Weapons that let the wielder reduce their flare to store energy. After enough energy is stored, and the abilities are unlocked, the wielder can then use that energy for other functions.
Every time the weapon handles its script flare the bond increases.
| Tier 0
|Tier 1||Level 2||2,500|
|Tier 2||Level 4||10,000||Unleash/Point|
|Tier 3||Level 7||60,000||Reactive Armor|
Here is the ANALYZE for a Tier 3 Affinity 9 staff.
ENERGY RUNESTAVES Energy Flares: Turn them on to let your weapon flare. Surged Flares: These drain mana and stored energy to increase flare strength. You cannot store mana during surged flares. Drained Flares: These reduce the strength of your flare to bond and store energy.
==Verb== PROD ON/OFF Energy Flares Currently: ON PULL ON/OFF Drained Flares (Store Mana/Bonding) Currently: OFF PUSH ON/OFF Surged Flares (Increases flare strength) Currently: OFF PRAY Increases Affinity if you are ready. PUNCH UnAttunes
Unlocked Verbs NUZZLE Unleashes Weapon POINT Fires Weapon RUB Reactive Armor
Flared Form: Allows you to morph your staff into an instrument of destruction. While in its enhanced form you can point the staff to hit a target with a chance to hit up to 3 other targets with energy. Each additional target hit will be hit with a weaker strike. This damage scales with your weapon's tier and is stronger than your surged flare. This attack costs 30 energy and 10 mana per target hit. This will also provide a bonus to your AS scaling with AFFINITY * 2. Cooldown: 60 minutes. Duration: Affinity in minutes or until out of mana or energy. Verb: Nuzzle and Point
Reactive Armor: Encases the wielder in a suit of energy armor. This has a chance reactively flare out against attackers. This will also boost the wielders defensive strength by AFFINITY * 2. Cooldown: 60 minutes. Verb: Rub
Tier: 3 Affinity Level: 9 Total Energy Bound (Bonding): Total Energy Stored: 500/500 Flare Type: Krush Daily Energy Cap: 90/5000 24 Hour Energy Tracker: Expired Flared Blasts: Ready Reactive Flare Armor: Ready
Custom Color: white Custom Color 2: black
Unlocking from Affinity level 6 to 7:
>pray crosier You carefully inspect your black crosier, making note of any new features. The energy tank has expanded again within the body of the crosier. You also feel like you could RUB the surface beneath the energy tank to deploy something. The symbol near the grooved section looks like a suit of energy-coated armor. Roundtime: 3 sec.
You channel at a krag yeti. You concentrate intently on a krag yeti, and a pulse of pearlescent energy ripples toward it! CS: +333 - TD: +275 + CvA: +25 + d100: +33 == +116 Warding failed! The krag yeti shudders with moderate convulsions as pearlescent ripples envelop its body. The krag yeti is battered for 35 points of damage! ... 20 points of damage! Light blow to right arm. ... 10 points of damage! Blow connects with abdomen. The black crosier glows dimly as it unleashes a weakened blast of energy! ** A beam of red-colored energy emits from the tip of your a gnarled black crosier and collides with a krag yeti's left hand! ** ... 20 points of damage! Burst of flames to left hand burns fingers bright red. Cast Roundtime 3 Seconds. Roundtime: 3 sec.
This Duskruin (95% sure!) I will be introducing Energy Runestaves. These staves are affinity and tier driven much like parasite and sprite weapons. The flare type by default will be available in 4 varieties: Ice, Fire, Earth, Lightning These are script flares and do not take up the regular slot/spot. The strength of these flares scales with the affinity of the weapon.
Players will need to bond to these. Bonding is achieved by using the weapon in combat and letting it flare.
Drained Flares: Drained flares are when the wielder sacrifices the strength of their flare to store energy.
Surged Flares The stored energy can then be used to increase the strength of the flare through SURGED flares. You cannot drain energy while surging your flares.
You can also turn on and off the flares entirely.
In the examples below I'm using an impact variant of the weapon.
Unleashing At affinity 4 and above (T2 unlock) players will be able to unleash the weapon. Once unleashed, players can use the stored energy and their own mana to blast targets. This can hit 1-4 targets, each subsequent target hit will receive reduced damage. The power of this attack is scaled above the innate flare and surged flare. This lasts until the wielder is out of mana, out of energy, or out of time. (1min * Affinity) This also gives the wielder + 2 AS per affinity for the duration. It will also grant +1 CS per affinity for the duration.
nuzzle staff You flick a small lever near the center-point of the shaft of your rune staff. The end of the rune staff glows with white and black energy. Roundtime: 3 sec.
point staff You flip your sleek rune staff end over end until snatching it out of the air by the base. You take aim as the staff glows brightly with white and black energy! [SMR result: 85 (Open d100: -52, Bonus: 49)] Your shot goes wide, completely missing the Ithzir adept. Roundtime: 3 sec. G>point staff You flip your sleek rune staff end over end until snatching it out of the air by the base. You take aim as the staff glows brightly with white and black energy! [SMR result: 147 (Open d100: 9, Bonus: 49)] The sleek rune staff glows brightly as it unleashes a large torrent of white and black energy! A beam of white-colored energy emits from the tip of your a sleek rune staff and collides with an Ithzir adept's right leg!
... 50 points of damage! Right hip pulped, severing the leg. An Ithzir adept falls to the ground grasping her mangled right leg! [SMR result: 128 (Open d100: 34, Bonus: 4)] The sleek rune staff glows brightly as it unleashes a large torrent of white and black energy! A beam of white-colored energy emits from the tip of your a sleek rune staff and collides with an Ithzir adept's back!
... 50 points of damage! Crushing blow to the spine! The Ithzir adept slumps to the ground. It is knocked to the ground! The Ithzir adept is stunned! [SMR result: 140 (Open d100: 47, Bonus: 4)] The sleek rune staff glows brightly as it unleashes a large torrent of white and black energy! A beam of white-colored energy emits from the tip of your a sleek rune staff and collides with an Ithzir adept's left arm!
... 10 points of damage! Bones in left arm crack. Roundtime: 3 sec.
Reactive Armor At affinity 7 and above (T3 unlock) players will be able to coat themselves in magical armor. This armor gives the wielder a 20% chance to have a defensive flare from their runestave back at the target. Each defensive flare drains energy and mana. The power of this flare scales with the standard flare of the weapon. This lasts until the wielder is out of mana, out of energy, or out of time. (1min * Affinity) This also gives the wielder + 2 DS per affinity. This armor also shows up in your LOOK based on the type of flare the weapon has.
You slam the base of your rune staff into the ground sending a blast of white and black energy upward! The energy crackles audibly as it coalesces around you in the shape of armor. Roundtime: 3 sec.
look Retser You see GameMaster Retser the Last Resort of the Consortium. He is tall. He appears to be wizened with age. He has eyes and brown skin. He has short, chestnut hair with his bangs gathered to the right temple and woven into a single five-plait braid adorned with twin indigo macaw remiges. He has a small nose and a bushy chestnut beard. He is encased in pulsing magical armor. He is holding a rune staff in his right hand.
An Ithzir adept thrusts both palms toward you! An Ithzir adept hurls a freezing ball of pure cold at you!
AS: +394 vs DS: +110 with AvD: +55 + d100 roll: +75 = +414 ... and hits for 150 points of damage! A freezing and accurate strike renders your right leg but a memory! You fall screaming to the ground grasping your mangled right leg! You are stunned for 10 rounds! The rune staff glows brightly as it unleashes a large torrent of energy! A beam of white-colored energy emits from the tip of your a rune staff and collides with an Ithzir adept's throat!
... 25 points of damage! Neck broken. The Ithzir adept twitches several times before dying. The Ithzir adept falls to the ground in a crumpled heap. The Ithzir adept no longer bristles with energy.