Shock Weapon: Difference between revisions

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(Adding banner noting significant changes to this item plus saved post. This page needs a LOT of work given the script update to it in 2022, such as the new analyze and breakdown of the weapon options. If you have this information, please add it!)
 
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<div class="alert alert-danger" style="text-align:center">'''Shock weapons had a significant script update in 2022. This article does not yet reflect those updates. See the [https://discord.com/channels/226045346399256576/832466682291027998/1031318398409388042 Discord Announcement].'''</div> <!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES-->
<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.-->
<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.-->
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The metal they are made out of or adorned with determines the element that will be fired: gornar, zorchar, drakar, or rhimar. Each weapon off the shelf is four times enchanted.
The metal they are made out of or adorned with determines the element that will be fired: gornar, zorchar, drakar, or rhimar. Each weapon off the shelf is four times enchanted.
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===Analyze===
==Analyze==
Below is the analyze for an Tier 1/Off-the-shelf '''Shock Weapon'''.
Below is the analyze for an Tier 1/Off-the-shelf '''Shock Weapon'''.
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==See Also==
==See Also==
* [[/saved posts|Saved posts]]
* [[Ebon_Gate_2016#Shock_Weapons|Ebon Gate 2016 Teaser]]
* [[Ebon_Gate_2016#Shock_Weapons|Ebon Gate 2016 Teaser]]
* [[Energy Weapon]]
* [[Energy Weapon]]


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{{iteminfo
[[category:Functional Scripts]]
|type= Mechanical<!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" -->
|itemclass= Weapon<!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" -->
|itemtype= Runestaff
|itemtype2= Polearm<!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". -->
|alter= Yes<!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. -->
|ld= Yes<!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. -->
|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". -->
|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. -->
|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".-->
|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.-->
|releasevenue= Ebon Gate 2015<!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. -->
|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. -->
|tiered= Yes<!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. -->
|tiersnumber= Special<!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). -->
|unlock= Certificate<!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.-->
|legendary= <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). -->
|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. -->
|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. -->
|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= -->
|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. -->
|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". -->
|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. -->
|hideable= <!-- OPTIONAL: Enter "Yes" if an item is hideable in inventory. If no, leave blank. -->
|hide= <!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable. This should indicate HOW it hides, whether by a verb or simply by being WORN. -->
|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. -->
|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. -->
|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. -->
|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. -->
|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. -->
}}
{{itemverb
|verb= DROP
|verb2= FIX
|verb3= POINT
<!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.-->
}}
</td></tr></table>

Latest revision as of 08:33, 15 November 2023

Shock weapons had a significant script update in 2022. This article does not yet reflect those updates. See the Discord Announcement.

Shock Weapons are weapons that can be loaded with elemental essences (essence of fire, water, earth, and air) and fired at creatures. They were originally sold at Pole Party at the 2015 Ebon Gate festival in the form of polearms and runestaves. This script cannot be placed on existing items. They can be unlocked up to 9 times in 8 different properties. In addition, fluff tied to the element of the weapon may be unlocked that are not included in the 9 mechanical unlocks.

The metal they are made out of or adorned with determines the element that will be fired: gornar, zorchar, drakar, or rhimar. Each weapon off the shelf is four times enchanted.

Analyze

Below is the analyze for an Tier 1/Off-the-shelf Shock Weapon.

You analyze your WEAPON and sense that the item is largely free from merchant alteration restrictions.

The creator has also provided the following information:
* General Alterations are fine if you find an extremely skilled and rare merchant to work with this.
* It CAN have a long or a show description, if the merchant is comfortable adding one.


Currently Unlocked Verbs:
Unlock Status: Off the Shelf (1 of 3 on unlocking)
Verbs Trapped: Point, Put (to load), Fix
Percent Damaged: 1%
Total Possible Charges: 10
Total Charges Remaining: 0

MERCHANT OPTIONS:


Current Stats:

 Current Cooldown: 20 Minutes
   This can be upgraded to have its cooldown reduced to 10 minutes.

 Current Critical Strength.
  The WEAPON is currently set to default range.
   This can be unlocked to have an increased minimum range.

 Degredation chance
  The WEAPON currently has a 2%-5% chance to degrade.
   This can be upgraded to have its degredation chance reduced to 1%-3%.

 Feedback Chance
  The WEAPON currently has a 5% chance for feedback.
   This can be upgraded to have its feedback chance reduced to 3%.

 Total Charge Capacity
  The WEAPON currently can hold 10 charges.
   This can be upgraded to have 25 charges.

 Repair Difficulty
  The WEAPON is currently HARD to repair.
   This can be upgraded to have a reduced repair difficulty to MEDIUM.

 Charge Efficiency
  The WEAPON is currently a 1 essence to 1 charge ratio.
   This can be upgraded to 1:2.

 Roundtime
  The WEAPON currently has a 5 second roundtime.
   This can be upgraded to be reduced to 3 seconds.

Total Upgrades: 0
This WEAPON can be upgraded 9 more times

Fluff

Unlocking to tiers two and three adds additional fluff verbs.
Verb Tier First Third
Point Tier 1 This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
Put Tier 1 This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
Fix Tier 1 This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
Verb Tier # This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Cooldown

Upgrading the cooldown paramater reduces the cooldown by tier.
Tier Effect
Tier 1 This section has not been added yet; please add to it now!
Tier 2 This section has not been added yet; please add to it now!
Tier 3 This section has not been added yet; please add to it now!
Verb First Third
Verb This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Critical Strength

Upgrading the critical strength will increase the minimum range of criticals.
Tier Effect
Tier 1 This section has not been added yet; please add to it now!
Tier 2 This section has not been added yet; please add to it now!
Tier 3 This section has not been added yet; please add to it now!
Verb First Third
Verb This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Degredation Chance

Upgrading the degredation chance will reduce the chance of degredation on use.
Tier Effect
Tier 1 This section has not been added yet; please add to it now!
Tier 2 This section has not been added yet; please add to it now!
Tier 3 This section has not been added yet; please add to it now!
Verb First Third
Verb This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Feedback Chance

Upgrading the feedback chance will reduce the chance to cause feedback on use.
Tier Effect
Tier 1 This section has not been added yet; please add to it now!
Tier 2 This section has not been added yet; please add to it now!
Tier 3 This section has not been added yet; please add to it now!
Verb First Third
Verb This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Total Charge Capacity

Upgrading the total charge capacity increases the total charges that can be stored.
Tier Effect
Tier 1 This section has not been added yet; please add to it now!
Tier 2 This section has not been added yet; please add to it now!
Tier 3 This section has not been added yet; please add to it now!
Verb First Third
Verb This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Repair Difficulty

Upgrading repair difficulty reduces the difficulty of repair using the FIX verb.
Tier Effect
Tier 1 This section has not been added yet; please add to it now!
Tier 2 This section has not been added yet; please add to it now!
Tier 3 This section has not been added yet; please add to it now!
Verb First Third
Verb This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Charge Efficiency

Upgrading charge efficiency increases the number of charges provided by each essence.
Tier Effect
Tier 1 This section has not been added yet; please add to it now!
Tier 2 This section has not been added yet; please add to it now!
Tier 3 This section has not been added yet; please add to it now!
Verb First Third
Verb This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Roundtime

Upgrading roundtime reduces the roundtime imposed by use.
Tier Effect
Tier 1 This section has not been added yet; please add to it now!
Tier 2 This section has not been added yet; please add to it now!
Tier 3 This section has not been added yet; please add to it now!
Verb First Third
Verb This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Auction Quality

The auction quality unlock adds ambients and an ability similar to Elemental Wave (410).
Verb First Third
Verb This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Additional Information

Information shared by Farain at EG Regarding Shock Lances (which includes all weapons in the line, not just lances):

There are basically 3 types of unlocks, fluff, parameter (or upgrades), and auction quality.

There are 2 fluff unlocks.

Each parameter is upgraded independently, and each weapon has more combined unlocks from parameters than allowed unlocks for the weapon, which means two "fully unlocked" weapons could be very different. Each upgrade description tells you what the NEXT upgrade will give you, not the maximum possible.

The auction quality unlocks teased so far were ambients and elemental wave

Cooldown Caps at 2 Unlocks, 5 Minute cooldown. At Maximum Unlocks, Charge Efficiency becomes "only uses a charge when it has feedback." I believe this is 3 unlocks but I am not sure. At Maximum Unlocks, Feedback Chance becomes zero. This means that a properly unlocked weapon will no longer need ammo.

Note however that a weapon that unlocks Cooldown, Charge Capacity, and Feedback will have unlimited use (aside from breaking) but will still break, and will have the lowest power.

Additionally, unlocks at EG were limited to the venue. Only one single parameter could be unlocked, unless you were spun, caught a fish hook, or won a raffle (that was not announced, and was placed during unlocking sessions). You could also only win at most one additional unlock.

See Also

Shock Weapon Information
Type Mechanical
Item Classification Weapon
Item(s) Applied to Runestaff
Polearm
Alterable Yes
Light/Deep Yes
Original Release Venue Ebon Gate 2015
Tiered Yes
Number of Tiers Special
How to Unlock Certificate
Item Verbs
DROP FIX POINT