User talk:GS4ALASTIR/Script Upgrade Costs: Difference between revisions

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==Armor Scripts:==
==Armor Scripts:==
===Comparison of Maximum Costs:===
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
! colspan="1" | Script
! colspan="1" | Maximum Cost
|-
|[[Animalistic_Spirit_Armor|Animalistic Spirit Armor]] || 160,000
|-
|[[Cursed_Armor|Cursed Armor]] || 800,000
|-
|[[Elven_Armor|Elven Armor]] || 200,000
|-
|[[Mana-Infused_Armor|Mana-Infused Armor]] || 676,000
|-
|[[Parasite_Armor|Parasite Armor]] || 310,000
|-
|[[Sprite_Armor|Sprite Armor]] || 125,000
|-
|[[Valence_Armor|Valence Armor]] || 255,000
|}

===[[BVShop:Wild_Instinct|Animalistic Spirit Armor:]]===
===[[BVShop:Wild_Instinct|Animalistic Spirit Armor:]]===
{|
{|
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! colspan="1" | Details
! colspan="1" | Details
|-
|-
|OTS || 5,000 || Magic Affinity || Spells cast to permanently improve this armor, such as Enchant or Ensorcell, are more easily incorporated into it. Those spells gain a +10 bonus per tier to success rolls.
|OTS || 5,000 || Magic Affinity || Spells cast to permanently improve this armor, such as Enchant or Ensorcell, are more easily incorporated into it.<br>
Those spells gain a +10 bonus per tier to success rolls.
|-
|-
|Tier 2 || 25,000 || 2: Elven Spell Barrier || Casting while in this armor will generate a protection shield of +5 Bolt DS/+3 TD per tier for 8 seconds (duration refreshable).
|Tier 2 || 25,000 || 2: Elven Spell Barrier || Casting while in this armor will generate a protection shield of +5 Bolt DS/+3 TD per tier for 8 seconds (duration refreshable).
|-
|-
|Tier 3 || 50,000 || 3: Spell Alacrity || Casting spells in this armor is occasionally swifter. You have a 1% chance per tier of having your casting time reduced by 1 second (to a minimum cast RT of 1 second) every time you cast a spell.
|Tier 3 || 50,000 || 3: Spell Alacrity || Casting spells in this armor is occasionally swifter.<br>
You have a 1% chance per tier of having your casting time reduced by 1 second (to a minimum cast RT of 1 second) every time you cast a spell.
|-
|-
|Tier 4 || 120,000 || 4: Casting Fluidity || Casting spells in this armor is easier. You gain a reduction of 1% (flat) in base spell hindrance for all circles of magic.
|Tier 4 || 120,000 || 4: Casting Fluidity || Casting spells in this armor is easier.<br>
You gain a reduction of 1% (flat) in base spell hindrance for all circles of magic.
|-
|-
|Total: || 200,000
|Total: || 200,000
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{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
|-
! colspan="2" | [[Mana-Infused_Armor|Mana-Infused Armor]]
! colspan="4" | [[Mana-Infused_Armor|Mana-Infused Armor]]
|-
|-
! colspan="1" | Tier
! colspan="1" | Tier
! colspan="1" | Cost
! colspan="1" | Cost
! colspan="1" | Details
|-
|-
|OTS || 1,000 || At this tier, it is standard armor with some special messaging verbs. As with Sigil Staves, these special verbs make use of settings that are customizable via a willing GALD merchant and can be viewed in the armor's ANALYZE.
|OTS || 1,000
|-
|-
|Tier 1 || 50,000 || At this tier, up to 300 mana can be INFUSED into the leather in advance of a hunt, with training in Mana Control. This can be done while wearing the armor if currently in a sanctified area; in the field, the armor must be removed and then infused while being held. When attacked, there is a standard flare chance to receive 1d5 mana. The mana gained by the wearer is lost by the armor.
|Tier 1 || 50,000
|-
|-
|Tier 2 || 100,000 || At this tier, up to 350 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Mana Shield effect with a 25% chance to activate when receiving damage. Grants 2d20 damage padding for that instance of damage received. For every point of damage absorbed by the shield, 1 point of mana is lost from the armor.
|Tier 2 || 100,000
|-
|-
|Tier 3 || 150,000 || At this tier, up to 400 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Arcane Aegis ability - a manually triggered (via RUB) and more powerful version of Mana Shield that also provides critical padding equal to half of the damage padding. Lasts for 120 seconds, has a 60 minute cooldown, and costs 25 mana from the armor plus the ongoing cost for the damage absorbed.
|Tier 3 || 150,000
|-
|-
|Tier 4 || 175,000 || At this tier, up to 450 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Mana Tap ability - manually triggered (via TAP) to drain 50 mana from the armor and adds it to the wearer's mana while also energizing the wearer to grant +25 AS/+15 CS for 3 minutes. 15 minute cooldown. Ambient messaging can be toggled on and off (PROD).
|Tier 4 || 175,000
|-
|-
|Tier 5 || 200,000 || At this tier, up to 500 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Arcane Expulsion ability. Manually triggered (via SIGIL), it can be activated when incapacitated (stunned, webbed, bound, in roundtime) but not while unconscious. It attempts to forcibly move all creatures out of the room (into a random adjacent room) and subjects them to 20 seconds of roundtime upon success of an SMRv2 attack using the wearer's Magic Item Use ranks to calculate the strength of the attack. It can be used 2x a day, resets at midnight, and costs 50 mana from the armor.
|Tier 5 || 200,000
|-
|-
|Total: || 676,000
|Total: || 676,000
|}
|}

===[[BVShop:Temple_of_Tentacles|Parasite Armor:]]===
===[[BVShop:Temple_of_Tentacles|Parasite Armor:]]===
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
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|Total: || 310,000
|Total: || 310,000
|}
|}
===[[BVShop:Sprite_Club|Sprite Armor:]]===

==Weapon Scripts:==
===[[BVShop:Sigil_Shop|Sigil Staff:]]===
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
|-
! colspan="2" | [[Sigil_Staff|Sigil Staff]]
! colspan="4" | [[Sprite_Armor|Sprite Armor]]
|-
|-
! colspan="1" | Tier
! colspan="1" | Tier
! colspan="1" | Cost
! colspan="1" | Cost
! colspan="1" | Details
|-
|-
|OTS || 10,000 || Sprite Defensive Flares: Provides a chance to increase defensive strength upon being attacked at the cost of mana.
|OTS || 1,000
Costs 1-3 mana prioritizing reserves over player mana.<br>
Spritely Reserves: Once every 5 minutes the mana stored when using TOUCH fills the reserves of the armor.
|-
|-
|Tier 1 || 5,000 || Spritely Maneuvering: Provides a chance to increase your SMR2 defense upon being attacked lasting 60/60 seconds. (Scaling up with tier.)
|Tier 2 || 10,000
Cooldown: 5 minutes.
|-
|-
|Tier 2 || 35,000 || Spritely Intervention: The sprite will pull you to your feet and provide a defensive barrier in front of you when you are attacked.
|Tier 3 || 50,000
Costs 25 mana prioritizing reserves over player mana.
Cooldown: 6 Hours.
|-
|-
|Tier 3 || 75,000 || Mana Master: Channeling with your sprite, you are able to create up to 5 spheres of mana. Each sphere lasts for 18 minutes and each sphere costs 10 mana. These spheres can then be reclaimed to restore 9 mana at any time. You can also send the sphere at an ally to share that mana with them using share skills.
|Tier 4 || 100,000
Verb: TURN converts mana into spheres
WAVE armor will reclaim mana
WAVE armor at TARGET will send a player mana.
|-
|-
|Tier 5 || 250,000
|Total: || 125,000
|}

===[[BVShop:Beyond_Barriers|Valence Armor:]]===
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
|-
! colspan="4" | [[Valence_Armor|Valence Armor]]
|Total: || 411,000
|-
|-
! colspan="1" | Tier
|Optional 6 Scroll Spells || 30,000
! colspan="1" | Cost
! colspan="1" | Details
|-
|OTS || 25,000 || Ability: Lash of Lorae'tyr (Passive) - Reactive Disintegration flares + RT.<br>
Special Ability: Volley of the Verlok (KNOCK) - Only available when used in conjunction with a Valence Weapon. Releases a number of SMR attacks on a target, based on the average total tiers unlocked between the armor and weapon. Inflicts Blindness on the target. Cooldown: 30 minutes.
|-
|Tier 2 || 30,000 || Ability: Surge of the Rift (PUSH) - HP/Mana regen buff for 15 minutes. (+5 per tier, maximum +20 HP/Mana). Cooldown: 60 minutes.
|-
|Tier 3 || 50,000 || Ability: Shroud of Shien'tyr (PULL) - Summon Darkness and bestow a defensive effect. Adds a Darkness effect in the room and hides the player with a +25 DS/+15 TD defensive effect. Cooldown: 10 minutes, reduced to 5 minutes at Tier 4.
|-
|Tier 4 || 150,000 || Ability: Light of Kol Tar'sken (BESEECH) - Continual Evasiveness for 10 seconds. Cooldown: 2x/day, resets at midnight.
|-
|Total: || 255,000
|}
|}


Line 164: Line 214:
|Tier 2 Flare || 15,000 || Savage Power (T2) || 10,000 || Wild Backlash || 20,000
|Tier 2 Flare || 15,000 || Savage Power (T2) || 10,000 || Wild Backlash || 20,000
|-
|-
|Tier 3 Flare || 15,000 || Savage Power (T3) || 10,000 || - || -
|Tier 3 Flare || 15,000 || Savage Power (T3) || 10,000 || Flavor Actions (T2) || 2,500
|-
|-
|Tier 4 Flare || 15,000 || Savage Power (T4) || 10,000 || - || -
|Tier 4 Flare || 15,000 || Savage Power (T4) || 10,000 || Flavor Actions (T3) || 2,500
|-
|-
| - || - || Savage Power (T5) || 10,000 || - || -
| - || - || Savage Power (T5) || 10,000 || - || -
|-
|-
|Total: || 55,000 || Total: || 50,000 || Max Total: || 155,000
|Total: || 55,000 || Total: || 50,000 || Max Total: || 160,000
|-
|-
|}
|}
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{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
|-
! colspan="2" | [[Energy_Shield|Energy Shields]]
! colspan="4" | [[Energy_Shield|Energy Shields]]
|-
|-
! colspan="1" | Tier
! colspan="1" | Tier
! colspan="1" | Cost
! colspan="1" | Cost
! colspan="1" | Details
|-
|-
|OTS || 40,000
|OTS || 40,000 || Reactive Energy Flare
|-
|-
|Tier 1 || 40,000 || Energy Flare - Upon blocking an attack in an aggressive stance, or launching an offensive shield attack you have a chance to strike your enemy with energy. These are the default flares of the energy shields. Each flare will fill the affinity for the process of attuning. The strength of the flare increases per affinity gained.
|Tier 1 || 40,000
Energy Reverb: Upon blocking an attack, the shield has a chance to empower the wielder's attack strength on their next attack. The amount of attack strength granted scales up with affinity from 4 to 12. Unlocked at affinity level 3.<br>
Cooldown: 60 seconds.<br>
Duration: Next attack or 20 seconds
|-
|-
|Tier 2 || 80,000 || Energy Barrier - The wooden shield provides a chance to reactively provide (Affinity * 3) TD and bolt defense. This effect can only occur once every 15 minutes and will last for 30 seconds.<br>
|Tier 2 || 80,000
Cooldown: 15 minutes.<br>
Duration: 30 seconds.
|-
|-
|Tier 3 || 120,000 || Energy Wave - Twice per 24 hours the shield will attempt to protect the wielder when they're left in an incapacitated state or low on health. This effect will grant 25 DS, 12 TD, and send out a minor elemental wave.<br>
|Tier 3 || 120,000
Cooldown: 24 hours.
|-
|-
|Total: || 280,000
|Total: || 280,000 ||
|}


==Weapon Scripts:==

===[[BVShop:Untamed_Spirit|Animalistic Spirit Weapon:]]===
{|
| valign="top" |

{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
! colspan="8" | [[Animalistic_Spirit_Weapon|Animalistic Spirit Weapon]]
|-
! colspan="1" | Tier
! colspan="1" | Cost
! colspan="1" | Tier
! colspan="1" | Cost
! colspan="1" | Tier
! colspan="1" | Cost
|-
|OTS || 10,000 || Savage Power (T1) || 10,000 || Revenge Flare || 30,000
|-
|Tier 2 Flare || 15,000 || Savage Power (T2) || 10,000 || Wild Backlash || 20,000
|-
|Tier 3 Flare || 15,000 || Savage Power (T3) || 10,000 || Flavor Actions (T2) || 2,500
|-
|Tier 4 Flare || 15,000 || Savage Power (T4) || 10,000 || Flavor Actions (T3) || 2,500
|-
|- || - || Savage Power (T5) || 10,000 || - || -
|-
|Total: || 55,000 || Total: || 50,000 || Max Total: || 160,000
|-
|}
|}

===[[BVShop:A_Twist_of_Briars|Briar Flares:]]===
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
! colspan="3" | [[Briar_flare_items|Briar Flare Weapons]]
|-
! colspan="1" | Tier
! colspan="1" | Cost
! colspan="1" | Details
|-
|OTS || 5,000 - 10,000 ||
|-
|Tier 1 || 50,000 || This tier has fluff verb traps.<br>Stores 50 blood points maximum.<br>AS boost of +5 for 60sec, has a chance of flaring.
|-
|Tier 2 || 50,000 || This tier has additional fluff verb traps.<br>Stores 75 blood points maximum.<br>AS boost of +10 for 60 seconds, has a chance of flaring.
|-
|Tier 3 || 250,000 || This tier has additional fluff verb traps.<br>Stores 100 blood points maximum.<br>AS boost of blood points/4 for 120 seconds, has a chance of flaring.<br>Grapple Critical and a chance for major damage increases.
|-
|Total: || 355,000-365,000
|}

===[[BVShop:Burning_Twilight|Daybringer Weapons:]]===
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
! colspan="4" | [[Duskbringer_weapons#Daybringer|Daybringer Weapons]]
|-
! colspan="1" | Tier
! colspan="1" | Cost
! colspan="1" | Details
|-
|OTS || 10,000 ||
* Daybringer Flares
* Fire flares against the living and plasma against the undead.
* Provides 5% chance per Tier to double flare against the undead.

* Daylight
* Allows the wielder to store light within the long bow.
* Cooldown: 2 minutes

* Cauterize
* Allows the wielder to stop one bleeding wound.
* Cooldown: 15 minutes
* Cost: 20 Light

|-
|Tier 2 || 25,000 || Tier 2 adds the Daylight Anomaly and allows charging with magic, and improves most abilities.<br>Charges can be added with Fire Spirit (111), Sun Burst (609), Searing Light (135), or Light (205).

* Daylight Anomaly
* Creates an anomaly of daylight to follow you which provides a few benefits.
* Restores 15 health, 10 mana, 5 stamina once every 30 seconds.
* Has a chance when the wielder of the weapon attacks to provide an additional flare at a quarter of the strength of the normal flares.
* Has a chance (25%) to root an undead enemy for 2-5 seconds once every 20 seconds following a maneuver check using level.

* Cooldown: 60 minutes
* Duration: 4-8 minutes based on tier
|-
|Tier 3 || 50,000 || Tier 3 adds the Daylight Infusion healing ability, and improves most abilities.
* Daylight Infusion
* Heals the wielder using stored energy from within the composite bow.
* Cooldown: 30 minutes
* Cost: 25 Light
|-
|Tier 4 || 75,000 || Tier 4 adds the Consecrate area effect ability, and improves most abilities.<br>Tier 4 also allows you to COMBINE your weapon with a complementary weapon to allow you to swap between the Daybringer and Nightbringer forms.<br>For example, if you have a fully unlocked Daybringer weapon, you could COMBINE it with an off-the-shelf Nightbringer weapon to allow access to both forms.<br>Customizations are stored separately for each form.

* Consecrate
* Consecrates the area to damage enemies and heal allies.
* Cooldown: 60 minutes
* Duration: 2 minutes
|-
|Total: || 160,000
|}

===[[BVShop:Twinkling_Twilight|Nightbringer Weapons:]]===
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
! colspan="4" | [[Duskbringer_weapons#Nightbringer|Nightbringer Weapons]]
|-
! colspan="1" | Tier
! colspan="1" | Cost
! colspan="1" | Details
|-
|OTS || 10,000 ||
* Nightbringer Flares
* Disintegrate flares against the living and cold against the undead.
* Provides 5% chance per Tier to double flare against the living.

* Darkness
* Allows the wielder to store energy within the composite bow.
* Cooldown: 2 minutes

* Cauterize
* Allows the wielder to stop one bleeding wound.
* Cooldown: 15 minutes
|-
|Tier 2 || 25,000 ||
* Darkness Anomaly
* Creates an anomaly of darkness to follow you which provides a few benefits.
* Restores 15 health, 10 mana, 5 stamina once every 30 seconds.

* Has a chance when the wielder of the weapon attacks to provide an additional flare at a quarter of the strength of the normal flares.
* Has a chance (25%) to bind a living enemy for 2-5 seconds once every 20 seconds following a maneuver check using level.
* Cooldown: 60 minutes
* Duration: 4-8 minutes based on tier
|-
|Tier 3 || 50,000 ||
* Darkness Infusion
* Heals the wielder using stored energy from within the staff.
* Cooldown: 30 minutes
|-
|Tier 4 || 75,000 ||
* Consecrate
* Consecrates the area to damage enemies and heal allies.
* Cooldown: 60 minutes
* Duration: 2 minutes
|-
|Total: || 160,000
|}

===[[BVShop:Sigil_Shop|Sigil Staff:]]===
{| class="wikitable" {{prettytable}} style="width: 20%;" aria-label="In"; style="text-align:center"
|-
! colspan="2" | [[Sigil_Staff|Sigil Staff]]
|-
! colspan="1" | Tier
! colspan="1" | Cost
|-
|OTS || 1,000
|-
|Tier 2 || 10,000
|-
|Tier 3 || 50,000
|-
|Tier 4 || 100,000
|-
|Tier 5 || 250,000
|-
|Total: || 411,000
|-
|Optional 6 Scroll Spells || 30,000
|}
|}



Latest revision as of 10:24, 25 August 2024

Armor Scripts:

Comparison of Maximum Costs:

Script Maximum Cost
Animalistic Spirit Armor 160,000
Cursed Armor 800,000
Elven Armor 200,000
Mana-Infused Armor 676,000
Parasite Armor 310,000
Sprite Armor 125,000
Valence Armor 255,000

Animalistic Spirit Armor:

Animalistic Spirit Armor
Tier Cost Tier Cost Tier Cost Tier Cost
Animalistic Instinct Flares (1 - OTS) 10,000 Untamed Vitality (Health) 10,000 Revenge Flare 30,000 Flavor Actions (T2) 2,500
Animalistic Instinct Flares (2) 10,000 Untamed Vitality (Stamina) 20,000 Beastial Barrier 20,000 Flavor Actions (T3) 2,500
Animalistic Instinct Flares (3) 10,000 Untamed Vitality (Mana) 20,000 Feral Whirlwind 15,000 - -
Animalistic Instinct Flares (4) 10,000 - - - - - -
Total: 40,000 Total: 50,000 Total: 65,000 Max Total: 160,000

Cursed Armor:

Cursed Armor
Tier Cost Affinity Boost Backlash Cult Perk
OTS 30,000 0-500 Chance to flare Calm when hit successfully by a foe Random hard RT up to 10 seconds 1x/day Hypnosis (HANG)/Possession (POUND) using mana, not spirit. (2x/day upon full affinity)
Tier 2 70,000 0-1000 Chance to flare +5 DS (per unlock tier) upon attack attempt Chance of -5 DS (per unlock tier) upon attack attempt 1x/day Healing (HOLD) using mana, not spirit (2x/day upon full affinity)
Tier 3 200,000 0-3000 +3 TD (per unlock tier) to Tier 2's boost) Random head injury and hard RT 1x/day Mana Regen (WAVE) for 10 min (2x/day upon full affinity)
Tier 4 500,000 0-4000 Chance of +20 AS/+12 CS upon attack/cast attempt -12 TD to Tier 2 backlash, 1 spirit drained if armor is not fed (persists with full affinity) 1x/day Darkness (SURRENDER) (2x/day upon full affinity)*
Total: 800,000

Elven Armor:

Elven Armor
Tier Cost Ability Details
OTS 5,000 Magic Affinity Spells cast to permanently improve this armor, such as Enchant or Ensorcell, are more easily incorporated into it.

Those spells gain a +10 bonus per tier to success rolls.

Tier 2 25,000 2: Elven Spell Barrier Casting while in this armor will generate a protection shield of +5 Bolt DS/+3 TD per tier for 8 seconds (duration refreshable).
Tier 3 50,000 3: Spell Alacrity Casting spells in this armor is occasionally swifter.

You have a 1% chance per tier of having your casting time reduced by 1 second (to a minimum cast RT of 1 second) every time you cast a spell.

Tier 4 120,000 4: Casting Fluidity Casting spells in this armor is easier.

You gain a reduction of 1% (flat) in base spell hindrance for all circles of magic.

Total: 200,000

Mana-infused Armor:

Mana-Infused Armor
Tier Cost Details
OTS 1,000 At this tier, it is standard armor with some special messaging verbs. As with Sigil Staves, these special verbs make use of settings that are customizable via a willing GALD merchant and can be viewed in the armor's ANALYZE.
Tier 1 50,000 At this tier, up to 300 mana can be INFUSED into the leather in advance of a hunt, with training in Mana Control. This can be done while wearing the armor if currently in a sanctified area; in the field, the armor must be removed and then infused while being held. When attacked, there is a standard flare chance to receive 1d5 mana. The mana gained by the wearer is lost by the armor.
Tier 2 100,000 At this tier, up to 350 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Mana Shield effect with a 25% chance to activate when receiving damage. Grants 2d20 damage padding for that instance of damage received. For every point of damage absorbed by the shield, 1 point of mana is lost from the armor.
Tier 3 150,000 At this tier, up to 400 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Arcane Aegis ability - a manually triggered (via RUB) and more powerful version of Mana Shield that also provides critical padding equal to half of the damage padding. Lasts for 120 seconds, has a 60 minute cooldown, and costs 25 mana from the armor plus the ongoing cost for the damage absorbed.
Tier 4 175,000 At this tier, up to 450 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Mana Tap ability - manually triggered (via TAP) to drain 50 mana from the armor and adds it to the wearer's mana while also energizing the wearer to grant +25 AS/+15 CS for 3 minutes. 15 minute cooldown. Ambient messaging can be toggled on and off (PROD).
Tier 5 200,000 At this tier, up to 500 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Arcane Expulsion ability. Manually triggered (via SIGIL), it can be activated when incapacitated (stunned, webbed, bound, in roundtime) but not while unconscious. It attempts to forcibly move all creatures out of the room (into a random adjacent room) and subjects them to 20 seconds of roundtime upon success of an SMRv2 attack using the wearer's Magic Item Use ranks to calculate the strength of the attack. It can be used 2x a day, resets at midnight, and costs 50 mana from the armor.
Total: 676,000

Parasite Armor:

Parasite Armor
Tier Cost Details
OTS 10,000

Allows the owner to store health into their armor that they can tap into for parasite abilities. Building this up also increases affinity.
Affinity 1 - Provides a chance on being hit using the standard flare rate to lash out using SMR2 to root your attacker. The root lasts for a random duration of 5 seconds + affinity.

Tier 1 50,000 Parasitic Blood Match - Affinity 2. Upon being attacked, and if the player is missing more than 10% of their health, the armor can return shared blood to the owner from the reserves at a loss, 2 blood per 1 health, for a maximum of (affinity * 5). This effect can only occur once every 5 minutes.
Tier 2 100,000 Parasitic Bulwark - Affinity 4. Upon being cast at, the parasite armor has a chance to create an anti-magic bulwark. The Bulwark provides temporary TD and bolt DS for 10 seconds per affinity. (Maximum of 90 seconds). This effect cannot occur more than once every 5 minutes.
Tier 3 150,000 Parasitic Defense and Parasitic Armaments - Affinity 8. Upon being attacked the parasite armor has a chance to shield the wearer’s body in a crystallized portion of the parasite to brace against attacks, providing critical padding.
Total: 310,000

Sprite Armor:

Sprite Armor
Tier Cost Details
OTS 10,000 Sprite Defensive Flares: Provides a chance to increase defensive strength upon being attacked at the cost of mana.

Costs 1-3 mana prioritizing reserves over player mana.
Spritely Reserves: Once every 5 minutes the mana stored when using TOUCH fills the reserves of the armor.

Tier 1 5,000 Spritely Maneuvering: Provides a chance to increase your SMR2 defense upon being attacked lasting 60/60 seconds. (Scaling up with tier.)

Cooldown: 5 minutes.

Tier 2 35,000 Spritely Intervention: The sprite will pull you to your feet and provide a defensive barrier in front of you when you are attacked.

Costs 25 mana prioritizing reserves over player mana. Cooldown: 6 Hours.

Tier 3 75,000 Mana Master: Channeling with your sprite, you are able to create up to 5 spheres of mana. Each sphere lasts for 18 minutes and each sphere costs 10 mana. These spheres can then be reclaimed to restore 9 mana at any time. You can also send the sphere at an ally to share that mana with them using share skills.

Verb: TURN converts mana into spheres WAVE armor will reclaim mana WAVE armor at TARGET will send a player mana.

Total: 125,000

Valence Armor:

Valence Armor
Tier Cost Details
OTS 25,000 Ability: Lash of Lorae'tyr (Passive) - Reactive Disintegration flares + RT.

Special Ability: Volley of the Verlok (KNOCK) - Only available when used in conjunction with a Valence Weapon. Releases a number of SMR attacks on a target, based on the average total tiers unlocked between the armor and weapon. Inflicts Blindness on the target. Cooldown: 30 minutes.

Tier 2 30,000 Ability: Surge of the Rift (PUSH) - HP/Mana regen buff for 15 minutes. (+5 per tier, maximum +20 HP/Mana). Cooldown: 60 minutes.
Tier 3 50,000 Ability: Shroud of Shien'tyr (PULL) - Summon Darkness and bestow a defensive effect. Adds a Darkness effect in the room and hides the player with a +25 DS/+15 TD defensive effect. Cooldown: 10 minutes, reduced to 5 minutes at Tier 4.
Tier 4 150,000 Ability: Light of Kol Tar'sken (BESEECH) - Continual Evasiveness for 10 seconds. Cooldown: 2x/day, resets at midnight.
Total: 255,000

Shields:

Animalistic Spirit Shield:

Animalistic Spirit Shields
Tier Cost Tier Cost Tier Cost
OTS 10,000 Savage Power (T1) 10,000 Revenge Flare 30,000
Tier 2 Flare 15,000 Savage Power (T2) 10,000 Wild Backlash 20,000
Tier 3 Flare 15,000 Savage Power (T3) 10,000 Flavor Actions (T2) 2,500
Tier 4 Flare 15,000 Savage Power (T4) 10,000 Flavor Actions (T3) 2,500
- - Savage Power (T5) 10,000 - -
Total: 55,000 Total: 50,000 Max Total: 160,000

Energy Shield:

Energy Shields
Tier Cost Details
OTS 40,000 Reactive Energy Flare
Tier 1 40,000 Energy Flare - Upon blocking an attack in an aggressive stance, or launching an offensive shield attack you have a chance to strike your enemy with energy. These are the default flares of the energy shields. Each flare will fill the affinity for the process of attuning. The strength of the flare increases per affinity gained.

Energy Reverb: Upon blocking an attack, the shield has a chance to empower the wielder's attack strength on their next attack. The amount of attack strength granted scales up with affinity from 4 to 12. Unlocked at affinity level 3.
Cooldown: 60 seconds.
Duration: Next attack or 20 seconds

Tier 2 80,000 Energy Barrier - The wooden shield provides a chance to reactively provide (Affinity * 3) TD and bolt defense. This effect can only occur once every 15 minutes and will last for 30 seconds.

Cooldown: 15 minutes.
Duration: 30 seconds.

Tier 3 120,000 Energy Wave - Twice per 24 hours the shield will attempt to protect the wielder when they're left in an incapacitated state or low on health. This effect will grant 25 DS, 12 TD, and send out a minor elemental wave.

Cooldown: 24 hours.

Total: 280,000


Weapon Scripts:

Animalistic Spirit Weapon:

Animalistic Spirit Weapon
Tier Cost Tier Cost Tier Cost
OTS 10,000 Savage Power (T1) 10,000 Revenge Flare 30,000
Tier 2 Flare 15,000 Savage Power (T2) 10,000 Wild Backlash 20,000
Tier 3 Flare 15,000 Savage Power (T3) 10,000 Flavor Actions (T2) 2,500
Tier 4 Flare 15,000 Savage Power (T4) 10,000 Flavor Actions (T3) 2,500
Total: 55,000 Total: 50,000 Max Total: 160,000

Briar Flares:

Briar Flare Weapons
Tier Cost Details
OTS 5,000 - 10,000
Tier 1 50,000 This tier has fluff verb traps.
Stores 50 blood points maximum.
AS boost of +5 for 60sec, has a chance of flaring.
Tier 2 50,000 This tier has additional fluff verb traps.
Stores 75 blood points maximum.
AS boost of +10 for 60 seconds, has a chance of flaring.
Tier 3 250,000 This tier has additional fluff verb traps.
Stores 100 blood points maximum.
AS boost of blood points/4 for 120 seconds, has a chance of flaring.
Grapple Critical and a chance for major damage increases.
Total: 355,000-365,000

Daybringer Weapons:

Daybringer Weapons
Tier Cost Details
OTS 10,000
  • Daybringer Flares
  • Fire flares against the living and plasma against the undead.
  • Provides 5% chance per Tier to double flare against the undead.
  • Daylight
  • Allows the wielder to store light within the long bow.
  • Cooldown: 2 minutes
  • Cauterize
  • Allows the wielder to stop one bleeding wound.
  • Cooldown: 15 minutes
  • Cost: 20 Light
Tier 2 25,000 Tier 2 adds the Daylight Anomaly and allows charging with magic, and improves most abilities.
Charges can be added with Fire Spirit (111), Sun Burst (609), Searing Light (135), or Light (205).
  • Daylight Anomaly
  • Creates an anomaly of daylight to follow you which provides a few benefits.
  • Restores 15 health, 10 mana, 5 stamina once every 30 seconds.
  • Has a chance when the wielder of the weapon attacks to provide an additional flare at a quarter of the strength of the normal flares.
  • Has a chance (25%) to root an undead enemy for 2-5 seconds once every 20 seconds following a maneuver check using level.
  • Cooldown: 60 minutes
  • Duration: 4-8 minutes based on tier
Tier 3 50,000 Tier 3 adds the Daylight Infusion healing ability, and improves most abilities.
  • Daylight Infusion
  • Heals the wielder using stored energy from within the composite bow.
  • Cooldown: 30 minutes
  • Cost: 25 Light
Tier 4 75,000 Tier 4 adds the Consecrate area effect ability, and improves most abilities.
Tier 4 also allows you to COMBINE your weapon with a complementary weapon to allow you to swap between the Daybringer and Nightbringer forms.
For example, if you have a fully unlocked Daybringer weapon, you could COMBINE it with an off-the-shelf Nightbringer weapon to allow access to both forms.
Customizations are stored separately for each form.
  • Consecrate
  • Consecrates the area to damage enemies and heal allies.
  • Cooldown: 60 minutes
  • Duration: 2 minutes
Total: 160,000

Nightbringer Weapons:

Nightbringer Weapons
Tier Cost Details
OTS 10,000
  • Nightbringer Flares
  • Disintegrate flares against the living and cold against the undead.
  • Provides 5% chance per Tier to double flare against the living.
  • Darkness
  • Allows the wielder to store energy within the composite bow.
  • Cooldown: 2 minutes
  • Cauterize
  • Allows the wielder to stop one bleeding wound.
  • Cooldown: 15 minutes
Tier 2 25,000
  • Darkness Anomaly
  • Creates an anomaly of darkness to follow you which provides a few benefits.
  • Restores 15 health, 10 mana, 5 stamina once every 30 seconds.
  • Has a chance when the wielder of the weapon attacks to provide an additional flare at a quarter of the strength of the normal flares.
  • Has a chance (25%) to bind a living enemy for 2-5 seconds once every 20 seconds following a maneuver check using level.
  • Cooldown: 60 minutes
  • Duration: 4-8 minutes based on tier
Tier 3 50,000
  • Darkness Infusion
  • Heals the wielder using stored energy from within the staff.
  • Cooldown: 30 minutes
Tier 4 75,000
  • Consecrate
  • Consecrates the area to damage enemies and heal allies.
  • Cooldown: 60 minutes
  • Duration: 2 minutes
Total: 160,000

Sigil Staff:

Sigil Staff
Tier Cost
OTS 1,000
Tier 2 10,000
Tier 3 50,000
Tier 4 100,000
Tier 5 250,000
Total: 411,000
Optional 6 Scroll Spells 30,000

Cloaks:

Dramatic Drapery:

Dramatic Drapery
Tier Cost
OTS 1000
Tier 2 10000
Tier 3 50000
Tier 4 50000
Tier 5 200000
Total: 311,000

Night Shroud Cloaks:

Night Shroud Cloaks
Tier Cost
OTS 7,500
Tier 1 20,000
Tier 2 40,000
Tier 3 60,000
Tier 4 80,000
Tier 5 100,000
Total: 307,500