Fusion
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Fusion is a script that can be applied to combat gear, including armor and weapons, that allows players to build customized enhancive items. Fusion orbs are objects with the fusion script that have enhancive properties on them. They can be added to slots in fusion gear to receive those enhancive benefits. Certain enhancive items found in the treasure system can be converted into fusion orbs via the automated Fusion Shaman NPC. Fusion OrbFusion orbs are created by extracting properties from enhancive items. Fusion orbs may be loresung for their enhancive information and that information will carry into the Playershop system, similar to that for normal enhancives. Characters may also DRAW images ON fusion orbs to tell them apart. There are approximately 70+ different images to draw upon a fusion orb. See the using fusion orbs section below for detailed information on how they can be used with fusion gear.
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Fusion GearFusion items have been released as a part of special merchant events and festivals and are not available for purchase from standard NPC merchants. So far, only weapons and armor have been released. Fusion items may have multiple fusion orb slots (standard items have two slots while special raffle and auction items may have more) and can be recognized by their spherical depressions which appear in their show description. Almost all off-the-shelf fusion gear is 4x enchanted. The fusion script adds two extra lines as part of the item's LOOK/SHOW description, which indicate how many fusion orb slots the gear has and whether they are currently occupied:
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Fusion Armor Fluff SubscriptFusion Armor is capable of having a subscript that applies a set of fluff verb messaging to it. This subscript is not automatically applied to fusion armor when the script is present, however the two often are present at the same time.
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Additional InformationUsing Fusion OrbsCreating Orbs
Currently, fusion orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a fusion orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhancive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with 'global' and 'local' restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. Crumbly enhancives may be extracted and the resulting orb will be non-crumbly (persistent). There are three types of fusion orbs:
There are special merchant services that may be offered from time to time to safely pry orbs or to refurbish a T2 or T1 orb back to its maximum bonus. The merchant will not convert the orb to a T3. This service should not be considered regular upkeep; by design the T2 orb extraction is meant to only give half the enhancive effect of the original item as a permanent bonus. Adding and Removing OrbsOnce the orb is created, it may be PUT into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb. When the charges are depleted, a careful PRY may remove the fusion orb from the armament. RUB the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes the orb to be degraded down one type (T3 to T2, or T2 to T1). In the past, orbs may become "loose" after some time and could be safely pried; this is no longer the case. Draining charges: >exhale my staff You blow gently on a faenor-banded silvery lor staff. Cinders of multicolored energy wash off of the staff's surface, joining with the breeze in glimmering pirouettes. [EXHALE on a faenor-banded silvery lor staff again within 30 seconds to exhaust its enhancive charges.] >exhale my staff You take a deep breath and blow on a faenor-banded silvery lor staff. A cloud of glimmering lights explodes off of the staff, whisking away with a mournfully musical sound. Two spherical depressions adorn the silvery lor staff, approximately the size and shape of a small gem. The chambers currently hold a muffin-marked dark indigo orb, and a sprite-marked dark indigo orb. The chamber surrounding a muffin-marked dark indigo orb is alive with steady radiance. >pry my staff You carefully pry a muffin-marked dark indigo orb out of your silvery lor staff. ChargesWhen an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the Adventurer's Guild or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges. Fusion items will cost 125% the value in Bounty Points to recharge, or 150% in silvers (during the time of the year when silver recharging is offered). Orbs may only be switched when the armament has no enhancive charges. Characters may EXHALE twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits). Fusion orbs alone do not enhance anything and do not hold charges; they are only used to impart the specific bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original enhancive trait are carried with the fusion orb and will be present when placed in a fusion armament. Fusion BoostFusion Boost adds one additional Fusion slot to an existing Fusion item. Automated certificates for this service have been sold in Duskruin's The Annex shop. You analyze the fused links and sense that the item is largely free from merchant alteration restrictions. The creator has also provided the following information: Your links are used to unlock the potential of things held in your other hand or on your person. Some orb-shaped fused links grant one additional Fusion slot to an existing Fusion item (max six slots). DETAILS: > Claidhmores, katanas, and naginatas are ineligible. You need only RAISE your links while holding a compatible item in your other hand or on your person. Your links may not be altered or changed in any way. You get no sense of whether or not the links may be further lightened. See Also |
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