| Totem (not mechanically linked) |
Aug 2024 |
Totemic Spirits |
— |
— |
Fluff only + minor passive |
—
Key distinction: Weapon/Shield/UCS gear flares are offensive (they fire when you deal damage). Armor's Animalistic Instinct flare is defensive (it fires when you're hit, causing knockdown/disorient on the attacker). The headdress has no flare of its own — it's a force-multiplier for the others.
Shared Mechanics (apply to all 4 linked pieces)
| Mechanic |
Details
|
| Taming/Affinity |
0 (wild) to 12 (fully tame). Untamed spirits can "backlash" you (lose parry/block, or DS/TD debuff) — rare and short, but stops entirely once fully tame.
|
| How to tame |
Successful damage to like-level foes, OR the piece's specific defensive action (parry for weapon, block for shield, evade for armor/UCS) while in forward+ stance and actively fighting.
|
| Taming speed |
~1,000 in-game combat messages per affinity level solo. Owning headdress + armor together cuts this to ~500 messages/level for both those pieces.
|
| One owner at a time |
Spirits only trust one person. A new owner must re-earn trust from scratch — selling/trading resets taming.
|
| Flare power vs. flare rate |
Flare tier (1–4) only raises the power ceiling once fully tame — it does not change how often flares fire. Fire rate is standard flare rate.
|
| Off the shelf (OTS) |
Comes in at Tier 1, +20 enchant, default Grapple (weapon/shield) or Sonic (armor) damage.
|
Unlockable Upgrades (via Duskruin certificates — same catalog structure across pieces)
| Unlock |
What it does |
Applies to
|
| Flare Tier (2–4) |
Raises power ceiling of the offensive/defensive flare |
Weapon, Shield, UCS, Armor
|
| Revenge Flares |
Chance to flare on parry/evade/block instead of just on your own attack. Requires forward+ stance, active combat. UCS gloves/boots need both hands empty. |
Weapon, Shield, UCS
|
| Wild Backlash |
Adds a DS/TD debuff to the target when your flare hits (–5 DS/–3 TD per flare tier, max –20/–12) |
Weapon, Shield, UCS
|
| Bestial Barrier |
Armor's version of Wild Backlash — flare hit gives you a DS boost for 30 sec or until next attack |
Armor
|
| Savage Power |
Once/hour, CLENCH to boost AS/CS/crit padding for 2 min (+5 AS/+3 CS per unlock, up to +25/+15). Shared cooldown across all your Animalistic gear — only one piece per hour. |
Weapon, Shield, UCS
|
| Untamed Vitality |
Once/hour, CLENCH for Health/Mana/Stamina recovery boost |
Armor
|
| Feral Whirlwind |
Once/hour, STOMP for an AoE Animalistic Instinct hit on 3–5 creatures in the room |
Armor
|
| Damage Type Change |
Swap default Grapple/Sonic for a Common (cold/fire/impact/lightning/vacuum) or Uncommon (acid/disintegrate/disruption/plasma/steam/unbalance) type |
Weapon, Shield, UCS
|
| Spirit Change |
Change the type of animal (e.g., Feline → Canine); each type has an approved noun list |
All 4
|
| Fluff Action unlocks |
More flavor verbs (BOW, PRAY, WAVE, etc.), sold separately from power unlocks |
Weapon, Shield, UCS, Armor
|
| Spirit Imprints (up to 4 slots) |
Headdress morphs its appearance to match other bonded Animalistic pieces you own |
Headdress only
|
| Animalistic Avatar |
WAVE-triggered maneuver attack (fear/root), usable every 6 min; unlocks a multi-target (2 creatures) version too |
Headdress only
|
How the Pieces Combo
- Weapon/Shield + Armor — the Set Bonus: When your armor's Animalistic Instinct flare hits, there's a chance it calls out to your wielded weapon/shield to also add their Animalistic Fury flare onto the same attack. That call chance caps at 10%, and only reaches the full 10% when both the armor and the weapon/shield are fully unlocked — partial unlocks on either scale the chance down proportionally. If you own all three pieces (weapon + shield + armor), only one of weapon/shield feeds into that calculation — specifically whichever of the two has more mechanical unlocks. The other one still flares fully on its own hits/blocks; it's just not the one "assisting" the armor's proc. Each item always keeps its own tier/flares — nothing downgrades or syncs to match another piece.
- Weapon + Shield together: fully independent items — separate affinity trackers, separate flare rolls (weapon flares on your hits/parries, shield flares on your blocks). Running both just doubles your chances to proc a flare each round, not a merged single chance.
- Headdress + anything — the Avatar attack: the headdress doesn't flare on its own, but its Animalistic Avatar (WAVE) attack picks one bonded weapon/shield/armor piece and adds that piece's flare onto the Avatar hit — so a single WAVE can land the root/fear effect and a full Animalistic Fury or Animalistic Instinct flare (damage, knockdown, debuffs, whatever that piece has unlocked) in one shot.
- Headdress taming boost: wearing/wielding the headdress alongside other Animalistic items multiplies affinity gain for all of them — the bonus scales with the total number of Animalistic items worn/wielded (e.g., 4 items on = +4 affinity per qualifying hit instead of +1, on every item).
- Full stack (weapon or shield + armor + headdress): the "complete" build — fastest taming, highest set-bonus chance, and the Avatar attack has bonded gear to pull a flare from.
- Totems: purely cosmetic/thematic add-on (worn accessory, POINT-able at animals/companions) — no mechanical tie to the flare system, so they don't factor into a combat build.
Current Prices (August 2026 run, Bloodriven Village — all bloodscrip)
| Item / Unlock |
Weapon/Shield (Untamed Spirit) |
Armor (Wild Instinct) |
Headdress (Heady Spirits)
|
| OTS base item |
10,000 |
10,000 |
15,000
|
| Add script to existing eligible item (The Annex) |
50,000 |
50,000 |
— (n/a)
|
| Spirit Change (change animal type) |
1,000 |
1,000 |
1,000
|
| Fluff Actions, T1→T2 |
2,500 |
2,500 |
2,500
|
| Fluff Actions, T2→T3 |
2,500 |
2,500 |
2,500
|
| Flare Tier, T1→T2 |
15,000 |
10,000 |
—
|
| Flare Tier, T2→T3 |
15,000 |
10,000 |
—
|
| Flare Tier, T3→T4 |
15,000 |
10,000 |
—
|
| Common Flare (damage type) (The Annex) |
20,000 |
— (armor stays sonic) |
—
|
| Uncommon Flare (damage type) (The Annex) |
30,000 |
— |
—
|
| Revenge Flares |
30,000 |
30,000 |
— (n/a, has Avatar instead)
|
| Wild Backlash |
20,000 |
— |
—
|
| Bestial Barrier |
— |
20,000 |
—
|
| Feral Whirlwind |
— |
15,000 |
—
|
| Untamed Vitality — Health |
— |
10,000 |
—
|
| Untamed Vitality — Mana |
— |
20,000 |
—
|
| Untamed Vitality — Stamina |
— |
20,000 |
—
|
| Savage Power, per tier (T1–T5, 5 total) |
10,000 each |
— (n/a) |
—
|
| Animalistic Avatar, per tier (T1–T4, 4 total) |
— |
— |
10,000 each
|
| Multi-Opponent Avatar |
— |
— |
15,000
|
| Animalistic Apparition |
— |
— |
15,000
|
| Spirit Imprint slot (max 4) |
— |
— |
1,500 each
|
Rough "full unlock" totals (OTS + every listed unlock on that piece, one damage-type voucher counted for weapon/shield):
- Weapon or Shield, fully loaded: 10,000 (OTS) + 45,000 (flare tiers) + 50,000 (Savage Power x5) + 30,000 (Revenge) + 20,000 (Wild Backlash) + 5,000 (fluff x2) + 20,000 (one damage-type voucher) ≈ 180,000 bloodscrip
- Armor, fully loaded: 10,000 (OTS) + 30,000 (flare tiers) + 30,000 (Revenge) + 20,000 (Bestial Barrier) + 15,000 (Feral Whirlwind) + 50,000 (all 3 Untamed Vitality) + 5,000 (fluff x2) ≈ 160,000 bloodscrip
- Headdress, fully loaded: 15,000 (OTS) + 40,000 (Avatar T1–T4) + 15,000 (Multi-Opponent) + 15,000 (Apparition) + 6,000 (4 Imprint slots) + 5,000 (fluff x2) ≈ 96,000 bloodscrip
(These totals assume one OTS purchase each and don't include the diminutive pangolin figurine / vermeil echidna charm add-certs, which you'd only need if converting an existing weapon/shield/armor piece instead of buying OTS.)
Practical Notes for Squad Planning
- UCS builds: Revenge flares on gloves/boots only fire with true open-hand UCS combat — both hands must be empty. Not worth unlocking for a caster wearing them passively.
- Savage Power cooldown is per-character, not per-item — if you're running weapon and shield with it unlocked, you still only get one Savage Power activation per hour total.
- Enchant/ensorcell difficulty is flat regardless of unlock state, so there's no reason to delay unlocking abilities until after enchanting.
- Selling/gifting resets taming — factor this into whether it's worth buying pre-tamed or building from scratch on a given character.
See Also
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