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== Guild News == Sep 2023 Chanting for nihility slows your metabolism now. June 2023 Long time no see. Wilder shamans can now share secrets with other wilders. Shamans gained a 'sacrifice' chant. They can take the depredations of others' flesh onto themselves. Shamans can now do some relatively basic herbal control for simple epidemics. Not until you reinc if you already have shamans. Sorry. Vigoth will talk to you a bit about it, enough that you may not die from a common cold. NOTE: godless outcast that you are, diseases really go to town on you. Shrine breaking (old shrines) is turned off for now. Not enough players to make the dynamic work. Added a "release bindings" command so you can let go of bound powers. Snapshot EP cost reduced if you instant kill something at the start of battle. Binding power to a ranged weapon now helps it, other than just when you hit people over the head with it. Better feedback on why you might not be able to do a particular 'special' chant. Um, yeah, there are special chants. Talk to another wilder. Speed up mortal blow a little, and give more in momentums Snap shot no longer penalizes your archery skills if you are beginning a 'storm' with it. The horse only restriction on mounts is lifted, but only if you learn a special secret. If you are storming with a bow, and all foes are dead after you shoot, then you will not switch to your axe. If you are storming with a bow, and you are in a protected party position, then you will not switch to your axe. Added 'jerky'. Look at Coloth. Talk to her. There are also special kinds, but you won't find those until you've done a lot of jerky business. 'use veneration at shrine with XXXX' has better object handling. You can use things like 'all from sack'. 'paint marking .... with heart from "h" in pouch' works now. Its object handling is just that good. Added 'repaint marking of strength on head with heart' which will wipe the old one and make the new one, bot only if you actually have the heart. Added 'repaint marking on left arm with heart' which will wipe the old marking, and make a new one of the same type. You can now handled body parts with things like 'raw limb' or 'cooked limb'. Play with it. Not specific to you, but if you look at a heart, near the end, there is an adjective for how powerful the heart is. You can handle hearts by this adjective now. I don't know how to say this, that axe you get when you join? It isn't your guild item. You don't have to keep it. It's just there to establish that wilders are friendly folk who take care of each other. (Your guild item is invisible and you can't handle it.) 'guild status' will tell you if your throat is sore and how degraded 'blood rage' is. Try it in combat some time. Look at your totems. They are pretty. Your masteries are both pretty AND intelligible now. If you have a heart sack, it probably works in the lockers now. Not everywhere. Just you and the lockers. May 2010 You can "look at right arm" and "remove from right arm". Added another secret unlockable thingey. Be careful: regen uses a lot more totem power. Read "help skill blood marking" again. Added another secret unlockable thingey. Combat momentums are different, hopefull more appropriately timed. Spirit walk fails a little less with masteries. You heal better in spirit space. Blood rage effect varies a bit more now. Added the first of many special secrets for you to find. "masteries help" gives some information about how far you are in the adjectives. Added a fabulous new object for you to find. Painting is a little faster. Bind essence doesn't fail quite as often. Did a nice thing for you with respect to blood markings and heart power. Cyan. Mysterious tune you would never understand. March 2010 The kind and benevolent Misrobo has arranged for your blood markings to start out in your keep so they can not be dropped accidentally. Added some more street fighting moves. Added mounted marksmanship to riders. No more chanting is safe rooms. I can't believe how rude you beasts are. Added a little "crush" skill for your left hand. There is a little "situation awareness" in the top half of savages now. February 2010 After a snapshot, if you fail to grab your axe it will begin a draw weapon skill. And even if you fail your snapshot, you will try to switch weapons. You now get both axe and unarmed combat momentums. They are spiffy. Axe combat mastery can help you get better street moves when you don't have a free hand. (reduces penalty anyway) You should get combat momentum for wilder yell, blood rage, and something called "axe blow". Yes, I know you don't have that skill, just go with it. And NO TRIGGERS! Understanding of essence does more. The nice mastery effects for totems are nicer now. Binding power is faster, but it gets harder as you have more active bindings going. Binding power now helps your masteries more. (at all) Storm, charge, wilder yell, and blood rage all have something to do with combat momentum now. You can now see if there is a shrine present even if some rude Graemorian is screwing up all the light in the room. Weapons with wilder storm specials can save a botched storm. Blood rage is a little more helpful when you stupidly reuse it too soon. "guild status" also helps you. Sissies. You can now use "my" in bind power. Totem quality is more important now. Not to total power, but to how soon you become familiar and how fast it charges. Coloth has been practicing, she can now train wilders up to level 18. Totems now might sport a "feeble" or "powerful" prefix to help you get the weak ones into a shrine and good ones out. If there are basically no wilders, then Coloth will sometimes venerate if there is a shrine. Remember: "guild status" tells you if it is too early to yell. Halved totem cost of wilder yell. Chanting for recovery is mostly faster. [[category:main guilds]]
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