Khri: Difference between revisions

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KHRI delay <khriname> - Starts the khri after a brief delay, but will enhance the ability in most cases.
KHRI delay <khriname> - Starts the khri after a brief delay, but will enhance the ability in most cases.


If you are unable to start a particular khri due to it being too difficult, you can kneel/sit/lie down to make it easier. Even when you are able to start a particular khri while standing, you may find that starting it sitting/kneeling still enhances the power of the ability.
If you are unable to start a particular khri due to it being too difficult, you can kneel/sit/lie down to make it easier. Even when you are able to start a particular khri while standing, you may find that starting it sitting/kneeling still enhances the power of the ability.
Most khri when started will slowly drain concentration. Some khri will instead take a chunk of concentration up front without any subsequent drain.
Most khri when started will slowly drain concentration. Some khri will instead take a chunk of concentration up front without any subsequent drain.



Revision as of 18:46, 2 July 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 have an initial start up cost that ranges from 8-20 concentration, then pulse for 2-5 concentration for the duration of the khri.
  • Special khri (denoted by an [S]) have a larger start up cost, but do not pulse concentration. Their effect is usually more immediate, but instead have longer downtimes.
  • All khri can be stacked with each other. There is no longer an extra concentration cost for stacking multiple khri at once.
  • You can start as many khri as you have concentration for. The more khri you have up, the heavier the drain on your concentration is.
  • 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. (This may not be true for 3.1 khri, but it takes a lot of skill to keep 7 khri up indefinitely.)

Syntax

Khri are abilities you can learn from Guild Leaders. To see what khri you know simply type KHRI by itself.

  -Starting a khri-

There are a few ways and options for how to start khri:

  KHRI start <khriname> - Starts the khri immediately.
  KHRI <khriname> - Starts the khri immediately.
  KHRI delay <khriname> - Starts the khri after a brief delay, but will enhance the ability in most cases.


If you are unable to start a particular khri due to it being too difficult, you can kneel/sit/lie down to make it easier. Even when you are able to start a particular khri while standing, you may find that starting it sitting/kneeling still enhances the power of the ability. Most khri when started will slowly drain concentration. Some khri will instead take a chunk of concentration up front without any subsequent drain.

  -Stopping a khri-

Khri will end naturally after some period of time determined by your skill and the difficulty of the khri. They might also end if you no longer have the concentration to power them. If you want to end a khri manually you can:

  KHRI stop - Will end all khri.
  KHRI stop <khriname> - Will end just the specified khri.

Once a khri has ended it will be on a cooldown for a period of time. This can range from 5 seconds to 3 minutes based on your skills and the difficulty of the khri. Khri that do not continually drain concentration cannot be stopped, but generally the effects of those khri are instantaneous.

  -Combination khri-

Some combinations of khri will add in additional effects called combination khri. The name of the combination can also be used to start all associated khri without having to to type them all out by name. Typing KHRI by itself will let you know of any combinations you can perform.

  -Misc khri commands-

There are a few additional commands associated with khri that add additional functionality:

 KHRI check - Will disply which khri are running, and which are on cooldown.
 KHRI meditate - Can be used to increase the learning rate of any active khri.
 KHRI meditate - When no khri are active it will reduce any cooldowns.
 KHRI help - Will bring up this information to read again.

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

Secure

- 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.

Speed

- 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.

Spar

- 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.

Skulk

- 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.

Prescience

- 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.

Cunning

- 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.

Khri cost formula.png

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 Concentration formula.png

~~ On 4/23/2010 Khri Subsume was rewritten and is now obsolete. [1]


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