Animalistic Spirit/saved posts: Difference between revisions
(affinity + boosted messaging discord post (two comments back-to-back)) |
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Thanks! |
Thanks! |
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~Avaluka |
~Avaluka |
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{{saved-discord-post |
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| messagelink = https://discord.com/channels/226045346399256576/594009933763051549/877909094881718332 |
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| author = GS4-AVALUKA |
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| date = 08/19/2021 |
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}} |
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Yeah, it is roughly 1000 messages per level of affinity. If you have headdress and armor, it should only be 500 messages per level of affinity for both of them.<br> |
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It should say "pulsing" instead of "dull" to indicate it is a boosted affinity gain. |
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<section end=savedpost2 /> |
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==August 2021 Duskruin== |
==August 2021 Duskruin== |
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Debuting this Duskruin at the shop "Heady Spirits" is the final piece in the Animalistic Spirit set - Animalistic Spirit headdresses. These are not just headdresses, but they also have the ability to be functional helms, tiaras, crowns, headscarves, turbans, or just hats in general. You can choose what sort of headgear you feel would best work with your character. |
Debuting this Duskruin at the shop "Heady Spirits" is the final piece in the Animalistic Spirit set - Animalistic Spirit headdresses. These are not just headdresses, but they also have the ability to be functional helms, tiaras, crowns, headscarves, turbans, or just hats in general. You can choose what sort of headgear you feel would best work with your character. |
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When initially purchased off-the-shelf they are non-functional fluff (unless they are helms, in which they are functional helms but otherwise with fluff abilities). Just like the other items in this set of scripts, these items also come with an animal spirit locked inside them that must be tamed with successful physical and magical hits. However, due to the special infusion of these headdresses, wielding other Animalistic Spirit items while wearing the headdress will cause the spirits within all items to tame faster. (IE, if you are wearing a headdress and using an Animalistic Spirit weapon, both the weapon and the headdress will gain 2x as much affinity with each successful hit.) |
When initially purchased off-the-shelf they are non-functional fluff (unless they are helms, in which they are functional helms but otherwise with fluff abilities). Just like the other items in this set of scripts, these items also come with an animal spirit locked inside them that must be tamed with successful physical and magical hits. However, due to the special infusion of these headdresses, wielding other Animalistic Spirit items while wearing the headdress will cause the spirits within all items to tame faster. (IE, if you are wearing a headdress and using an Animalistic Spirit weapon, both the weapon and the headdress will gain 2x as much affinity with each successful hit.)<br> |
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NOTE: The bonus to affinity gain matches the amount of Animalistic items you are wearing/wielding. So if you are wearing 4 total items (headdress, armor, UCS gloves, UCS boots), any affinity gain on any of the items will be +4 per hit instead of only +1. You still need to do the appropriate action to raise affinity depending on the item (such as successful UCS attacks against like-level foes for UCS items), but doing it while wearing the headdress will boost the gains. |
NOTE: The bonus to affinity gain matches the amount of Animalistic items you are wearing/wielding. So if you are wearing 4 total items (headdress, armor, UCS gloves, UCS boots), any affinity gain on any of the items will be +4 per hit instead of only +1. You still need to do the appropriate action to raise affinity depending on the item (such as successful UCS attacks against like-level foes for UCS items), but doing it while wearing the headdress will boost the gains. |
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NOTE: Items you imprint must also be attuned to you in order for the spirit within to trust you enough to imprint to the headdress. |
NOTE: Items you imprint must also be attuned to you in order for the spirit within to trust you enough to imprint to the headdress. |
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<nowiki>=Unlockable Mechanical Features=</nowiki> |
<nowiki>=Unlockable Mechanical Features=</nowiki><br> |
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NOTE: Once a mechanical feature is unlocked, this item becomes functional if not already set as such. |
NOTE: Once a mechanical feature is unlocked, this item becomes functional if not already set as such. |
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* Animalistic Avatar SMRV2 attack. |
* Animalistic Avatar SMRV2 attack. |
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Clapping your hands together in excitement, you nod eagerly. |
Clapping your hands together in excitement, you nod eagerly. |
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~Avaluka |
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{{saved-post |
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| category = Paid Events: Adventures, Quests, and SimuCoins |
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| topic = Duskruin Arena |
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| messagenum = [http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/13310 13310] |
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| author = GS4-AVALUKA |
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| date = 8/4/2021 |
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| subject = Animalistic Spirit headdresses |
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}} |
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Time for some extra information about this headgear! I've decided to use a helm this time, though please note that, other than being an actual functional helm, the actual functionality is the same across all types. |
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You analyze your steel helm and sense that the creator has provided the following information:<br> |
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---- |
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Animalistic Spirit Headdresses |
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---- |
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<nowiki>=General Script Information=</nowiki><br> |
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This is headgear with the spirit of an animal trapped within it.<br> |
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The spirit is wild and must be tamed by unleashing attacks against like-level foes, either magical or physical.<br> |
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If not fully tame, the spirit within can backlash upon the owner.<br> |
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Allegiance can be changed, but the new owner must work off the trust gained by the previous owner.<br> |
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If you also wield an Animalistic Spirit weapon, shield, or wear a set of associated armor, the infusion within the helm allows for all spirits to be tamed faster.<br> |
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The spirit within the helm can be unlocked to allow it to morph into the appearance of the spirits within any other Animalistic Spirit item you are also bonded with.<br> |
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In addition, the helm will draw out help from other wielded Animalistic Spirit gear when performing an Animalistic Avatar attack, adding Animalistic Fury (weapons/shields) or Animalistic Instinct (armor) to its attacks.<br> |
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While wearing Animalistic Spirit armor, this helm will take the place of the associated head coverage (if the armor has no head coverage), or be appended to the head coverage's description (if the helm is not a helm/helmet) in the armor's messaging.<br> |
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<nowiki>=Alteration Guidelines=</nowiki><br> |
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<nowiki>*</nowiki> Alterations to the 15/15/15, long and show of this helm are fine.<br> |
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<nowiki>*</nowiki> Any merchant can change the adornment, adornment type, and how the adornment attaches to the helm.<br> |
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Possible adornment types are: plain (color/texture), loose/dangling (feathers/tassels), reflective attachments (pins/gems/metal), rigid protrusions (spikes/horns), or designs (embroidery/etching).<br> |
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<nowiki>*</nowiki> If the helm is NOT a helm/helmet, it is likely a merchant can change the headgear type.<br> |
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Possible types are: headdresses, helms/helmets, tiara/circlets, crowns, headscarves/turbans, or hats.<br> |
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<nowiki>*</nowiki> Customization of the line that shows up in your features when worn is also possible, but only the segment after the comma in the first sentence and the complete second sentence can be changed.<br> |
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NOTE: This should NOT indicate movement, glowing, or anything other than a description of how the adornment looks on the helm when worn, or how the helm is being worn.<br> |
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<nowiki>*</nowiki> Some merchants can change the spirit color, spirit call, spirit group, or how the spirit looks.<br> |
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Only the "main" spirit can be altered in this manner; any spirit imprints cannot be changed.<br> |
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NOTE: You cannot change the general type of animal, such as changing a large feline to be a canine, except using certificates.<br> |
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As well, each spirit type only has certain pre-approved nouns allowed.<br> |
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<nowiki>=Features=</nowiki><br> |
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<nowiki>*</nowiki> Feature-Worn<br> |
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When worn, this helm can be viewable in your features, appearing just below the line indicating your race. It is toggleable with TOUCH.<br> |
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Feature-Worn ability is currently: ON [Toggle with TOUCH]<br> |
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<nowiki>*</nowiki> Temporary Eye Feature Change<br> |
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RUBbing the helm causes the spirit's essence to briefly infuse your eyes, turning them into "feral misty green eyes" for 4 hours.<br> |
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<nowiki>*</nowiki> Spirit Imprints = Locked<br> |
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When unlocked, the helm gains the ability to "imprint" with other spirits and morph into their appearance at will. The spirit within the helm must be attuned to you, as well as the spirit of the other piece of Animalistic Spirit gear you are trying to imprint.<br> |
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Use INSPECT to view any imprinted spirits, TURN to coax the spirit within the helm to morph into a different spirit appearance, CLEAN to remove a spirit imprint, and POINT the helm at the other item you want it to imprint to.<br> |
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NOTE: You can only unlock a maximum of 4 extra slots for imprinted spirits on this helm.<br> |
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<nowiki>*</nowiki> Animalistic Avatar = Locked<br> |
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When unlocked, gain access to a maneuver-based attack using WAVE that briefly turns you into the avatar of the attached spirit, potentially rooting the target to the spot in fear. This can be unleashed every 6 minutes.<br> |
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If the multi-opponent version is unlocked, the same attack can be unleashed on a maximum of 2 creatures in the room once an hour.<br> |
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If you wield an Animalistic Spirit weapon or shield, or wear Animalistic Spirit armor, the respective item's flare will be added to the helm's attack.<br> |
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<nowiki>*</nowiki> Flavor Actions (Tier 1 of 2)<br> |
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At this tier, this helm captures the following: WEAR, REMOVE, RUB (Temporary Eye Change), TOUCH (Feature-worn On/Off).<br> |
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Use PROD to make the spirit less visible while using these actions [Spirit is currently: Awake]<br> |
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<nowiki>*</nowiki> Tameness/Affinity<br> |
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Tame the spirit to prevent it enacting its rage upon you.<br> |
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Only one person can have allegiance to this helm's spirit at a time.<br> |
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The feeling of this spirit toward no one is wild (Level 0 of 12).<br> |
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NOTE: To start taming this helm, damage a like-level foe with physical or magical attacks.<br> |
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<nowiki>=Current Settings=</nowiki><br> |
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<nowiki>*</nowiki> Spirit: stallion (Type: Equine)<br> |
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Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.<br> |
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<nowiki>*</nowiki> Spirit Descriptor: muscular<br> |
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<nowiki>*</nowiki> Spirit Color: misty green<br> |
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<nowiki>*</nowiki> Spirit Call: whinny<br> |
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<nowiki>*</nowiki> Spirit Group: herd<br> |
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<nowiki>*</nowiki> Type: Helm<br> |
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<nowiki>*</nowiki> Material: steel<br> |
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<nowiki>*</nowiki> Adornment: horsehair crest (Type:Feathers/Tassels)<br> |
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<nowiki>*</nowiki> Adornment Attachment: adorning the top of the helm<br> |
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<nowiki>*</nowiki> Feature Line: ...a polished steel helm, its sturdy frame bracketing her face. Adorning the top of the helm is a thick horsehair crest, the trailing end falling down to her mid-back.<br> |
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NOTE: The beginning text before the "..." is different depending on type and cannot be customized.<br> |
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You might be able to have a talented merchant lighten the steel helm for you.</nowiki> |
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As you can see, each headdress can have an "adornment", which can have many different adornment types. This could be as simple as just describing the surface or color or texture of the item to describing horns crowning something. Each adornment type slightly changes how the spirit light interacts/highlights the adornment in portions of the fluff messaging. Note that the adornment type examples in the ANALYZE are not exhaustive ('dangling', for example, essentially expects any kind of adornment, plural or singular, where only one end of the adornment is attached to the item and the other end may be free-moving somewhat. This could be tassels or feathers, but could also be strings of beads or shards of bone.) |
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You really should only have one "main" adornment set on these things. You can have more than one described in a show, perhaps (like I am sure most everything can describe a specific color or surface), but this is just selecting one "focal" adornment that is most prominent that gets set on the actual item. |
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Let's look at some more verb examples! |
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''>shake my helm<br> |
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With a disdainful snort, you give a curt shake of your head, your gaze cold. A cascade of energy falls from the steel helm on your head in a waterfall of misty green light, the motes' passage causing the horsehair crest adorning the top of it to ripple briefly before falling back into place. |
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Ooh, maybe a bit too cold. Let's warm things up a bit. |
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''>demeanor warm<br> |
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You love the world and the world loves you!<br> |
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''>shake my helm<br> |
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Laughing warmly, you give a disbelieving shake of your head, blue-green eyes sparkling with amusement. A cascade of energy falls from the steel helm on your head in a waterfall of misty green light, the motes' passage causing the horsehair crest adorning the top of it to ripple briefly before falling back into place. |
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''>tilt my helm<br> |
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Cocking your head to one side in curiosity, you blink several times in bewilderment, your jaw dropping open slightly. Crackling misty green energy sparks over the steel helm on your head as a low whinny fills the air, tendrils of light arcing over the horsehair crest adorning the top of it. |
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Remember: you can use PROD on the item at any time to toggle whether the spirit light (the 2nd sentences above) actually fire. Sometimes you may want to be flashy with your movements and sometimes not! The PROD messaging is first person only, so no one is going to see you adjusting this on the sly. |
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Thanks!<br> |
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~Avaluka |
~Avaluka |
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~Avaluka<section end=savedpost3 /> |
~Avaluka<section end=savedpost3 /> |
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==February 2022 Duskruin== |
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<section begin=savedpost202202 />{{saved-post |
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| category = Paid Events: Adventures, Quests, and SimuCoins |
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| topic = Duskruin Arena |
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| messagenum = [http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/14093 14093] |
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| author = GS4-AVALUKA |
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| date = 1/28/2022 |
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| subject = New spirit types for Animalistic Spirit items |
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}} |
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Some new types of animal spirits are going to be making their way to the Animalistic Spirit items this Duskruin. All items in the set (weapon/shield, armor, and headdress) use these same spirits, so this list applies to all of them. Each type of item needs its own "Spirit Change" certificate in order to change the type, though, so be sure you have the correct one if you want to change the type. |
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<nowiki>=Spirit Types=</nowiki> |
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NOTES: |
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* The first noun listed for any spirit type is the "default" noun, meaning the noun that will be set when you first change to that type with a spirit change certificate. |
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* Nouns with an asterisk (*) are NEW to that particular spirit type. |
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* Spirit Types with an asterisk (*) are NEW, so all the nouns are essentially considered new. |
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- Large Feline<br> |
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Available nouns for this type are: lion, lioness, panther, tiger, tigress, puma, catamount, jaguar, leopard, snow leopard, clouded leopard, cheetah.<br> |
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Default Descriptor: Lithe<br> |
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Default Sound: Roar<br> |
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Default Group: Pride |
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- Small Feline<br> |
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Available nouns for this type are: cat, kitten, bobcat, lynx, serval, caracal, margay, ocelot, jaguarundi, snowcat, genet*, fishing cat*.<br> |
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Default Descriptor: Sleek<br> |
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Default Sound: Hiss<br> |
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Default Group: Clowder |
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- Canine<br> |
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Available nouns for this type are: wolf, jackal, fox, fennec fox, hyena, dhole, coyote, dog, bush dog, foxhound, bloodhound, wolfhound, mastiff, puppy, aardwolf.<br> |
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Default Descriptor: Rangy<br> |
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Default Sound: Howl<br> |
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Default Group: Pack |
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- Avian (Predatory)<br> |
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Available nouns for this type are: hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrfalcon, peregrine falcon, kestrel, osprey, goshawk, kite.<br> |
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Default Descriptor: Angular<br> |
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Default Sound: Screech<br> |
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Default Group: Flock |
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- Hooved (Horned)<br> |
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Available nouns for this type are: stag, deer, goat, antelope, buffalo, bison, bull, oryx, wildebeest, ram, moose, elk, yak, hind, hart, gazelle, caribou, muntjac, buck, reindeer.<br> |
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Default Descriptor: Antlered<br> |
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Default Sound: Bellow<br> |
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Default Group: Stampede |
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- Equine<br> |
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Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.<br> |
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Default Descriptor: Muscular<br> |
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Default Sound: Whinny<br> |
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Default Group: Herd |
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- Snake<br> |
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Available nouns for this type are: snake, serpent, cobra, asp, adder, boa, boa constrictor, rattlesnake, corn snake, mamba, eel.<br> |
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Default Descriptor: Sinuous<br> |
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Default Sound: Hiss<br> |
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Default Group: Mass |
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- Aquatic Mammal<br> |
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Available nouns for this type are: dolphin, whale, orca, seal, sea lion, walrus, manatee, narwhal.<br> |
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Default Descriptor: Sleek<br> |
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Default Sound: Chitter<br> |
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Default Group: Pod |
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- Small Rodent<br> |
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Available nouns for this type are: mouse, dormouse, rat, squirrel, chinchilla, hamster, cavy, gopher, groundhog, lemming, naked mole rat, marmot, muskrat.<br> |
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Default Descriptor: Plump<br> |
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Default Sound: Squeak<br> |
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Default Group: Horde |
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- Ursine<br> |
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Available nouns for this type are: bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear, panda, giant panda, sloth bear.<br> |
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Default Descriptor: Burly<br> |
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Default Sound: Growl<br> |
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Default Group: Band |
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- Rabbit/Hare<br> |
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Available nouns for this type are: hare, rabbit, jackrabbit, cottontail, arctic hare, snowshoe hare.<br> |
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Default Descriptor: Lanky<br> |
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Default Sound: Growl<br> |
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Default Group: Herd |
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- Porcine<br> |
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Available nouns for this type are: boar, iron boar, pig, hog, warthog, babirusa.<br> |
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Default Descriptor: Stocky<br> |
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Default Sound: Snort<br> |
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Default Group: Drove |
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- Arachnid<br> |
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Available nouns for this type are: spider, tarantula, arachnid, black widow spider, brown recluse spider, wolf spider, huntsman spider, tomb spider.<br> |
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Default Descriptor: Giant<br> |
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Default Sound: Chitter<br> |
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Default Group: Swarm |
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- Corvid<br> |
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Available nouns for this type are: raven, crow, magpie, jackdaw, rook, jay.<br> |
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Default Descriptor: Sleek<br> |
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Default Sound: Caw<br> |
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Default Group: Mob |
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- Semi-Arboreal<br> |
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Available nouns for this type are: raccoon, opossum, possum, red panda, bearcat, binturong, civet.<br> |
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Default Descriptor: Plump<br> |
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Default Sound: Chitter<br> |
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Default Group: Band |
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- Avian (Aquatic)<br> |
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Available nouns for this type are: penguin, emperor penguin, rockhopper penguin, puffin, auk.<br> |
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Default Descriptor: Pudgy<br> |
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Default Sound: Squawk<br> |
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Default Group: Flock |
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- Small Primate<br> |
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Available nouns for this type are: monkey, tamarin, marmoset, macaque, baboon, lemur, indri, sifaka, loris, bushbaby, capuchin.<br> |
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Default Descriptor: Gangly<br> |
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Default Sound: Screech<br> |
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Default Group: Troop |
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- Mustelid<br> |
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Available nouns for this type are: badger, honey badger, ferret, weasel, ermine, pine marten, stoat, skunk, wolverine, fisher*.<br> |
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Default Descriptor: Stocky<br> |
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Default Sound: Growl<br> |
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Default Group: Band |
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- Armored<br> |
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Available nouns for this type are: armadillo, pangolin, hedgehog, porcupine, echidna.<br> |
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Default Descriptor: Squat<br> |
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Default Sound: Snort<br> |
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Default Group: Band |
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- Bat<br> |
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Available nouns for this type are: bat, fruit bat, vampire bat, flying fox.<br> |
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Default Descriptor: Angular<br> |
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Default Sound: Squeak<br> |
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Default Group: Swarm |
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- SemiAquatic<br> |
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Available nouns for this type are: otter, sea otter, river otter, platypus.<br> |
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Default Descriptor: Sleek<br> |
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Default Sound: Chitter<br> |
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Default Group: Band |
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- Avian (Magical)<br> |
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Available nouns for this type are: phoenix, firebird, griffin, storm griffin, gryphon, grifflet.<br> |
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Default Descriptor: Fiery<br> |
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Default Sound: Shriek<br> |
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Default Group: Band |
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- Megafauna*<br> |
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Available nouns for this type are: elephant, mammoth, woolly mammoth, rhinoceros, hippo, hippopotamous, giraffe.<br> |
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Default Descriptor: Tusked<br> |
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Default Sound: Trumpet<br> |
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Default Group: Band |
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- Avian (Rattite)*<br> |
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Available nouns for this type are: ostrich, emu, rhea, cassowary, moa, kiwi.<br> |
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Default Descriptor: Tall<br> |
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Default Sound: Shriek<br> |
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Default Group: Flock |
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- Shark*<br> |
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Available nouns for this type are: shark, great white shark, hammerhead shark, tiger shark, dogfish, sawshark, bullhead shark, thresher shark, basking shark, mako shark, nurse shark, whale shark, reef shark.<br> |
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Default Descriptor: Long-finned<br> |
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Default Sound: Growl<br> |
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Default Group: Band |
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- Cephalopod*<br> |
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Available nouns for this type are: octopus, squid, cuttlefish, nautilus, kraken.<br> |
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Default Descriptor: Bulbous<br> |
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Default Sound: Gurgle<br> |
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Default Group: Band |
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- Avian (Small)*<br> |
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Available nouns for this type are: sparrow, robin, dove, turtle dove, finch, starling, warbler, blackbird, thrush, swift, cuckoo, oriole, cardinal, lark, chickadee, hummingbird, wren, canary, swallow.<br> |
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Default Descriptor: Plump<br> |
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Default Sound: Chirp<br> |
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Default Group: Flock |
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- Lizard/Frog*<br> |
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Available nouns for this type are: lizard, horned lizard, frilled lizard, iguana, gecko, newt, skink, salamander, frog, bullfrog, toad, tree frog, poison dart frog.<br> |
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Default Descriptor: Scaly<br> |
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Default Sound: Hiss<br> |
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Default Group: Band |
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~Avaluka |
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{{saved-post |
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| category = Paid Events: Adventures, Quests, and SimuCoins |
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| topic = Duskruin Arena |
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| messagenum = [http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/14146 14146] |
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| author = GS4-AVALUKA |
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| date = 2/7/2022 |
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| subject = New spirit types for Animalistic Spirit items |
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}} |
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Note: I have added the noun "mongoose", as well, to the Mustelid group, as it was pointed out I missed this particular noun and it was an easy add to an already existing group. |
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Cheers!<br> |
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Avaluka<section end=savedpost202202 /> |
Latest revision as of 17:22, 18 February 2022
August 2020 Duskruin
Topic: Duskruin Arena
Message #: 11974
Author: GameMaster Avaluka
Date: 08/08/2020 10:55 AM CDT
Subject: Tame the Spirit
Gaze intent, the warrior let his hand hover over the line of shields on display, his skin tinged an eerie blue from the flickering candles arrayed nearby. A subtle power seemed to emanate from them, indistinct but noticeable despite their mundane appearance. Eventually he let his hand fall on a tower shield with its surface dyed in ripples of alternating colors, making his decision at long last. As soon as his skin made contact with the metal of the shield, he felt the strange power even more. A flicker of misty green light played over the shield's surface as the warrior lifted it from its resting place and settled it on his arm, testing the heft of it.
It felt much like any other shield he had wielded in his years in the profession, yet different as well. Something seemed to be just beneath the surface, its power tantalizingly out of reach.
Then, without warning, a feeling of pure rage seemed to erupt through the shield, sending an echoing roar through the air. Untamed wildness rippled through the shield's metal, spreading up through his arm and rendering him unable to even bring the shield back into position. Rage. All he felt was rage.
Then, as quickly as it had started, the wildness ebbed away, draining back into the shield and falling dormant once more. It was there, though - the warrior could feel the brewing wildness barely contained, but at least he could use his shield arm again.
"You must be careful," said a creaky voice from behind him, "The spirits within are wild and untamed. They are full of rage. Powerful, yes .... but a wild animal is dangerous, even in this form."
The warrior spun around, shield automatically coming up in a defensive posture at the sudden voice. But he soon relaxed upon seeing the slightly hunched man before him. The shopkeeper? He must be.
"What use is the power if it will be unleashed upon me, as well?" the warrior asked tentatively.
"Tame the spirit," croaked the old man, grinning and displaying several missing teeth. "Tame it and partner with it. It will hurt you no more and the power it will unleash will grow."
As though to demonstrate, the old man tapped the tip of his runestaff on the ground and bowed low. A ripple of light played over the wood of the staff, resolving into a brief visage of a wolf's face overlaying his own. As quickly as it appeared, the illusion disappeared into motes of misty green light with a fading howl.
Reaching out, the old shopkeeper held out a gleaming bastard sword to the burly warrior, "You will not regret it."
Taking the hilt of the sword, the warrior noted the same burst of wild energy emanating from it. Gripping both sword and shield tightly, his expression resolved into grim determination, "Tame the spirit .... yes. I think I will. Thank you." He, too, bowed clumsily toward the old man, causing a brief image of a lion to overlay his face.
Grinning, the warrior strode out, ready to try to tame the spirits within these new acquisitions and test their power first hand.
Topic: Duskruin Arena
Message #: 11989
Author: GameMaster Avaluka
Date: 08/11/2020 05:00 PM CDT
Subject: Tame the Spirit (Pt. 2) + Full Info
Clang! The blow reverberated through the bastard sword as the warrior parried the orc's blow aside with a casual flick. He could feel the wildness slowly ebbing away with each successful hit and parry, the spirit within yielding inch by inch.
With a yell, the warrior suddenly charged forward, his tower shield held aloft. As he collided with the unwary orc, a riotous stream of misty green light erupted across his shield, coalescing into the form of an ethereal lion. As the shield charge drove home, a stampede of many lions erupted forth, adding their damage to what was already inflicted. The orc flipped over and landed in a heap, dazed.
Grinning with triumph, the warrior spun around, catching another orc's blow on the face of his shield. An angry roar erupted from the shield in response to the block, causing another eruption of a stampede of ethereal lions to pour over the orc in revenge.
Spinning around to face the initial orc, the warrior charged forward with his sword raised. The orc staggered back to his feet, though appeared even more dazed due to a flicker of misty green light still playing over his body and sapping his defenses. Gritting his teeth, the warrior brought the sword down in a killing blow, feeling the hilt shudder in his hand as the spirit within's wildness continued to ebb away.
Without warning, rage suddenly burst from the bastard sword in the warrior's hand, a feeling of untamed wildness seeming to seize the muscles in his weapon arm. Momentarily unable to bring his weapon up to parry, he grit his teeth and brought his shield up to bear against another incoming blow. Just as quickly as the rage appeared, it again receded into the weapon, allowing him to raise the sword up to swipe aside another foe's slash.
Straightening up, his chest heaving from exertion, the warrior drew his sword in close and closed his eyes, clenching his fist tightly around the hilt. Warmth spread through him from the weapon as a burst of power erupted from the spirit and into his body. Strength enhanced and body glowing misty green, the warrior leapt forward and finished off the last of the orcs easily.
As the last of the enhanced strength ebbed away from him with a burst of light, the warrior exhaled and glanced down at his sword and shield, pleased with his acquisitions. The old man was right - he could live with the brief outbursts of anger in exchange for the power he now held.
Debuting at the shop Untamed Spirit in Duskruin Arena this year are Animalistic Spirit weapons and shields (also known as Animalistic Fury weapons/shields). These are weapons and shields imbued with the spirit of a wild animal.
Off the shelf they are 4x (+20) and contain offensive script flares called Animalistic Fury flares, which are Grapple damage as a default. They can have regular flares added on, as well, but all the offerings currently do not have normal flares attached off the shelf.
As the spirits within them are wild and untamed, you must tame the spirit to prevent them from backlashing on you. The backlash happens if you are wielding the weapon/shield (IE, held in hand or worn in the case of UCS gloves/boots). The backlash is different depending on the weapon or shield type - melee weapons and runestaves will make it so you cannot parry, UCS gloves/boots and ranged will give you a DS/TD debuff, while shields will make it so you cannot block. NOTE: This is only a very short effect and does not happen all the time. The more tame the spirit is, the less chance it will backlash and the shorter the backlash will last. When fully tame, the spirit will not backlash on you at all.
To tame the spirit, you must successfully hit like-level foes with the weapon/shield, or successfully parry(melee/runestaves), evade (UCS/ranged), or block (shield) attacks from like-level foes while you are in a forward or greater stance and actively participating in combat.
The spirits will only trust one person at a time - if you want to pass this weapon/shield off to someone else, the new owner will have to work off the trust gained by the previous owner before gaining trust of their own.
The more tame the spirit is, the more powerful the Animalistic Fury flares will become. You can unlock the ceiling/potential top end of the flare strength by unlocking the flare tier. Off the shelf, the flares will max out at regular flare strength.
Unlockable Extra Features
- Animalistic Fury Flares
While these weapons/shields come with this grapple-based offensive script flare off-the-shelf, you can unlock the ceiling of the flare's potential power even more. (NOTE: The flare power scales based on your affinity with the spirit, the flare tier only raises how high the flare's power can go when the spirit si fully tame.)
- Revenge flares
Unlock this to have a chance to unleash Animalistic Fury flares upon a successful parry (melee/runestaves), evade (UCS/ranged) or block (shields). NOTE: You must be in forward or greater stance and be an active participant in combat recently for the spirit to be roused into responding. IE, you can't just stand in defensive in front of a creature and let the flares kill things for you. As well, UCS gloves/boots reactive flares will NOT proc if your hands are full. You should NOT expect these to work unless you actually use UCS open-handed Brawling - no casters wearing these for an extra reactive flare chance. In addition, only one piece of equipment will reactively flare on each successful evade, so you will not be able to get multiple flares from gloves/boots on the same evade.
- Wild Backlash
Unlock this to add a DS/TD debuff to your target when Animalistic Fury flares hit. The stronger your Fury flares, the stronger this debuff becomes. NOTE: This is essentially a -5 DS/-3 TD debuff per flare tier. Unlocking this will add the debuff to the flare itself, so consider it a boost to the flare itself with the power tied to the flare tier. At max flare tier, the debuff is -20 DS/-12 TD.
- Savage Power
Unlock this to be able to draw upon the strength of the spirit within your weapon/shield once every 60 minutes to increase your AS, CS and critical padding for 2 minutes. Each unlock adds equivalent to 1x accuity (+5 AS/+3 CS) up to +25 AS/+15 CS at Tier 5. You need to CLENCH the weapon/shield to activate this, and the cooldown is applied to your character itself. (IE, you will not be able to activate a weapon and a shield in the same 60 minute period.)
- Damage Type Change
If you are unhappy with the default Grapple damage of the Animalistic Fury flares, you can change the damage type to something else (either a common damage type or uncommon damage type). Please be sure to READ the vouchers to see what types are available.
- Fluff Action unlocks
There are 2 unlocks available to add more verbs/actions to your weapons/shields that are pure fluff. These are completely separate from the flare tier unlocks to allow you to expand the fluff actions without having to pay a premium price if you do not want the extra power.
- Spirit Change
If you want to change the type of spirit in your weapon/shield (IE changing a feline to a canine), you can use this certificate. All GALD merchants should be able to change the color of the spirit, but only limited merchants can change how the spirit looks in general, while only certificates can change the overall "type" of the spirit. Each "type" of spirit has a limited list of pre-approved nouns/species that will work for that type in alterations.
Available "Types" of spirits so far:
- Large Feline
- Small Feline
- Canine
- Avian (Predatory)
- Hooved Mammal (Horned)
- Equine
- Snake
- Aquatic Mammal
- Small Rodent
- Ursine
- Rabbit/Hare
- Porcine
Potential questions/Answers:
- Does this work with Ranged?
Yes, the flares do fire with Ranged, but they do NOT fire with every shot. The flare chance is equivalent to if you were swinging a weapon.
This also works with UCS, runestaves and all shields. Armor is not available at this time.
- Can I add this to an existing weapon/shield?
Not at this time unfortunately. There will be a small selection of some weapon bases this run, as well as all sizes of shields, but you will not find every single weapon base available off-the-shelf. I tried to cover the more popular bases this run to try to appeal to most.
- How long will it take to fully tame the spirit?
Hard to say - it depends on how much you use it. The spirit is tamed by successful hits with the weapon/shield, and successful parry/evade/block while in forward+ stance and actively participating in combat (depending on the weapon/shield you have- these must be done with a like-level foe that you can gain experience from. You do not need to kill the creatures to get credit for taming - they only care about whether you do damage, bloodthirsty spirits that they are.
Due to shield maneuvers not being used as much, shields can also gain affinity from any successful physical attack if the shield is being wielded in the left hand.
- How does the flare tier affect the flares?
The flare tier only affects the potential power of the flare, /not/ the flare rate. The flare rate of Animalistic Fury flares is always a base flare rate that you'd see with any flare. The flare power is dependent on the flare tier, but this is a ceiling of how high the power will go. The power itself scales based on your affinity with the spirit. OTS weapons/shields have Animalistic Fury flares with the ceiling of normal flare power.
- Do I need to unlock all of these different features in some kind of order?
No, not really. The only ones dependent on "order" are the unlock certificates in the same "feature" (IE, you'd need to unlock the flare tiers in order from T2 up to T4.) However, you can easily unlock Wild Backlash and Revenge flares on something without even unlocking the flare power beyond the first tier. If you do not think you want Savage Power, you do not need to unlock it at all. If you are more interstsed in the fluff verbs, you can just grab those. It is a mix and match approach.
- How hard are these to enchant/ensorcell?
They do have a difficulty to them on par with similar scripted weapons. The penalty is flat, however, so an OTS weapon/shield will have the same penalty even before it is unlocked, so you do not need to worry about enchanting first before unlocking abilities.
- So the flares will not work on these for UCS gloves/boots at all?
That is /only/ the case for the Revenge/retaliatory flares. Offensive Animalistic Fury script flares will still fire on your UCS gloves/boots with UCS attacks, even if you have Brawling weapons or a shield in your hand. If you plan to try to take advantage of the Revenge flares firing on a successful evade, however, these will /not/ fire if you have anything whatsoever in your hands (both hands must be empty.)
~Avaluka
Topic: Duskruin Arena
Message #: 12023
Author: GameMaster Avaluka
Date: 08/12/2020
Subject: Tame the Spirit (Pt. 2) + Full Info
The differences between the animal types is mainly messaging. IE, a lion may attack by swiping with claws, where as an equine may attack by kicking out with hooves.
I'm going to list what pre-approved nouns are available for each spirit type currently. Note: you need the certificate to change the spirit type, but to change the noun/descriptor of the spirit you will need a merchant, though not all will be able to work on the spirit looks. When you change the spirit type on your weapon/shield with the certificate, you will get the "default" noun for that spirit (which is usually the very first noun noted on the list). If you want any of the other nouns, a merchant will need to be involved.
- Large Feline
Available nouns for this type are: lion, lioness, panther, tiger, puma, catamount, jaguar, leopard, snow leopard, clouded leopard, cheetah.
- Small Feline
Available nouns for this type are: cat, kitten, bobcat, lynx, serval, caracal, margay, ocelot, jaguarundi, snowcat.
- Canine
Available nouns for this type are: wolf, jackal, fox, fennec fox, hyena, dhole, coyote, dog, bush dog, foxhound, bloodhound, wolfhound, mastiff.
- Avian (Predatory)
Available nouns for this type are: hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrefalcon, peregrine falcon, kestrel, osprey, goshawk, kite.
- Horned/Hooved
Available nouns for this type are: stag, deer, goat, antelope, buffalo, bison, bull, oryx, wildebeest.
- Equine
Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.
- Snake
Available nouns for this type are: snake, serpent, cobra, asp, adder, boa, boa constrictor, rattlesnake, corn snake, mamba, eel.
- Aquatic Mammal (Ie with flippers)
Available nouns for this type are: dolphin, whale, orca, seal, sea lion, walrus.
- Small Rodent
Available nouns for this type are: mouse, dormouse, rat, squirrel, chinchilla, hamster, cavy, gopher, groundhog, lemming.
- Ursine
Available nouns for this type are: bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear.
- Rabbit/Hare
Available nouns for this type are: hare, rabbit, jackrabbit, cottontail, arctic hare, snowshoe hare.
- Porcine
Available nouns for this type are: boar, iron boar, pig, hog, warthog.
Topic: Duskruin Arena
Message #: 12025
Author: GameMaster Avaluka
Date: 08/12/2020 10:12 PM CDT
Subject: Tame the Spirit (Pt. 2) + Full Info
And a clip of the flares going off (lion spirit):
You attempt to jab a greater burrow orc!
You have good positioning against a greater burrow orc.
UAF: 537 vs UDF: 108 = 2.000 (capped) * MM: 100 + d100: 60 = 260
... and hit for 30 points of damage!
Fast strike jars the spine.
The burrow orc is stunned!
Strike leaves foe vulnerable to a followup jab attack!
Riotous misty green energy races along the surface of the gloves, slender tendrils rising up to coalesce into the ethereal form of a lithe lion.
Baring its sharp teeth in a snarl, a lithe ghostly lion charges forward with a deafening roar as a stampede of wispy misty green lions roil forward in an angry torrent!
... 25 points of damage!
Solid leg grapple, pulls muscles to their limits!
It is knocked to the ground!
A turbulent cloud of misty green light lashes out from some gloves with an echoing roar!
Rage fills the orc's eyes as her body tenses up.
Roundtime: 2 sec.
Topic: Duskruin Arena
Message #: 12038
Author: GameMaster Avaluka
Date: 08/13/2020 04:42 PM CDT
Subject: Re: Tame the Spirit (Pt. 2) + Full Info
Re: Message length.
No, no way to shorten the message, nor any plans to offer it, as it'd unfortunately require essentially rewriting all of the messaging and have twice the work.
The 2 lines at the end about the turbulent energy and the rage in the orc's eyes are from the Wild Backlash (DS/TD debuff) unlock, which won't be there if that particular part of the flare is not unlocked.
Re: Stampede vs. other nouns
Currently that is locked in, though you're the 2nd person to wonder about customization of that particular word in the messaging. I can't promise anything, especially for this run, but I can consider that for the future.
Re: UCS gloves/boots revenge flare chance.
It would likely still be worth it to have revenge on both, if you want or can afford it. While they cannot flare on the same evade, they each track flare chance separately. Similar to having a weapon and a shield with revenge on both, with the weapon having a chance for parry and the shield for block - you still have more chances with both of them in play.
Topic: Duskruin Arena
Message #: 12122
Author: GameMaster Avaluka
Date: 08/15/2020 07:26 PM CDT
Subject: Re: Tame the Spirit (Pt. 2) + Full Info
The revenge flares for the shields (and possibly also the UCS gloves/boots and bows) will now work, I'm pretty sure. There was a bit of code missed that didn't get released with the rest.
Please let me know if there are still issues with it.
Also note you need to be actively attacking to be able to trigger a reactive flare, as well as being in forward+ stance.
Topic: Duskruin Arena
Message #: 12134
Author: GameMaster Avaluka
Date: 08/15/2020 09:34 PM CDT
Subject: Re: Tame the Spirit (Pt. 2) + Full Info
Currently the process is that you buy the OTS weapon/shield, which comes with a specific spirit already inside it.
If you do not like that one, there is a "spirit change slip" that you can buy in the backroom that will morph your spirit into a different type (with the default noun for that type). You can TURN the slip to switch to all the different types available.
I'm hoping after Duskruin is over there will be an opportunity for me to offer some spirit customization (changing the noun, descriptor, etc.), but will have to wait until the event is over.
Topic: Duskruin Arena
Message #: 12147
Author: GameMaster Avaluka
Date: 08/16/2020 10:06 AM CDT
Subject: Re: Tame the Spirit (Pt. 2) + Full Info
There was a bug with the blocking with the shields (as well as probably with parrying and evading with weapons), in which affinity increases were not properly being tracked in most cases.
This has been resolved, and you should now see affinity increases (a message about energy being absorbed) if you block (shields), parry (melee/runestaves), or evade (UCS/ranged) an attack from a foe within 10 levels of you while being in forward+ stance and actively participating in combat.
Please let me know if you notice anything odd from now on. ~Avaluka
Topic: Duskruin Arena
Message #: 12179
Author: GameMaster Avaluka
Date: 08/17/2020 08:23 PM CDT
Subject: Re: Tame the Spirit (Pt. 2) + Full Info
Could you BUGITEM the shield next you get a chance? I'll check the numbers.
Likely you are gaining affinity if you see "absorbs energy" message when you block while in combat (and in a forward+ stance), or do specific shield maneuvers.
I did halve the amount of affinity needed for shields prior to release, but this may be something I need to reassess. I'll check the numbers after you BUGITEM.
And re: the different shield maneuvers currently not working. These are being looked into, but I don't have an ETA. Thanks for compiling a list of what's not working as expected!
Topic: Duskruin Arena
Message #: 12188
Author: GameMaster Avaluka
Date: 08/18/2020 04:21 AM CDT
Subject: Re: Tame the Spirit (Pt. 2) + Full Info
Animalistic Spirit shields will now also gain affinity from any physical attacks done while the shield is wielded in the user's left hand. As shields now are on par with weapons as to their opportunities to gain affinity, the amount of hits needed to tame the spirit has been raised to match the weapons again.
I had to reassess the affinity gain for shields after seeing how slow it was, even with the block affinity properly being counted - it was not meant to be that slow, and the halved hit count was really not cutting it. Apologies for this, and thanks to those who bought shields in being patient and coming forward with what you guys were seeing!
~Avaluka
Topic: Duskruin Arena
Message #: 12201
Author: GameMaster Avaluka
Date: 08/19/2020 04:26 AM CDT
Subject: Re: Tame the Spirit (Pt. 2) + Full Info
The issue with AMBUSH not taking into account hits for the shield affinity should be resolved now.
~Avaluka
Topic: Duskruin Arena
Message #: 12215
Author: GameMaster Avaluka
Date: 08/21/2020 07:26 AM CDT
Subject: Re: Tame the Spirit (Pt. 2) + Full Info
Just a note that the "turbulent energy" and the rage filling the creature's eyes is the Wild Backlash (DS/TD debuff) part of the Animalistic Fury flares.
Revenge flares solely mean the ones that trigger on a successful block, at least for shields.
I believe it /should/ work for forward stance, as well, but I'll double check behind the scenes to make sure that's working as intended. (Or if I somehow misspoke.)
February 2021 Duskruin
Topic: Duskruin Arena
Message #: 12638
Author: GameMaster Avaluka
Date: 1/30/2021 05:44 PM CST
Subject: Teaser, you say?
What could this be, I wonder?
Smoothly unfolding your legs, you push yourself to your feet with a rustle of dark silk from your robes, shoulders tensed as you settle into a ready stance. A flurry of misty green motes skitter over the surface of the robes with an echoing caw, the faint lights spiraling off into dissipating eddies with the movement.
Aggressively lifting your balled fists in front of you, you stride deliberately forward a few steps with a rustle of dark silk from your robes, your blue-green eyes alert beneath your voluminous cowl. Misty green sparks whirl from the robes, spiraling in your wake. The tiny motes of light merge together into the ethereal form of a sleek raven as it glides behind you, its bright eyes agleam with intelligence as it scans the area around it.
Shoulders tensed into a ready stance, you pound a fist against the front of your dark silk robes with a hollow thump and cry out a harsh challenge! Flickering misty green motes rise from the robes and suffuse your eyes with a feral glow, briefly blocking out the blue-green color and gleaming eerily from beneath your voluminous cowl. For a few seconds, your battle cry morphs into a deafening caw!
~Avaluka
Topic: Duskruin Arena
Message #: 12641
Author: GameMaster Avaluka
Date: 1/31/2021 08:30 AM CST
Subject: Re:Teaser, you say?
Note that I am just using robes armor for my example currently, but this will be available in all armor types.
Today's tidbit teaser is a clip of one of the armor's cooldown abilities being triggered.
>clench my robes
Clenching one hand into a tight fist, you draw it close to the front of your dark silk robes, causing a flicker of misty green light to begin pulsing beneath it like a heartbeat. As the light pulses faster, tendrils of energy spiral around your neck and sink into your blue-green eyes, making them gleam with a wild misty green glow from beneath your voluminous cowl.
You feel your pulse quicken as your heart begins to beat with an unnatural strength and speed.
You feel the inflow of magical energies around you increase.
You feel a tingling energy course through your body as untapped stores of adrenaline invigorate you.
~Avaluka
Topic: Duskruin Arena
Message #: 12646
Author: GameMaster Avaluka
Date: 2/1/2021 07:15 AM CST
Subject: Re:Teaser, you say?
Yes, we're still dealing in tidbit teasers this morning. (A full details post will be coming soon - just waiting on something behind the scenes to finish.)
This is a clip of the main defensive ability of the armor in action (plus an additional clip of an unlockable feature in the latticework of energy you see forming at the end of the attack.)
A greater burrow orc swings a closed fist at you!
AS: +108 vs DS: +20 with AvD: +25 + d100 roll: +39 = +152
... and hits for 10 points of damage!
Blow leaves an imprint on your chest!
Spidery lines of misty green light spiral up from the point of impact, spreading over the chest of your dark silk robes.
Coalescing with a burst of misty green sparks, the visage of an ethereal sleek raven ruffles its feathers as it opens its sharp beak threateningly and lets out a resounding caw, the noise building into a discordant cacophony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 127 (Open d100: 44, Penalty: 3)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A latticework of misty green tendrils spirals over your body, weaving a protective cocoon around you!
>
A greater burrow orc stands up with a grunt.
>
The latticework of misty green energy surrounding you flashes once before settling into the ethereal form of a sleek raven flying protectively in front of you, wings flapping wildly as it snaps its sharp beak menacingly.
A greater burrow orc swings a closed fist at you!
AS: +108 vs DS: +40 with AvD: +25 + d100 roll: +18 = +111
... and hits for 1 point of damage!
Blow glances off your shoulder.
The latticework of light shielding you dissipates into a spray of fading motes.
Topic: Duskruin Arena
Message #: 12660
Author: GameMaster Avaluka
Date: 2/2/2021 06:45 PM CST
Subject: Re:Teaser, you say?
Sorry, no add to existing this run. Perhaps future runs.
This is a clip of the other unlockable cooldown ability, which lets you briefly channel the defensive reactive "flare" offensively 1x an hour.
>stomp my robes
Lifting one foot high, you slam it down hard on the ground, sending a reverberation of misty green energy rippling up your legs that pools on the front of your dark silk robes.
Exploding outward in a flurry of misty green light, a mob of ethereal sleek ravens bursts from your dark silk robes with an overlapping discordant cacophony of caws!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 269 (Open d100: 187)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 114 (Open d100: 32)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 114 (Open d100: 33)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 116 (Open d100: 34)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 103 (Open d100: 25)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
Topic: Duskruin Arena
Message #: 12663
Author: GameMaster Avaluka
Date: 02/03/2021 6:27 PM CST
Subject: Animalistic Spirit Fluff Updates and New/Current Spirit Types/Nouns
Some updates have been made to the spirits of Animalistic Spirit items on a purely fluff level and are now live.
- Spirits of the "Horned/Hooved" type will now properly indicate in messaging whether they have "antlers" or "horns". Previously they all mentioned horns, even for deer or moose.
- The group noun used in flare messaging, formerly always "stampede", has been updated to have a default value for each spirit type that makes more sense. In addition, it can also be customized along with the other items at special merchants if you don't like the default.
- A few new approved nouns have been added to some spirit types, while several brand new spirit types have been added as possibilities (see below).
=Spirit Types=
NOTES:
- The first noun listed for any spirit type is the "default" noun, meaning the noun that will be set when you first change to that type with spirit change certificates.
- Nouns with an asterisk (*) are NEW to that particular spirit type.
- Spirit Types with an asterisk (*) are NEW, so all the nouns are essentially considered new.
- Large Feline
Available nouns for this type are: lion, lioness, panther, tiger, puma, catamount, jaguar, leopard, snow leopard, clouded leopard, cheetah.
Default Descriptor: Lithe
Default Sound: Roar
Default Group: Pride
- Small Feline
Available nouns for this type are: cat, kitten, bobcat, lynx, serval, caracal, margay, ocelot, jaguarundi, snowcat.
Default Descriptor: Sleek
Default Sound: Hiss
Default Group: Clowder
- Canine
Available nouns for this type are: wolf, jackal, fox, fennec fox, hyena, dhole, coyote, dog, bush dog, foxhound, bloodhound, wolfhound, mastiff, puppy*.
Default Descriptor: Rangy
Default Sound: Howl
Default Group: Pack
- Avian (Predatory)
Available nouns for this type are: hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrfalcon, peregrine falcon, kestrel, osprey, goshawk, kite.
Default Descriptor: Angular
Default Sound: Screech
Default Group: Flock
- Hooved (Horned)
Available nouns for this type are: stag, deer, goat, antelope, buffalo, bison, bull, oryx, wildebeest, ram, moose, elk*.
Default Descriptor: Antlered
Default Sound: Bellow
Default Group: Stampede
- Equine
Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.
Default Descriptor: Muscular
Default Sound: Whinny
Default Group: Herd
- Snake
Available nouns for this type are: snake, serpent, cobra, asp, adder, boa, boa constrictor, rattlesnake, corn snake, mamba, eel.
Default Descriptor: Sinuous
Default Sound: Hiss
Default Group: Mass
- Aquatic Mammal
Available nouns for this type are: dolphin, whale, orca, seal, sea lion, walrus, manatee*.
Default Descriptor: Sleek
Default Sound: Chitter
Default Group: Pod
- Small Rodent
Available nouns for this type are: mouse, dormouse, rat, squirrel, chinchilla, hamster, cavy, gopher, groundhog, lemming, naked mole rat*, marmot*.
Default Descriptor: Plump
Default Sound: Squeak
Default Group: Horde
- Ursine
Available nouns for this type are: bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear, panda*, giant panda*.
Default Descriptor: Burly
Default Sound: Growl
Default Group: Band
- Rabbit/Hare
Available nouns for this type are: hare, rabbit, jackrabbit, cottontail, arctic hare, snowshoe hare.
Default Descriptor: Lanky
Default Sound: Growl
Default Group: Herd
- Porcine
Available nouns for this type are: boar, iron boar, pig, hog, warthog, babirusa*.
Default Descriptor: Stocky
Default Sound: Snort
Default Group: Drove
- Arachnid*
Available nouns for this type are: spider, tarantula, arachnid, black widow spider, brown recluse spider, wolf spider, huntsman spider.
Default Descriptor: Giant
Default Sound: Chitter
Default Group: Swarm
- Corvid*
Available nouns for this type are: raven, crow, magpie, jackdaw, rook, jay.
Default Descriptor: Sleek
Default Sound: Caw
Default Group: Mob
- Semi-Arboreal*
Available nouns for this type are: raccoon, opossum, possum, red panda.
Default Descriptor: Plump
Default Sound: Chitter
Default Group: Band
- Avian (Aquatic)*
Available nouns for this type are: penguin, emperor penguin, rockhopper penguin, puffin, auk.
Default Descriptor: Pudgy
Default Sound: Squawk
Default Group: Flock
- Small Primate*
Available nouns for this type are: monkey, tamarin, marmoset, macaque, baboon, lemur, indri, sifaka, loris, bushbaby, capuchin.
Default Descriptor: Gangly
Default Sound: Screech
Default Group: Troop
- Mustelid*
Available nouns for this type are: badger, honey badger, ferret, weasel, ermine, pine marten, stoat, skunk, wolverine.
Default Descriptor: Stocky
Default Sound: Growl
Default Group: Band
- Armored*
Available nouns for this type are: armadillo, pangolin, hedgehog, porcupine, echidna.
Default Descriptor: Squat
Default Sound: Snort
Default Group: Band
- Bat*
Available nouns for this type are: bat, fruit bat, vampire bat, flying fox.
Default Descriptor: Angular
Default Sound: Squeak
Default Group: Swarm
- SemiAquatic*
Available nouns for this type are: otter, sea otter, river otter, platypus.
Default Descriptor: Sleek
Default Sound: Chitter
Default Group: Band
Topic: Duskruin Arena
Message #: 12664
Author: GameMaster Avaluka
Date: 2/3/2021 09:27 PM CST
Subject: Animalistic Spirit Armor
Animalistic Spirit armor will be released this Duskruin to join the existing weapons/shields and will be available in the shop Wild Instinct. Armor from each armor group will be available from robes to full plate.
As with the weapons/shields, this armor contains the spirit of an animal that must be tamed by the owner to prevent backlash. The spirit of the armor can be tamed by successful physical or magical attacks against like-level foes, as well as successful evades from like-level foes in a forward or greater stance. A new owner is possible, but they must work off the trust gained by the former owner before gaining any trust of their own.
A set bonus is available if you wield either an Animalistic Spirit weapon or an Animalistic Spirit shield in addition to Animalistic Spirit armor. The bonus has a maximum 10% chance to fire /if/ you have a fully unlocked weapon/shield AND a fully unlocked armor. The more mechanical unlocks you have on either weapon/shield or armor, the higher the set bonus chance becomes until it hits the 10% max. If you happen to have 3 pieces of Animalistic Spirit gear, the weapon/shield with the highest amount of mechanical unlocks will be used in the equation.
=Features=
- Animalistic Instinct Flares
When wearing this armor and you are hit/damaged, there is a basic flare chance the armor's spirit will unleash a SMRV2 maneuver-based sonic attack on the attacker, causing knockdown and roundtime. NOTE: Knockdown does NOT work on flying creatures.
Tiers (4): T1/OTS to T4 (fully unlocked)
Each tier increases the power of the SMRV2 attack and the roundtime assessed (min 3 seconds roundtime at OTS, max 6 seconds roundtime at T4).
Set Bonus:
If the Instinct flares successfully hit, there is a chance the armor will call for help to the wielded weapon/shield, which will add the weapon/shield's Animalistic Fury flares to the attack, providing damage and potential debuff (if the Wild Backlash feature is unlocked on the weapon/shield).
- Revenge flares
Unlock to allow for a basic flare rate chance to unleash Animalistic Instinct flares on a successful evade. NOTE: You must be in forward+ stance and be an active participant in combat for the spirit to be enraged to retaliate.
Set Bonus:
Same as the Animalistic Instinct flares, but the associated weapon/shield /must/ have Revenge flares unlocked, too, for them to be able to have a chance to hit as part of a Revenge.
- Bestial Barrier
When unlocked, the spirit can shroud you with a barrier whenever Animalistic Instinct flares hit defensively.
The barrier gives you +5 DS per flare tier on the armor and lasts for 30 seconds, or until the next physical attack happens.
As an example, if you unlock this feature on an OTS set of armor, the DS bonus will be +5. A T4/fully unlocked armor will have +20 boost to DS with this barrier.
- Feral Whirlwind
Unlock this to be able to trigger an attack once an hour that offensively unleashes Animalistic Instinct flares on 3-5 random creatures in the room with you, activated with STOMP.
Set Bonus:
Same as the Animalistic Instinct flare set bonus. The armor has a chance with each successful attack on this multi-creature knockdown ability to also call to the weapon/shield to add Animalistic Fury flares.
- Untamed Vitality
Unlock this to draw upon the power of the armor's spirit once an hour for 15 minutes to increase your Mana, Stamina, and/or Health Recovery by +15.
This one is mix/match - you can choose to unlock any combination of the 3 recoveries depending on which suits you the most.
- Fluff Actions
Same as the weapons/shields, there are 3 total tiers of fluff actions (12 verb traps at full unlock).
- Fluff Customizations
New to this particular armor is the ability to customize its various "accents", depending on coverage. For example, armor with arm coverage can have customized descriptions for arm greaves that show up in some fluff messaging. Robes can have a customized hood (or no hood), customized sleeves (or no sleeves), and specific cloth material mentioned in messaging.
Any GALD merchant can update these accents to match the armor's alteration, as long as they are comfortable with the script.
An example from ANALYZE on some full plate:
- Head Coverage: visored rolaren helm
- Neck Coverage: segmented rolaren aventail
- Arm Coverage: verdant-hued rolaren arm greaves
- Leg Coverage: riveted rolaren leg guards
=Bloodscrip Pricing=
OTS 4x Armor - 10,000 bloodscrip
Flare tier unlocks (3) - 10,000 bloodscrip each
Revenge flares unlock - 30,000 bloodscrip
Bestial Barrier unlock - 20,000 bloodscrip
Feral Whirlwind unlock - 15,000 bloodscrip
Untamed Vitality (Stamina Recovery) unlock - 20,000 bloodscrip
Untamed Vitality (Mana Recovery) unlock - 20,000 bloodscrip
Untamed Vitality (Health Recovery) unlock - 10,000 bloodscrip
Fluff unlocks (2) - 2,500 bloodscrip each
Spirit Change note - 1,000 bloodscrip
Topic: Duskruin Arena
Message #: 12667
Author: GameMaster Avaluka
Date: 02/04/2021 08:40 PM CST
Subject: Re: Animalistic Spirit Armor
OTS the armor has the knockdown/RT maneuver flare reactively/defensively when you are hit.
You have to unlock the Revenge version of it, which lets it also fire reactively from an evade.
The set bonus essentially will add the Animalistic Fury flare of the weapon/shield to the same attack.
So it'd be like:
You get hit/damaged (or evaded in forward+ stance if you have Revenge flares active).
SMRV2 knockdown/RT Animalistic Instinct flare hits, creature is knocked down, assessed RT.
Set bonus fires, Animalistic Spirit weapon/shield's Fury flares also add damage (and potentially debuff, too, if the weapon/shield has the Wild Backlash debuff unlocked).
The damage on the set bonus version of the Fury flares is exactly as it is as if it had flared on the weapon/shield itself.
~Avaluka
Topic: Duskruin Arena
Message #: 12673
Author: GameMaster Avaluka
Date: 02/07/2021 07:49 AM CST
Subject: Re: Animalistic Spirit Armor
The set bonus only applies to the armor defensive flares. The weapons don't really need the armor flare added to them, as the base Grapple damage does a lot of knockdowns already.
No, there is no add-to-existing armor this time around.
~Avaluka
Topic: Duskruin Arena
Message #: 12767
Author: GameMaster Avaluka
Date: 02/12/2021 10:03 PM CST
Subject: Animalistic Spirit weapons/shields/armor - Attunement Available
Animalistic Spirit weapons/shields (and certificates) in Untamed Spirit, as well as Animalistic Spirit armor (and certificates) in Wild Instinct now both allow for attunement.
Enjoy!
~Avaluka
Topic: Duskruin Arena
Message #: 13000
Author: GameMaster Avaluka
Date: 02/27/2021 08:47 PM CST
Subject: Re: Animalistic Revenge Flares
No, it is not redundant to unlock Revenge on the armor.
If you unlock Revenge on the armor, you can:
- Have a chance at the Armor's Evade-based Revenge flares procing on the same Evade as the gloves. (Gloves/boots don't proc on the same Evade, but the Armor is a different script, technically, and can potentially Proc on the same Evade.)
- Have a chance of the Armor calling to the Gloves for help on a successful proc of the Armor's Evade flare.
So that's some extra chances right there of getting both the knockdown/RT of the armor's flares, as well as the damage from the gloves' Animalistic Fury flares, on a single Evade.
All up to you, though, on whether you think that is worth it for the price.
Thanks! ~Avaluka
Discord Message Link: https://discord.com/channels/226045346399256576/594009933763051549/877909094881718332
Author: GS4-AVALUKA
Date: 08/19/2021
Yeah, it is roughly 1000 messages per level of affinity. If you have headdress and armor, it should only be 500 messages per level of affinity for both of them.
It should say "pulsing" instead of "dull" to indicate it is a boosted affinity gain.
August 2021 Duskruin
Topic: Duskruin Arena
Message #: 13292
Author: GS4-AVALUKA
Date: 8/2/2021
Subject: Animalistic Spirit headdresses
Debuting this Duskruin at the shop "Heady Spirits" is the final piece in the Animalistic Spirit set - Animalistic Spirit headdresses. These are not just headdresses, but they also have the ability to be functional helms, tiaras, crowns, headscarves, turbans, or just hats in general. You can choose what sort of headgear you feel would best work with your character.
When initially purchased off-the-shelf they are non-functional fluff (unless they are helms, in which they are functional helms but otherwise with fluff abilities). Just like the other items in this set of scripts, these items also come with an animal spirit locked inside them that must be tamed with successful physical and magical hits. However, due to the special infusion of these headdresses, wielding other Animalistic Spirit items while wearing the headdress will cause the spirits within all items to tame faster. (IE, if you are wearing a headdress and using an Animalistic Spirit weapon, both the weapon and the headdress will gain 2x as much affinity with each successful hit.)
NOTE: The bonus to affinity gain matches the amount of Animalistic items you are wearing/wielding. So if you are wearing 4 total items (headdress, armor, UCS gloves, UCS boots), any affinity gain on any of the items will be +4 per hit instead of only +1. You still need to do the appropriate action to raise affinity depending on the item (such as successful UCS attacks against like-level foes for UCS items), but doing it while wearing the headdress will boost the gains.
In addition, these headdresses interface with Animalistic Spirit armor, either having their description appended to the head coverage of any worn Animalistic Spirit armor or taking the place of the head coverage description in armor-related messaging.
=Base Fluff Abilities=
- Feature-worn with customizeable parts.
Like illusion trinkets, the headdresses will show up in your features and can play nicely with other things that temporarily change your features. The 2 sentences in the feature LOOK can be customized via GALD.
- Temporary eye change.
You can RUB the headdress to infuse the spirit into your eyes, turning them into "feral <color> eyes" for 4 hours, where the color is the color of the spirit within the headdress.
- PROD the headdress so you can determine if the spirit shows itself when using fluff actions.
This feature has been also carried over to Animalistic Spirit armor (but NOT weapons/shields currently).
=Unlockable Fluff Features=
- One added tier of fluff actions.
Adds NOD, SHAKE, TILT, and GROWL, which are all targetable. NOD also lets you use NOD styles, adding more flavor to your NODs. Some of these also take DEMEANOR into account.
- Add "slots" for Spirit Imprints (up to 4).
If you have other Animalistic Spirit items, you can POINT your headdress at the other item and the headdress' spirit will be able to morph into the look of the other spirit at-will (you still keep the look of the original "dominant" spirit). TURN forces the spirit's look to change, CLEAN makes the spirit forget a saved imprint, INSPECT lets you look at all imprinted spirits. NOTE: Items you imprint must also be attuned to you in order for the spirit within to trust you enough to imprint to the headdress.
=Unlockable Mechanical Features=
NOTE: Once a mechanical feature is unlocked, this item becomes functional if not already set as such.
- Animalistic Avatar SMRV2 attack.
WAVE the headdress at a target to launch a SMRV2 maneuver attack at the creature where you momentarily become the living avatar of the attached spirit, causing the creature to be rooted if successful. If you are also wielding an Animalistic Spirit weapon or wearing a set of Animalistic Spirit armor, the headdress will choose one of them to add its flares to the attack. As an example, if you wield an Animalistic Spirit weapon in addition to the headdress, Animalistic Fury flares will be added to successful attacks.
Each unlock adds to the bonus for the SMRV2 roll.
This attack may be unleashed every 6 minutes.
- Multi-opponent version of Animalistic Avatar.
If you have at least T1 of Animalistic Avatar unlocked, you can unlock a multi-opponent version of it activated with WAVE (without a target).
The amount of potential targets scales based on the unlock tier of the Animalistic Avatar base attack, maxing out at a potential of 6 targets at T4.
This multi-opponent version can be unleashed once an hour.
Here's a snapshot of a few things with it!
Feature looks - note that this is toggleable with TOUCH, and the line is partially able to be customized in alterations.
You see GameMaster Avaluka.
She appears to be an Erithian of the Yachan Dai.
Draped elegantl.y on her head is a flame-hued feather headdress, the overlapping hues of the trailing end making a fiery pattern. Woven amongst the scarlet and crimson feathers of the headdress are several strings of carved amber beads.
She is taller than average and has a willowy figure. She appears to be very young. She has long-lashed blue-green eyes and alabaster skin. She has long, thick light brown hair. She has a heart-shaped face and a sloping nose.
She is in good shape.
Animalistic Avatar in action, along with the Set Bonus of it calling to the wielded weapon for help.
>wave my headdress at orc
Sweeping one arm out in a tight arc, you gesture forcefully at a greater burrow orc with a sinuous twisting motion, holding your other hand out for balance. Rippling waves of misty green energy flow over the surface of your feather headdress, pooling in your eyes and blurring your features with those of a fiery phoenix.
Ethereal misty green flames erupt to life, surrounding you as you throw your head back with an enraged shriek, spreading your arms wide to unfurl illusionary wings of scintillating light.
[SMR result: 126 (Open d100: 54)]
A greater burrow orc starts to tremble violently, rooted to the spot in fear!
A thin tendril of misty green light races over your body before spreading over your gloves, which react with an enraged chitter and an answering ripple of misty green energy.
Riotous misty green energy races along the surface of the gloves, slender tendrils rising up to coalesce into the ethereal form of a sleek dolphin.
Flicking its tail sharply, a sleek ethereal dolphin swims forward through the air with a fierce chitter as a pod of wispy misty green dolphins roil forth in an angry torrent!
... 10 points of damage!
Arm lock.
The burrow orc is stunned!
A turbulent cloud of misty green light lashes out from some gloves with an echoing chitter!
Rage fills the orc's eyes as his body tenses up.
Misty green motes rush away from you, leaving your features back to normal.
Some fluff actions!
>growl my headdress
Aggressively lifting a balled fist in front of you, you bare your teeth in a threatening display, a growl rumbling deep in your chest. Slender coils of misty green light seep from your feather headdress, briefly morphing your features into the visage of a fiery phoenix with fire-laced feathers and a curved beak.
>nod grim my headdress at avaluka
With a serious look in your blue-green eyes, you nod grimly at Avaluka. A riotous burst of misty green motes dances over the surface of the feather headdress on your head in time to the movement, the luminous sparks of energy spiraling around each of the strings of amber beads trailing from the ends of it.
But maybe I don't want the spirit to be so flashy right now?
>prod my headdress
You run a finger along the side of your feather headdress in a soothing motion. Lulled by the contact, the misty green sparks infusing it die away with a fading shriek.
>nod eager my headdress
Clapping your hands together in excitement, you nod eagerly.
~Avaluka
Topic: Duskruin Arena
Message #: 13310
Author: GS4-AVALUKA
Date: 8/4/2021
Subject: Animalistic Spirit headdresses
Time for some extra information about this headgear! I've decided to use a helm this time, though please note that, other than being an actual functional helm, the actual functionality is the same across all types.
You analyze your steel helm and sense that the creator has provided the following information:
Animalistic Spirit Headdresses
=General Script Information=
This is headgear with the spirit of an animal trapped within it.
The spirit is wild and must be tamed by unleashing attacks against like-level foes, either magical or physical.
If not fully tame, the spirit within can backlash upon the owner.
Allegiance can be changed, but the new owner must work off the trust gained by the previous owner.
If you also wield an Animalistic Spirit weapon, shield, or wear a set of associated armor, the infusion within the helm allows for all spirits to be tamed faster.
The spirit within the helm can be unlocked to allow it to morph into the appearance of the spirits within any other Animalistic Spirit item you are also bonded with.
In addition, the helm will draw out help from other wielded Animalistic Spirit gear when performing an Animalistic Avatar attack, adding Animalistic Fury (weapons/shields) or Animalistic Instinct (armor) to its attacks.
While wearing Animalistic Spirit armor, this helm will take the place of the associated head coverage (if the armor has no head coverage), or be appended to the head coverage's description (if the helm is not a helm/helmet) in the armor's messaging.
=Alteration Guidelines=
* Alterations to the 15/15/15, long and show of this helm are fine.
* Any merchant can change the adornment, adornment type, and how the adornment attaches to the helm.
Possible adornment types are: plain (color/texture), loose/dangling (feathers/tassels), reflective attachments (pins/gems/metal), rigid protrusions (spikes/horns), or designs (embroidery/etching).
* If the helm is NOT a helm/helmet, it is likely a merchant can change the headgear type.
Possible types are: headdresses, helms/helmets, tiara/circlets, crowns, headscarves/turbans, or hats.
* Customization of the line that shows up in your features when worn is also possible, but only the segment after the comma in the first sentence and the complete second sentence can be changed.
NOTE: This should NOT indicate movement, glowing, or anything other than a description of how the adornment looks on the helm when worn, or how the helm is being worn.
* Some merchants can change the spirit color, spirit call, spirit group, or how the spirit looks.
Only the "main" spirit can be altered in this manner; any spirit imprints cannot be changed.
NOTE: You cannot change the general type of animal, such as changing a large feline to be a canine, except using certificates.
As well, each spirit type only has certain pre-approved nouns allowed.
=Features=
* Feature-Worn
When worn, this helm can be viewable in your features, appearing just below the line indicating your race. It is toggleable with TOUCH.
Feature-Worn ability is currently: ON [Toggle with TOUCH]
* Temporary Eye Feature Change
RUBbing the helm causes the spirit's essence to briefly infuse your eyes, turning them into "feral misty green eyes" for 4 hours.
* Spirit Imprints = Locked
When unlocked, the helm gains the ability to "imprint" with other spirits and morph into their appearance at will. The spirit within the helm must be attuned to you, as well as the spirit of the other piece of Animalistic Spirit gear you are trying to imprint.
Use INSPECT to view any imprinted spirits, TURN to coax the spirit within the helm to morph into a different spirit appearance, CLEAN to remove a spirit imprint, and POINT the helm at the other item you want it to imprint to.
NOTE: You can only unlock a maximum of 4 extra slots for imprinted spirits on this helm.
* Animalistic Avatar = Locked
When unlocked, gain access to a maneuver-based attack using WAVE that briefly turns you into the avatar of the attached spirit, potentially rooting the target to the spot in fear. This can be unleashed every 6 minutes.
If the multi-opponent version is unlocked, the same attack can be unleashed on a maximum of 2 creatures in the room once an hour.
If you wield an Animalistic Spirit weapon or shield, or wear Animalistic Spirit armor, the respective item's flare will be added to the helm's attack.
* Flavor Actions (Tier 1 of 2)
At this tier, this helm captures the following: WEAR, REMOVE, RUB (Temporary Eye Change), TOUCH (Feature-worn On/Off).
Use PROD to make the spirit less visible while using these actions [Spirit is currently: Awake]
* Tameness/Affinity
Tame the spirit to prevent it enacting its rage upon you.
Only one person can have allegiance to this helm's spirit at a time.
The feeling of this spirit toward no one is wild (Level 0 of 12).
NOTE: To start taming this helm, damage a like-level foe with physical or magical attacks.
=Current Settings=
* Spirit: stallion (Type: Equine)
Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.
* Spirit Descriptor: muscular
* Spirit Color: misty green
* Spirit Call: whinny
* Spirit Group: herd
* Type: Helm
* Material: steel
* Adornment: horsehair crest (Type:Feathers/Tassels)
* Adornment Attachment: adorning the top of the helm
* Feature Line: ...a polished steel helm, its sturdy frame bracketing her face. Adorning the top of the helm is a thick horsehair crest, the trailing end falling down to her mid-back.
NOTE: The beginning text before the "..." is different depending on type and cannot be customized.
You might be able to have a talented merchant lighten the steel helm for you.</nowiki>
As you can see, each headdress can have an "adornment", which can have many different adornment types. This could be as simple as just describing the surface or color or texture of the item to describing horns crowning something. Each adornment type slightly changes how the spirit light interacts/highlights the adornment in portions of the fluff messaging. Note that the adornment type examples in the ANALYZE are not exhaustive ('dangling', for example, essentially expects any kind of adornment, plural or singular, where only one end of the adornment is attached to the item and the other end may be free-moving somewhat. This could be tassels or feathers, but could also be strings of beads or shards of bone.)
You really should only have one "main" adornment set on these things. You can have more than one described in a show, perhaps (like I am sure most everything can describe a specific color or surface), but this is just selecting one "focal" adornment that is most prominent that gets set on the actual item.
Let's look at some more verb examples!
>shake my helm
With a disdainful snort, you give a curt shake of your head, your gaze cold. A cascade of energy falls from the steel helm on your head in a waterfall of misty green light, the motes' passage causing the horsehair crest adorning the top of it to ripple briefly before falling back into place.
Ooh, maybe a bit too cold. Let's warm things up a bit.
>demeanor warm
You love the world and the world loves you!
>shake my helm
Laughing warmly, you give a disbelieving shake of your head, blue-green eyes sparkling with amusement. A cascade of energy falls from the steel helm on your head in a waterfall of misty green light, the motes' passage causing the horsehair crest adorning the top of it to ripple briefly before falling back into place.
>tilt my helm
Cocking your head to one side in curiosity, you blink several times in bewilderment, your jaw dropping open slightly. Crackling misty green energy sparks over the steel helm on your head as a low whinny fills the air, tendrils of light arcing over the horsehair crest adorning the top of it.
Remember: you can use PROD on the item at any time to toggle whether the spirit light (the 2nd sentences above) actually fire. Sometimes you may want to be flashy with your movements and sometimes not! The PROD messaging is first person only, so no one is going to see you adjusting this on the sly.
Thanks!
~Avaluka
Topic: Duskruin Arena
Message #: 13300
Author: GS4-AVALUKA
Date: 8/3/2021
Subject: Updated spirit type/nouns for Animalistic Spirit items
Though the total amount of new spirit nouns debuting at Duskruin this run isn't very large, there are still quite a few new additions. Please do not be discouraged if your suggestion did not make it in this time - it doesn't mean it will never be a possibility, it's just that I did not have time to add all of them in for this run.
The only brand new "spirit type" being added this year is "Avian (Magical)", which includes the "phoenix" noun that many people requested! Other additions are new noun possibilities for some of the existing spirit types.
Following is an updated list of all spirit types, approved nouns, and "defaults" for Animalistic Spirit items. All items within the Animalistic Spirit set use the same lists, but each one has its own certificate for changing spirit types for that particular item; be sure you have the correct certificate, which will be sold within the shop selling the item it applies to.
As usual, I should be scheduling some Wilkes visits in September to hopefully do some spirit alterations for those who want that service.
NOTES:
- The noun at the beginning of each list is the "default" noun for that spirit type. When an item is changed to that spirit type, this noun is the default that will appear.
- NEW nouns (or types) will be followed by an asterisk (*).
[Large Feline]
Available nouns for this type are: lion, lioness, panther, tiger, tigress*, puma, catamount, jaguar, leopard, snow leopard, clouded leopard, cheetah.
- Spirit Descriptor: lithe
- Spirit Call: roar
- Spirit Group: pride
[Small Feline]
Available nouns for this type are: cat, kitten, bobcat, lynx, serval, caracal, margay, ocelot, jaguarundi, snowcat.
- Spirit Descriptor: sleek
- Spirit Call: hiss
- Spirit Group: clowder
[Canine]
Available nouns for this type are: wolf, jackal, fox, fennec fox, hyena, dhole, coyote, dog, bush dog, foxhound, bloodhound, wolfhound, mastiff, puppy, aardwolf*.
- Spirit Descriptor: rangy
- Spirit Call: howl
- Spirit Group: pack
[Avian (Predatory)]
Available nouns for this type are: hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrfalcon, peregrine falcon, kestrel, osprey, goshawk, kite.
- Spirit Descriptor: angular
- Spirit Call: screech
- Spirit Group: flock
[Hooved (Horned)]
Available nouns for this type are: stag, deer, goat, antelope, buffalo, bison, bull, oryx, wildebeest, ram, moose, elk, yak*, hind*, hart*, gazelle*, caribou*, muntjac*, buck*, reindeer*.
- Spirit Descriptor: antlered
- Spirit Call: bellow
- Spirit Group: stampede
[Equine]
Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.
- Spirit Descriptor: muscular
- Spirit Call: whinny
- Spirit Group: herd
[Snake]
Available nouns for this type are: snake, serpent, cobra, asp, adder, boa, boa constrictor, rattlesnake, corn snake, mamba, eel.
- Spirit Descriptor: sinuous
- Spirit Call: hiss
- Spirit Group: mass
[Aquatic Mammal]
Available nouns for this type are: dolphin, whale, orca, seal, sea lion, walrus, manatee, narwhal*.
- Spirit Descriptor: sleek
- Spirit Call: chitter
- Spirit Group: pod
[Small Rodent]
Available nouns for this type are: mouse, dormouse, rat, squirrel, chinchilla, hamster, cavy, gopher, groundhog, lemming, naked mole rat, marmot, muskrat*.
- Spirit Descriptor: plump
- Spirit Call: squeak
- Spirit Group: horde
[Ursine]
Available nouns for this type are: bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear, panda, giant panda, sloth bear*.
- Spirit Descriptor: burly
- Spirit Call: growl
- Spirit Group: band
[Rabbit/Hare]
Available nouns for this type are: hare, rabbit, jackrabbit, cottontail, arctic hare, snowshoe hare.
- Spirit Descriptor: lanky
- Spirit Call: growl
- Spirit Group: herd
[Porcine]
Available nouns for this type are: boar, iron boar, pig, hog, warthog, babirusa.
- Spirit Descriptor: stocky
- Spirit Call: snort
- Spirit Group: drove
[Arachnid]
Available nouns for this type are: spider, tarantula, arachnid, black widow spider, brown recluse spider, wolf spider, huntsman spider, tomb spider*.
- Spirit Descriptor: giant
- Spirit Call: chitter
- Spirit Group: swarm
[Corvid]
Available nouns for this type are: raven, crow, magpie, jackdaw, rook, jay.
- Spirit Descriptor: sleek
- Spirit Call: caw
- Spirit Group: mob
[Semi-Arboreal]
Available nouns for this type are: raccoon, opossum, possum, red panda, bearcat*, binturong*, civet*.
- Spirit Descriptor: plump
- Spirit Call: chitter
- Spirit Group: band
[Avian (Aquatic)]
Available nouns for this type are: penguin, emperor penguin, rockhopper penguin, puffin, auk.
- Spirit Descriptor: pudgy
- Spirit Call: squawk
- Spirit Group: flock
[Small Primate]
Available nouns for this type are: monkey, tamarin, marmoset, macaque, baboon, lemur, indri, sifaka, loris, bushbaby, capuchin.
- Spirit Descriptor: gangly
- Spirit Call: screech
- Spirit Group: troop
[Mustelid]
Available nouns for this type are: badger, honey badger, ferret, weasel, ermine, pine marten, stoat, skunk, wolverine.
- Spirit Descriptor: stocky
- Spirit Call: growl
- Spirit Group: band
[Armored]
Available nouns for this type are: armadillo, pangolin, hedgehog, porcupine, echidna.
- Spirit Descriptor: squat
- Spirit Call: snort
- Spirit Group: band
[Bat]
Available nouns for this type are: bat, fruit bat, vampire bat, flying fox.
- Spirit Descriptor: angular
- Spirit Call: squeak
- Spirit Group: swarm
[Semi-Aquatic]
Available nouns for this type are: otter, sea otter, river otter, platypus.
- Spirit Descriptor: sleek
- Spirit Call: chitter
- Spirit Group: band
[Avian (Magical)]*
Available nouns for this type are: phoenix, firebird, griffin, storm griffin, gryphon, grifflet.
- Spirit Descriptor: fiery
- Spirit Call: shriek
- Spirit Group: band
NOTE: Phoenixes and firebirds have more fiery imagery, while anything griffin has more electrical/lightning imagery.
Thanks for all your suggestions - please feel free to keep them coming! I know several came in a bit too late for me to think about adding them this year, but I'll definitely be going over things again before the next run of Duskruin.
~Avaluka
February 2022 Duskruin
Topic: Duskruin Arena
Message #: 14093
Author: GS4-AVALUKA
Date: 1/28/2022
Subject: New spirit types for Animalistic Spirit items
Some new types of animal spirits are going to be making their way to the Animalistic Spirit items this Duskruin. All items in the set (weapon/shield, armor, and headdress) use these same spirits, so this list applies to all of them. Each type of item needs its own "Spirit Change" certificate in order to change the type, though, so be sure you have the correct one if you want to change the type.
=Spirit Types=
NOTES:
- The first noun listed for any spirit type is the "default" noun, meaning the noun that will be set when you first change to that type with a spirit change certificate.
- Nouns with an asterisk (*) are NEW to that particular spirit type.
- Spirit Types with an asterisk (*) are NEW, so all the nouns are essentially considered new.
- Large Feline
Available nouns for this type are: lion, lioness, panther, tiger, tigress, puma, catamount, jaguar, leopard, snow leopard, clouded leopard, cheetah.
Default Descriptor: Lithe
Default Sound: Roar
Default Group: Pride
- Small Feline
Available nouns for this type are: cat, kitten, bobcat, lynx, serval, caracal, margay, ocelot, jaguarundi, snowcat, genet*, fishing cat*.
Default Descriptor: Sleek
Default Sound: Hiss
Default Group: Clowder
- Canine
Available nouns for this type are: wolf, jackal, fox, fennec fox, hyena, dhole, coyote, dog, bush dog, foxhound, bloodhound, wolfhound, mastiff, puppy, aardwolf.
Default Descriptor: Rangy
Default Sound: Howl
Default Group: Pack
- Avian (Predatory)
Available nouns for this type are: hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrfalcon, peregrine falcon, kestrel, osprey, goshawk, kite.
Default Descriptor: Angular
Default Sound: Screech
Default Group: Flock
- Hooved (Horned)
Available nouns for this type are: stag, deer, goat, antelope, buffalo, bison, bull, oryx, wildebeest, ram, moose, elk, yak, hind, hart, gazelle, caribou, muntjac, buck, reindeer.
Default Descriptor: Antlered
Default Sound: Bellow
Default Group: Stampede
- Equine
Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.
Default Descriptor: Muscular
Default Sound: Whinny
Default Group: Herd
- Snake
Available nouns for this type are: snake, serpent, cobra, asp, adder, boa, boa constrictor, rattlesnake, corn snake, mamba, eel.
Default Descriptor: Sinuous
Default Sound: Hiss
Default Group: Mass
- Aquatic Mammal
Available nouns for this type are: dolphin, whale, orca, seal, sea lion, walrus, manatee, narwhal.
Default Descriptor: Sleek
Default Sound: Chitter
Default Group: Pod
- Small Rodent
Available nouns for this type are: mouse, dormouse, rat, squirrel, chinchilla, hamster, cavy, gopher, groundhog, lemming, naked mole rat, marmot, muskrat.
Default Descriptor: Plump
Default Sound: Squeak
Default Group: Horde
- Ursine
Available nouns for this type are: bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear, panda, giant panda, sloth bear.
Default Descriptor: Burly
Default Sound: Growl
Default Group: Band
- Rabbit/Hare
Available nouns for this type are: hare, rabbit, jackrabbit, cottontail, arctic hare, snowshoe hare.
Default Descriptor: Lanky
Default Sound: Growl
Default Group: Herd
- Porcine
Available nouns for this type are: boar, iron boar, pig, hog, warthog, babirusa.
Default Descriptor: Stocky
Default Sound: Snort
Default Group: Drove
- Arachnid
Available nouns for this type are: spider, tarantula, arachnid, black widow spider, brown recluse spider, wolf spider, huntsman spider, tomb spider.
Default Descriptor: Giant
Default Sound: Chitter
Default Group: Swarm
- Corvid
Available nouns for this type are: raven, crow, magpie, jackdaw, rook, jay.
Default Descriptor: Sleek
Default Sound: Caw
Default Group: Mob
- Semi-Arboreal
Available nouns for this type are: raccoon, opossum, possum, red panda, bearcat, binturong, civet.
Default Descriptor: Plump
Default Sound: Chitter
Default Group: Band
- Avian (Aquatic)
Available nouns for this type are: penguin, emperor penguin, rockhopper penguin, puffin, auk.
Default Descriptor: Pudgy
Default Sound: Squawk
Default Group: Flock
- Small Primate
Available nouns for this type are: monkey, tamarin, marmoset, macaque, baboon, lemur, indri, sifaka, loris, bushbaby, capuchin.
Default Descriptor: Gangly
Default Sound: Screech
Default Group: Troop
- Mustelid
Available nouns for this type are: badger, honey badger, ferret, weasel, ermine, pine marten, stoat, skunk, wolverine, fisher*.
Default Descriptor: Stocky
Default Sound: Growl
Default Group: Band
- Armored
Available nouns for this type are: armadillo, pangolin, hedgehog, porcupine, echidna.
Default Descriptor: Squat
Default Sound: Snort
Default Group: Band
- Bat
Available nouns for this type are: bat, fruit bat, vampire bat, flying fox.
Default Descriptor: Angular
Default Sound: Squeak
Default Group: Swarm
- SemiAquatic
Available nouns for this type are: otter, sea otter, river otter, platypus.
Default Descriptor: Sleek
Default Sound: Chitter
Default Group: Band
- Avian (Magical)
Available nouns for this type are: phoenix, firebird, griffin, storm griffin, gryphon, grifflet.
Default Descriptor: Fiery
Default Sound: Shriek
Default Group: Band
- Megafauna*
Available nouns for this type are: elephant, mammoth, woolly mammoth, rhinoceros, hippo, hippopotamous, giraffe.
Default Descriptor: Tusked
Default Sound: Trumpet
Default Group: Band
- Avian (Rattite)*
Available nouns for this type are: ostrich, emu, rhea, cassowary, moa, kiwi.
Default Descriptor: Tall
Default Sound: Shriek
Default Group: Flock
- Shark*
Available nouns for this type are: shark, great white shark, hammerhead shark, tiger shark, dogfish, sawshark, bullhead shark, thresher shark, basking shark, mako shark, nurse shark, whale shark, reef shark.
Default Descriptor: Long-finned
Default Sound: Growl
Default Group: Band
- Cephalopod*
Available nouns for this type are: octopus, squid, cuttlefish, nautilus, kraken.
Default Descriptor: Bulbous
Default Sound: Gurgle
Default Group: Band
- Avian (Small)*
Available nouns for this type are: sparrow, robin, dove, turtle dove, finch, starling, warbler, blackbird, thrush, swift, cuckoo, oriole, cardinal, lark, chickadee, hummingbird, wren, canary, swallow.
Default Descriptor: Plump
Default Sound: Chirp
Default Group: Flock
- Lizard/Frog*
Available nouns for this type are: lizard, horned lizard, frilled lizard, iguana, gecko, newt, skink, salamander, frog, bullfrog, toad, tree frog, poison dart frog.
Default Descriptor: Scaly
Default Sound: Hiss
Default Group: Band
~Avaluka
Topic: Duskruin Arena
Message #: 14146
Author: GS4-AVALUKA
Date: 2/7/2022
Subject: New spirit types for Animalistic Spirit items
Note: I have added the noun "mongoose", as well, to the Mustelid group, as it was pointed out I missed this particular noun and it was an easy add to an already existing group.
Cheers!
Avaluka