Twinspire - TAA Report: Vor Weaknesses Complete

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Greetings Outlanders! With the help of the Vor commander you captured we have been able to gather significant data on how to effectively fight the Vor. I figured you would like a copy of the report we are sharing with our soldiers all across Travelia. Our troops cannot thank you enough for this information.

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With the blessings of his Lordship The High Arbiter Larson Sturn, I, Captain Sir Jierden Fenstermacher, am to deliver this report to the entirety of the Travelian Allied Army. From the greatest general to freshest recruit, so shall the following be made known: The mystic and martial vulnerabilities of the creatures known as Vor has been compiled in entirety. This data shall forthwith be enumerated in said entirety.

Currently there are two primary taxa of Vor. These are classified as Vor Degenerates and Dreamless. The former constitutes the vast majority of Vor forces and are its foot soldiers. The Dreamless are far fewer in number, but are of sound mind and able to command the Degenerates at will.

The Degenerate weaknesses are as follows.

Normal weapons: reacts normally
Silver weapons: reacts normally
Magic weapons: reacts normally
Elemental weapons: reacts normally
Poison gasses: inflict significant bodily harm on the target. Usually one or two applications will utterly destroy a degenerate
Waylay: immune

Evocation: reacts normally
Mystic force: reacts normally, though are often ripped from unless weakness is applied or more potent magics are used
Healing: reacts normally
Curse: reacts normally
Gift: immune
Eldritch force: reacts normally. Note: Subjugate has proven to be effective. Banish is ineffective.
Summoned force: reacts normally
Command: all commands incapacitate Degenerates by inducing a state of utter bewilderment
Protection: reacts normally

It should also be noted that Degenerates are further divided into three subcategories based on the essence magics that they emit. These are rippers (who primarily fight hand to hand), blasters (who use evocation), and binders (who use various disabling spells). All degenerates seem susceptible to manipulation by presenting them with crystal quintessence, a rare reagent like resource, or other essence magic objects. People carrying said objects should be aware that degenerates will prioritize them as a target and attempt to consume the essence at the first opportunity. Thus far, it has been incredibly rare to see a Degenerate in possession of protective magics, either formal magic or battle magic. It has also been noted that Degenerates possess no innate capacity to avoid spells or powerful martial maneuvers. As such, successful application of abilities that incapacitate Degenerates usually results in a complete removal of the target as a threat. Considering the Degenerates' considerable offensive capacity it is best to remove the threats with rapidity, or at least do so enough to gain numerical superiority.


The Dreamless' weaknesses are as follows.

Normal weapons: reacts normally
Silver weapons: reacts normally
Magic weapons: reacts normally
Elemental weapons: reacts normally
Poison gasses: inflict significant bodily harm on the target. A greater number of applications is required than the Degenerates. The amount necessary is unknown.
Waylay: reacts normally

Evocation: reacts normally
Mystic force: reacts normally, though are often ripped from unless weakness is applied or more potent magics are used
Healing: reacts normally
Curse: reacts normally
Gift: reacts normally
Eldritch force: reacts normally. Note: Subjugate has proven to be effective. Banish is ineffective.
Summoned force: reacts normally
Command: reacts normally. Sleep is an exception, which causes instant death in the target. (Warning: a Dreamless assaulted by a sleep spell will take great measures to ensure the death and resurrection of the one who attempted to afflict them so)
Protection: reacts normally

It appears that these types of Vor die and dissipate as we do. They also seem to be under the mystical influence of some patriarchal figure named Lord Tzero. His directives can be temporarily circumvented via the use of subjugation, and is encouraged. Attempting to manipulate them with crystal quintessence and other essence energy has proven ineffective, as they do not possess the hunger of their degenerate kinsmen. They will sometimes be in possession and capable of casting protective spells, so utilizing double-tap casting tactics is recommended to ensure pacification.


For the glory of Travelia,
Captain Sir Jierdan Fenstermacher
 
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