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AestheticDeath
11-29-2006, 10:18 PM
[Ta'Illistim, City Gate]
A cavernous opening in the cliff's steep face dominates the crest of the hillside, serving as the nearly impenetrable entrance to the great city built by House Illistim. A raised portcullis is barely visible at the top of the stony maw. Intricately carved columns flank the entrance, their crowns adorned with delicate silvered glyphs and toothily grinning gargoyles. Staked torches nearby cast an amber glow across the glyphs, highlighting their curves and contours with an eerie grace. You also see a fiery deep crimson crystal, a yellow tent, a fiery deep crimson crystal and a fiery deep crimson crystal.
Obvious paths: southwest


I couldnt figure out what one was for... now there are three? What are they for?

Fallen
11-29-2006, 10:25 PM
They are used as defensive weapons during invasions. It is like the Ta'Illistim's version of Ballista Towers. No idea on how to use them, though I believe they are charged in the Shadow, Chaos, Order, and Light Towers.

Nilandia
12-01-2006, 12:12 AM
Reposting a saved post with complete instructions from June 2005.



In anticipation of the upcoming event today, I'd like to make sure people have a clue of what to do.

Here's Voraviel's instructions.

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Crystal Defense System!

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First and foremost, you will need to either be of elven blood or accompanied by a citizen of Ta'Illistim. If they are not leading your group, then you will be barred passage, however, you can still aid in the defense of the city even during peaceful times by walking to the entrance of a tower and using the INFUSE mana command. You can choose how much you would like to infuse into the pool there -- an example is as follows:

[Ta'Illistim, Tower of Shadows]
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.
Obvious exits: out
>infuse 100
You focus your power, and feel it being pulled upwards towards some unknown source.
Roundtime: 10 secs.

This will increase the overal power of the tower to produce effective crystals. Assuming you are permitted to the top of the tower, you will find yourself in front of an orb. If you take a look at it, you'll be aware of how much power is currently at your disposal.

[Ta'Illistim, Tower of Shadows]
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.
Obvious exits: down
>l orb
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.

The orb's inner fire blazes with an almost blinding light.

It should be noted that you can also infuse in this room, as well.

Now you have a choice as to what element you would like your crystal attuned to. You can RUB the crystal to choose what it is currently attuned to, as demonstrated:

>rub orb
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.
>rub orb
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.
>rub orb
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.
>rub orb
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.

Now you'll want to TOUCH the orb to summon a crystal:

>touch orb
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.

If you're using StormFront, a menu will pop up that allows you to control the crystal more easily, however, you can get an easy menu of commands by typing TELL, as below:

>tell crystal
Tell crystal to:

Attack <creature>
Look.
Move.
Leave.

You'll first want to get your bearings, so TELL CRYSTAL TO LOOK. Crystals spawn outside the gates when they're first summoned.

You concentrate and another vision superimposes itself over your own...

[Ta'Illistim, City Gate]
A cavernous opening in the cliff's steep face dominates the crest of the hillside, serving as the nearly impenetrable entrance to the great city built by House Illistim. A raised portcullis is barely visible at the top of the stony maw. Intricately carved columns flank the entrance, their crowns adorned with delicate silvered glyphs and toothily grinning gargoyles. Staked torches nearby cast an amber glow across the glyphs, highlighting their curves and contours with an eerie grace.
Obvious paths: southwest
Roundtime: 5 secs.

Now, let's move the crystal. This is achieved either by navigating through your StormFront window or the command TELL CRYSTAL TO GO <direction>

>tell crystal to go sw
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.
>tell crystal to look
You concentrate and another vision superimposes itself over your own...

[Whistler's Pass, Road]
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.
Obvious paths: northeast, west
Roundtime: 5 secs.

Now, there's a monster there. You'll want to attack it, so tell the crystal to attack it like so:

>tell crystal to attack monster
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!

Others will see:

The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!
... 30 points of damage!
Blow ruptures the stomach!

It is important to note here that training in specific elemental knowledge will aid greatly in attacking and how well you do with a crystal. Magical knowledge IS needed to work this weapon, but they can still be used by non-magical professions.

However, when each crystal is summoned, it has a certain repository of power contained within it. Attacking uses up power of the crystal, so after a certain amount of attacks, the crystal will not have any power left and will need to draw it from your own mana reserves, like so:

tell crystal to attack monster
The pale ivory crystal lashes out toward the monster, but misses!
The pale ivory crystal suddenly begins to feed off your own power!
Roundtime: 10 secs.

Each attack takes 30 mana from your head. If you run out of mana, then the crystal will disappear:

The pale ivory crystal lashes out toward the monster, but misses!
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.

And that's it.

You can navigate the crystal around freely, and if you move out of the summoning room while in control of the crystal, your link will be broken and you will no longer be able to control it. As a result, you should dismiss the crystal before leaving the summoning chamber: TELL CRYSTAL TO LEAVE will do the trick.

Hope that helps!

Gretchen

AestheticDeath
12-01-2006, 07:24 PM
Awesome, thanks.