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<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.-->
This is a weapon that was inspired by the Duskruin Arena and all the blood spilled inside. After spending many years fighting in the arena to make a meager living, its blacksmith creator had a revelation that perhaps he could find a way to harness the relentless fury and aggression unleashed in the Arena. Venturing to the tunnels below the arena, he collected bits of broken weapons, shields, and - some say most importantly - blood soaked armor. Through some unknown method or magic, melting these historical items down into a blood alloy and infusing it into his forged creations, seemed to help unlock even more power within the wielder.
'''Aggro Weapons''' are weapons inspired by the [[Duskruin Arena]] and all the blood spilled inside. After spending many years fighting in the arena to make a meager living, its blacksmith creator had a revelation that perhaps he could find a way to harness the relentless fury and aggression unleashed in the Arena. Venturing to the tunnels below the arena, he collected bits of broken weapons, shields, and - some say most importantly - blood soaked armor. Through some unknown method or magic, melting these historical items down into a blood alloy and infusing it into his forged creations, seemed to help unlock even more power within the wielder.


Aggro Weapons debuted at the August 2025 [[Duskruin]] event.
{{TOC limit|2}}
{{TOC limit|2}}

{{iteminfo
|type=Mechanical <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" -->
|itemclass=Weapon<!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" -->
|itemtype=Weapons<!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". -->
|alter=Yes <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. -->
|ld=Yes <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. -->
|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". -->
|customize=No <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. -->
|custom=Tier 1: Frenzy<br>Furor Focus<br>Final Straw<!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".-->
|custom2=Tier 2: Bloodlust<br>Bloodbath
|custom3=Tier 3: Bulwark<br>Serenity
|custom4=Tier 4: Blood Focus
|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.-->
|releasevenue=Duskruin <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. -->
|releaseyear=2025 <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. -->
|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. -->
|tiered=Yes <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. -->
|tiersnumber=4 <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). -->
|unlock=Certificate <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.-->
|legendary= <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). -->
|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. -->
|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. -->
|corrscript=Aggro Weapon <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= -->
|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. -->
|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". -->
|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. -->
|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. -->
|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. -->
|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. -->
|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. -->
|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. -->
}}
{{itemverb
|verb= GROWL<!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.-->
|verb2= SCREAM
|verb3= RUB
|verb4= CLENCH
|verb5= PROD
|verb6= SENSE
}}

{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier=Tier 1 (OTS)<!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|tier=Tier 1/OTS <!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
At tier 1 (as sold in the shop) these weapons have 3 mechanical abilities that you can activate depending on how much aggression you've accumulated: Frenzy, Furor Focus, and Final Straw.
At Tier 1, an Aggro Weapon has 3 mechanical abilities that can be activated depending on how much aggression it has accumulated: Frenzy, Furor Focus, and Final Straw.

}}
'''Frenzy''' provides a flat 15 second bonus to AS and CS, which scales with the amount of aggression available. It requires at minimum 4 aggression for +5 AS/+3 CS, and at maximum 45 aggression for +20 AS/+12 CS.

'''Furor Focus''' provides an AOE Slow effect to multiple targets. The number of targets and the duration of the effect scales with the amount of aggression available. It requires at minimum 16 aggression to impact 3 targets for 10-60 seconds, at at maximum 45 aggression to impact 7 targets for 10-60 seconds.

'''Final Straw''' activiates for a single attack within 120 seconds of activation (similar to [[Spirit Strike (117)]] mechanics). For that attack against a single target, it provides a flat +50 AS, +30 CS, and +20 CER (Critical Weighting). It also provides +1 aggression added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. There is a 2 minute cooldown.


To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the [[#Abilities|section on abilities below]].
=== Analyze ===
|analyze= <!-- Tier 1/OTS required to be listed here. Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. -->
You analyze the mossbark runestaff and sense that the creator has provided the following information:
You analyze the mossbark runestaff and sense that the creator has provided the following information:


This is a Tier 4 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.
This is a Tier 1 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.


Legend whispers that he infused arena-spilled blood into the alloy used to craft this fearsome weapon, imbuing it with a violent, unyielding force. A skilled and determined wielder can tap into the blacksmith's hard-earned work, forged through pain and perseverance, to enhance their own aggression fortified by the runestaff during combat.
Legend whispers that he infused arena-spilled blood into the alloy used to craft this fearsome weapon, imbuing it with a violent, unyielding force. A skilled and determined wielder can tap into the blacksmith's hard-earned work, forged through pain and perseverance, to enhance their own aggression fortified by the runestaff during combat.


You may find these VERBS helpful while wielding your Aggro Runestaff:
You may find these VERBS helpful while wielding your Aggro Runestaff:

<pre>
analyze: Display this information for aggressively helpful details on the usage of your runestaff.
analyze: Display this information for aggressively helpful details on the usage of your runestaff.
growl: Activate one of the abilities of your runestaff using GROWL runestaff WITH [ability name]:
growl or scream: Activate one of the abilities of your runestaff using GROWL or SCREAM runestaff WITH [ability name]:
frenzy: Boost your strength and acuity.
frenzy: Boost your strength and acuity.
furor focus: Confuse and slow creatures with impressive combat prowess.
furor focus: Slow creatures with your impressive combat prowess.
final straw: Make your next attack a fantastical strike.
final straw: Make your next attack a fantastical strike.
bloodlust: Channel additional aggression into your weapon.
rub: Restore any banked aggression for use in your current battle.
bloodbath: Make your next five attacks fantastical strikes.
clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature].
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked.
bulwark: The best defense is a strong... defense (boost your defensive strength)!
serenity: Become serene by storing earned aggression for later use.
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff.
scream: You may also activate the abilities of your runestaff using SCREAM runestaff WITH [ability name]:
sense: Focus on the power of the runestaff (open a window that shows its current aggro).

frenzy: Boost your strength and acuity.
furor focus: Confuse and slow creatures with impressive combat prowess.
final straw: Make your next attack a fantastical strike.
bloodlust: Channel additional aggression into your weapon.
bloodbath: Make your next five attacks fantastical strikes.
bulwark: The best defense is a strong... defense (boost your defensive strength)!
serenity: Become serene by storing earned aggression for later use.
rub: Restore any banked aggression for use in your current battle.
clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature].
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked.
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff.
sense: Focus on the power of the runestaff (open a window that shows its current aggro).
</pre>
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them.
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them.


You might be able to have a talented merchant lighten the mossbark runestaff for you.
You might be able to have a talented merchant lighten the mossbark runestaff for you.
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->
}}
{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader|90}}
! scope="col" style="width:5em;"|Verb
! scope="col" style="width:5em;"|Style
! scope="col" style="width: 40%"|First
! scope="col" style="width: 40%"|Third
|-
! scope="row" role="rowheader"|CLENCH {WEAPON}
! scope="row" role="rowheader"|AT {CREATURE}
| Perhaps influenced by a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, you clench down on it, unable to keep your aggression in check. Losing control, you unleash a furious display on a cave gnoll! What little was left of the corpse after a gory battle gets pummeled, with bits of a cave gnoll splattering across everything in the vicinity. When nothing but a savage mess remains, you feel further emboldened by the vicious display!
Roundtime: 5 sec.
| Person clenches a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies and appears to lose full control of his emotions, unleashing a furious display on a cave gnoll! What little was left of the corpse after a gory battle gets pummeled, with bits of a cave gnoll splattering across everything in the vicinity. When nothing but a savage mess remains, he cackles, clearly emboldened by the vicious display!
|-
! scope="row" role="rowheader" rowspan="3"|GROWL {WEAPON}
! scope="row" role="rowheader"|WITH FINAL
| Slowly at first, but then with all your might, you make a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Responding in kind, the sights, sounds, and smells of past battles splash across your senses. Sand thick with blood, the clang of weapons and shields, and the piercing screams and guttural grunts of fallen foes help focus all your aggression into your next attack, draining the runestaff of energy.
| Slowly at first, but then with all his might, Person makes a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Unleashing something deep within, he appears ready to strike with renewed aggression.
|-
! scope="row" role="rowheader"|WITH FRENZY
| Growling with frenzy, the connection strengthens between you and a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Your muscles and acuity strengthen with a surge of adrenaline!
| Person makes a frenzied growling sound and surges forward with a burst of adrenaline!
|-
! scope="row" role="rowheader"|WITH FUROR
| Wielding a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, you explode into a bewildering display of fluid and focused combat movements.<br>[SMR result: 206 (Open d100: 88, Bonus: 42)]<br>A human thief begins moving more slowly as it backs away from your bewildering display of combat movements.<br>The human thief's movements slow to a crawl!<br>[SMR result: 206 (Open d100: 88, Bonus: 42)]<br>A giantman thug begins moving more slowly as it backs away from your bewildering display of combat movements.<br>The giantman thug's movements slow to a crawl!<br>[SMR result: 162 (Open d100: 45, Bonus: 46)]<br>A human robber begins moving more slowly as it backs away from your bewildering display of combat movements.<br>The human robber's movements slow to a crawl!
| While wielding a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, Person explodes into a bewildering display of fluid and focused combat movements.<br>A human outlaw begins moving more slowly as it backs away from Person's bewildering display of combat movements.
|-
! scope="row" role="rowheader" rowspan="2"|INSPECT
! scope="row" role="rowheader"|
| You blink slowly while inspecting a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Before long, a scene unfolds in your mind of an empty arena surrounded by vacant stands and a few patches of dried blood scattered about.<br>[''See the [[#Inspect|inspect readout information below]].'']
| N/A
|-
| colspan="3" style="text-align:center"| Shows how much aggresion the weapon has stored and what abilities are currently unlocked.
|-
! scope="row" role="rowheader" rowspan="2"|PROD
! scope="row" role="rowheader"|
| After prodding the runestaff, you feel less attuned to the ebb and flow of its power.<br><br>After prodding the runestaff, you feel more attuned to the ebb and flow of its power.
| N/A
|-
| colspan="3" style="text-align:center"| Toggle your weapon from signaling when you earn aggression or it fades from the weapon.
|-
! scope="row" role="rowheader" rowspan="3"|SCREAM {WEAPON}
! scope="row" role="rowheader"|WITH FINAL
|<!-- First Person View --> {{addmetext}}
|<!-- Third Person View --> {{addmetext}}
|-
! scope="row" role="rowheader"|WITH FRENZY
|<!-- First Person View --> {{addmetext}}
|<!-- Third Person View --> {{addmetext}}
|-
! scope="row" role="rowheader"|WITH FUROR
|<!-- First Person View --> {{addmetext}}
|<!-- Third Person View --> {{addmetext}}
|-
! scope="row" role="rowheader" rowspan="2"|SENSE
! scope="row" role="rowheader"|
| You attune your martial senses to the power of a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies.<br>You stop focusing on the power of a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies.<br>[''See the [[#Sense|sense readout information below]].'']
| N/A
|-
| colspan="3" style="text-align:center"| Focus on the power of the weapon. Opens a separate window to show the current aggression, if enabled in Wrayth.
|}
{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier=Tier 2 <!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
At Tier 2, the Aggro Weapon gains the Bloodlust and Bloodbath abilities.


'''Bloodlust''' provides an increase to aggression gained of 2x aggression per action. The duration of this effect scales with the amount of aggression available. It requires at minimum 4 aggression for 15 seconds, and at maximum 45 aggression at 75 seconds.
=== Inspect ===
You blink slowly while inspecting a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Before long, a scene unfolds in your mind of an empty arena surrounded by vacant stands and a few patches of dried blood scattered about.
<pre>
----------------------------------------------------------------------------------------
| Aggro Runestaff Tier 4 |
----------------------------------------------------------------------------------------
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Aggro |
----------------------------------------------------------------------------------------
| Final Straw | Bloodbath | Serenity | | . . . . . . . . . |
| | | | | . . . . . . . . |
| | | | | . . . . . . . |
| Furor Focus | | | | . . . . . . |
| | | | | . . . . . |
| | | | | . . . . |
| Frenzy | Bloodlust | Bulwark | | . . . |
| | | | | . . |
| | | | Blood Focus | . |
----------------------------------------------------------------------------------------
</pre>
You are fully trained to channel all of your combat aggression into the runestaff.


'''Bloodbath''' activiates for a single attack within 120 seconds of activation (similar to [[Spirit Strike (117)]] mechanics). For that attack, which is an AOE attack that can hit up to 5 targets, it provides a flat +50 AS, +30 CS, and +20 CER. It also provides +1 aggresion added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. There is a 2 minute cooldown (independent of the Final Straw cooldown).
2175 aggression has been channeled into the runestaff, and 1524 has been harnessed to activate abilities.


'''Final Straw''' (available at Tier 1) now costs 15 aggression, but it will still activate at 45 aggression.
The runestaff is a rune staff that requires skill in twohanded weapons to use effectively.


To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abillites at each tier, see the [[#Abilities|section on abilities below]].
It looks like this item has been mainly crafted out of carmiln, an uncommon wood.
|analyze= <!-- Tier 1/OTS required to be listed here. Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. -->
This is a Tier 2 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.


You may find these VERBS helpful while wielding your Aggro Runestaff:
=== Usage ===


bloodlust: Channel additional aggression into your weapon.
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->
}}
{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader|90}}
|- {{verbtableheader|90}}
! scope="col" style="width:5em;"|Verb
! scope="col" style="width:5em;"|Verb
! scope="col" style="width: 45%"|First
! scope="col" style="width:5em;"|Style
! scope="col" style="width: 45%"|Third
! scope="col" style="width: 40%"|First
! scope="col" style="width: 40%"|Third
|-
|-
! scope="row" role="rowheader"|GROWL my [weapon] with FRENZY
! scope="row" role="rowheader" rowspan="2"|GROWL {WEAPON}
! scope="row" role="rowheader"|WITH BLOODBATH
|<!-- First Person View --> Growling with frenzy, the connection strengthens between you and a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Your muscles and acuity strengthen with a surge of adrenaline!
| Slowly at first, but then with all your might, you make a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Responding in kind, the sights, sounds, and smells of past battles splash across your senses. Sand thick with blood, the clang of weapons and shields, and the piercing screams and guttural grunts of fallen foes help focus all your aggression into your next attack, draining the runestaff of energy.
|<!-- Third Person View --> [Player] makes a frenzied growling sound and surges forward with a burst of adrenaline!
| Slowly at first, but then with all his might, Person makes a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Unleashing something deep within, he appears ready to strike with renewed aggression.
|-
|-
! scope="row" role="rowheader"|GROWL my [weapon] with FUROR
! scope="row" role="rowheader"|WITH BLOODLUST
|<!-- First Person View --> Wielding a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, you explode into a bewildering display of fluid and focused combat movements.
| You make a bloodthirsty growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, feeding an insatiable hunger for more combat.
| Person makes a bloodthirsty growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, appearing to have an insatiable hunger for combat.
[SMR result: 206 (Open d100: 88, Bonus: 42)]<br>
A human thief begins moving more slowly as it backs away from your bewildering display of combat movements.<br>
The human thief's movements slow to a crawl!<br>
[SMR result: 206 (Open d100: 88, Bonus: 42)]<br>
A giantman thug begins moving more slowly as it backs away from your bewildering display of combat movements.<br>
The giantman thug's movements slow to a crawl!<br>
[SMR result: 162 (Open d100: 45, Bonus: 46)]<br>
A human robber begins moving more slowly as it backs away from your bewildering display of combat movements.<br>
The human robber's movements slow to a crawl!<br>
|<!-- Third Person View --> While wielding a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, [Player] explodes into a bewildering display of fluid and focused combat movements.
A human outlaw begins moving more slowly as it backs away from [Player's] bewildering display of combat movements.
|-
|-
! scope="row" role="rowheader"|GROWL my [weapon] with FINAL
! scope="row" role="rowheader" rowspan="2"|SCREAM {WEAPON}
! scope="row" role="rowheader"|WITH BLOODBATH
|<!-- First Person View --> Slowly at first, but then with all your might, you make a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Responding in kind, the sights, sounds, and smells of past battles splash across your senses. Sand thick with blood, the clang of weapons and shields, and the piercing screams and guttural grunts of fallen foes help focus all your aggression into your next attack, draining the runestaff of energy.
|<!-- First Person View --> {{addmetext}}
|<!-- Third Person View --> Slowly at first, but then with all his might, [Player] makes a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Unleashing something deep within, he appears ready to strike with renewed aggression.
|<!-- Third Person View --> {{addmetext}}
|-
|-
! scope="row" role="rowheader"|CLENCH my [weapon] at [creature]
! scope="row" role="rowheader"|WITH BLOODLUST
|<!-- First Person View --> {{addmetext}}
|<!-- First Person View --> Perhaps influenced by a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, you clench down on it, unable to keep your aggression in check. Losing control, you unleash a furious display on a cave gnoll! What little was left of the corpse after a gory battle gets pummeled, with bits of a cave gnoll splattering across everything in the vicinity. When nothing but a savage mess remains, you feel further emboldened by the vicious display!
|<!-- Third Person View --> {{addmetext}}
Roundtime: 5 sec.
|}
|<!-- Third Person View --> [Player] clenches a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies and appears to lose full control of his emotions, unleashing a furious display on a cave gnoll! What little was left of the corpse after a gory battle gets pummeled, with bits of a cave gnoll splattering across everything in the vicinity. When nothing but a savage mess remains, he cackles, clearly emboldened by the vicious display!
{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier=Tier 3 <!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
At Tier 3, the Aggro Weapon gains the Bulwark and Serenity abilities.

'''Bulwark''' provides a flat 15 second bonus to DS and TD, which scales with the amount of aggression available. It requires at minimum 4 aggression for +5 DS/+3 TD, and at maximum 45 aggression for +20 DS/+12 TD.

'''Serenity''' allows the wielder to save all aggression for a future battle. It costs a flat 45 aggression to activate and remains active indefinitely.

To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the [[#Abilities|section on abilities below]].
|analyze= <!-- Tier 1/OTS required to be listed here. Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. -->
This is a Tier 3 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.

You may find these VERBS helpful while wielding your Aggro Runestaff:

bulwark: The best defense is a strong... defense (boost your defensive strength)!
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->
}}
{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader|90}}
! scope="col" style="width:5em;"|Verb
! scope="col" style="width:5em;"|Style
! scope="col" style="width: 40%"|First
! scope="col" style="width: 40%"|Third
|-
|-
! scope="row" role="rowheader"|PROD
! scope="row" role="rowheader" rowspan="2"|GROWL {WEAPON}
! scope="row" role="rowheader"|WITH BULWARK
|<!-- First Person View --> After prodding the runestaff, you feel less attuned to the ebb and flow of its power.
| Growling and standing tall with a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, you feel newly resolved to aggressively defend against incoming attacks.
After prodding the runestaff, you feel more attuned to the ebb and flow of its power.
| Person growls while standing tall with a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, newly resolved to defend against incoming attacks.
|<!-- Third Person View -->
|-
|-
! scope="row" role="rowheader"|SENSE
! scope="row" role="rowheader"|WITH SERENITY
|<!-- First Person View --> You attune your martial senses to the power of a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies.
| You begin to growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, but it quickly trails off. The tension of your recent battles retreats into your runestaff.
| Person growls but quickly trails off as the tension of his recent battles appears to fade.
You stop focusing on the power of a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies.
|-
<pre>
! scope="row" role="rowheader" rowspan="2"|RUB
! scope="row" role="rowheader"|
| You restore 45 aggression into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, eager for your next battle!<br>Roundtime: 3 sec.
| Person grabs his mossbark runestaff and roars with aggression, appearing eager for battle!
|-
| colspan="3" style="text-align:center"| Restore any banked aggression for use in your current battle.
|-
! scope="row" role="rowheader" rowspan="2"|GROWL {WEAPON}
! scope="row" role="rowheader"|WITH BULWARK
|<!-- First Person View --> {{addmetext}}
|<!-- Third Person View --> {{addmetext}}
|-
! scope="row" role="rowheader"|WITH SERENITY
|<!-- First Person View --> {{addmetext}}
|<!-- Third Person View --> {{addmetext}}
|}
{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier=Tier 4 <!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
A Tier 4 Aggro Weapon gains the Blood Focus ability.

'''Blood Focus''' provides a scaling bonus to AS and CS, which scales with the amount of aggression available. Unlike other abilities, Blood Focus ''activates automatically as long as the weapon has enough aggression''. It requires at minimum 4 aggression for +1 AS/+0 CS, and at maximum 45 aggression for +10 AS/+6 CS.

To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the [[#Abilities|section on abilities below]].
|analyze= <!-- Tier 1/OTS required to be listed here. Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. -->
You analyze the mossbark runestaff and sense that the creator has provided the following information:

This is a Tier 4 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.

Legend whispers that he infused arena-spilled blood into the alloy used to craft this fearsome weapon, imbuing it with a violent, unyielding force. A skilled and determined wielder can tap into the blacksmith's hard-earned work, forged through pain and perseverance, to enhance their own aggression fortified by the runestaff during combat.

You may find these VERBS helpful while wielding your Aggro Runestaff:

analyze: Display this information for aggressively helpful details on the usage of your runestaff.
growl or scream: Activate one of the abilities of your runestaff using GROWL or SCREAM runestaff WITH [ability name]:
frenzy: Boost your strength and acuity.
furor focus: Slow creatures with your impressive combat prowess.
final straw: Make your next attack a fantastical strike.
bloodlust: Channel additional aggression into your weapon.
bloodbath: Make fantastical strikes against your next five targets of a single attack.
bulwark: The best defense is a strong... defense (boost your defensive strength)!
serenity: Become serene by storing earned aggression for later use.
rub: Restore any banked aggression for use in your current battle.
clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature].
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked.
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff.
sense: Focus on the power of the runestaff (open a window that shows its current aggro).

When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them.

You might be able to have a talented merchant lighten the mossbark runestaff for you.
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
|itemverbtable= <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->
}}
==Additional Information==
===Inspect===
Aggro Weapons have a hard-coded {{boldmono|INSPECT}} that is used to give significant information about the weapon and its abilities. Use it to see how much aggression the weapon has stored and what abilities are currently unlocked. At Tier 4, the information is displayed as follows:
<pre{{log2}}>
You blink slowly while inspecting a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Before long, you imagine a lone shield splattered with blood leaning against a claidhmore embedded in a muddy field (37 current aggro).
<nowiki>
----------------------------------------------------------------------------------------
| Aggro Runestaff Tier 4 |
----------------------------------------------------------------------------------------
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Aggro |
----------------------------------------------------------------------------------------
| Final Straw | Bloodbath | Serenity | Blood Focus | ~ . . . . . . . . |
| | | | | ~ ~ ~ ~ ~ ~ ~ ~ |
| | | | | - - - - - - - |
| Furor Focus | | | | - - - - - - |
| | | | | - - - - - |
| | | | | - - - - |
| Frenzy | Bloodlust | Bulwark | | - - - |
| | | | | - - |
| | | | | - |
----------------------------------------------------------------------------------------
</nowiki>
You are fully trained to channel all of your combat aggression into the runestaff when a spell is used. You are not fully trained to channel your combat aggression into the runestaff when used as a weapon. You will be able to channel 0% of the normal aggression earned from combat actions into the runestaff when used as a weapon.

135 lifetime aggression has been channeled into the runestaff, and 136 has been harnessed to activate abilities.
</pre>
===Sense===
{{boldmono|SENSE}} can be used to focus on the current power of the Aggro Weapon. It includes separate window that can be opened, if enabled in Wrayth. It is an abbreviated version of the information shown in {{boldmono|INSPECT}}.
<pre{{log2}}><nowiki>
---------------------
---------------------
| Runestaff Aggro |
| Runestaff Aggro |
Line 163: Line 272:
| . . . . . . . . |
| . . . . . . . . |
| . . . . . . . |
| . . . . . . . |
| . . . . . . |
| ~ ~ ~ ~ . . |
| . . . . . |
| - - - ~ ~ |
| . . . . |
| - - - - |
| ~ ~ . |
| - - - |
| - ~ |
| - - |
| - |
| - |
| Frzy |
| Total: 19 +8/+4 |
| Frzy FuFo |
| Blst |
| Blst |
| Bulk |
| Bulk |
---------------------
---------------------
</pre>
</nowiki></pre>
===Abilities===
(Dockable/closeable Wrayth window.)
To use the abilities on your weapon it must have accumulated the amount of aggression listed in the "Aggression Cost" column. The ability will always use the maximum amount of aggression possible and you'll always get the bonus associated with it. For example, if your weapon has 35 aggression and you activate the "Frenzy" ability, your weapon's aggression will be reduced to 3 and your AS will be boosted by 15 and your CS by 9 for 30 seconds.
|<!-- Third Person View -->
:{| class="wikitable"
|-
|}

=== Abilities ===
To use the abilities on your weapon it must have accumulated the amount of aggression listed in the "Aggression Cost" column. The ability will always use the maximum amount of aggression possible and you'll always get the bonus associated with it. For example, if your weapon has 35 aggression and you activate the "Frenzy" ability, your weapon's aggression will be reduced to 3 and your AS will be boosted by 15 and your CS by 9 for 30 seconds.
{| class="wikitable" style="margin:auto"
|-
|-
! Name !! Unlock Tier !! Aggression Cost !! Bonus !! Duration
! scope="col" | Name !! Unlock Tier !! Aggression Cost !! Bonus !! Duration
|-
|-
| rowspan="7" | Frenzy || rowspan="7" | 1 || 4 || +5 AS, +3 CS || 30 Seconds
| scope="row" role="rowheader" rowspan="7" | '''Frenzy''' || rowspan="7" | 1 || 4 || +5 AS, +3 CS || 15 Seconds
|-
|-
|6
| 6
| +6 AS, +3 CS
| +6 AS, +3 CS
|30 Seconds
| 15 Seconds
|-
|-
|8
| 8
| +8 AS, +4 CS
| +8 AS, +4 CS
|30 Seconds
| 15 Seconds
|-
|-
|10
| 10
| +10 AS, +6 CS
| +10 AS, +6 CS
|30 Seconds
| 15 Seconds
|-
|-
|16
| 16
| +12 AS, +7 CS
| +12 AS, +7 CS
|30 Seconds
| 15 Seconds
|-
|-
|32
| 32
| +15 AS, +9 CS
| +15 AS, +9 CS
|30 Seconds
| 15 Seconds
|-
|-
|45
| 45
| +20 AS, +12 CS
| +20 AS, +12 CS
|30 Seconds
| 15 Seconds
|-
|-
| rowspan="3" | Furor Focus || rowspan="3" | 1 || 16 || AOE Slow 3 Targets || 5 Seconds
| scope="row" role="rowheader" rowspan="3" | '''Furor Focus''' || rowspan="3" | 1 || 16 || AOE Slow 3 Targets || 10-60 Seconds
|-
|-
|32
| 32
|AOE Slow 5 Targets
| AOE Slow 5 Targets
|10 Seconds
| 10-60 Seconds
|-
|-
|45
| 45
|AOE Slow 7 Targets
| AOE Slow 7 Targets
|15 Seconds
| 10-60 Seconds
|-
|-
| Final Straw || 1 || 45* || +50 AS, +30 CS, and +20 CER
| scope="row" role="rowheader" | '''Final Straw''' || 1 || 45* || +50 AS, +30 CS, and +20 CER<br>1 Target<br>+1 aggro added to any aggro-earning action while ability is active.
1 Target

+1 aggro added to any aggro-earning action while ability is active.
| 120 Seconds**
| 120 Seconds**
|}
<nowiki>*</nowiki> Final Straw only costs 15 aggression at Tier 2 but still activates at 45 aggression once you upgrade to Tier 2.

<nowiki>**</nowiki> Final Straw and Bloodbath activate for a single attack within 120 seconds of activation (similar to [https://gswiki.play.net/Spirit_Strike_(117) Spirit Strike]).

{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier=Tier 2<!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
At tier 2 you unlock the Bloodlust and Bloodbath abilities.
}}

=== Usage ===

{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader|90}}
! scope="col" style="width:5em;"|Verb
! scope="col" style="width: 45%"|First
! scope="col" style="width: 45%"|Third
|-
|-
! scope="row" role="rowheader"|GROWL my [weapon] with FRENZY
| scope="row" role="rowheader" rowspan="7" | '''Bloodlust'''
| rowspan="7" | 2
|<!-- First Person View --> Growling with frenzy, the connection strengthens between you and a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Your muscles and acuity strengthen with a surge of adrenaline!
| 4
|<!-- Third Person View --> [Player] makes a frenzied growling sound and surges forward with a burst of adrenaline!
| rowspan="7" | 2x Aggression Per Action
| 15 Seconds
|-
|-
| 6
! scope="row" role="rowheader"|GROWL my [weapon] with BLOODLUST
| 20 Seconds
|<!-- First Person View --> You make a bloodthirsty growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, feeding an insatiable hunger for more combat.
|<!-- Third Person View --> [Player] makes a bloodthirsty growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, appearing to have an insatiable hunger for combat.
|-
|-
| 8
! scope="row" role="rowheader"|GROWL my [weapon] with BLOODBATH
| 25 Seconds
|<!-- First Person View --> Slowly at first, but then with all your might, you make a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Responding in kind, the sights, sounds, and smells of past battles splash across your senses. Sand thick with blood, the clang of weapons and shields, and the piercing screams and guttural grunts of fallen foes help focus all your aggression into your next attack, draining the runestaff of energy.
|<!-- Third Person View --> Slowly at first, but then with all his might, [Player] makes a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Unleashing something deep within, he appears ready to strike with renewed aggression.
|-
|-
|}
| 10
| 30 Seconds

=== Abilities ===
{| class="wikitable" style="margin:auto"
|-
|-
| 16
! Name !! Unlock Tier !! Aggression Cost !! Bonus !! Duration
| 45 Seconds
|-
|-
| 32
|rowspan="7" | Bloodlust
| 60 Seconds
|rowspan="7" | 2
|4
|rowspan="7" | 2x Aggression Per Action
|15 Seconds
|-
|-
|6
| 45
|20 Seconds
| 75 Seconds
|-
|-
| scope="row" role="rowheader" | '''Bloodbath'''
|8
| 2
|25 Seconds
|-
| 45
| +50 AS, +30 CS, and +20 CER<br>Up to 5 Targets in an AOE attack.<br>+1 aggro added to any aggro-earning action while ability is active.
|10
|30 Seconds
| 120 Seconds**
|-
|16
|45 Seconds
|-
|32
|60 Seconds
|-
|45
|75 Seconds
|-
|??
|??
|??
|This ability is still shrouded in mystery (to be released in the future).
|??
|-
|Bloodbath
|2
|45
| +50 AS, +30 CS, and +20 CER
5 Targets

+1 aggro added to any aggro-earning action while ability is active.
|120 Seconds**
|}

<nowiki>**</nowiki> Final Straw and Bloodbath activate for a single attack within 120 seconds of activation (similar to [https://gswiki.play.net/Spirit_Strike_(117) Spirit Strike]).


{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier=Tier 3<!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
At tier 3 you unlock the Bulwark and Serenity abilities.
}}

=== Usage ===

{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader|90}}
! scope="col" style="width:5em;"|Verb
! scope="col" style="width: 45%"|First
! scope="col" style="width: 45%"|Third
|-
! scope="row" role="rowheader"|GROWL my [weapon] with BULWARK
|<!-- First Person View --> Growling and standing tall with a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, you feel newly resolved to aggressively defend against incoming attacks.
|<!-- Third Person View --> [Player] growls while standing tall with a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, newly resolved to defend against incoming attacks.
|-
! scope="row" role="rowheader"|GROWL my [weapon] with SERENITY
|<!-- First Person View --> You begin to growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, but it quickly trails off. The tension of your recent battles retreats into your runestaff.
|<!-- Third Person View --> [Player] growls but quickly trails off as the tension of his recent battles appears to fade.
|-
! scope="row" role="rowheader"|RUB
|<!-- First Person View --> You restore 45 aggression into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, eager for your next battle!
Roundtime: 3 sec.
|<!-- Third Person View --> [Player] grabs his mossbark runestaff and roars with aggression, appearing eager for battle!
|-
|-
| scope="row" role="rowheader" rowspan="7" | '''Bulwark'''
|}

=== Abilities ===
{| class="wikitable" style="margin:auto"
|-
! Name !! Unlock Tier !! Aggression Cost !! Bonus !! Duration
|-
| rowspan="7" |Bulwark
| rowspan="7" |3
| rowspan="7" |3
|4
| 4
| +5 DS, +3 TD
| +5 DS, +3 TD
|30 Seconds
| 15 Seconds
|-
|-
|6
| 6
| +6 DS, +3 TD
| +6 DS, +3 TD
|30 Seconds
| 15 Seconds
|-
|-
|8
| 8
| +8 DS, +4 TD
| +8 DS, +4 TD
|30 Seconds
| 15 Seconds
|-
|-
|10
| 10
| +10 DS, +6 TD
| +10 DS, +6 TD
|30 Seconds
| 15 Seconds
|-
|-
|16
| 16
| +12 DS, +7 TD
| +12 DS, +7 TD
|30 Seconds
| 15 Seconds
|-
|-
|32
| 32
| +15 DS, +9 TD
| +15 DS, +9 TD
|30 Seconds
| 15 Seconds
|-
|-
|45
| 45
| +20 DS, +12 TD
| +20 DS, +12 TD
|30 Seconds
| 15 Seconds
|-
|-
| scope="row" role="rowheader" | '''Serenity'''
|??
|??
| 3
|??
| 45
| Save all aggression for a future battle.
|This ability is still shrouded in mystery (to be released in the future).
| N/A
|??
|-
|-
| scope="row" role="rowheader" rowspan="7" | '''Blood Focus'''
|Serenity
|3
|45
|Save all aggression for a future battle.
|N/A
|}

{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier=Tier 4<!-- REQUIRED: Must be entered as Tier # or Tree (Name) -->
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
At tier 4 you unlock the Blood Focus ability.
}}

=== Abilities ===
{| class="wikitable" style="margin:auto"
|-
! Name !! Unlock Tier !! Aggression Cost !! Bonus !! Duration
|-
| rowspan="7" |Blood Focus
| rowspan="7" |4
| rowspan="7" |4
|4
| 4
| +1 AS, +0 CS
| +1 AS, +0 CS
| rowspan="7" |N/A***
| rowspan="7" |N/A***
|-
|-
|6
| 6
| +3 AS, +0 CS
| +3 AS, +0 CS
|-
|-
|8
| 8
| +5 AS, +3 CS
| +5 AS, +3 CS
|-
|-
|10
| 10
| +7 AS, +4 CS
| +7 AS, +4 CS
|-
|-
|16
| 16
| +8 AS, +4 CS
| +8 AS, +4 CS
|-
|-
|32
| 32
| +9 AS, +5 CS
| +9 AS, +5 CS
|-
|-
|45
| 45
| +10 AS, +6 CS
| +10 AS, +6 CS
|}
|}
:<nowiki>*</nowiki> '''Final Straw''' only costs 15 aggression at Tier 2 but still activates at 45 aggression once you upgrade to Tier 2.
:<nowiki>**</nowiki> '''Final Straw''' and '''Bloodbath''' activate for a single attack (AOE for Bloodbath) within 120 seconds of activation (similar to [[Spirit Strike (117)]] mechanics).
:<nowiki>***</nowiki> '''Blood Focus''' activates automatically so long as the weapon has the level of aggression indicated.


=== Training and Wielding ===
<nowiki>***</nowiki> Blood Focus activates automatically so long as the weapon has the level of aggression indicated.
In order to use these weapons effectively, you must be at least 1x trained in each weapon's corresponding skill. Any aggression earned is adjusted based on the percentage of training you have for it. In order to wield the weapons effectively, you will need to be in a '''forward or greater stance'''. Any aggression earned is adjusted based on the stance you are in, up to 100% at a completely offensive stance. Finally, if you find yourself using multiple Aggro Weapons, only the attacking weapon gains aggro for bloody hit, misses, and clenching. Getting hit will divide the earned aggro between them.


== Training and Wielding ==
=== Earning Aggression ===
If you are fully trained and in an aggressive stance, the Aggro Weapon will earn aggression based on combat actions. Missing a target, getting injured, scoring a bloody hit, making a kill, or mutilating a corpse are all actions that will feed into your anger and help fill the weapon with aggression. The exact amount is a mystery but is based on the creature's level -- too low level or too high level and you'll naturally feel unchallenged by the creature, reducing or eliminating entirely the amount of aggression you earn. However, above level 100, it's understood that fighting higher level creatures is a normal and necessary activity.
In order to use these weapons effectively, you must be at least 1x trained in each weapon's corresponding skill. Any aggression earned is adjusted based on the percentage of training you have for it. In order to wield the weapons effectively, you will need to be in a forward or greater stance. Any aggression earned is adjusted based on the stance you are in, up to 100% at a completely offensive stance. Finally, if you find yourself using multiple aggro weapons, any aggro earned will be divided between them.
<pre{{log2}}> Your heart races as you skillfully channel a flurry of combat actions from an extremely bloody battle into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. You release some tension as the adrenaline gradually retreats (2 aggression is channeled into your equipment).</pre>


== Earning Aggression ==
If you are fully trained and in an aggressive stance, the aggro weapon will earn aggression based on combat actions. Missing a target, getting injured, scoring a bloody hit, making a kill, or mutilating a corpse are all actions that will feed into your anger and help fill the weapon with aggression. The exact amount is a mystery but is based on the creature's level -- too low level or too high level and you'll naturally feel unchallenged by the creature, reducing or eliminating entirely the amount of aggression you earn. However, above level 100, it's understood that fighting higher level creatures is a normal and necessary activity.
Your heart races as you skillfully channel a flurry of combat actions from an extremely bloody battle into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. You release some tension as the adrenaline gradually retreats (2 aggression is channeled into your equipment).
Aggression gradually fades, quicker at higher levels of aggression, if you fail to make any aggression-earning combat activities. Use your aggression well!
Aggression gradually fades, quicker at higher levels of aggression, if you fail to make any aggression-earning combat activities. Use your aggression well!
Your shoulders tighten as they absorb some of the stored aggression in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, leaving you feeling agitated (3 aggression fades from your runestaff).
<pre{{log2}}>Your shoulders tighten as they absorb some of the stored aggression in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, leaving you feeling agitated (3 aggression fades from your runestaff).</pre>

=== Frequently Asked Questions ===
'''What is considered fully trained?'''<br>
In order to be considered fully trained for the weapon you need to have trained as many times as possible per level for the weapon type (2x for squares/semis, 1x for pures). But, normal enhancives and ascension bonuses apply. For runestaves, the standard 8x magical skills/spells per training is required in order to gain aggro from spells.

'''What type of CER is added for Final Straw/Bloodbath?'''<br>
20 CER of Critical Weighting is added onto any natural weighting already on the weapon.

'''What if I'm using multiple weapons?'''<br>
The weapon performing the attack is the one that will get the aggro associated with the action. Getting hit will divide the aggro up amongst all equipped weapons that you are trained for. However, UCS equipment will never earn aggro unless you have empty hands.

'''How does Bloodbath work?'''<br>
Bloodbath will add the Final Straw bonus to your next 5 targets in a single AOE attack. You need to be capable of the attack. If you attack only a single target, you'll still get the bonus but the ability will be over after your attack.

'''Can you skill loot/skin mutilated creatures?'''<br>
Yes, however the action of mutilating will take some roundtime so be careful!

'''To mutilate undead does the weapon need to be blessed?'''<br>
No, at least not yet.

'''Are all weapon types supported?'''<br>
Yes, but that doesn't mean all will be available to purchase.

'''Is it available for HESS or a Flourish?'''<br>
No, not at this time.

'''How much total aggro can be stored?'''<br>
Only 45, and no more. You'll be warned when you are at your maximum aggro! There are 45 "indicators" in the inspect "vial" corresponding to each point of aggro.
<pre{{log2}}>You find it difficult to control the energy built up in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies after several heated battles!</pre>

'''How fast does it fade?'''<br>
30 seconds is the fastest it will fade if you earn no aggro to keep it charged. Each time it fades it has a random chance to fade less or more than normal at the level it's at.

'''How often are you told how much you've earned?'''<br>
After every pause in your battle you'll feel how much you've earned for the series of actions (if enabled via prod). You'll be told whenever it fades naturally (if enabled via prod).

'''How fast will I earn aggro?'''<br>
It's hopefully very reasonable and a fun addition to those who like an interactive battle. At the top end of super squishy bandits, you might see something like this for just the "bloody hit" activity:
<pre{{log2}}>
Reciting the mystical phrases of Cone of Elements, you feel a rime of frost wreathe your blue-grey eyes and infuse them with an icy blue energy that dissipates as you release your spell.
Your spell is ready.
You gesture at a giantman outlaw.
You hurl a powerful lightning bolt at a giantman outlaw!
AS: +507 vs DS: +179 with AvD: +51 + d100 roll: +99 = +478
... and hit for 230 points of damage!
Massive electrical shock to abdomen turns muscle tissue into a crispy bubbled mess. Not pretty.

[You have 15 kills remaining.]
The giantman outlaw rolls over and dies.
You hurl a powerful lightning bolt at a half-elven thief!
AS: +510 vs DS: +305 with AvD: +51 + d100 roll: +35 = +291
... and hit for 141 points of damage!
Massive electrical shock to back. Won't be bending over for awhile.
The half-elven thief is stunned!
You hurl a powerful lightning bolt at a half-krolvin marauder!
By amazing chance, the half-krolvin marauder evades the bolt!
You hurl a powerful lightning bolt at an elven brigand!
AS: +510 vs DS: +186 with AvD: +51 + d100 roll: +40 = +415
... and hit for 210 points of damage!
Horrifying jolt of electricity fries abdomen to a crisp. Upper torso falls to the ground. Talk about repugnant!

[You have 14 kills remaining.]

The elven brigand rolls over and dies.
Cast Roundtime 3 Seconds.
>

You are now in a guarded stance.
>
A half-krolvin marauder slips into hiding.
>
A ghostly elven brigand slips into hiding.
>
A half-elven thief stands there, dazed and confused.
>
Your heart races as you skillfully channel a flurry of combat actions from an extremely bloody battle into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. You release some tension as the adrenaline gradually retreats (5 aggression is channeled into your equipment).
</pre>

Don't forget, you can mutilate those mangy bandies once dead! We hope you find fun and strategic ways to learn, earn and spend it - and are happy to hear feedback and see some big ''aggression is channeled into your equipment'' pulses! However, you are limited to earning a maximum of 15 aggro from each creature.
</td><td>
{{iteminfo
|type=Mechanical <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" -->
|itemclass=Weapon <!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" -->
|itemtype=Weapons <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". -->
|alter=Yes <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. -->
|ld=Yes <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. -->
|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". -->
|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. -->
|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".-->
|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.-->
|releasevenue=Duskruin <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. -->
|releaseyear=2025 <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. -->
|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. -->
|tiered=Yes <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. -->
|tiersnumber=4 <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). -->
|unlock=Certificate <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.-->
|legendary= <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). -->
|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. -->
|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. -->
|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= -->
|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. -->
|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". -->
|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. -->
|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. -->
|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. -->
|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. -->
|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. -->
|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. -->
}}
{{itemverb
|verb=ANALYZE <!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.-->
|verb2=CLENCH
|verb3=GROWL
|verb4=INSPECT
|verb5=PROD
|verb6=RUB
|verb7=SCREAM
|verb8=SENSE
}}
</td></tr></table>

Latest revision as of 07:20, 20 August 2025

Aggro Weapons are weapons inspired by the Duskruin Arena and all the blood spilled inside. After spending many years fighting in the arena to make a meager living, its blacksmith creator had a revelation that perhaps he could find a way to harness the relentless fury and aggression unleashed in the Arena. Venturing to the tunnels below the arena, he collected bits of broken weapons, shields, and - some say most importantly - blood soaked armor. Through some unknown method or magic, melting these historical items down into a blood alloy and infusing it into his forged creations, seemed to help unlock even more power within the wielder.

Aggro Weapons debuted at the August 2025 Duskruin event.

Tier 1/OTS

At Tier 1, an Aggro Weapon has 3 mechanical abilities that can be activated depending on how much aggression it has accumulated: Frenzy, Furor Focus, and Final Straw.

Frenzy provides a flat 15 second bonus to AS and CS, which scales with the amount of aggression available. It requires at minimum 4 aggression for +5 AS/+3 CS, and at maximum 45 aggression for +20 AS/+12 CS.

Furor Focus provides an AOE Slow effect to multiple targets. The number of targets and the duration of the effect scales with the amount of aggression available. It requires at minimum 16 aggression to impact 3 targets for 10-60 seconds, at at maximum 45 aggression to impact 7 targets for 10-60 seconds.

Final Straw activiates for a single attack within 120 seconds of activation (similar to Spirit Strike (117) mechanics). For that attack against a single target, it provides a flat +50 AS, +30 CS, and +20 CER (Critical Weighting). It also provides +1 aggression added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. There is a 2 minute cooldown.

To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the section on abilities below.

Analyze

You analyze the mossbark runestaff and sense that the creator has provided the following information:

This is a Tier 1 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.

Legend whispers that he infused arena-spilled blood into the alloy used to craft this fearsome weapon, imbuing it with a violent, unyielding force.  A skilled and determined wielder can tap into the blacksmith's hard-earned work, forged through pain and perseverance, to enhance their own aggression fortified by the runestaff during combat.

You may find these VERBS helpful while wielding your Aggro Runestaff:

          analyze: Display this information for aggressively helpful details on the usage of your runestaff.
  growl or scream: Activate one of the abilities of your runestaff using GROWL or SCREAM runestaff WITH [ability name]:
                        frenzy: Boost your strength and acuity.
                   furor focus: Slow creatures with your impressive combat prowess.
                   final straw: Make your next attack a fantastical strike.
              rub: Restore any banked aggression for use in your current battle.
           clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature].
          inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked.
             prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff.
            sense: Focus on the power of the runestaff (open a window that shows its current aggro).

When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them.

You might be able to have a talented merchant lighten the mossbark runestaff for you.

Usage

Verb Style First Third
CLENCH {WEAPON} AT {CREATURE} Perhaps influenced by a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, you clench down on it, unable to keep your aggression in check. Losing control, you unleash a furious display on a cave gnoll! What little was left of the corpse after a gory battle gets pummeled, with bits of a cave gnoll splattering across everything in the vicinity. When nothing but a savage mess remains, you feel further emboldened by the vicious display!

Roundtime: 5 sec.

Person clenches a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies and appears to lose full control of his emotions, unleashing a furious display on a cave gnoll! What little was left of the corpse after a gory battle gets pummeled, with bits of a cave gnoll splattering across everything in the vicinity. When nothing but a savage mess remains, he cackles, clearly emboldened by the vicious display!
GROWL {WEAPON} WITH FINAL Slowly at first, but then with all your might, you make a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Responding in kind, the sights, sounds, and smells of past battles splash across your senses. Sand thick with blood, the clang of weapons and shields, and the piercing screams and guttural grunts of fallen foes help focus all your aggression into your next attack, draining the runestaff of energy. Slowly at first, but then with all his might, Person makes a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Unleashing something deep within, he appears ready to strike with renewed aggression.
WITH FRENZY Growling with frenzy, the connection strengthens between you and a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Your muscles and acuity strengthen with a surge of adrenaline! Person makes a frenzied growling sound and surges forward with a burst of adrenaline!
WITH FUROR Wielding a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, you explode into a bewildering display of fluid and focused combat movements.
[SMR result: 206 (Open d100: 88, Bonus: 42)]
A human thief begins moving more slowly as it backs away from your bewildering display of combat movements.
The human thief's movements slow to a crawl!
[SMR result: 206 (Open d100: 88, Bonus: 42)]
A giantman thug begins moving more slowly as it backs away from your bewildering display of combat movements.
The giantman thug's movements slow to a crawl!
[SMR result: 162 (Open d100: 45, Bonus: 46)]
A human robber begins moving more slowly as it backs away from your bewildering display of combat movements.
The human robber's movements slow to a crawl!
While wielding a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, Person explodes into a bewildering display of fluid and focused combat movements.
A human outlaw begins moving more slowly as it backs away from Person's bewildering display of combat movements.
INSPECT You blink slowly while inspecting a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Before long, a scene unfolds in your mind of an empty arena surrounded by vacant stands and a few patches of dried blood scattered about.
[See the inspect readout information below.]
N/A
Shows how much aggresion the weapon has stored and what abilities are currently unlocked.
PROD After prodding the runestaff, you feel less attuned to the ebb and flow of its power.

After prodding the runestaff, you feel more attuned to the ebb and flow of its power.
N/A
Toggle your weapon from signaling when you earn aggression or it fades from the weapon.
SCREAM {WEAPON} WITH FINAL This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
WITH FRENZY This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
WITH FUROR This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
SENSE You attune your martial senses to the power of a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies.
You stop focusing on the power of a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies.
[See the sense readout information below.]
N/A
Focus on the power of the weapon. Opens a separate window to show the current aggression, if enabled in Wrayth.

Tier 2

At Tier 2, the Aggro Weapon gains the Bloodlust and Bloodbath abilities.

Bloodlust provides an increase to aggression gained of 2x aggression per action. The duration of this effect scales with the amount of aggression available. It requires at minimum 4 aggression for 15 seconds, and at maximum 45 aggression at 75 seconds.

Bloodbath activiates for a single attack within 120 seconds of activation (similar to Spirit Strike (117) mechanics). For that attack, which is an AOE attack that can hit up to 5 targets, it provides a flat +50 AS, +30 CS, and +20 CER. It also provides +1 aggresion added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. There is a 2 minute cooldown (independent of the Final Straw cooldown).

Final Straw (available at Tier 1) now costs 15 aggression, but it will still activate at 45 aggression.

To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abillites at each tier, see the section on abilities below.

Analyze

This is a Tier 2 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.

You may find these VERBS helpful while wielding your Aggro Runestaff:

                     bloodlust: Channel additional aggression into your weapon.

Usage

Verb Style First Third
GROWL {WEAPON} WITH BLOODBATH Slowly at first, but then with all your might, you make a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Responding in kind, the sights, sounds, and smells of past battles splash across your senses. Sand thick with blood, the clang of weapons and shields, and the piercing screams and guttural grunts of fallen foes help focus all your aggression into your next attack, draining the runestaff of energy. Slowly at first, but then with all his might, Person makes a curdling growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Unleashing something deep within, he appears ready to strike with renewed aggression.
WITH BLOODLUST You make a bloodthirsty growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, feeding an insatiable hunger for more combat. Person makes a bloodthirsty growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, appearing to have an insatiable hunger for combat.
SCREAM {WEAPON} WITH BLOODBATH This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
WITH BLOODLUST This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Tier 3

At Tier 3, the Aggro Weapon gains the Bulwark and Serenity abilities.

Bulwark provides a flat 15 second bonus to DS and TD, which scales with the amount of aggression available. It requires at minimum 4 aggression for +5 DS/+3 TD, and at maximum 45 aggression for +20 DS/+12 TD.

Serenity allows the wielder to save all aggression for a future battle. It costs a flat 45 aggression to activate and remains active indefinitely.

To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the section on abilities below.

Analyze

This is a Tier 3 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.

You may find these VERBS helpful while wielding your Aggro Runestaff:

                       bulwark: The best defense is a strong... defense (boost your defensive strength)!

Usage

Verb Style First Third
GROWL {WEAPON} WITH BULWARK Growling and standing tall with a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, you feel newly resolved to aggressively defend against incoming attacks. Person growls while standing tall with a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, newly resolved to defend against incoming attacks.
WITH SERENITY You begin to growl at a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, but it quickly trails off. The tension of your recent battles retreats into your runestaff. Person growls but quickly trails off as the tension of his recent battles appears to fade.
RUB You restore 45 aggression into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, eager for your next battle!
Roundtime: 3 sec.
Person grabs his mossbark runestaff and roars with aggression, appearing eager for battle!
Restore any banked aggression for use in your current battle.
GROWL {WEAPON} WITH BULWARK This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
WITH SERENITY This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Tier 4

A Tier 4 Aggro Weapon gains the Blood Focus ability.

Blood Focus provides a scaling bonus to AS and CS, which scales with the amount of aggression available. Unlike other abilities, Blood Focus activates automatically as long as the weapon has enough aggression. It requires at minimum 4 aggression for +1 AS/+0 CS, and at maximum 45 aggression for +10 AS/+6 CS.

To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the section on abilities below.

Analyze

You analyze the mossbark runestaff and sense that the creator has provided the following information:

This is a Tier 4 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.

Legend whispers that he infused arena-spilled blood into the alloy used to craft this fearsome weapon, imbuing it with a violent, unyielding force.  A skilled and determined wielder can tap into the blacksmith's hard-earned work, forged through pain and perseverance, to enhance their own aggression fortified by the runestaff during combat.

You may find these VERBS helpful while wielding your Aggro Runestaff:

          analyze: Display this information for aggressively helpful details on the usage of your runestaff.
  growl or scream: Activate one of the abilities of your runestaff using GROWL or SCREAM runestaff WITH [ability name]:
                        frenzy: Boost your strength and acuity.
                   furor focus: Slow creatures with your impressive combat prowess.
                   final straw: Make your next attack a fantastical strike.
                     bloodlust: Channel additional aggression into your weapon.
                     bloodbath: Make fantastical strikes against your next five targets of a single attack.
                       bulwark: The best defense is a strong... defense (boost your defensive strength)!
                      serenity: Become serene by storing earned aggression for later use.
              rub: Restore any banked aggression for use in your current battle.
           clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature].
          inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked.
             prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff.
            sense: Focus on the power of the runestaff (open a window that shows its current aggro).

When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them.

You might be able to have a talented merchant lighten the mossbark runestaff for you.

Additional Information

Inspect

Aggro Weapons have a hard-coded INSPECT that is used to give significant information about the weapon and its abilities. Use it to see how much aggression the weapon has stored and what abilities are currently unlocked. At Tier 4, the information is displayed as follows:

You blink slowly while inspecting a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies.  Before long, you imagine a lone shield splattered with blood leaning against a claidhmore embedded in a muddy field (37 current aggro).

----------------------------------------------------------------------------------------
|                                Aggro Runestaff Tier 4                                |
----------------------------------------------------------------------------------------
|   Tier 1    |  Tier 2   |  Tier 3  |   Tier 4    |               Aggro               |
----------------------------------------------------------------------------------------
| Final Straw | Bloodbath | Serenity | Blood Focus | ~   .   .   .   .   .   .   .   . |
|             |           |          |             |   ~   ~   ~   ~   ~   ~   ~   ~   |
|             |           |          |             |     -   -   -   -   -   -   -     |
| Furor Focus |           |          |             |       -   -   -   -   -   -       |
|             |           |          |             |         -   -   -   -   -         |
|             |           |          |             |           -   -   -   -           |
|   Frenzy    | Bloodlust | Bulwark  |             |             -   -   -             |
|             |           |          |             |               -   -               |
|             |           |          |             |                 -                 |
----------------------------------------------------------------------------------------

You are fully trained to channel all of your combat aggression into the runestaff when a spell is used.  You are not fully trained to channel your combat aggression into the runestaff when used as a weapon.  You will be able to channel 0% of the normal aggression earned from combat actions into the runestaff when used as a weapon.

135 lifetime aggression has been channeled into the runestaff, and 136 has been harnessed to activate abilities.

Sense

SENSE can be used to focus on the current power of the Aggro Weapon. It includes separate window that can be opened, if enabled in Wrayth. It is an abbreviated version of the information shown in INSPECT.

---------------------
|  Runestaff Aggro  |
---------------------
| . . . . . . . . . |
|  . . . . . . . .  |
|   . . . . . . .   |
|    ~ ~ ~ ~ . .    |
|     - - - ~ ~     |
|      - - - -      |
|       - - -       |
|        - -        |
|         -         |
|  Total: 19 +8/+4  |
|     Frzy FuFo     |
|       Blst        |
|       Bulk        |
---------------------

Abilities

To use the abilities on your weapon it must have accumulated the amount of aggression listed in the "Aggression Cost" column. The ability will always use the maximum amount of aggression possible and you'll always get the bonus associated with it. For example, if your weapon has 35 aggression and you activate the "Frenzy" ability, your weapon's aggression will be reduced to 3 and your AS will be boosted by 15 and your CS by 9 for 30 seconds.

Name Unlock Tier Aggression Cost Bonus Duration
Frenzy 1 4 +5 AS, +3 CS 15 Seconds
6 +6 AS, +3 CS 15 Seconds
8 +8 AS, +4 CS 15 Seconds
10 +10 AS, +6 CS 15 Seconds
16 +12 AS, +7 CS 15 Seconds
32 +15 AS, +9 CS 15 Seconds
45 +20 AS, +12 CS 15 Seconds
Furor Focus 1 16 AOE Slow 3 Targets 10-60 Seconds
32 AOE Slow 5 Targets 10-60 Seconds
45 AOE Slow 7 Targets 10-60 Seconds
Final Straw 1 45* +50 AS, +30 CS, and +20 CER
1 Target
+1 aggro added to any aggro-earning action while ability is active.
120 Seconds**
Bloodlust 2 4 2x Aggression Per Action 15 Seconds
6 20 Seconds
8 25 Seconds
10 30 Seconds
16 45 Seconds
32 60 Seconds
45 75 Seconds
Bloodbath 2 45 +50 AS, +30 CS, and +20 CER
Up to 5 Targets in an AOE attack.
+1 aggro added to any aggro-earning action while ability is active.
120 Seconds**
Bulwark 3 4 +5 DS, +3 TD 15 Seconds
6 +6 DS, +3 TD 15 Seconds
8 +8 DS, +4 TD 15 Seconds
10 +10 DS, +6 TD 15 Seconds
16 +12 DS, +7 TD 15 Seconds
32 +15 DS, +9 TD 15 Seconds
45 +20 DS, +12 TD 15 Seconds
Serenity 3 45 Save all aggression for a future battle. N/A
Blood Focus 4 4 +1 AS, +0 CS N/A***
6 +3 AS, +0 CS
8 +5 AS, +3 CS
10 +7 AS, +4 CS
16 +8 AS, +4 CS
32 +9 AS, +5 CS
45 +10 AS, +6 CS
* Final Straw only costs 15 aggression at Tier 2 but still activates at 45 aggression once you upgrade to Tier 2.
** Final Straw and Bloodbath activate for a single attack (AOE for Bloodbath) within 120 seconds of activation (similar to Spirit Strike (117) mechanics).
*** Blood Focus activates automatically so long as the weapon has the level of aggression indicated.

Training and Wielding

In order to use these weapons effectively, you must be at least 1x trained in each weapon's corresponding skill. Any aggression earned is adjusted based on the percentage of training you have for it. In order to wield the weapons effectively, you will need to be in a forward or greater stance. Any aggression earned is adjusted based on the stance you are in, up to 100% at a completely offensive stance. Finally, if you find yourself using multiple Aggro Weapons, only the attacking weapon gains aggro for bloody hit, misses, and clenching. Getting hit will divide the earned aggro between them.

Earning Aggression

If you are fully trained and in an aggressive stance, the Aggro Weapon will earn aggression based on combat actions. Missing a target, getting injured, scoring a bloody hit, making a kill, or mutilating a corpse are all actions that will feed into your anger and help fill the weapon with aggression. The exact amount is a mystery but is based on the creature's level -- too low level or too high level and you'll naturally feel unchallenged by the creature, reducing or eliminating entirely the amount of aggression you earn. However, above level 100, it's understood that fighting higher level creatures is a normal and necessary activity.

 Your heart races as you skillfully channel a flurry of combat actions from an extremely bloody battle into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies.  You release some tension as the adrenaline gradually retreats (2 aggression is channeled into your equipment).

Aggression gradually fades, quicker at higher levels of aggression, if you fail to make any aggression-earning combat activities. Use your aggression well!

Your shoulders tighten as they absorb some of the stored aggression in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, leaving you feeling agitated (3 aggression fades from your runestaff).

Frequently Asked Questions

What is considered fully trained?
In order to be considered fully trained for the weapon you need to have trained as many times as possible per level for the weapon type (2x for squares/semis, 1x for pures). But, normal enhancives and ascension bonuses apply. For runestaves, the standard 8x magical skills/spells per training is required in order to gain aggro from spells.

What type of CER is added for Final Straw/Bloodbath?
20 CER of Critical Weighting is added onto any natural weighting already on the weapon.

What if I'm using multiple weapons?
The weapon performing the attack is the one that will get the aggro associated with the action. Getting hit will divide the aggro up amongst all equipped weapons that you are trained for. However, UCS equipment will never earn aggro unless you have empty hands.

How does Bloodbath work?
Bloodbath will add the Final Straw bonus to your next 5 targets in a single AOE attack. You need to be capable of the attack. If you attack only a single target, you'll still get the bonus but the ability will be over after your attack.

Can you skill loot/skin mutilated creatures?
Yes, however the action of mutilating will take some roundtime so be careful!

To mutilate undead does the weapon need to be blessed?
No, at least not yet.

Are all weapon types supported?
Yes, but that doesn't mean all will be available to purchase.

Is it available for HESS or a Flourish?
No, not at this time.

How much total aggro can be stored?
Only 45, and no more. You'll be warned when you are at your maximum aggro! There are 45 "indicators" in the inspect "vial" corresponding to each point of aggro.

You find it difficult to control the energy built up in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies after several heated battles!

How fast does it fade?
30 seconds is the fastest it will fade if you earn no aggro to keep it charged. Each time it fades it has a random chance to fade less or more than normal at the level it's at.

How often are you told how much you've earned?
After every pause in your battle you'll feel how much you've earned for the series of actions (if enabled via prod). You'll be told whenever it fades naturally (if enabled via prod).

How fast will I earn aggro?
It's hopefully very reasonable and a fun addition to those who like an interactive battle. At the top end of super squishy bandits, you might see something like this for just the "bloody hit" activity:

Reciting the mystical phrases of Cone of Elements, you feel a rime of frost wreathe your blue-grey eyes and infuse them with an icy blue energy that dissipates as you release your spell.
Your spell is ready.
You gesture at a giantman outlaw.
You hurl a powerful lightning bolt at a giantman outlaw!
  AS: +507 vs DS: +179 with AvD: +51 + d100 roll: +99 = +478
   ... and hit for 230 points of damage!
   Massive electrical shock to abdomen turns muscle tissue into a crispy bubbled mess.  Not pretty.

[You have 15 kills remaining.]
The giantman outlaw rolls over and dies.
You hurl a powerful lightning bolt at a half-elven thief!
  AS: +510 vs DS: +305 with AvD: +51 + d100 roll: +35 = +291
   ... and hit for 141 points of damage!
   Massive electrical shock to back.  Won't be bending over for awhile.
   The half-elven thief is stunned!
You hurl a powerful lightning bolt at a half-krolvin marauder!
By amazing chance, the half-krolvin marauder evades the bolt!
You hurl a powerful lightning bolt at an elven brigand!
  AS: +510 vs DS: +186 with AvD: +51 + d100 roll: +40 = +415
   ... and hit for 210 points of damage!
   Horrifying jolt of electricity fries abdomen to a crisp.  Upper torso falls to the ground.  Talk about repugnant!

[You have 14 kills remaining.]

The elven brigand rolls over and dies.
Cast Roundtime 3 Seconds.
>

You are now in a guarded stance.
>
A half-krolvin marauder slips into hiding.
>
A ghostly elven brigand slips into hiding.
>
A half-elven thief stands there, dazed and confused.
>
Your heart races as you skillfully channel a flurry of combat actions from an extremely bloody battle into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies.  You release some tension as the adrenaline gradually retreats (5 aggression is channeled into your equipment).

Don't forget, you can mutilate those mangy bandies once dead! We hope you find fun and strategic ways to learn, earn and spend it - and are happy to hear feedback and see some big aggression is channeled into your equipment pulses! However, you are limited to earning a maximum of 15 aggro from each creature.

Aggro Weapon Information
Type Mechanical
Item Classification Weapon
Item(s) Applied to Weapons
Alterable Yes
Light/Deep Yes
Original Release Venue Duskruin
Original Release Year 2025
Tiered Yes
Number of Tiers 4
How to Unlock Certificate
Item Verbs
ANALYZE CLENCH GROWL INSPECT
PROD RUB SCREAM SENSE