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The % chance to reroll applies to AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending. Each of these attacks will have a (tier * 4%) chance to reroll, and the final result will be the higher of the two rolls. This is especially beneficial for mitigating SMR open rolls.
The % chance to reroll applies to AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending. Each of these attacks will have a (tier * 4%) chance to reroll, and the final result will be the higher of the two rolls. This is especially beneficial for mitigating SMR open rolls.


'''<big>Fated Fortune</big>'''
===Fated Fortune===


Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability. When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR since the other combat systems don’t have open rolls) by a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated (with RUB) to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100). The talisman can store 5 charges of Fated Fortune.
Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability. When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR since the other combat systems don’t have open rolls) by a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated (with RUB) to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100). The talisman can store 5 charges of Fated Fortune.


<big>'''Charges'''</big>
===Charges===


A new talisman comes with 200 charges - if all charges are drained, it will stop working. This is separate from the charges stored for tier 6 ("L6"). Charges are drained in a somewhat random manner similar to [[Enhancive item]]<nowiki/>s, but only during combat. The rate of charges being used is not affected by how often the talisman provides a benefit nor how often you may attack or be attacked, so those who have more "spammy" hunting styles are not penalized. When a charge is drained, there is an unknown and perhaps random cooldown period where no more charges may be drained.
A new talisman comes with 200 charges - if all charges are drained, it will stop working. This is separate from the charges stored for tier 6 ("L6"). Charges are drained in a somewhat random manner similar to [[Enhancive item]]<nowiki/>s, but only during combat. The rate of charges being used is not affected by how often the talisman provides a benefit nor how often you may attack or be attacked, so those who have more "spammy" hunting styles are not penalized. When a charge is drained, there is an unknown and perhaps random cooldown period where no more charges may be drained.
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Upgrading your talisman to the next tier refills the charges to 200. You may also have a bard add charges at a cost of 1000 inspiration per charge.
Upgrading your talisman to the next tier refills the charges to 200. You may also have a bard add charges at a cost of 1000 inspiration per charge.


<big>'''Eligible Items'''</big>
===Eligible Items===


The target item must be wearable, non-combat, non-container, and non [[Scripted]] to become a Lucky item. The item must not use a RUB activator for anything else (like an imbedded spell). [[Enhancive]] items are eligible. Crumbly items are also eligible but if they crumble, there will be no refunds. If the target item is [[Non-functional_item|non-functional]], it will become [[Functional_item|functional]] when turned into a Lucky item. There will be a warning when attempting to turn a crumbly item into a Luck Talisman. '''All successful Lucky items will become''' '''functional if not already so'''.
The target item must be wearable, non-combat, non-container, and non [[Scripted]] to become a Lucky item. The item must not use a RUB activator for anything else (like an imbedded spell). [[Enhancive]] items are eligible. Crumbly items are also eligible but if they crumble, there will be no refunds. There will be a warning when attempting to turn a crumbly item into a Luck Talisman. '''If the target item is [[Non-functional_item|non-functional]], it will become [[Functional_item|functional]] when turned into a Lucky item, and will afterwards count toward relevant functional [[Inventory#Inventory_slots_and_item_limits|inventory slots]]'''.


Your local [[Bard Guild]] may sell items that you may find ideal for this purpose.
Your local [[Bard Guild]] may sell items that you may find ideal for this purpose.


<big>'''Songstones'''</big>
===Songstones===


Songstones are required for each service cast. They may be purchased at your local [[Bard Guild]] and cost 50k silvers each. They may be bundled up to 12 charges and become songstone clusters when bundled. Each tier requires (tier * 1) songstone held in your left hand when casting.
Songstones are required for each service cast. They may be purchased at your local [[Bard Guild]] and cost 50k silvers each. They may be bundled up to 12 charges and become songstone clusters when bundled. Each tier requires (tier * 1) songstone held in your left hand when casting.


<big>'''Binding'''</big>
===Binding===


Lucky Talismans bind to their user when used in combat. After 30 days of non-use, it may bind to a different character.
Lucky Talismans bind to their user when used in combat and can be reset every 30 days by using the {{boldmono|ANALYZE}} verb beforehand and/or naturally re-binding it during its first active use in combat. The lucky item's analyze keeps track of this countdown.


<big>'''Luck Inspiration'''</big>
===Luck Inspiration===


The bard [[Resource]] for this service is called "Luck Inspiration" and can be tracked using the RESOURCE verb. A bard may earn 50k resource per week, with the weekly cap resetting with each new [[Gift of Lumnis]]. A bard may store a maximum of 200,000 Luck Inspiration.
The bard [[Resource]] for this service is called "Luck Inspiration" and can be tracked using the {{boldmono|RESOURCE}} verb. A bard may earn 50k resource per week, with the weekly cap resetting with each new [[Gift of Lumnis]]. A bard may store a maximum of 200,000 Luck Inspiration.


The table below details the bonus and Luck Inspiration required for each Luck tier. [[Suffusion]] may be used if necessary. Fumbles are possible (how unlucky!) even with 100% nominal success chance.
The table below details the bonus and Luck Inspiration required for each Luck tier. [[Suffusion]] may be used if necessary. Fumbles are possible (how unlucky!) even with 100% nominal success chance.
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| 200,000
| 200,000
|}
|}
'''<big>Creating/Improving a Lucky Talisman</big>'''
===Creating/Improving a Lucky Talisman===


Holding a songstone (with enough charges) in your left hand and the item in your right hand: PREP 1006 + CAST at the item twice.
Holding a songstone (with enough charges) in your left hand and the item in your right hand: {{boldmono|PREP 1006 + CAST}} at the item to check the difficulty, then {{boldmono|PREP 1006 + CHANNEL}} at the item twice to perform the service.


'''<big>Adding Charges (Refilling)</big>'''
===Adding Charges (Refilling)===


PREP 1006 + CHANNEL at the item twice. No songstone required. 1000 inspiration per charge cost.
{{boldmono|PREP 1006 + EVOKE}} at the item twice. No songstone required. 1000 inspiration per charge cost.


To add charges, you must have enough resources to fully charge the item. You cannot partially charge it. Example: If it is currently at 80/200 charges, you must have a full 120k resources to charge it (200-80=120 charges needed).
<big>'''Success Factors'''</big><div {{prettydiv|margin-right=35%}}>Level: +1 per level (100)

==='''Success Factors'''===

'''Missing spirit will negatively affect your end bonus.'''
<div {{prettydiv|margin-right=35%}}>Level: +1 per level (100)


Intuition: +1 per stat bonus (25)
Intuition: +1 per stat bonus (25)
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Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876</div>
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876</div>


== Luck Talisman Messaging ==
===Luck Talisman Messaging===
;Offensive benefit
;Offensive benefit
<pre{{log2}}>You gesture at a murky soul siphon.
<pre{{log2}}>You gesture at a murky soul siphon.
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A clean miss.</pre>
A clean miss.</pre>


== Luck Talisman Analyze ==
===Luck Talisman Analyze===
<pre{{log2}}> ----------------------------------------------------------------------------------
<pre{{log2}}> ----------------------------------------------------------------------------------
This is a Lucky Item
This is a Lucky Item
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[[Category:Group Spells]]
[[Category:Group Spells]]
[[Category:Profession services]]

Latest revision as of 08:41, 19 November 2024

Song of Luck (1006)
Mnemonic [LUCKSONG]
Duration As long as the Bard
is singing the song
Utility Magic - Skill Enhancement  
Skill Enhancement Special 
Availability Group 
Bard Base Spells
Holding Song (1001) Attack
Vibration Chant (1002) Attack
Fortitude Song (1003) Defensive
Purification Song (1004) Utility
Lullabye (1005) Attack
Song of Luck (1006) Utility
Kai's Triumph Song (1007) Offensive
Stunning Shout (1008) Attack
Sonic Shield Song (1009) Utility
Song of Valor (1010) Defensive
Song of Peace (1011) Utility
Sonic Weapon Song (1012) Utility
Song of Unravelling (1013) Attack
Sonic Armor (1014) Utility
Song of Depression (1015) Attack
Song of Rage (1016) Attack
Song of Noise (1017) Utility
Song of Power (1018) Utility
Song of Mirrors (1019) Defensive
Traveler's Song (1020) Utility
Singing Sword Song (1025) Utility
Song of Sonic Disruption (1030) Attack
Song of Tonis (1035) Defensive
Troubadour's Rally (1040) Utility


Song of Luck improves the overall luck of a bard and their group by giving an increased chance of success at performing certain actions, such as creature maneuvers, Combat Maneuvers, and Disarming Traps. The spell does not always increase the luck of the bard and their party; however, increased training in the Bard Base circle increases the chances that this spell will activate.

Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll. The higher of the two rolls will be the one factored into the event.

Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll. Provided by GM Estild

Mana (MP) cost = 6 + 1 for every 4 Bard Base ranks above 1006

Renewal Cost

Half of the base MP cost

Messaging

Start
As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!
End
The air stops shimmering around you.

Bard Service - Luck Talismans

Bards may craft a Luck Talisman when they reach level 30 and have learned 30 ranks in the Bard spell circle. When worn, the item will grant a chance to reroll combat rolls for a better result. There are 6 total tiers. The first 5 tiers each grants a 4% chance of a reroll. This reaches a maximum of a 20% chance of a reroll. The 6th tier enables the use of "Fated Fortune".

The % chance to reroll applies to AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending. Each of these attacks will have a (tier * 4%) chance to reroll, and the final result will be the higher of the two rolls. This is especially beneficial for mitigating SMR open rolls.

Fated Fortune

Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability. When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR since the other combat systems don’t have open rolls) by a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated (with RUB) to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100). The talisman can store 5 charges of Fated Fortune.

Charges

A new talisman comes with 200 charges - if all charges are drained, it will stop working. This is separate from the charges stored for tier 6 ("L6"). Charges are drained in a somewhat random manner similar to Enhancive items, but only during combat. The rate of charges being used is not affected by how often the talisman provides a benefit nor how often you may attack or be attacked, so those who have more "spammy" hunting styles are not penalized. When a charge is drained, there is an unknown and perhaps random cooldown period where no more charges may be drained.

Upgrading your talisman to the next tier refills the charges to 200. You may also have a bard add charges at a cost of 1000 inspiration per charge.

Eligible Items

The target item must be wearable, non-combat, non-container, and non Scripted to become a Lucky item. The item must not use a RUB activator for anything else (like an imbedded spell). Enhancive items are eligible. Crumbly items are also eligible but if they crumble, there will be no refunds. There will be a warning when attempting to turn a crumbly item into a Luck Talisman. If the target item is non-functional, it will become functional when turned into a Lucky item, and will afterwards count toward relevant functional inventory slots.

Your local Bard Guild may sell items that you may find ideal for this purpose.

Songstones

Songstones are required for each service cast. They may be purchased at your local Bard Guild and cost 50k silvers each. They may be bundled up to 12 charges and become songstone clusters when bundled. Each tier requires (tier * 1) songstone held in your left hand when casting.

Binding

Lucky Talismans bind to their user when used in combat and can be reset every 30 days by using the ANALYZE verb beforehand and/or naturally re-binding it during its first active use in combat. The lucky item's analyze keeps track of this countdown.

Luck Inspiration

The bard Resource for this service is called "Luck Inspiration" and can be tracked using the RESOURCE verb. A bard may earn 50k resource per week, with the weekly cap resetting with each new Gift of Lumnis. A bard may store a maximum of 200,000 Luck Inspiration.

The table below details the bonus and Luck Inspiration required for each Luck tier. Suffusion may be used if necessary. Fumbles are possible (how unlucky!) even with 100% nominal success chance.

The difficulty is calculated by: 75 + (tier * 75)

Tier Difficulty Bonus Needed for 100% Inspiration Required
L1 150 250 50,000
L2 225 325 75,000
L3 300 400 100,000
L4 375 475 125,000
L5 450 550 150,000
L6 525 625 200,000

Creating/Improving a Lucky Talisman

Holding a songstone (with enough charges) in your left hand and the item in your right hand: PREP 1006 + CAST at the item to check the difficulty, then PREP 1006 + CHANNEL at the item twice to perform the service.

Adding Charges (Refilling)

PREP 1006 + EVOKE at the item twice. No songstone required. 1000 inspiration per charge cost.

To add charges, you must have enough resources to fully charge the item. You cannot partially charge it. Example: If it is currently at 80/200 charges, you must have a full 120k resources to charge it (200-80=120 charges needed).

Success Factors

Missing spirit will negatively affect your end bonus.

Level: +1 per level (100)

Intuition: +1 per stat bonus (25)

Influence: +1 per stat bonus (25)

Bard songs: 2 per rank up to level then 1 (302)

Mental Mana Control: 1 per rank (101)

Elemental Mana Control: 1 per rank (101)

Magic Item Use: 1 per rank (202)

Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20

Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876

Luck Talisman Messaging

Offensive benefit
You gesture at a murky soul siphon.
Mana swirls into the visible spectrum and manifests as an ethereal, pale golden censer swinging pendulously through the air beside you.  A brown haze of incense smoke trails in its wake, quickly spreading in sinuous tendrils through the area.
You hear the soft tinkle of rolling dice, followed by the sound of coins dropping!
[SMR result: 238 (Open d100: 84, Bonus: 72)]
A murky soul siphon becomes enveloped in the incense smoke!
Defensive benefit
A Vvrael destroyer swings a crackling black steel maul at you!
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.
  AS: +463 vs DS: +560 with AvD: +33 + d100 roll: +7 = -57
   A clean miss.

Luck Talisman Analyze

  ----------------------------------------------------------------------------------
                          This is a Lucky Item

 The tourmaline earrings = Bound for 9 more days and can renew bonding on its first use afterwards.

                                .'`'.'`'.
                            ..`.  :  .`..
                            '.    '. .'    .'
                            .``  .' '.  ``.
                            '..',`  :  `,'..'
                                 `-'`'-`
                 It has been inspired with Bardic Luck at

          Tier 6, resulting in a 20% chance for better luck when worn.

                   It currently holds 199 out of 200 charges.

                     It has the ability Fated Fortune
       When charged with lost luck from being saved from an open roll, it can
 be unleashed with RUB to cause your next attack in any combat system to use an open roll.
                  It currently has 1/5 of Fated Fortune charges

    Altering is acceptable for the full 15/15/15 and show/long and read descriptions.

  ----------------------------------------------------------------------------------

Bard Titles

After 50 weeks of luck has been spent on the service, the Bard gains access to the title: "the Lucky"

After 15 successful Fated Fortune casts, the bard gains access to the title: "the Master/Mistress of Fate"

Resources