Category:Flares: Difference between revisions
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'''Flares''' are a common |
'''Flares''' are a common attribute that [[armor]], [[shield]]s, and [[weapon]]s throughout [[Elanthia]] possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. Common flares have a standard rate of 1 per 5 (20%) for weapons and 1 per 8 (12.5%) for [[runestaff]]s. |
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Standard flares operate on an internal "counter" system to prevent streaks of good or bad luck in triggering them. When triggered, flares that deal damage deliver a single random [[critical]] from the relevant [[critical table]] of a rank between 1 and 5 inclusive. (Note that later critical randomization may cause the observed critical rank to be as low as 0 or as high as 6.) Some flares may have some other effect instead of, or in addition to, dealing damage. |
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== Types of Flares == |
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Flares are often categorized into three groups: common elemental flares, uncommon flares, and special or rare flares. Special flares are typically only offered through special merchant services, rather than through the treasure system. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]] |
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=== Common Flares === |
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:*[[Acid critical table|Acid flares]] - The most widely effective of the common flares. |
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:*[[Cold critical table|Cold flares]] - aka "water" or "ice" flares. Effective on fire-type creatures. |
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:*[[Fire critical table|Fire flares]] - Effective on cold-type or water-type creatures, as well as trolls and most undead. Most forms of trolls take double damage. |
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:*[[Impact critical table|Vibration flares]] - aka "earth" flares. Effective on earth-type creatures, such as pyrothags. |
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:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. |
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Note that many [[:Category:Mechanical_item_scripts|scripts]] are colloquially referred to as being flares, having flares or providing flares because they randomly deal criticals during combat. Despite this, they are internally distinct from flares, are not affected by things that boost flares and do not prevent items from acquiring flares. For more information, see [[item properties]]. |
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=== Uncommon Flares === |
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:*[[Runestaff_(saved_post)#Runestaff_Update_I|Acuity flares]] - These flares give temporary bonuses to AS/CS upon triggering. |
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:*[[Disruption critical table|Disruption flares]] - Can be found in the Seen on Tsanah's [[black ora]] weapons |
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:*Holy Water flares - Available only through [[Holy Blade]] and behaves as [[Acid critical table|Acid]] on undead and (harmless but visible) water on living creatures. |
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:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, sanctify bestows plasma flares on non-flaring non-[[weighting|weighted]] weapons. |
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:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table. |
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:*[[Vacuum critical table|Vacuum flares]] - Often referred to as void flares or "air" flares. These are found on [[coraesine]] weapons. |
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:*[[Disintegration critical table|Disintegration flares]] - Similar to Sorcerer spell [[Disintegrate|Disintegrate - 705]]. |
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Flare effectiveness may be boosted by [[Flare Affinity]] or by [[item supercharger|supercharging]]. |
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=== Special Flares === |
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:*[[Bubble flares|Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. [[Padding]] levels range from heavy to masterful. |
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==Types of Flares== |
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Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]. |
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===Common Flares=== |
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:*[[Acuity flares]] 1x-4x - Runestaff-only flares that give temporary bonuses of 5 [[AS]]/3 [[CS]] per X (up to 10X) upon triggering. |
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:*[[Cold critical table|Cold flares]] - Also known as "ice" flares, these flares are effective on fire-type creatures. |
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:*[[Fire critical table|Heat flares]] - Also known as "fire" flares, effective on cold-type or water-type creatures, as well as [[troll]]s. Most forms of trolls take double damage. |
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:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. |
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:*[[Mana flare]]s +1(20%) to +3(60%) - Runestaff-only flares that return a percentage of [[mana]] of casting a spell depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares). |
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:*[[Vacuum critical table|Vacuum flares]] - Also known as "void" or "air" flares, these flares are found on [[coraesine]] weapons. |
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:*[[Impact critical table|Vibration flares]] - Also known as "impact" or "earth" flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s. |
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===Uncommon Flares=== |
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:*[[Acid critical table|Acid flares]] |
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:*[[Acuity flare|Acuity flares]] 5x-6x |
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:*[[Unbalance_critical_table|Air flares]] - fluffy white EG token - Unbalance critical table. |
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:*[[Disintegration critical table|Disintegration flares]] - Similar to the [[Sorcerer]] spell [[Disintegrate (705)]]. |
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:*[[Dispel flare|Dispel flares]] - resolves before the attack and do disruption damage if there’s nothing to dispel |
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:*[[Disruption critical table|Disruption flares]] - Can be found in [[black ora]] weapons. |
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:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals. |
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals. |
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:*[[Mana flare|Mana flares]] +4(80%) |
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:*Jovn's mechanical flares - These do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they're blades, spikes, or rods, respectively. |
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:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, [[Consecrate (1604)]] bestows plasma flares called [[Consecrate (1604)#Holy Weapons (Guiding Light)|Guiding Light flares]] on non-flaring non-[[weighting|weighted]] weapons. |
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:*[[Knockout_flare|Knockout]] flare - Can only be added to crushing weapons. Triggers with a very high likelihood but only against the head. |
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:*[[Impact critical table|Sonic flares]] - Sometimes also referred to as "air" flares but is distinct from vacuum flares, using impact criticals instead. Can be found naturally on the [[Bard]] spell [[Sonic Weapon Song (1012)]], alone, or as a part of [[Coraesine]] weapon flares (however coraesine weapons have been seen with other critical tables as well, including the [[Slash critical table]]). |
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:*Rotating flares - Special merhcant flares which can change. They exist in a variety of combinations. Depending upon the item, they flares may change based on realm, or by a selection [[Script|script]]. |
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:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table. Effective on undead. |
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:*[[Runestaff_(saved_post)#Runestaff_Update_I|Mana vial flares]] - The caster regains a small amount of mana when triggered. Particularly powerful when combined with the [[Rapid Fire]] and [[Minor Shock]] spells. Similar "health vial" and "spirit vial" variants have been released as well [http://www.krakiipedia.org/wiki/Convocation_of_Coraesine_Field#Mana_Vial_flares]. |
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:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target. Some "floating" creatures are immune to unbalancing. |
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:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target. |
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:*[[ |
:*[[Crush_critical_table|Water flares]] - Deals water themed crush damage to a target. |
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:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target. |
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===Rare Flares=== |
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:*Acuity flares 7x-10x |
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:*Death flares from weapons forged from the rare metal [[Xazkruvrixis]] |
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:*[[Ghezyte]] - "Intimidation" flare that does not deal raw damage but decreases the target's defenses. Effect is inherent to the material and can coexist with standard or scripted flares. |
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:*Magma flares - Inflicts slow effect on the target in addition to [[Fire critical table|fire]] damage |
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:*Mana flares +5(100%) |
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:*Mechanical flares - These flares do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they are blades, spikes, or rods, respectively. |
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:*[[Low_steel|Psychic Flares]] - Unique flare associated with low steel that will cause stunning, roundtime, and continuous damage over several rounds |
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:*[[Terror flare]] - Special merchant flares that terrorize living opponents into immobilization and forces them to drop their held equipment |
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===Blessing Flares=== |
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Flares created by the Cleric spells [[Bless (304)]] and [[Sanctify (330)]] only affect undead. They can coexist with any other flares or scripts on the item. |
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:*Holy Water flares - Available only through [[Bless (304)]], these flares behave as acid on undead and (harmless but visible) water on living creatures. |
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:*Holy Fire flares - Available only through the final tier of [[Sanctify (330)]] as an upgrade to Holy Water. Only effective on undead, deals massive raw damage and a fire critical. |
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===Script Flares=== |
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These flares occupy the script slot on an item. Some of them enhance the existing flare slot, while others can coexist with a normal flare. |
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:*[[Animalistic Spirit]] - Highly customizable flares that scale with affinity from prolonged use, grapple by default |
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:*[[Banshee flare]] - Bestows added target defense (TD) and bolt defensive strength (DS) to the wielder when the flare is activated, usually an amount ranging between 10 and 50. It can be applied to shields. |
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:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana. |
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:*[[Briar flare]]s - [[Grapple critical table|Grapple]]-based flares that grow in strength based on influence and weapon tier |
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:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal. |
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:*[[Chronomage dagger|Chronomage flares]] - Chance of a triple strike |
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:*[[Daybringer]] - Script-based fire flare on living and plasma on undead, with a chance of a double flare. |
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:*[[Ethereal weapon/saved posts|Ethereal Flares]] - [[Puncture critical table|piercing]]-based flares found only on [[Ethereal weapon/saved posts|Ethereal Weapons]] from [[Reim]] |
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:*[[Globus Elanthias]] - Runestaff only. Stores spirit energy from defeated enemies, chance to release energy with a double flare. Cold/steam/vacuum depending on the specific weapon. |
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:*[[Greater elemental flare]]s - Script, adds a chance for an additional double-flare to certain types of flaring weapons. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once. Also a few flashy verb traps and can change eye color temporarily for an hour with a two-hour cooldown. |
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:*[[Iasha white ora weapon]] - Enhanced fire flares, occupies both script and flare slot |
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:*[[Ironwright's holy flares]] - Ironwright's script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot. |
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:*[[Knockout flare]]s - {{#section:knockout flare|intro}} |
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:*[[Nerve staff]] flares - Impact/electrical/paralysis flares, requires affinity from striking foes. Chance of backlash until wielder has full affinity. |
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:*[[Nightbringer]] - Script-based disentigrate on living and cold on undead, with a chance of a double flare. |
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:*[[Parasitic Weapon|Parasitic Weapon Flares]] - Specialized [[Slash critical table|Slash flares]] that drain the blood of the wielder and can occur more frequently than the standard flare rate based on the tier of the weapon and the affinity with the user. |
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:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target. |
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:*[[Polearm rebalancing flares]] - Also known a "poleaxe flares." They inflict a critical from the crush table as damage when they flare, and have the potential for a second "flare" which trips the target. If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second "flare". If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second "flare". It is possible to [[bless]] weapons with this flare (that would be blessable without it). |
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:*[[Realm flare]]s - Special merchant flares that change based on where the wielder is hunting. |
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:*[[Rotating flare]]s - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon. |
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:*[[Rotflares]] - a subscript flares that do disease damage based on a users necromancy lore training |
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:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on "black alloy" weapons. |
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:*[[Sprite Weapon|Sprite flares]] - Customizable, crush criticals by default, scales with affinity |
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:*[[Twisted weapon]] - Tier 3 has a double-flare of the same type as its standard flare. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once. |
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:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered. |
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===Feras Weapons=== |
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{{main|Feras}} |
{{main|Feras}} |
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Often found on various creatures throughout |
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used. |
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== |
==Methods of Obtaining Flares== |
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Flares can be added to weapons that do not previously have flares by a variety of methods. There are some methods that do not require a merchant, such as the paladin spell, [[Sanctify (1625)|Sanctify]]; the cleric spell, [[Holy Blade (304)|Holy Blade]] (when cast by a cleric with 40 or more ranks in the Cleric Circle); or the minor elemental spell, [[Elemental Blade (411)|Elemental Blade]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special [[merchant]]. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares. |
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===Auto-Flarer NPC:=== |
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[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points. |
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To add flares, one would require the services of a special NPC, the [[Ebon_Gate_auto_flarer|Auto-Flarer]] found at [[Ebon Gate]]. |
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===Magical Spells:=== |
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Flares can be added to weapons that do not previously have flares by a variety of methods. There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless (304) (when cast by a cleric with 40 or more ranks in the [[Cleric Base]]), or the minor elemental spell [[Elemental Blade (411)]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. |
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===Premium Points:=== |
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== Armor flares == |
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[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) [[longsword]] would be 300 + (300 * 5 ) = 1800 premium points. |
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Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker. However, certain combat [[maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]]. Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etcetera). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used. Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare. |
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==Armor Flares== |
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Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system. |
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Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker. However, certain [[combat maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]]. Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used. Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare. |
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Flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system. |
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==See Also== |
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Flares added to shields will trigger when used offensively; e.g, shield bash, shield strike, etc. They may also flare when an attack is blocked in an aggressive stance (anything forward or higher). |
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A character with a spiked + flared shield will see the flares activate on a defensive block when in an aggressive stance but will need knowledge of the [[Shield Spike Mastery]] shield maneuver to also enable spikes to flare on a block. |
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An offensive shield maneuver with a spiked + flared shield can trigger the spike, flare, or both simultaneously. |
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Warriors with [[Shield Riposte]] [[Martial Stance]] will see shield flares trigger as this is an offensive maneuver (shield bash). It adds the offensive RT and requires the warrior to be hit for [[Shield Riposte]] to activate. |
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== Flare Identification == |
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Many flares can be identified either through [[Loresinging]], {{boldmono|[[RECALL]]}}ing loresongs, or {{boldmono|[[INSPECT]]}}ing at the pawnshop. The following is a list of the flare and message combinations produced through loresinging, most of which match the abbreviated recall or inspect output (but not all): |
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{{#section:Loresinging|flaresTable}} |
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==Resources== |
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*[[Item properties]] |
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*[[Loresinging#Weapon.2FArmor_Abilities|Flare messaging seen in loresongs]] |
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*[[Armor and Weapon Moods (saved post)]] |
*[[Armor and Weapon Moods (saved post)]] |
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*[[Snake flare]] |
*[[Snake flare]] |
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*[[Runestaff/saved posts|Runestaff saved posts]] |
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==External Links== |
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* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players' Corner] |
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players' Corner] |
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*[https://docs.google.com/spreadsheets/d/18WUtegCdx7HpO2LZzfzMlfStRczC7-nAcPIUnLY35AU/edit#gid=0 Tykus's Flare Research] |
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*[https://docs.google.com/spreadsheets/d/18WUtegCdx7HpO2LZzfzMlfStRczC7-nAcPIUnLY35AU/edit#gid=0 Player research] |
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[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[ |
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[category:Merchant Services]] |
Latest revision as of 01:42, 27 October 2024
Flares are a common attribute that armor, shields, and weapons throughout Elanthia possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. Common flares have a standard rate of 1 per 5 (20%) for weapons and 1 per 8 (12.5%) for runestaffs.
Standard flares operate on an internal "counter" system to prevent streaks of good or bad luck in triggering them. When triggered, flares that deal damage deliver a single random critical from the relevant critical table of a rank between 1 and 5 inclusive. (Note that later critical randomization may cause the observed critical rank to be as low as 0 or as high as 6.) Some flares may have some other effect instead of, or in addition to, dealing damage.
Note that many scripts are colloquially referred to as being flares, having flares or providing flares because they randomly deal criticals during combat. Despite this, they are internally distinct from flares, are not affected by things that boost flares and do not prevent items from acquiring flares. For more information, see item properties.
Flare effectiveness may be boosted by Flare Affinity or by supercharging.
Types of Flares
Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special merchant services, rather than through the treasure system. Flares can be determined empirically or through a bard loresong.
Common Flares
- Acuity flares 1x-4x - Runestaff-only flares that give temporary bonuses of 5 AS/3 CS per X (up to 10X) upon triggering.
- Cold flares - Also known as "ice" flares, these flares are effective on fire-type creatures.
- Heat flares - Also known as "fire" flares, effective on cold-type or water-type creatures, as well as trolls. Most forms of trolls take double damage.
- Lightning flares - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.
- Mana flares +1(20%) to +3(60%) - Runestaff-only flares that return a percentage of mana of casting a spell depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).
- Vacuum flares - Also known as "void" or "air" flares, these flares are found on coraesine weapons.
- Vibration flares - Also known as "impact" or "earth" flares, these flares are effective on earth-type creatures, such as pyrothags.
Uncommon Flares
- Acid flares
- Acuity flares 5x-6x
- Air flares - fluffy white EG token - Unbalance critical table.
- Disintegration flares - Similar to the Sorcerer spell Disintegrate (705).
- Dispel flares - resolves before the attack and do disruption damage if there’s nothing to dispel
- Disruption flares - Can be found in black ora weapons.
- Grapple flares - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.
- Mana flares +4(80%)
- Plasma flares - Effective on undead. Also, Consecrate (1604) bestows plasma flares called Guiding Light flares on non-flaring non-weighted weapons.
- Sonic flares - Sometimes also referred to as "air" flares but is distinct from vacuum flares, using impact criticals instead. Can be found naturally on the Bard spell Sonic Weapon Song (1012), alone, or as a part of Coraesine weapon flares (however coraesine weapons have been seen with other critical tables as well, including the Slash critical table).
- Steam flares - Not heavily sought after due to an overall inferior critical table. Effective on undead.
- Unbalance flares - Have a very high likelihood of knocking down a target. Some "floating" creatures are immune to unbalancing.
- Water flares - Deals water themed crush damage to a target.
Rare Flares
- Acuity flares 7x-10x
- Death flares from weapons forged from the rare metal Xazkruvrixis
- Ghezyte - "Intimidation" flare that does not deal raw damage but decreases the target's defenses. Effect is inherent to the material and can coexist with standard or scripted flares.
- Magma flares - Inflicts slow effect on the target in addition to fire damage
- Mana flares +5(100%)
- Mechanical flares - These flares do slashing, piercing, and crushing damage, depending on if they are blades, spikes, or rods, respectively.
- Psychic Flares - Unique flare associated with low steel that will cause stunning, roundtime, and continuous damage over several rounds
- Terror flare - Special merchant flares that terrorize living opponents into immobilization and forces them to drop their held equipment
Blessing Flares
Flares created by the Cleric spells Bless (304) and Sanctify (330) only affect undead. They can coexist with any other flares or scripts on the item.
- Holy Water flares - Available only through Bless (304), these flares behave as acid on undead and (harmless but visible) water on living creatures.
- Holy Fire flares - Available only through the final tier of Sanctify (330) as an upgrade to Holy Water. Only effective on undead, deals massive raw damage and a fire critical.
Script Flares
These flares occupy the script slot on an item. Some of them enhance the existing flare slot, while others can coexist with a normal flare.
- Animalistic Spirit - Highly customizable flares that scale with affinity from prolonged use, grapple by default
- Banshee flare - Bestows added target defense (TD) and bolt defensive strength (DS) to the wielder when the flare is activated, usually an amount ranging between 10 and 50. It can be applied to shields.
- Blink weapon - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana.
- Briar flares - Grapple-based flares that grow in strength based on influence and weapon tier
- Bubble flares - Provide the wielder with temporary damage padding for approximately one minute. Padding levels range from heavy to phenomenal.
- Chronomage flares - Chance of a triple strike
- Daybringer - Script-based fire flare on living and plasma on undead, with a chance of a double flare.
- Ethereal Flares - piercing-based flares found only on Ethereal Weapons from Reim
- Globus Elanthias - Runestaff only. Stores spirit energy from defeated enemies, chance to release energy with a double flare. Cold/steam/vacuum depending on the specific weapon.
- Greater elemental flares - Script, adds a chance for an additional double-flare to certain types of flaring weapons. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once. Also a few flashy verb traps and can change eye color temporarily for an hour with a two-hour cooldown.
- Iasha white ora weapon - Enhanced fire flares, occupies both script and flare slot
- Ironwright's holy flares - Ironwright's script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.
- Knockout flares -
- Nerve staff flares - Impact/electrical/paralysis flares, requires affinity from striking foes. Chance of backlash until wielder has full affinity.
- Nightbringer - Script-based disentigrate on living and cold on undead, with a chance of a double flare.
- Parasitic Weapon Flares - Specialized Slash flares that drain the blood of the wielder and can occur more frequently than the standard flare rate based on the tier of the weapon and the affinity with the user.
- Poison flares - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.
- Polearm rebalancing flares - Also known a "poleaxe flares." They inflict a critical from the crush table as damage when they flare, and have the potential for a second "flare" which trips the target. If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second "flare". If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second "flare". It is possible to bless weapons with this flare (that would be blessable without it).
- Realm flares - Special merchant flares that change based on where the wielder is hunting.
- Rotating flares - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon.
- Rotflares - a subscript flares that do disease damage based on a users necromancy lore training
- Shadowdeath flares - These flares do only blood-loss type damage, no wounds. Only found on "black alloy" weapons.
- Sprite flares - Customizable, crush criticals by default, scales with affinity
- Twisted weapon - Tier 3 has a double-flare of the same type as its standard flare. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once.
- Vial flares - Produces a vial that returns a small amount of mana, health, or spirit (depending on the type) when triggered.
Feras Weapons
- Main article: Feras
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.
Methods of Obtaining Flares
Auto-Flarer NPC:
To add flares, one would require the services of a special NPC, the Auto-Flarer found at Ebon Gate.
Magical Spells:
Flares can be added to weapons that do not previously have flares by a variety of methods. There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless (304) (when cast by a cleric with 40 or more ranks in the Cleric Base), or the minor elemental spell Elemental Blade (411). Each of these spells have restrictions on which weapons they can be cast on and still add the flares.
Premium Points:
Premium subscribers can add one standard flare from awarded Premium points at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points.
Armor Flares
Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker. However, certain combat maneuvers will implement these flares in an offensive manner, such as sweep, bearhug, and shield bash. Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used. Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses Sweep, the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.
Flares can be added to shields and armor, but not piece armor, through the Premium points system.
Flares added to shields will trigger when used offensively; e.g, shield bash, shield strike, etc. They may also flare when an attack is blocked in an aggressive stance (anything forward or higher).
A character with a spiked + flared shield will see the flares activate on a defensive block when in an aggressive stance but will need knowledge of the Shield Spike Mastery shield maneuver to also enable spikes to flare on a block.
An offensive shield maneuver with a spiked + flared shield can trigger the spike, flare, or both simultaneously.
Warriors with Shield Riposte Martial Stance will see shield flares trigger as this is an offensive maneuver (shield bash). It adds the offensive RT and requires the warrior to be hit for Shield Riposte to activate.
Flare Identification
Many flares can be identified either through Loresinging, RECALLing loresongs, or INSPECTing at the pawnshop. The following is a list of the flare and message combinations produced through loresinging, most of which match the abbreviated recall or inspect output (but not all):
Fourth Verse of the item's Loresong:
TYPE | MESSAGE |
---|---|
Acid | It has been infused with the power of a corrosive substance. |
Acuity | The harmonics generated tell you that the <item> allows a caster to occasionally focus their magical prowess for a single cast. |
Air (temporary, from EBlade) | The harmonics generated tell you that the <item> has been temporarily infused with elemental air. |
Cold | It has been infused with the power of an ice elemental. |
Cold (temporary from EBlade) | The harmonics generated tell you that the <item> has been temporarily infused with elemental cold. |
Disintegration | It has been infused with a disintegrating substance. |
Dispel | The harmonics generated tell you that the <item> has been infused with the power of a strange anti-magical substance. |
Disruption | It has been infused with a disrupting substance. |
Earth | It has been infused with the power of an earth elemental. |
Earth (temporary, EBlade) | The harmonics generated tell you that the <item> has been temporarily infused with elemental earth. |
Fire | It has been infused with the power of a fire elemental. |
Fire (temporary, from EBlade) | The harmonics generated tell you that the <item> has been temporarily infused with elemental fire. |
Firewheel | The harmonics generated tell you that the <item> inflicts more fearsome wounds when it strikes. |
Grapple | The harmonics generated tell you that the <item> has been infused with a grappling force. |
Guiding Light | It has been temporarily infused with a divine flaming substance. |
Lightning | It has been infused with the power of a lightning bolt. |
Lightning (temporary) | It has been temporarily infused with lightning. |
Lightning (temporary, from EBlade) | The harmonics generated tell you that the <item> has been temporarily infused with lightning. |
Magma | It has been infused with molten substance. |
Mana | It has been infused with mana. |
Plasma | It has been infused with the power of a flaming substance. or The harmonics generated tell you that the <item> has been infused with a flaming substance. |
Steam | It has been infused with a steaming substance. |
TD | Protects against magical attacks. |
Vacuum/Void | It has been infused with a dark substance. or It has been infused with the power of a dark substance. |
Terror | It has been infused with the substance of pure terror. |
Water | It has been infused with the power of a water elemental. |
Xazkruvrixis | The harmonics generated tell you that the <item> has been infused with death. |
Resources
Pages in category "Flares"
The following 23 pages are in this category, out of 23 total.