Talents

 

Those familiar with the Wheel of Time series will recall that some of the characters are known to have special Talents. These Talents were more common, though still rare, during the Age of Legends. During the current age, however, Talents have been all but lost, with only a handful of characters possessing one.

In a similar manner, Broken Seals provides every character with an opportunity to possess a talent. All Channelers will have one weave that they are particularly adept in, known as their "Talent Weave". This talent weave could be anything as simple as Puddle or Armor. It is even possible that a Channeler's talent weave be a weave they are not able to possess (such as a Spirit primary having a talent for Inferno, the prime specific weave of Fire primary channelers). The latter is rare, however, as most Channeler's talent weaves fall somewhere between Puddle and Inferno.

How do you find your Talent Weave? There is no sure way to determine that a weave gained at a trainer or learned from another channeler is truly your talent weave. All weave strengths vary from casting to casting, and it may be a mere coincidence that your castings were better during a few rounds. The best way to determine what your talent weave might be is through comparison with other channelers of your level and strength. If your Call Storm does consistently more damage than other Channelers, even of higher level, then it is probably your talent weave. If your Protection weave is better than other channelers with your same Primary and Secondary spheres, then it is probably your talent weave.

A lucky few will Spark, or develop a special, ungainable weave at random. These include, but are not limited to, Traveling (skim and gate), Heal Sever, and Create Angreal. Non-Channelers may spark Channeling, allowing the character to be both a Channeler and their original class (Rogue or Warrior). Other non-Channelers may spark Wolfkin, while all classes have the ability to spark Dreaming.

 

There is little known about Sparking on Broken Seals, as it appears to happen at random. The following chart is incomplete, but it will serve as a starting point for those interested in how some of the lost Talents work. [NOTE: The sphere minimums listed below are not guaranteed accurate.]

 

Level Weave Air Earth Fire Water Spirit
60 Heal Sever 0 0 0 0 1100
50 Create Angreal 0 80 0 0 100
45 Skim 80 80 80 80 80
70 Gate 110 120 90 110 115

 

A word about sparking:

Sparking is a super-rare thing on Broken Seals, and something that you may or may not want publicly known, either IC or OOC. If you want to shout from the rooftops that you've become a sparkie, that is your business. But for those of you who wish to keep it under wraps and yet have some questions, I will attempt to explain what little I know.

Sparking Channeling

This spark is probably the easiest to explain, and yet the most complicated to play. You, who once thought of yourself as a rogue or a warrior, have now in almost all respects changed classes. You are now a channie. You should consider leveling the way a channeler levels, with regard to sphere strength, stopping at opportune times to sphere. Take a moment to read the channeler page. The bonus is that you are also still your original class, with opportunities to gain skills regular channelers cannot. It will take planning, but if you are lucky enough to be this kind of sparkie, then you will be one of the strongest characters on the mud.

Sparking Dreaming

Dreaming is a talent that is basically for roleplay only. In order to determine if you have sparked dreaming, go to sleep and type the command DREAM. If you receive the response "Huh?" then you have not sparked. If you receive any other response, you should wait and allow the command to process, as there is tremendous lag associated with the dream command. If you have sparked dreaming, the dream command will send you to the dream world. This is an empty, black-and-white mirror of the mud. It has objects that you cannot interact with and no mobs. However, you have a form of traveling, allowing you to skim through the mud's dream world to any location. You may also meet other dreamers, if there are any, and roleplay your interactions. This talent is excellent for roleplaying the communication of news and events despite a large distance.

Sparking Heal Sever

Heal Sever might be seen as a mundane talent to spark. However, it can change the course of roleplaying, especially for Male Channelers that might be caught by the Red Ajah and gentled, Amyrlins that are deposed and stilled, or any number of other reasons for Severing an individual. The only drawback to this weave is the high strength needed to cast it, which requires a group of several channelers linking and making it difficult to keep entirely secret and also difficult to practice up to 100%.

Sparking Traveling

Traveling is probably the most desired talent of channelers. Not only is it wonderful in roleplaying (as you can basically be anywhere in the world without complications of normal travel) it is wonderful for jumping around the mud to almost any area you need to visit (for equipment hunting to leveling to just exploring). The talent of traveling will actually give you two weaves: Skim (which is only for you) and Gate (which opens a portal that anyone may pass through from the current room you are in to the destination room). It is possible to sphere with these weaves by attempting to skim or gate to the room you are already in.

Sparking Create Angreal

Create Angreal is my personal favorite of all the talents available on Broken Seals. By casting this weave on almost any normal object, you have the ability to transform it into an object of the One Power. The success of this transformation depends greatly on your ability in the weave, and the strength of the angreal is to some extent determined by the strength of your own spheres. (I say to some extent because I believe 20 is the maximum strength that may be added to an object.) For many years it was thought that a certain number of channelers had to be linked in order to improve the success, but after some experimentation, I have found that the best angreal was created with just 2 channelers linking, as long as the castor had a high percent in the weave. It is important to note that the failure of this weave will result in the object "sizzling and sibilating", which means that it will explode, causing a loss of hp. It is possible to kill yourself with too many failures.

It is necessary to think of the creation of angreal in rounds. During the first round you transform an ordinary object into an angreal, with statistics of up to +20 for each sphere. Every subsequent round will add up to 20 strength to each sphere on the angreal, making it possible to create a +40, +60, +80, etc. However, during each subsequent round, the chance of success drops dramatically, causing you to ruin most of your first round angreal. It is possible to create a +80 angreal, it just takes a lot of effort, since only a fraction of a fraction of a fraction of the original angreal you create will "survive" to the fourth round.

I should also point out that the angreal created by a female channeler can only be used by other females. Male channelers must use angreal created by another male channeler.

 

Weaves

 

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