Difference between revisions of "Entity"

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They have no gender and cannot be blessed, but apparently inherit the alignment of the owner with respect to wielding weapons for example.
 
They have no gender and cannot be blessed, but apparently inherit the alignment of the owner with respect to wielding weapons for example.
  
You can give them weapons.   
+
You can give them weapons.  They can dual wield (tested with Fire Entity).
  
 
The leaders get armor.
 
The leaders get armor.
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'''Power'''
 
'''Power'''
 +
 
This is the entity's reputation.
 
This is the entity's reputation.
 +
 
Symbols:
 
Symbols:
 +
 
, == 1
 
, == 1
: == 10
+
 
 +
<nowiki>:</nowiki> == 10
 +
 
 
! == 100
 
! == 100
 +
 
o == 1000
 
o == 1000
?? == 10000
+
 
?? == 100000
+
O == 10000
 +
 
 +
X == 100000
  
  
 
'''Energy'''
 
'''Energy'''
 +
 
The energy shown in 'gem entity xxx' output can be replenished by capturing a new entity of the same type in the rift world.
 
The energy shown in 'gem entity xxx' output can be replenished by capturing a new entity of the same type in the rift world.
  
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what is already there. The adage 'a large part of nothing is still nothing'
 
what is already there. The adage 'a large part of nothing is still nothing'
 
seems to apply in this case."
 
seems to apply in this case."
 +
 +
You can reallocate an entity's focus points at the shaman. This costs some gold and very little of reputation from the entity. 'ask shaman about fee <entitytype>' and if you're happy with the price, 'resurgence <entitytype>' while your entity is present.
 +
  
  
 
'''Entity Humour'''
 
'''Entity Humour'''
  
Pleased, Narked, Riled, Cross, ANGRY,
+
Pleased, Narked, Riled, Cross, ANGRY
 +
 
 +
The humour can be reset at the shaman by 'pacify <entitytype>'. It costs a few k in gold, depending on the size of the entity.
  
  
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You can sacrifice items at the shaman for entity stats. For example an item with +con will give entities +con. Only one item can be sacrificed and it will last for a certain time before it disappears and the next item can be sacrificed. Check 'gem entities' to see how much energy is left on the sacrifice.  
 
You can sacrifice items at the shaman for entity stats. For example an item with +con will give entities +con. Only one item can be sacrificed and it will last for a certain time before it disappears and the next item can be sacrificed. Check 'gem entities' to see how much energy is left on the sacrifice.  
 
 
  
  
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== Magic Entity ==
 
== Magic Entity ==
  
Specials: A backrow entity. Need high rep on other entities and some tasks to get. Levels with coins, not exp. Does no lose rep if well fed.
+
Specials: A backrow entity. Need high rep on other entities and some tasks to get. Levels with coins (10k mowgles, 1k othercoin = 1rep), not exp. Does no lose rep if well fed.
 
"focus group selection looks like it effects what
 
"focus group selection looks like it effects what
 
special abilities the magic entity has at its disposal. In addition, the
 
special abilities the magic entity has at its disposal. In addition, the

Latest revision as of 16:40, 29 July 2020

Riftwalkers summon entities to tank and deal damage for them. They get bigger and more powerful by gaining Rift entity reputation.

They have no gender and cannot be blessed, but apparently inherit the alignment of the owner with respect to wielding weapons for example.

You can give them weapons. They can dual wield (tested with Fire Entity).

The leaders get armor.


Power

This is the entity's reputation.

Symbols:

, == 1

: == 10

! == 100

o == 1000

O == 10000

X == 100000


Energy

The energy shown in 'gem entity xxx' output can be replenished by capturing a new entity of the same type in the rift world.


Focus Points

Offensive Might: "appears to increase the strength, damage, and hitting ability of an entity, also its size."

Offensive Prowess: "improves skills although the different entities seem to adapt better to different weapons, but I do not have enough data to draw any solid conclusions."

Defensive Valour: "appears to harden its exterior surface, what we would call skin. Also ability to avoid hits, and general health are improved."

Defensive Talent: "selecting this focus appears to make the entity be more skillful in defensive techniques such as dodge, parry, and other likeminded skills."

Energy Revival: "increases health regeneration, but as a percentage of what is already there. The adage 'a large part of nothing is still nothing' seems to apply in this case."

You can reallocate an entity's focus points at the shaman. This costs some gold and very little of reputation from the entity. 'ask shaman about fee <entitytype>' and if you're happy with the price, 'resurgence <entitytype>' while your entity is present.


Entity Humour

Pleased, Narked, Riled, Cross, ANGRY

The humour can be reset at the shaman by 'pacify <entitytype>'. It costs a few k in gold, depending on the size of the entity.


Item Sacrifice

You can sacrifice items at the shaman for entity stats. For example an item with +con will give entities +con. Only one item can be sacrificed and it will last for a certain time before it disappears and the next item can be sacrificed. Check 'gem entities' to see how much energy is left on the sacrifice.



Fire Entity

Specials: "from what I have seen, its strengths are in skill and melee damage. Capable of wielding bigger weapons than the other entities. Its defensive abilities are somewhat poorer than other entities, although it does have a natural resistance to fire. It appears to increase its resistance to fire, the more fire damage it takes"

Skills: Blazing_sunder

With task: Can start combat with non-rift offensive spells. Atleast for nonaggro mobs, not sure if aggro mobs have any difference. Or if spell has to land before combat begins?

Without task: Any non-rift spells will break control.

Air Entity

Specials: "somewhat of a mystery to me at present, although its ability to follow the caster around when using navigational spells seems useful. I must experiment more, especially on my enemies. Naturally resistant to cold and asphyxiation damage."

Skills: Suffocating_embrace

With task: Control breaks if non-rift offensive spells lands without Suffocating_embrace being active.

Without task: Control breaks when starting to cast non-rift offensive spell.

Water Entity

Specials: "has uncharted regenerative abilities, and I have overheard whisperings of it being able to cure poisons; I have not been able to reproduce the exact circumstances to reproduce this behaviour, much to my annoyance. Naturally resistant to poison and acid, and somewhat to cold"

Skills: Subjugating_backwash

With task: Control breaks if non-rift offensive spells lands without Subjugating_backwash being active.

Without task: Control breaks when starting to cast non-rift offensive spell.

Earth Entity

Specials: "a formidable entity but an exceptionally slow learner. This may take some time to gather enough data for a complete assessment. Naturally resistant to electrical and psionic damage, although seems to build a resistance to most other damage types."

Skills: Earthen_cover

With task: Control breaks if non-rift offensive spells lands without Earthen_cover being active.

Without task: Control breaks when starting to cast non-rift offensive spell.

Magic Entity

Specials: A backrow entity. Need high rep on other entities and some tasks to get. Levels with coins (10k mowgles, 1k othercoin = 1rep), not exp. Does no lose rep if well fed. "focus group selection looks like it effects what special abilities the magic entity has at its disposal. In addition, the entity has the ability to form a hole in time and space which manifests as a safe. This ability becomes available when the entity reaches titchy in size. Odd items and coin can be stored, but from my testing the storage is unstable and should not be used for precious items"

Skills: Wondrous_stimulus

Has two tasks instead of typical one to keep entity under control when casting non-rift offensive spells without Wondrous_stimulus. One prevents control from breaking when starting the offensive spell and the other prevents breaking the control when non-rift offensive spell lands.