Category:Khri: Difference between revisions

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*Starting multiple khri at once has a skill check.
*Starting multiple khri at once has a skill check.
*The difficulty of activating a khri is affected by the Urban status of the area, and current confidence level. Positive confidence levels will make khri easier to start while a negative confidence level will make it more difficult.
*The difficulty of activating a khri is affected by the Urban status of the area, and current confidence level. Positive confidence levels will make khri easier to start while a negative confidence level will make it more difficult.
*Generally speaking, you will be able to stand and start tier one at 50 ranks in magic, tier two at 100, tier 3 at 200, tier 4 at (currently unsure).
*Generally speaking, you will be able to stand and start tier one at 50 ranks in magic, tier two at 100, tier 3 at 150, tier 4 at (currently unsure, likely 200).


* Slot progression is 1st, 5th, and then 1 slot every 5th circle. You'll have all khri by 110th.
* Slot progression is 1st, 5th, and then 1 slot every 5th circle. You'll have all khri by 110th.

Revision as of 06:23, 2 April 2016

Darken (Augmentation)Hasten (Utility)Focus (Augmentation)Dampen (Utility)Strike (Augmentation)Silence (Utility)Safe (Augmentation)Avoidance (Augmentation)Plunder (Augmentation)Sight (Augmentation)Prowess (Debilitation)Calm (Utility)Shadowstep (Utility)Sensing (Augmentation)Vanish (Utility)Flight (Augmentation)Guile (Debilitation)Steady (Augmentation)Eliminate (Debilitation)Serenity (Utility)Elusion (Augmentation)Liberation (Utility)Sagacity (Utility)Secure (Augmentation)Speed (Augmentation)Spar (Augmentation)Skulk (Augmentation, Utility)Prescience (Utility)Cunning (Utility, Debilitation)Thief Khri.png
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General information

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 changes to Simutronics forum policies allow it to be discussed openly on the Forums.
  • 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.
  • All khri can be stacked together with no limit to how many can be stacked at once. There is no extra concentration cost for stacking multiple khri at once.
  • Starting multiple khri at once has a skill check.
  • The difficulty of activating a khri is affected by the Urban status of the area, and current confidence level. Positive confidence levels will make khri easier to start while a negative confidence level will make it more difficult.
  • Generally speaking, you will be able to stand and start tier one at 50 ranks in magic, tier two at 100, tier 3 at 150, tier 4 at (currently unsure, likely 200).
  • Slot progression is 1st, 5th, and then 1 slot every 5th circle. You'll have all khri by 110th.

Syntax

To see what khri you know simply type KHRI by itself.

Starting 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 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.

Forgetting khri

It is possible to forget a khri once you have learned it. This ability can be used at a Guildleader and only once every 30 RL days.

The command to forget a khri is:

  • ASK <LEADER'S NAME> ABOUT UNLEARN <KHRINAME>

Teaching khri

  • TEACH KHRI <KHRI NAME> TO <PERSON>

Misc khri commands

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

  • KHRI CHECK - Will display 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.

Cost

There are 4 tiers of difficulty, and then Special Khri which have a larger one time concentration cost.

  • Tier 1 (8 startup, 2 pulse) : Darken, Hasten, Focus.
  • Tier 2 (12 startup, 3 pulse): Dampen, Strike, Silence, Safe, Avoidance, Sight
  • Tier 3 (16 startup, 4 pulse): Shadowstep, Sensing, Flight, Liberation, Prowess, Plunder, Steady, Serenity, Elusion
  • Tier 4 (20 startup, 5 pulse): Sagacity, Guile
  • Special (One time cost): Calm, Eliminate, Vanish

See Also: https://elanthipedia.play.net/mediawiki/index.php/Post:Re_Kookies_-_10/18/2015_-_05:24

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.

Summary of khri information

Ability Type Skill Tier Slots Cost Tree Prereqs Effect
Hasten khri utility Tier 1 8 + 2/pulse Finesse Chance for a -1/-2 second reduction of roundtime for melee and thrown attacks, disarming traps, picking locks (creature boxes only), and removing/wearing armor in combat
Adaptation khri warding Tier 2 12 + 3/pulse Finesse Hasten Reduces damage from multiple strikes in a short period of time. Each subsequent strike within the time frame is reduced more than the last.
Avoidance khri augmentation Tier 2 12 + 3/pulse Finesse Hasten +Reflex (stat)
Safe khri augmentation Tier 2 12 + 3/pulse Finesse Hasten, 14th circle +Locksmithing skill, Gives user a chance to dodge a blown trap while opening boxes.
Plunder khri augmentation Tier 2 12 + 3/pulse Finesse Hasten +Thievery skill, +Discipline (stat)
Elusion khri augmentation Tier 2 12 + 3/pulse Finesse Avoidance +Brawling skill, +Evasion skill
Muse khri augmentation Tier 3 16 + 4/pulse Finesse +Alchemy Skill, +Engineering Skill
Cunning khri augmentation, utility Tier 3 16 + 4/pulse Finesse Elusion +Tactics skill, +Charisma (stat), pulsing anti-web/immobilization
Flight khri augmentation, warding Tier 3 16 + 4/pulse Finesse Elusion +Athletics, Balance heal, chance to catch and return throw a weapon thrown at you
Slight khri utility Tier 4 20 + 5/pulse Finesse Plunder Reduces chance of getting caught shoplifting (can reduce to zero)
Guile khri debilitation, area of effect Tier 4 20 + 5/pulse Finesse Plunder -Evasion skill, all engaged targets.
Credence khri debilitation, area of effect Tier 4 20 + 5/pulse Finesse Cunning Calm all engaged targets.
Focus khri augmentation Tier 1 8 + 2/pulse Potency +Agility (stat)
Sight khri augmentation Tier 2 12 + 3/pulse Potency Focus, 14th Circle +Perception skill, darkvision
Insight khri augmentation Tier 2 12 + 3/pulse Potency Sight +First Aid, +Outdoorsmanship
Calm khri utility Tier 2 25 Potency Focus, 14th Indiscriminate self dispel.
Terrify khri debilitation Tier 2 12 + 3/pulse Potency Focus Single target immobilize.
Intimidate khri debilitation Tier 3 16 + 4/pulse Potency Terrify Prevents engagement
Eliminate khri, shield ignoring, armor ignoring debilitation Tier 3 35 Potency Prowess, 60th Attacks using Small Edged weapons ignore enemy's armor and shield. Lasts about 10 seconds.
Prowess khri debilitation, area of effect Tier 3 16 + 4/pulse Potency Focus, Circle 14 -Tactics skill, -Reflex (stat), -Offensive Factor, Tactics is PvP only, OF is PvE only
Fright khri augmentation Tier 3 16 + 4/pulse Potency Intimidate +Debilitation skill, +Intelligence (stat)
Steady khri augmentation Tier 3 16 + 4/pulse Potency Prowess +Bows skill, +Crossbows skill, +Heavy Thrown skill, +Light Thrown skill, faster aim
Endure khri augmentation, utility Tier 3 16 + 4/pulse Potency Calm +Stamina (stat)
Serenity khri warding Tier 3 16 + 4/pulse Potency Calm, 30th SvS barrier vs Will.
Sagacity khri warding Tier 4 20 + 5/pulse Potency Serenity, Level 40 Non-ablative, percentage barrier to physical damage.
Vanish khri utility Special 30 Subtlety Silence, 45th Instant invisibility and retreat
Darken khri augmentation Tier 1 8 + 2/pulse Subtlety +Stealth skill
Harrier khri augmentation Tier 2 12 + 3/pulse Subtlety Darken +Strength (stat)
Dampen khri utility, warding Tier 2 12 + 3/pulse Subtlety Darken Decrease stealth hindrance, anti-locate barrier, blocks hunt
Silence khri utility Tier 2 12 + 3/pulse Subtlety Darken Pulsing invisibility.
Strike khri augmentation Tier 2 12 + 3/pulse Subtlety Darken, Circle 13 +Backstab skill, +Large Blunt skill, +Large Edged skill, +Polearms skill, +Small Blunt skill, +Small Edged skill, +Staves skill, +Twohanded Blunt skill, +Twohanded Edged skill, held weapon only
Shadowstep khri utility Tier 3 16 + 4/pulse Subtlety Dampen decrease advance time while hidden, 0RT sneaking in town
Sensing khri utility Tier 3 16 + 4/pulse Subtlety Dampen remote view of neighboring room, passive spot on hidden
Evanescence khri utility, warding Tier 5 24 + 6/pulse Subtlety Invisibility on receiving a sufficiently damaging strike