Essence Belt

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Essence Belts were first introduced at Duskruin in August 2022 at the Essencetials shop. The essence belts will unlock special abilities and magical benefits depending on which essences are loaded into their pockets. The belt will hold one essence off the shelf, two essences at Tier 2, and a total of three essences at Tier 3.

The current essences allowed are: Air, Earth, Fire, and Water.

The belts may hold up to 1000 charges of each essence. (i.e 1000 fire, 1000 air, etc). Regular elemental essences will add 25 charges. Greater elemental essences will add 250 charges.

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Tier 1

Analyze

The dark mithril belt may be freely altered, but it must make sense that it can have pockets/compartments of some kind, and must include the description of runes along its surface, in either the short or long or show description to match the item's messaging.

The dark mithril belt is an Essence Belt, which can be charged by DROPping specific alchemy ingredient essences into it to grant its bearer unique abilities.  The belt will accept the following essences: air, earth, fire, water.
  slot 1: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt's abilities.

The belt is currently tier 1 of 4, which means that it can accommodate up to 1 essence slot.  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP.

Usage

Verb First Third
DROP This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
WHISPER This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
POKE This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
PUSH You brush a finger along your belt, quickly tracing a faint rune. Flecks of <color> energy swirl up and churn around you before dissolving into your skin. Flecks of <color> energy swirl up and churn around <Name> before dissolving into <his/her> skin.
PULL You touch your belt and an arc of <color> energy leaps up from a rune along its edge and flows into your hands. An arc of <color> energy suddenly leaps up from <Name>'s belt and flows into <his/her> hands.
RUB This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
TAP You tap a rune on your dark leather belt and suddenly a myriad of <color> energy swirls up and around you, crackling all along your arms and hands before dissolving. A myriad of <color> energy springs to life around <Name>, crackling all along <his/her> arms and hands before dissolving.

Tier 2

Analyze

  slot 1: none
  slot 2: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt's abilities.

The belt is currently tier 2 of 4, which means that it can accommodate up to 2 essence slots.  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP, TOUCH.

Usage

Verb First Third
TOUCH You touch a rune on your dark leather belt and your hands begin to glow with a <color> light, pulsing with intensity. <Name>'s hands spark with a <color> light and begin to glow with intensity.

Tier 3

Analyze

  slot 1: none
  slot 2: none
  slot 3: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt's abilities.

The belt is currently tier 3 of 4, which means that it can accommodate up to 3 essence slots.  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP, TOUCH, TURN.

Usage

Verb First Third
TURN You touch a rune on your dark leather belt and wild tendrils of <color> energy thrash around your body, whipping about and causing the air to crackle. Suddenly, wild tendrils of <color> energy thrash around <Name>'s body, whipping about and causing the air to crackle.

Tier 4

Analyze

The dark mithril belt may be freely altered, but it must make sense that it can have pockets/compartments of some kind, and must include the description of runes along its surface, in either the short or long or show description to match the item's messaging.

The dark mithril belt is an Essence Belt, which can be charged by DROPping specific alchemy ingredient essences into it to grant its bearer unique abilities.  The belt will accept the following essences: air, earth, fire, water, regeneration, vitality, body, mind, soul.
  slot 1: none
  slot 2: none
  slot 3: none
  slot 4: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt's abilities.

The belt is currently tier 4 of 4, which means that it can accommodate up to 4 essence slots, the last of which can be occupied by a superior essence (regeneration, vitality, body, mind, soul).  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP, TOUCH, TURN.

Additional Information

Air Essence Benefits:

  • Reactive Lightning Flares - Cost: 5 Air charges per flare instance.
  • Resistance (Push) – 50% Lightning Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Air charges.
  • Magic Bonus (Pull) – AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Air charges per activation (5/10/15). This AS bonus applies to the following: Minor Shock, Major Shock, Hand of Tonis, and Physical Ranged Attack.
  • Ability: Hover (Rub) – Temporarily allows user to hover in the air. It is a AoE SMR attack that applies Disengaged status up to 10 enemies. * Duration: 20 seconds. Cooldown: 60 minutes. Cost: 20 Air charges.

Earth Essence Benefits:

  • Reactive Vibration Flares - Cost: 5 Earth charges per flare instance.
  • Resistance (Push) - 50% Impact Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Earth charges.
  • Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Earth charges per activation (5/10/15). This AS bonus applies to the following: Hurl Boulder, Physical Melee Attack
  • Ability: Field of Dirt (Rub) – This ability summons a field of spinning dirt and rock around the wearer, blocking the next 1/2/3 (increased per Tier) instances of damage against the user. Duration: 30 seconds (T1), 60 seconds (T2), 90 seconds (T3). Cooldown: 60 minutes. Cost: 20 Earth charges.

Fire Essence Benefits:

  • Reactive Fire Flares - Cost: 5 Fire charges per flare instance.
  • Resistance (Push) - 50% Fire Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Fire charges.
  • Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Fire charges per activation (5/10/15). This AS bonus applies to the following: Minor Fire, Major Fire, Fire Spirit, Balefire.
  • Ability: Cauterize (Rub) – This ability summons a wave of fire essence to wash over the user’s body and remove all bleeding effects while restoring 20 HP at T1, 40 HP at T2, and 60 HP at T3. It does not remove the wounds. Duration: Instant. Cooldown: 60 minutes (T1), 45 minutes (T2), 30 minutes (T3). Cost: 10 Fire charges.

Water Essence Benefits:

  • Reactive Cold Flares - Cost: 5 Water charges per flare instance.
  • Resistance (Push) - 50% Cold Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Water charges.
  • Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Water charges per activation (5/10/15). This AS bonus applies to the following: Minor Water, Minor Cold, Major Cold, Minor Steam, Holy Bolt, Moonbeam.
  • Ability: Frozen Crest (Rub) – This summons a wave of jagged ice that is an AoE SMR knockdown/damage attack. Duration: Instant. Cooldown: 5 minutes (T1), 4 minutes (T2), 3 minutes (T3). Cost: 20 Water charges.

Essence of Body Benefits:

  • Reactive Unbalance Flares – Cost: 5 Body charges per flare instance.
  • Resistance (Push) – +25% Damage Resistance (Crush, Slash, Puncture) for 30 seconds. Cooldown: 30 mins. Cost: 15 Body charges.
  • Magic Bonus (Pull) – +10 Stamina Regeneration. Duration: 120 Seconds. Cooldown: 30 mins. Cost: 10 Body charges.
  • Ability: Body Heat (Rub) – This ability allows the wearer to create sudden burst of fiery energy, causing it to explode outward around them and towards several targets (up to 5). SMR attack with 65% chance of causing Immolation damage over time effect. Cooldown: 60 mins. Cost: 15 body charges

Essence of Mind Benefits:

  • Reactive Grapple Flares – Cost: 5 Mind charges per flare instance.
  • Resistance (Push) – +10 points of Crit Padding for 30 seconds. Cooldown: 30 mins. Cost: 15 mind charges.
  • Magic Bonus (Pull) – +30 AS to Telekinesis (1206) and +18 CS to Thought Lash (1210), Mindwipe (1225) and Torment (718). Duration: 120 seconds. Cooldown: 30 minutes. Cost: 10 Mind charges.
  • Ability: Mind Over Matter (Rub) – This ability is an SMR attack which will let loose a radius blast of mental essence energy and has a chance of Sleeping, Stunning, or Blinding up to 5 targets as it assaults their mental functions. Cooldown: 60 mins. Cost: 15 Mind charges.

Essence of Soul Benefits:

  • Reactive Disruption Flares – Cost: 5 Soul charges per flare instance.
  • Resistance (Push) - +50% Disruption Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Soul charges.
  • Magic Bonus (Pull) - +20 Mana Regeneration. Duration: 120 seconds. Cooldown: 30 mins. Cost: 10 Soul charges.
  • Ability – Mana Well (Rub) – This ability allows the wearer to call forth a sudden burst of mana from all around them, tapping into the flows of essence and absorbing it. The wearer gets a boost of +50 Mana. Cooldown: 60 mins. Cost: 15 Soul charges.

Essence of Vitality Benefit:

  • Reactive Vacuum Flares – Cost: 5 Vitality charges per flare instance.
  • Resistance (Push) - +50 Unbalance Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Vitality charges.
  • Magic Bonus (Pull) - +10 bonus to STR and CON. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Vitality charges.
  • Ability – Spark of Life (Rub) – This ability allows for the wearer to have full restoration of Health, Mana, and Spirit upon activation once Resurrected. This only applies if resurrected or decays, not if the wearer departs. Cooldown: 120 mins. Cost: 20 Vitality charges.

Essence of Regeneration Benefit:

  • Reactive Plasma Flares – Cost: 5 Regeneration charges per flare instance.
  • Resistance (Push) - +50 Plasma Resistance for 30 seconds. Cooldown: 30 mins. Cost: 15 Regeneration charges.
  • Magic Bonus (Pull) - +20 HP Regeneration. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Regeneration charges.
  • Ability – Baptism of Fire (Rub) – This ability allows the wearer to send a soothing wave of heat that washes over the wearer and their entire group. It will restore 20 HP every 2 seconds for 10 seconds, for a total of 100 HP. Cooldown: 60 mins. Cost: 20 Regeneration charges.

See Also

Essence Belt Information
Type Mechanical
Item Classification Accessory
Item(s) Applied to Waist-worn belt
Alterable Unknown
Light/Deep Unknown
Original Release Venue Duskruin Arena
Tiered Yes
Number of Tiers 3
How to Unlock Certificate
Item Verbs
DROP POKE PULL PUSH
RUB TAP TOUCH TURN
WHISPER