Khri: Difference between revisions
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==Cost== |
==Cost== |
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The difficulty (and cost?) of activating a Khri is affected by the Urban status of the area it was started in. |
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{{obsolete|Needs to be confirmed for the new system}} |
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Each Khri has a base cost of [[concentration]] that is held until the Khri drops. Special Khri have a one time concentration cost and your concentration will pulse back up once it is paid to activate the Khri. |
Each Khri has a base cost of [[concentration]] that is held until the Khri drops. Special Khri have a one time concentration cost and your concentration will pulse back up once it is paid to activate the Khri. |
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Revision as of 09:14, 22 June 2014
Overview
Khri (pronounced 'Kree') is a group of Thief Abilities that entail heightened concentration to increase awareness and body control.
- Khri is considered an in-game secret, but recent changes to Simutronics Forum policies allow it to be discussed openly on the Forums.
- Khri has previously been referred to as "cookies" to disguise the existance or naming of Khri.
- Each Tree is taught by an individual guild leader. Subtlety is taught by Crow. Finesse is taught by Ivitha. Potency is taught by Kalag the Sly.
- The term "Khri" is used for both singular and plural.
- Khri will cost portions of your concentration to use. All normal khri will 'tie up' this portion of your concentration while it's up. So if your khri takes 30 concentration and you have 250, you will now have 220 and will be prevented from regenerating back that 30 until the khri drops. Though there is a seperate downtime as well, it is generally short and the primary downtime from using multiple khri is the need to regain the concentration used in activating them.
- Special khri (denoted by an [S]) do not tie up concentration, you may regain their cost immediately, but instead have long downtimes.
- All khri can be stacked with each other. Two khri together cost more than each one would by itself. Three khri cost more still, etc.
- 4 khri is intended to be about the same general level of power as most khri under the old system. This is why using 7 khri is meant to be nearly impossible, for the most skilled thieves, because you will be considerably better off than you used to be if you can pull it off.
- Special khri do not stack the same way with other khri, but cost the same no matter what. Their cost however is much higher than normal khri by themselves.
Syntax
- To start a Khri, type KHRI START {khri1} {khri2} {khri3} {khri4} {khri5} {khri6} {khri7}.
- To stop a Khri before it expires, type KHRI STOP {khri1} {khri2}. This will stop the active, stoppable Khri.
- Typing KHRI STOP by itself will end all active, stoppable Khri.
- To see a list of all Khri known to the character, type KHRI.
- To see a list of active Khri, type KHRI check
Khri Abilities
Temporary link to a graphical 3.1 Khri Tree until file uploads are working again.
- Subtlety:
Darken (Aug) |-- Dampen (Util) | |-- Shadowstep (Util) | |-- Sensing (Util) | |-- Strike (Aug) | |-- Silence (Util) |-- Vanish (Util) - Finesse:
Hasten (Util) |-- Safe (Aug) | |-- Avoidance (Aug) | |-- Flight (Aug) | |-- Elusion (Aug) | |-- Liberation (Util) | |-- Plunder (Aug) |-- Guile (Debil) - Potence:
Focus (Aug) |-- Sight (Aug) | |-- Prowess (Debil) | |-- Steady (Aug) | |-- Eliminate (Debil) | |-- Calm (Util) |-- Serenity (Util) |-- Sagacity (Util)
Tier 1:
Darken - Stealth boost.
Hasten - Chance for RT reduction on attacks.
Focus - Agility boost.
Tier2:
Dampen - Stealth hinderance reduction.
Strike - Backstab boost, melee weapon boost.
Silence - Pulsing Invisible.
Safe - Locksmithing boost.
Avoidance - Reflex boost.
Plunder - Discipline, Thievery boost.
Prowess - AOE pulsing debuff (engaged) Reflex, Tactics debuff.
Sight - Perception boost, nightvision effect.
Calm - Self dispel, indescriminant.
Tier 3:
Shadowstep - Advance quicker.
Sensing - PEER direction to watch another room.
Vanish - Disengage + Invisible.
Flight - Athletics boost, pulsing balance boost.
Guile - AOE pulsing debuff (engaged) Evasion debuff.
Steady - Bow/XBow boost.
Eliminate - Brief -noshield -noarmor debuff.
Serenity - SvS barrier vs Will.
Tier 4:
Elusion - Evasion/Brawling boost.
Liberation - pulsing -web/-immobilize.
Sagacity - Physical damage ward.
Khri Combinations
- Used to activate: Focus, Safe, Sight
- Additional Effects: Under the effect of security, traps and locks become even easier for the Thief to handle, and something about the Thief's unwavering concentration and extremely enhanced eyesight allows them to occasionally avoid a fatal error in trap handling.
- Used to activate: Avoidance, Plunder, Flight
- Additional Effects: For the Thieves that thought the Elusion meditation was great, wrapping the package into Speed is just all that and a little bit more. Further competency in nearly every method of defense and faster motions in battle are the reward for being able to mentally focus well enough to manage these four meditations at once.
- Used to activate: Strike, Steady, Elusion
- Additional Effects: A solid package even without the added benefit of the Spar combination, Spar further improves offensive capability with all weapons to a small degree.
- Used to activate: Darken, Dampen, Shadowstep
- Additional Effects: Further improving the Thief's abilities, the Skulk combination also allows the Thief to sneak in any urban location as quickly as they would move unhidden. Sneaking in rural areas has been known to occasionally improve, but is not as reliable.
- Used to Activate: Sensing, Serenity, Sagacity
- Additional Effects: Through ultimate awareness of their surroundings and a mind which blocks out disturbances, the Thief notices out of place things quicker, can instantly notice the presence of hidden or invisible intruders, and can even do so where they are Sensing. Lastly, the Thief who discovered this combination noticed that they seemed particularly adept at avoiding those pesky guards that day.
- Used to Activate: Hasten, Guile, Liberation
- Additional Effects: A Cunning Thief has much less to fear from those who would try to intimidate or attack the mind. It has been found to also further help with intellectual pursuits and sweet talking others.
Cost
The difficulty (and cost?) of activating a Khri is affected by the Urban status of the area it was started in.
Each Khri has a base cost of concentration that is held until the Khri drops. Special Khri have a one time concentration cost and your concentration will pulse back up once it is paid to activate the Khri.
Multiple Khri Cost
The cost to use multiple Khri's is not simply the sum of the Khri costs. A coefficient derived from the number of active Khris is applied to the sum of active Khri costs.
As the number of simultaneous Khri's increase, this factor grows as follows: 2=1.3, 3=1.6, 4=1.9, 5=2.2, 6=2.5, 7=2.8
- The cost for the SKULK combo is <157.7> (157 will pull it)
- The cost for the SECURE combo is <105.6> (105 will pull it)
- The cost for the SPEED combo is <165.3> (165 will pull it)
- The cost for the SPAR combo is <171>
- The cost for the PRESCIENCE combo is <96>
- The cost for the CUNNING combo is <76.8> (76 will pull it)
~~I hope this helps those frustrated by trying to reach their needed CONC levels and if you don't know it the CONC formula is
~~ On 4/23/2010 Khri Subsume was rewritten and is now obsolete. [1]