Outrage and Corruption mechanics have been suspended for the duration of the invasion, such as casting obviously sorcerous or necromantic spells. Note that not every kind of invasion will suspend those mechanics. |
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*2: They may DEPART GUILD. This is almost exactly like the favorless depart, except that the destination is the Necromancer guildhall. Useful if you can't be seen at a nearby shrine, just bear in mind the complications you're setting up for yourself if your grave happens to be on Mer'kresh. |
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Once acquired, SO will drain at different rates for different provinces. [[Therengia]] is the most intolerant, [[Ilithi]] is the most lenient, and all other provinces fall somewhere in between with small variations. It takes roughly 3-4 real-life days to drain per tier of Outrage, with potentially longer at the highest tier. There is a cap; to drain SO from max to zero is about one real-life month. <ref>GM [[Armifer]], via the official discord. ([https://discord.com/channels/619301383451181075/619330471637286942/1139975226080383067 link])</ref> The best way to avoid the "SO Death Spiral" is to get out of any standard justice zone as quickly as possible at the very first Forbidden Practices charge and stay out until the {{com|justice}} command indicates you are no longer infamous. |
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In #1 and #2, the messaging is different for forsaken Necromancers, reflecting the intervention of a "patron" which protects their soul from judgment long enough to reincarnate. |
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===Social Corruption=== |
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*3: With knowledge of the 4th tier, transcendental metaspell "Spiteful Rebirth," they may DEPART DEATH to resuscitate themselves. This temporarily cripples the Necromancer with a potent version of Death's Sting and brings him back at the very brink of life, but it allows him to remain in full control of his possessions and location. |
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Non-necromancers that perform outrageous acts will acquire '''Social Corruption''' instead of Social Outrage. This occurs from wearing [[Outrage/Items|blatantly necromantic items]], teaching [[Sorcery_skill|sorcery]], having a [[Sorcery#Sorcerous_Backlash|visible sorcerous backlash]], or performing [[Shifting|Empathic Shifting]] within a standard justice zone. The impact of Social Corruption is similar to that of Outrage, but much less punitive and with a much shorter duration. |
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There are limits to how often a living necromancer can DEPART DEATH: there's a hard limit per 24 hour period based on his spirit health and Stamina, and a short-term limit that he cannot use it again while still laboring under the Death's Sting from a previous death. |
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{{cat|Necromancer abilities}} |
{{cat|Necromancer abilities}} |
Latest revision as of 19:57, 8 February 2024
Please read the Secrets and Spoiler Policy before editing this page. |
Outrage is the dual-track system applied to Necromancers, divided into two distinct and fully separate types: Divine and Social. The Outrage mechanic is intended to model both the social unacceptability of the practice of necromancy as well as the personal enmity of the Immortals as directed at the Necromancer in question. Social or Divine Corruption are separate and much less punitive mechanics applied only to non-Necromancers.
Outrage of both types will decay gradually as you are logged in, but you can only get a total of 2.5 hours worth of drain per day, or 6 hours for The Fallen. This timer resets at midnight central time. Divine Outrage will drain quicker than Social Outrage. [1]
Divine Outrage
Divine Outrage (DO) is ostensibly a measure of how tainted a Necromancer is in the eyes of the gods. Little is known about the in-lore physics of Divine Outrage, but its practical effect is that it attracts the Immortals' judgmental attention. A Necromancer with too much Divine Outrage risks the wrath of the gods; performing any action that causes further Outrage has a >5% chance of being slain undramatically where they stand as an expression of the gods' contempt, as a reminder that the Necromancer remains fully within the Immortals' power.
Liches or people who have achieved some measure of true Transcendence are above being struck down by the gods' whimsy. All other Necromancers are subject to the negative effects of Divine Outrage. The Philosophers of the Knife in particular have historically, for reasons unknown, appeared to attract a disproportionate amount of divine wrath compared to other necromantic cults.
A Forsaken Necromancer will have a DO "floor" based on their circle, stopping at 100th. Your DO may not drop below this floor. If you are at the floor when you circle, your DO will go up.
Sources
- Casting Animation or Transcendental Necromancy spells
- After you cast your first spell from either spellbook, you do not gain any more Outrage for casting more spells from the same spellbook in the next five minutes, e.g. casting Butcher's Eye then Kura-Silma would result in one hit of DO, but casting Butcher's Eye and Quicken the Earth will get you two.
- Most Thanatological rituals generate Divine Outrage. This occurs per ritual performed.
- Getting married (which requires a special process for Forsaken necromancers).
- When Forsaken, this process generates more DO than any other single action.
- Unsullied and Redeemed necromancers can get married just like any other adventurer, and do not get DO for it.
- Forsaken necromancers risk quickly accruing DO for hanging around consecrated holy places, like altars.
Holy Area Warning Messages The back of your neck prickles. You feel judged and hated. Muddled thoughts of paranoia nag at you. You are exposed and vulnerable in this place. You have a feeling that you aren't welcome here. You worry for your safety and well-being.
Effects of Divine Outrage
The following happen as more Divine Outrage is accrued, roughly in order. Because the minimum level of DO increases as you circle up to 100th, most of these become unavoidable at some point in a Necromancer's career.
- Beneficial holy magic cannot be used on the Necromancer. This is usually invisible; the first person messaging will indicate when this is happening.
- The ability to gain new favors is lost, though any already already acquired remain.
- Clerics, Moon Mages, and Empaths may detect corruption in a Necromancer's aura or life force with PERCEIVE or TOUCH.
- Rite of Contrition or Rite of Grace with Liturgy will conceal the scars in your aura and even allow Empaths to touch you without harm.
- Empaths are no longer able to transfer wounds from the Necromancer and may receive a very small amount of Empathic shock for TOUCHing a Necromancer with high levels of Divine Outrage.[2]
- Rite of Contrition or Rite of Grace with Liturgy will allow a Necromancer to use Embrace of the Vela'Tohr, but an Empath still cannot transfer their wounds directly.
- Harm Evil will now be usable on necromancers.[3]
- The Necromancer now counts as a cursed being for the purposes of holy magic.
- Their alternate spell preparation becomes unusable.[4]
- Becoming Forsaken if they are not already, even in the absence of using Animation spells.[5]
- This results in death the first time, but is not the same as a smiting and does not message the game that you were smote by an Immortal.
- Each time more Divine Outrage is accrued, there is a small chance (>5%) of one of the Immortals simply killing the Necromancer outright.
Managing Divine Outrage
PRAYing will give you some indication of your current level of Divine Outrage. This does not give you more Divine Outrage. When initial Outrage thresholds are reached you'll get messaging about paranoia or anxiety which progresses to physical pain as your Outrage level becomes worse. Praying sets you to kneeling unless done while invisible, and it will always pull you from hiding even if also invisible.
Ranged tier messaging via the PRAY command:
Tier | Range | PRAY Message |
---|---|---|
N/A | You kneel down and begin to pray. | |
N/A | The experience leaves you feeling somehow exposed. (This indicating your DO is at a level that is detectable to Clerics and Moon Mages. You do not pick up more Divine Outrage when you receive this message.[6]) | |
0 | None | You feel as if many eyes are judging you and still find you... lacking. (Normal for a Redeemed necromancer.) |
0 | None | No additional information shown. (Normal for a non-necromancer.) |
1 | Low | As though in response, you are struck by a feeling of insecurity. |
2 | Medium | As though in response, you have a brief, sharp pain in your limbs. |
3 | High | As though in response, you feel a deep pain in your chest. |
4 | Extreme | As though in response, you feel a deep pain in your chest. The experience leaves you feeling naked for all to see. |
Divine Outrage may also be reduced once per day with bahaya circles. These only become available at 100th circle.
The best way to avoid the "DO Death Spiral" is to be conscientious about when and how you apply your buffs or use Animation magic, avoid altars, and don't get married.
Divine Corruption
Holy magic users that attempt to wield necromancy will acquire Divine Corruption. As with Divine Outrage, the afflicted character will experience the adverse effects listed above, like being unable to benefit from holy magic or Empathic healing. It is also possible for non-Necromancers to pick up the apparent taint of necromancy without actually practicing it; Moon Mages that ALIGN their foresight to Thanatology skill will suffer from corruptive effects for a brief time due to a symbolic interaction with the Hunger.
The effects of Divine Corruption currently last approximately 30 minutes.
Social Outrage
Social Outrage (SO) is a measure of how monstrous (or Perverse) a Necromancer is in the eyes of society, and by extension how badly that society wants that Necromancer dead. This is handled on a per-province basis, though there are actions and items that may affect your SO in multiple provinces at once. Some non-provincial areas, such as the Soul of Maelshyve or some festival grounds, default to Zoluren for purposes of SO. Social Outrage only applies penalties; it will never benefit a Necromancer to have SO.
Sources
- Having a Necromancer title up in a standard justice zone.
- Having the Necromancer profession visible (as in the SET command) in a standard justice zone.
- Having Transcendental Necromancy spells active in a standard justice zone.
- Having a construct or Risen with you in a standard justice zone.
- Casting a Necromancer spell with a visible effect in a standard justice zone.
- Attempting to interact with or use any town service if your Outrage is above the 50% threshold
- Exceptions to this are: withdrawing money, selling bundles or gems, stat training, and paying debts.
- Acquiring warrants for any crime.
- Sorcerous Backlashes in a standard justice zone will apply additional SO.
- Arrests do not increase SO.
- Wearing or holding a "blatantly necromantic item".[7] [8]
- SACRIFICING another player character.
Suspicion
Suspicion is a mechanic that exists in Therengia only to reflect its exceptional intolerance to necromancy. Any Forsaken Necromancer that stands unconcealed (i.e. unhidden and uninvisible) in a standard justice zone in Therengia will accrue suspicion. When enough time has passed (approximately 45 minutes), this will result in an automatic accusation of Forbidden Practices and a large amount of Social Outrage. Rite of Contrition or Rite of Grace with Liturgy will roughly double the amount of time before an automatic accusation. Hiding or becoming invisible will pause but not reset the timer; to drain the timer you must remain outside of Therengian standard justice zones for an equivalent amount of time.
Unsullied and Redeemed Necromancers do not accrue suspicion at all, and can spend indefinite amounts of time in standard justice zones provided they are not doing something else to provoke Social Outrage. [9]
Effects of Social Outrage
The effects of Social Outrage are limited but brutal, and involve effectively locking you out of accessing town services or hanging out in civilized areas.
- Once Social Outrage has reached the 50% threshold, attempting to interact with any town service except withdrawing money, selling bundles or gems, stat training, or paying debts will add more SO and result in instant arrest.
- Lingering in a standard justice area after being charged with Forbidden Practices with high SO may lead to death at the hands of Hounds of Rutilor.[10]
- Necromancers will high Social Outrage will receive more SO when sending out thoughts on public gwethdesuan channels.[11]
Managing Social Outrage
The JUSTICE command can be used to check the state of an area and will also indicate if your Outrage is still high from a previous accusation and in what province. Broadly, this track is only relevant in standard justice zones; in clan justice zones, one may freely cast any spell, have a Risen with them, or teach Sorcery to your hearts' content, though interacting with most town services with Transcendental Necromancy spells active will still lead to SO.
Ranged tier messaging via the JUSTICE command:
Tier | Range | JUSTICE Message |
---|---|---|
0 | Low / None | No information shown. (Your character might still have some Social Outrage but it's very low.) |
1 | Suspicious | The citizens of [Province] are growing suspicious of you. (You can still use town services.) |
2 | Convinced | In [Province] it is widely believed that you are some kind of sorcerer. |
3 | High | Your reputation in [Province] is criminal and the government actively seeks to arrest you. (This is unrelated to outstanding warrants. Use RECALL WARRANT to check for that.) |
4 | Extreme | You are regarded as a monster by the good folk of [Province]. (This tier has a much larger range compared to the others.) |
Asking a Necromancer guildleader about the Perverse will provoke various additional responses if you possess at least 50% of the maximum SO possible.
During invasions, there will be an additional note that the guards are distracted or busy at the moment; this means some Social Outrage and Corruption mechanics have been suspended for the duration of the invasion, such as casting obviously sorcerous or necromantic spells. Note that not every kind of invasion will suspend those mechanics.
Once acquired, SO will drain at different rates for different provinces. Therengia is the most intolerant, Ilithi is the most lenient, and all other provinces fall somewhere in between with small variations. It takes roughly 3-4 real-life days to drain per tier of Outrage, with potentially longer at the highest tier. There is a cap; to drain SO from max to zero is about one real-life month. [12] The best way to avoid the "SO Death Spiral" is to get out of any standard justice zone as quickly as possible at the very first Forbidden Practices charge and stay out until the JUSTICE command indicates you are no longer infamous.
Social Corruption
Non-necromancers that perform outrageous acts will acquire Social Corruption instead of Social Outrage. This occurs from wearing blatantly necromantic items, teaching sorcery, having a visible sorcerous backlash, or performing Empathic Shifting within a standard justice zone. The impact of Social Corruption is similar to that of Outrage, but much less punitive and with a much shorter duration.
References
- ↑ GM Armifer, via the official discord. (link)
- ↑ Post:Empathic Sensitivity vs. Necromantic Corruption: Fight! - 11/22/2012 - 00:28
- ↑ Post:I am a little bugged about magic prime. - 6/23/2009 - 20:46:21
- ↑ Post:DO & Spell Preparation Change? - 02/21/2012 - 23:08
- ↑ Post:DO Smite with no where near high DO - 03/28/2020 - 15:05
- ↑ GM Koror, via the official discord (link)
- ↑ Post:SO changes - 05/08/2019 - 15:36
- ↑ Post:Socially Outrageous items - 11/02/2020 - 12:28
- ↑ Post:Suspicion Mechanics & You - A Survival Guide - 05/08/2019 - 09:22
- ↑ Post:Necromancer Policy & System Changes (Please Read) - 05/09/2019 - 18:26
- ↑ Post:Necromancer Gweth SO - 10/14/2019 18:52
- ↑ GM Armifer, via the official discord. (link)