Bloodstone Jewelry: Difference between revisions

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(Created page with "{{work-in-progress}} <pre{{log2}}> Estild: Below is a proposal we're currently considered for an Empath profession service ability. Many of the details are still a work in progress, but feel free to review it and provide any feedback. Disclaimer: This is just a design proposal. Any or all changes referenced in this document can and are likely to change as the mechanics are implemented and tested. Do not make any decisions (such as training choices or purchases at event...")
 
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{{Not-yet-implemented|player service}}
{{work-in-progress}}
{{work-in-progress}}


==Proposal:==
<pre{{log2}}>
<pre{{log2}}>
Estild: Below is a proposal we're currently considered for an Empath profession service ability. Many of the details are still a work in progress, but feel free to review it and provide any feedback.
Estild: Below is a proposal we're currently considered for an Empath profession service ability. Many of the details are still a work in progress, but feel free to review it and provide any feedback.


Disclaimer: This is just a design proposal. Any or all changes referenced in this document can and are likely to change as the mechanics are implemented and tested. Do not make any decisions (such as training choices or purchases at events) for your characters based upon what is listed in this proposal. You will not be compensated or refunded for any adjustments made to this design after the fact.
Disclaimer: This is just a design proposal. Any or all changes referenced in this document can and are likely to change as the mechanics are implemented and tested. Do not make any decisions (such as training choices or purchases at events) for your characters based upon what is listed in this proposal. You will not be compensated or refunded for any adjustments made to this design after the fact.
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Spell slot 1135 becomes Bloodstone Jewelry.
* Spell slot 1135 becomes Bloodstone Jewelry.
Allows the Empath to create a piece of jewelry from a bloodstone, which is a newly created scripted item.
* Allows the Empath to create a piece of jewelry from a bloodstone, which is a newly created scripted item.
The inventory slot can be selected when crafted, but would be a standard jewelry slot.
* The inventory slot can be selected when crafted, but would be a standard jewelry slot.
** earring(s)
necklace
** necklace
bracelet
** bracelet
anklet
ring
** ring
** anklet
earring(s)
buckle
** buckle
pin
** pin
Visibility can be toggled.
* Visibility can be toggled.
Only 1 piece of bloodstone jewelry can be worn at a time.
* Only 1 piece of bloodstone jewelry can be worn at a time.
Has charges similar to Bard's Lucky items that deplete over time while in combat. An Empath may expend Vitality to recharge it.
* Has charges similar to Bard's Lucky items that deplete over time while in combat. An Empath may expend Vitality to recharge it.
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<pre{{log2}}>
<pre{{log2}}>
Estild: Tier 1:
Tier 1:
Grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier. Maximum benefit of +100 max health, +50 max mana, and +25 max stamina at T5.
Grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier. Maximum benefit of +100 max health, +50 max mana, and +25 max stamina at T5.
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<pre{{log2}}>
Tier 2:
Tier 2:
Grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier. Maximum benefit of +20 health recovery, +10 mana recovery, and +5 stamina recovery at T5.
Grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier. Maximum benefit of +20 health recovery, +10 mana recovery, and +5 stamina recovery at T5.
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<pre{{log2}}>
Tier 3:
Tier 3:
Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds. This equates to regaining 100% of health, 50% of stamina and 25% of mana over 10 seconds. Each resource has a separate 50 minute cooldown and can be activated while incapacitated. Cooldown is reduced by 10 minutes at T4 and 20 minutes at T5 (making the final cooldown 30 minutes).
Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds. This equates to regaining 100% of health, 50% of stamina and 25% of mana over 10 seconds. Each resource has a separate 50 minute cooldown and can be activated while incapacitated. Cooldown is reduced by 10 minutes at T4 and 20 minutes at T5 (making the final cooldown 30 minutes).
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<pre{{log2}}>
Tier 4:
Tier 4:
Activated ability to store all existing wounds into the bloodstone for 10 minutes, after which, the wounds automatically reappear. Can be activated again to end the effect early. 30 minute cooldown.
Activated ability to store all existing wounds into the bloodstone for 10 minutes, after which, the wounds automatically reappear. Can be activated again to end the effect early. 30 minute cooldown.
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<pre{{log2}}>
Tier 5:
Tier 5:
Attacks deal an additional amount of concussion damage (~2d5 / 2). After storing 50 health from targets that can bleed, the next attack overflows into the target and causes Major Bleed (https://gswiki.play.net/Major_Bleed). This effect is stronger when triggered by an Empath (similar to how Holy Fire is stronger from a Cleric).
Attacks deal an additional amount of concussion damage (~2d5 / 2). After storing 50 health from targets that can bleed, the next attack overflows into the target and causes Major Bleed (https://gswiki.play.net/Major_Bleed). This effect is stronger when triggered by an Empath (similar to how Holy Fire is stronger from a Cleric).
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Estild: Resource
Resource
Empaths will earn Vitality, which is then used to imbue bloodstone jewelry.
Empaths will earn Vitality, which is then used to imbue bloodstone jewelry.


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5 | 150,000
5 | 150,000


* Titles
** A title is earned after 50 weeks of Vitality spent (e.g. Clerics earn Sanctifier, Bards earn Lucky).


* Notes

** Enhancive abilities are inherent and do not require recharging.
Titles
A title is earned after 50 weeks of Vitality spent (e.g. Clerics earn Sanctifier, Bards earn Lucky).

Notes
Enhancive abilities are inherent and do not require recharging.
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==Resources:==
* https://discord.com/channels/226045346399256576/1213251825365680198
* Bloodstone Jewelry (1135) in #mechanics

Latest revision as of 09:50, 19 September 2024

This player service is not yet implemented and may or may not currently be under development. Information presented in this article is subject to change.

This article is a work in progress!

Proposal:

Estild: Below is a proposal we're currently considered for an Empath profession service ability. Many of the details are still a work in progress, but feel free to review it and provide any feedback.

Disclaimer: This is just a design proposal. Any or all changes referenced in this document can and are likely to change as the mechanics are implemented and tested. Do not make any decisions (such as training choices or purchases at events) for your characters based upon what is listed in this proposal. You will not be compensated or refunded for any adjustments made to this design after the fact.
  • Spell slot 1135 becomes Bloodstone Jewelry.
  • Allows the Empath to create a piece of jewelry from a bloodstone, which is a newly created scripted item.
  • The inventory slot can be selected when crafted, but would be a standard jewelry slot.
    • earring(s)
    • necklace
    • bracelet
    • ring
    • anklet
    • buckle
    • pin
  • Visibility can be toggled.
  • Only 1 piece of bloodstone jewelry can be worn at a time.
  • Has charges similar to Bard's Lucky items that deplete over time while in combat. An Empath may expend Vitality to recharge it.
Tier 1:
Grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier. Maximum benefit of +100 max health, +50 max mana, and +25 max stamina at T5.
Tier 2:
Grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier. Maximum benefit of +20 health recovery, +10 mana recovery, and +5 stamina recovery at T5.
Tier 3:
Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds. This equates to regaining 100% of health, 50% of stamina and 25% of mana over 10 seconds. Each resource has a separate 50 minute cooldown and can be activated while incapacitated. Cooldown is reduced by 10 minutes at T4 and 20 minutes at T5 (making the final cooldown 30 minutes).
Tier 4:
Activated ability to store all existing wounds into the bloodstone for 10 minutes, after which, the wounds automatically reappear. Can be activated again to end the effect early. 30 minute cooldown.
Tier 5:
Attacks deal an additional amount of concussion damage (~2d5 / 2). After storing 50 health from targets that can bleed, the next attack overflows into the target and causes Major Bleed (https://gswiki.play.net/Major_Bleed). This effect is stronger when triggered by an Empath (similar to how Holy Fire is stronger from a Cleric).
Resource
Empaths will earn Vitality, which is then used to imbue bloodstone jewelry.

Tier | Vitality Required
1 | 50,000
2 | 75,000
3 | 100,000
4 | 125,000
5 | 150,000

* Titles
** A title is earned after 50 weeks of Vitality spent (e.g. Clerics earn Sanctifier, Bards earn Lucky).

* Notes
** Enhancive abilities are inherent and do not require recharging.

Resources: