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Ethereal string
An ethereal string is an auction-quality item that can be attached to an unscripted thrown weapon to apply a unique scripted ability, which allows the weapon to return to the hand of the person when HURLed at a target via thrown weapon combat. The resulting weapon is sometimes called a "returner" due to how it behaves. Attaching an ethereal string to a weapon is permanent. An ethereal string will only work on an unscripted dagger, handaxe, war hammer, quoit, discus, javeline, throwing dagger, throwing axe, or spear. StringBy itself, the ethereal string is just a prop. It serves no mechanical purpose until applied to an appropriate unscripted thrown weapon. Attaching the ethereal string to a weapon is permanent. You can attach it to ANY weapon that is suitable for the returner script, and thus make it a returner. Presuming you attach it to a powerful weapon, you can make a correspondingly powerful returner before you even activate the attached ethereal string script, which has its own additional benefit. An ethereal string will only work on an unscripted dagger, handaxe, war hammer, quoit, discus, javeline, throwing dagger, throwing axe, or spear.
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The string appears to waver, alternating between being solid and insubstantial.
WeaponOnce attached to an appopriate thrown weapon, the ethereal string can be activated via RAISE. When activated, the strung weapon's enchant goes up one enchant when swung or hurled at a cost of 3 more mana and stamina. Upon each successive attack, the enchant continues to go up by one, and the cost goes up a corresponding +3 mana and +3 stamina until such point that you reach the highest enchant that you can hold for your level, or, alternatively you've used RAISE again and thereby shut off the script. If you are level 100, 40x enchanted will be the highest enchant weapon you can hold for your level, and therefore the enchant will go no higher although the mana/stamina cost continues to exact a heavy toll if you continue to attack. At this point, if you put the weapon away, after a brief pause it will automatically cycle back to its base enchant. If you put the ethereal string on a 10x weapon, your first enchant brought about by the ethereal string script will be 11x and continue onward until 40x. If you put it on a lower enchant weapon, you can continue to pay an increased cost until you reach 40x enchant; it will simply cost more mana and stamina to get there. When attached to an appropriate weapon, the ethereal string adds the following onto the weapon's LOOK description: Attached to the end of the haon-hafted ora hatchet is an ethereal ethereal string, wavering in and out of existence with flickering dots of light. It extends from the grip of the hatchet to your wrist, wrapping around the flesh. The hatchet glows faintly with a pale blue light.
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Additional InformationEthereal String Mana and Stamina CostsIf starting weapon enchant is 10x:
In practice, the result is that if you have access to good amounts of mana and stamina, you can cycle the string from one extra enchant up to five extra enchants continuously throughout a normal hunt. Alternatively, during an invasion type event, you can cycle the weapon upwards to, as an example, 30x enchanted and then hold it in reserve. When faced with a particularly dangerous foe, you pull it out and hit them with an extra +100AS, then +105AS, +110AS, and maybe one last shot at +115AS, in addition to your starting 10x/+50AS. This makes for a very powerful attack. As if that weren't enough, presuming you are HURLing, though not necessary to activate the ethereal string's enchant raising feature, you are also getting a certain amount of parry DS bypass and the relatively low RT of hurling. See Also |
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