Aggro Weapon: Difference between revisions
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At Tier 1, an Aggro Weapon has 3 mechanical abilities that can be activated depending on how much aggression it has accumulated: Frenzy, Furor Focus, and Final Straw. |
At Tier 1, an Aggro Weapon has 3 mechanical abilities that can be activated depending on how much aggression it has accumulated: Frenzy, Furor Focus, and Final Straw. |
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'''Frenzy''' provides a flat |
'''Frenzy''' provides a flat 15 second bonus to AS and CS, which scales with the amount of aggression available. It requires at minimum 4 aggression for +5 AS/+3 CS, and at maximum 45 aggression for +20 AS/+12 CS. |
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'''Furor Focus''' provides an AOE Slow effect to multiple targets. The number of targets and the duration of the effect scales with the amount of aggression available. It requires at minimum 16 aggression to impact 3 targets for |
'''Furor Focus''' provides an AOE Slow effect to multiple targets. The number of targets and the duration of the effect scales with the amount of aggression available. It requires at minimum 16 aggression to impact 3 targets for 10-60 seconds, at at maximum 45 aggression to impact 7 targets for 10-60 seconds. |
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'''Final Straw''' activiates for a single attack within 120 seconds of activation (similar to [[Spirit Strike (117)]] mechanics). For that attack against a single target, it provides a flat +50 AS, +30 CS, and +20 CER (Critical Weighting). It also provides +1 aggression added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. |
'''Final Straw''' activiates for a single attack within 120 seconds of activation (similar to [[Spirit Strike (117)]] mechanics). For that attack against a single target, it provides a flat +50 AS, +30 CS, and +20 CER (Critical Weighting). It also provides +1 aggression added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. There is a 2 minute cooldown. |
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To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the [[#Abilities|section on abilities below]]. |
To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the [[#Abilities|section on abilities below]]. |
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You may find these VERBS helpful while wielding your Aggro Runestaff: |
You may find these VERBS helpful while wielding your Aggro Runestaff: |
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analyze: Display this information for aggressively helpful details on the usage of your runestaff. |
analyze: Display this information for aggressively helpful details on the usage of your runestaff. |
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growl or scream: Activate one of the abilities of your runestaff using GROWL or SCREAM runestaff WITH [ability name]: |
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frenzy: Boost your strength and acuity. |
frenzy: Boost your strength and acuity. |
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furor focus: |
furor focus: Slow creatures with your impressive combat prowess. |
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final straw: Make your next attack a fantastical strike. |
final straw: Make your next attack a fantastical strike. |
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rub: Restore any banked aggression for use in your current battle. |
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scream: You may also activate the abilities of your runestaff using SCREAM runestaff WITH [ability name]: |
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clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature]. |
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inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked. |
|||
furor focus: Confuse and slow creatures with impressive combat prowess. |
|||
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff. |
|||
sense: Focus on the power of the runestaff (open a window that shows its current aggro). |
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clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature]. |
|||
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked. |
|||
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff. |
|||
sense: Focus on the power of the runestaff (open a window that shows its current aggro). |
|||
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them. |
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them. |
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'''Bloodlust''' provides an increase to aggression gained of 2x aggression per action. The duration of this effect scales with the amount of aggression available. It requires at minimum 4 aggression for 15 seconds, and at maximum 45 aggression at 75 seconds. |
'''Bloodlust''' provides an increase to aggression gained of 2x aggression per action. The duration of this effect scales with the amount of aggression available. It requires at minimum 4 aggression for 15 seconds, and at maximum 45 aggression at 75 seconds. |
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'''Bloodbath''' activiates for a single attack within 120 seconds of activation (similar to [[Spirit Strike (117)]] mechanics). For that attack, which is an AOE attack that can hit up to 5 targets, it provides a flat +50 AS, +30 CS, and +20 CER. It also provides +1 aggresion added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. |
'''Bloodbath''' activiates for a single attack within 120 seconds of activation (similar to [[Spirit Strike (117)]] mechanics). For that attack, which is an AOE attack that can hit up to 5 targets, it provides a flat +50 AS, +30 CS, and +20 CER. It also provides +1 aggresion added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. There is a 2 minute cooldown (independent of the Final Straw cooldown). |
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A third unnamed ability for this tier is planned but not yet implemented. |
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'''Final Straw''' (available at Tier 1) now costs 15 aggression, but it will still activate at 45 aggression. |
'''Final Straw''' (available at Tier 1) now costs 15 aggression, but it will still activate at 45 aggression. |
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To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abillites at each tier, see the [[#Abilities|section on abilities below]]. |
To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abillites at each tier, see the [[#Abilities|section on abilities below]]. |
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|analyze= <!-- Tier 1/OTS required to be listed here. Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --> |
|analyze= <!-- Tier 1/OTS required to be listed here. Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --> |
||
You analyze the mossbark runestaff and sense that the creator has provided the following information: |
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This is a Tier 2 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena. |
This is a Tier 2 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena. |
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Legend whispers that he infused arena-spilled blood into the alloy used to craft this fearsome weapon, imbuing it with a violent, unyielding force. A skilled and determined wielder can tap into the blacksmith's hard-earned work, forged through pain and perseverance, to enhance their own aggression fortified by the runestaff during combat. |
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You may find these VERBS helpful while wielding your Aggro Runestaff: |
You may find these VERBS helpful while wielding your Aggro Runestaff: |
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bloodlust: Channel additional aggression into your weapon. |
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analyze: Display this information for aggressively helpful details on the usage of your runestaff. |
|||
growl: Activate one of the abilities of your runestaff using GROWL runestaff WITH [ability name]: |
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frenzy: Boost your strength and acuity. |
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furor focus: Confuse and slow creatures with impressive combat prowess. |
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final straw: Make your next attack a fantastical strike. |
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{{red|bloodlust: Channel additional aggression into your weapon. |
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bloodbath: Make your next five attacks fantastical strikes.}} |
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scream: You may also activate the abilities of your runestaff using SCREAM runestaff WITH [ability name]: |
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frenzy: Boost your strength and acuity. |
|||
furor focus: Confuse and slow creatures with impressive combat prowess. |
|||
final straw: Make your next attack a fantastical strike. |
|||
{{red|bloodlust: Channel additional aggression into your weapon. |
|||
bloodbath: Make your next five attacks fantastical strikes.}} |
|||
rub: Restore any banked aggression for use in your current battle. |
|||
clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature]. |
|||
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked. |
|||
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff. |
|||
sense: Focus on the power of the runestaff (open a window that shows its current aggro). |
|||
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them. |
|||
You might be able to have a talented merchant lighten the mossbark runestaff for you. |
|||
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. --> |
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. --> |
||
|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. --> |
|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. --> |
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At Tier 3, the Aggro Weapon gains the Bulwark and Serenity abilities. |
At Tier 3, the Aggro Weapon gains the Bulwark and Serenity abilities. |
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'''Bulwark''' provides a flat |
'''Bulwark''' provides a flat 15 second bonus to DS and TD, which scales with the amount of aggression available. It requires at minimum 4 aggression for +5 DS/+3 TD, and at maximum 45 aggression for +20 DS/+12 TD. |
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'''Serenity''' allows the wielder to save all aggression for a future battle. It costs a flat 45 aggression to activate and remains active indefinitely. |
'''Serenity''' allows the wielder to save all aggression for a future battle. It costs a flat 45 aggression to activate and remains active indefinitely. |
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A third unnamed ability for this tier is planned but not yet implemented. |
|||
To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the [[#Abilities|section on abilities below]]. |
To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the [[#Abilities|section on abilities below]]. |
||
|analyze= <!-- Tier 1/OTS required to be listed here. Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --> |
|analyze= <!-- Tier 1/OTS required to be listed here. Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --> |
||
You analyze the mossbark runestaff and sense that the creator has provided the following information: |
|||
This is a Tier 3 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena. |
This is a Tier 3 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena. |
||
Legend whispers that he infused arena-spilled blood into the alloy used to craft this fearsome weapon, imbuing it with a violent, unyielding force. A skilled and determined wielder can tap into the blacksmith's hard-earned work, forged through pain and perseverance, to enhance their own aggression fortified by the runestaff during combat. |
|||
You may find these VERBS helpful while wielding your Aggro Runestaff: |
You may find these VERBS helpful while wielding your Aggro Runestaff: |
||
bulwark: The best defense is a strong... defense (boost your defensive strength)! |
|||
analyze: Display this information for aggressively helpful details on the usage of your runestaff. |
|||
growl: Activate one of the abilities of your runestaff using GROWL runestaff WITH [ability name]: |
|||
frenzy: Boost your strength and acuity. |
|||
furor focus: Confuse and slow creatures with impressive combat prowess. |
|||
final straw: Make your next attack a fantastical strike. |
|||
bloodlust: Channel additional aggression into your weapon. |
|||
bloodbath: Make your next five attacks fantastical strikes. |
|||
{{red|bulwark: The best defense is a strong... defense (boost your defensive strength)! |
|||
serenity: Become serene by storing earned aggression for later use.}} |
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scream: You may also activate the abilities of your runestaff using SCREAM runestaff WITH [ability name]: |
|||
frenzy: Boost your strength and acuity. |
|||
furor focus: Confuse and slow creatures with impressive combat prowess. |
|||
final straw: Make your next attack a fantastical strike. |
|||
bloodlust: Channel additional aggression into your weapon. |
|||
bloodbath: Make your next five attacks fantastical strikes. |
|||
{{red|bulwark: The best defense is a strong... defense (boost your defensive strength)! |
|||
serenity: Become serene by storing earned aggression for later use.}} |
|||
{{red|rub: Restore any banked aggression for use in your current battle.}} |
|||
clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature]. |
|||
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked. |
|||
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff. |
|||
sense: Focus on the power of the runestaff (open a window that shows its current aggro). |
|||
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them. |
|||
You might be able to have a talented merchant lighten the mossbark runestaff for you. |
|||
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. --> |
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. --> |
||
|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. --> |
|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. --> |
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You may find these VERBS helpful while wielding your Aggro Runestaff: |
You may find these VERBS helpful while wielding your Aggro Runestaff: |
||
analyze: Display this information for aggressively helpful details on the usage of your runestaff. |
analyze: Display this information for aggressively helpful details on the usage of your runestaff. |
||
growl or scream: Activate one of the abilities of your runestaff using GROWL or SCREAM runestaff WITH [ability name]: |
|||
frenzy: Boost your strength and acuity. |
frenzy: Boost your strength and acuity. |
||
furor focus: |
furor focus: Slow creatures with your impressive combat prowess. |
||
final straw: Make your next attack a fantastical strike. |
final straw: Make your next attack a fantastical strike. |
||
bloodlust: Channel additional aggression into your weapon. |
bloodlust: Channel additional aggression into your weapon. |
||
bloodbath: Make your next five |
bloodbath: Make fantastical strikes against your next five targets of a single attack. |
||
bulwark: The best defense is a strong... defense (boost your defensive strength)! |
bulwark: The best defense is a strong... defense (boost your defensive strength)! |
||
serenity: Become serene by storing earned aggression for later use. |
serenity: Become serene by storing earned aggression for later use. |
||
rub: Restore any banked aggression for use in your current battle. |
|||
scream: You may also activate the abilities of your runestaff using SCREAM runestaff WITH [ability name]: |
|||
clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature]. |
|||
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked. |
|||
furor focus: Confuse and slow creatures with impressive combat prowess. |
|||
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff. |
|||
sense: Focus on the power of the runestaff (open a window that shows its current aggro). |
|||
bloodbath: Make your next five attacks fantastical strikes. |
|||
bulwark: The best defense is a strong... defense (boost your defensive strength)! |
|||
serenity: Become serene by storing earned aggression for later use. |
|||
rub: Restore any banked aggression for use in your current battle. |
|||
clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature]. |
|||
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked. |
|||
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff. |
|||
sense: Focus on the power of the runestaff (open a window that shows its current aggro). |
|||
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them. |
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them. |
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Aggro Weapons have a hard-coded {{boldmono|INSPECT}} that is used to give significant information about the weapon and its abilities. Use it to see how much aggression the weapon has stored and what abilities are currently unlocked. At Tier 4, the information is displayed as follows: |
Aggro Weapons have a hard-coded {{boldmono|INSPECT}} that is used to give significant information about the weapon and its abilities. Use it to see how much aggression the weapon has stored and what abilities are currently unlocked. At Tier 4, the information is displayed as follows: |
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<pre{{log2}}> |
<pre{{log2}}> |
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You blink slowly while inspecting a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Before long, |
You blink slowly while inspecting a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Before long, you imagine a lone shield splattered with blood leaning against a claidhmore embedded in a muddy field (37 current aggro). |
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<nowiki> |
<nowiki> |
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---------------------------------------------------------------------------------------- |
---------------------------------------------------------------------------------------- |
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| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Aggro | |
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Aggro | |
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---------------------------------------------------------------------------------------- |
---------------------------------------------------------------------------------------- |
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| Final Straw | Bloodbath | Serenity | |
| Final Straw | Bloodbath | Serenity | Blood Focus | ~ . . . . . . . . | |
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| | | | | |
| | | | | ~ ~ ~ ~ ~ ~ ~ ~ | |
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| | | | | |
| | | | | - - - - - - - | |
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| Furor Focus | | | | |
| Furor Focus | | | | - - - - - - | |
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| | | | | |
| | | | | - - - - - | |
||
| | | | | |
| | | | | - - - - | |
||
| Frenzy | Bloodlust | Bulwark | | |
| Frenzy | Bloodlust | Bulwark | | - - - | |
||
| | | | | |
| | | | | - - | |
||
| | | | |
| | | | | - | |
||
---------------------------------------------------------------------------------------- |
---------------------------------------------------------------------------------------- |
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</nowiki> |
</nowiki> |
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You are fully trained to channel all of your combat aggression into the runestaff. |
You are fully trained to channel all of your combat aggression into the runestaff when a spell is used. You are not fully trained to channel your combat aggression into the runestaff when used as a weapon. You will be able to channel 0% of the normal aggression earned from combat actions into the runestaff when used as a weapon. |
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2175 aggression has been channeled into the runestaff, and 1524 has been harnessed to activate abilities. |
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The runestaff is a rune staff that requires skill in twohanded weapons to use effectively. |
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It looks like this item has been mainly crafted out of carmiln, an uncommon wood. |
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135 lifetime aggression has been channeled into the runestaff, and 136 has been harnessed to activate abilities. |
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</pre> |
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===Sense=== |
===Sense=== |
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{{boldmono|SENSE}} can be used to focus on the current power of the Aggro Weapon. It includes separate window that can be opened, if enabled in Wrayth. It is an abbreviated version of the information shown in {{boldmono|INSPECT}}. |
{{boldmono|SENSE}} can be used to focus on the current power of the Aggro Weapon. It includes separate window that can be opened, if enabled in Wrayth. It is an abbreviated version of the information shown in {{boldmono|INSPECT}}. |
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| . . . . . . . . | |
| . . . . . . . . | |
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| . . . . . . . | |
| . . . . . . . | |
||
| |
| ~ ~ ~ ~ . . | |
||
| |
| - - - ~ ~ | |
||
| |
| - - - - | |
||
| |
| - - - | |
||
| - |
| - - | |
||
| - | |
| - | |
||
| |
| Total: 19 +8/+4 | |
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| Frzy FuFo | |
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| Blst | |
| Blst | |
||
| Bulk | |
| Bulk | |
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| Line 363: | Line 290: | ||
! scope="col" | Name !! Unlock Tier !! Aggression Cost !! Bonus !! Duration |
! scope="col" | Name !! Unlock Tier !! Aggression Cost !! Bonus !! Duration |
||
|- |
|- |
||
| scope="row" role="rowheader" rowspan="7" | '''Frenzy''' || rowspan="7" | 1 || 4 || +5 AS, +3 CS || |
| scope="row" role="rowheader" rowspan="7" | '''Frenzy''' || rowspan="7" | 1 || 4 || +5 AS, +3 CS || 15 Seconds |
||
|- |
|- |
||
| 6 |
| 6 |
||
| +6 AS, +3 CS |
| +6 AS, +3 CS |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 8 |
| 8 |
||
| +8 AS, +4 CS |
| +8 AS, +4 CS |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 10 |
| 10 |
||
| +10 AS, +6 CS |
| +10 AS, +6 CS |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 16 |
| 16 |
||
| +12 AS, +7 CS |
| +12 AS, +7 CS |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 32 |
| 32 |
||
| +15 AS, +9 CS |
| +15 AS, +9 CS |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 45 |
| 45 |
||
| +20 AS, +12 CS |
| +20 AS, +12 CS |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| scope="row" role="rowheader" rowspan="3" | '''Furor Focus''' || rowspan="3" | 1 || 16 || AOE Slow 3 Targets || |
| scope="row" role="rowheader" rowspan="3" | '''Furor Focus''' || rowspan="3" | 1 || 16 || AOE Slow 3 Targets || 10-60 Seconds |
||
|- |
|- |
||
| 32 |
| 32 |
||
| AOE Slow 5 Targets |
| AOE Slow 5 Targets |
||
| 10 Seconds |
| 10-60 Seconds |
||
|- |
|- |
||
| 45 |
| 45 |
||
| AOE Slow 7 Targets |
| AOE Slow 7 Targets |
||
| |
| 10-60 Seconds |
||
|- |
|- |
||
| scope="row" role="rowheader" | '''Final Straw''' || 1 || 45* || +50 AS, +30 CS, and +20 CER<br>1 Target<br>+1 aggro added to any aggro-earning action while ability is active. |
| scope="row" role="rowheader" | '''Final Straw''' || 1 || 45* || +50 AS, +30 CS, and +20 CER<br>1 Target<br>+1 aggro added to any aggro-earning action while ability is active. |
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| Line 425: | Line 352: | ||
| 45 |
| 45 |
||
| 75 Seconds |
| 75 Seconds |
||
|- |
|||
| scope="row" role="rowheader" | '''??''' |
|||
| ?? |
|||
| ?? |
|||
| This ability is still shrouded in mystery (to be released in the future). |
|||
| ?? |
|||
|- |
|- |
||
| scope="row" role="rowheader" | '''Bloodbath''' |
| scope="row" role="rowheader" | '''Bloodbath''' |
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| Line 442: | Line 363: | ||
| 4 |
| 4 |
||
| +5 DS, +3 TD |
| +5 DS, +3 TD |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 6 |
| 6 |
||
| +6 DS, +3 TD |
| +6 DS, +3 TD |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 8 |
| 8 |
||
| +8 DS, +4 TD |
| +8 DS, +4 TD |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 10 |
| 10 |
||
| +10 DS, +6 TD |
| +10 DS, +6 TD |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 16 |
| 16 |
||
| +12 DS, +7 TD |
| +12 DS, +7 TD |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 32 |
| 32 |
||
| +15 DS, +9 TD |
| +15 DS, +9 TD |
||
| |
| 15 Seconds |
||
|- |
|- |
||
| 45 |
| 45 |
||
| +20 DS, +12 TD |
| +20 DS, +12 TD |
||
| |
| 15 Seconds |
||
|- |
|||
| scope="row" role="rowheader" | '''??''' |
|||
| ?? |
|||
| ?? |
|||
| This ability is still shrouded in mystery (to be released in the future). |
|||
| ?? |
|||
|- |
|- |
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| scope="row" role="rowheader" | '''Serenity''' |
| scope="row" role="rowheader" | '''Serenity''' |
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=== Training and Wielding === |
=== Training and Wielding === |
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In order to use these weapons effectively, you must be at least 1x trained in each weapon's corresponding skill. Any aggression earned is adjusted based on the percentage of training you have for it. In order to wield the weapons effectively, you will need to be in a '''forward or greater stance'''. Any aggression earned is adjusted based on the stance you are in, up to 100% at a completely offensive stance. Finally, if you find yourself using multiple Aggro Weapons, |
In order to use these weapons effectively, you must be at least 1x trained in each weapon's corresponding skill. Any aggression earned is adjusted based on the percentage of training you have for it. In order to wield the weapons effectively, you will need to be in a '''forward or greater stance'''. Any aggression earned is adjusted based on the stance you are in, up to 100% at a completely offensive stance. Finally, if you find yourself using multiple Aggro Weapons, only the attacking weapon gains aggro for bloody hit, misses, and clenching. Getting hit will divide the earned aggro between them. |
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=== Earning Aggression === |
=== Earning Aggression === |
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If you are fully trained and in an aggressive stance, the Aggro Weapon will earn aggression based on combat actions. Missing a target, getting injured, scoring a bloody hit, making a kill, or mutilating a corpse are all actions that will feed into your anger and help fill the weapon with aggression. The exact amount is a mystery but is based on the creature's level -- too low level or too high level and you'll naturally feel unchallenged by the creature, reducing or eliminating entirely the amount of aggression you earn. However, above level 100, it's understood that fighting higher level creatures is a normal and necessary activity. |
If you are fully trained and in an aggressive stance, the Aggro Weapon will earn aggression based on combat actions. Missing a target, getting injured, scoring a bloody hit, making a kill, or mutilating a corpse are all actions that will feed into your anger and help fill the weapon with aggression. The exact amount is a mystery but is based on the creature's level -- too low level or too high level and you'll naturally feel unchallenged by the creature, reducing or eliminating entirely the amount of aggression you earn. However, above level 100, it's understood that fighting higher level creatures is a normal and necessary activity. |
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<pre{{log2}}> Your heart races as you skillfully channel a flurry of combat actions from an extremely bloody battle into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. You release some tension as the adrenaline gradually retreats (2 aggression is channeled into your equipment). |
<pre{{log2}}> Your heart races as you skillfully channel a flurry of combat actions from an extremely bloody battle into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. You release some tension as the adrenaline gradually retreats (2 aggression is channeled into your equipment).</pre> |
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Aggression gradually fades, quicker at higher levels of aggression, if you fail to make any aggression-earning combat activities. Use your aggression well! |
Aggression gradually fades, quicker at higher levels of aggression, if you fail to make any aggression-earning combat activities. Use your aggression well! |
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<pre{{log2}}>Your shoulders tighten as they absorb some of the stored aggression in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, leaving you feeling agitated (3 aggression fades from your runestaff). |
<pre{{log2}}>Your shoulders tighten as they absorb some of the stored aggression in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, leaving you feeling agitated (3 aggression fades from your runestaff).</pre> |
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</td><td> |
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{{iteminfo |
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|type=Mechanical <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" --> |
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|itemclass=Weapon <!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" --> |
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|itemtype=Weapons <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". --> |
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|alter=Yes <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --> |
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|ld=Yes <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --> |
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|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". --> |
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|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. --> |
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|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".--> |
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|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.--> |
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|releasevenue=Duskruin <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --> |
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|releaseyear=2025 <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --> |
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|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. --> |
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|tiered=Yes <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> |
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|tiersnumber=4 <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --> |
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|unlock=Certificate <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.--> |
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|legendary= <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). --> |
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|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. --> |
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|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. --> |
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|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= --> |
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|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. --> |
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|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". --> |
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|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. --> |
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|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. --> |
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|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. --> |
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|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. --> |
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|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. --> |
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|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. --> |
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}} |
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{{itemverb |
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|verb=ANALYZE <!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.--> |
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|verb2=CLENCH |
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|verb3=GROWL |
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|verb4=INSPECT |
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|verb5=PROD |
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|verb6=RUB |
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|verb7=SCREAM |
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|verb8=SENSE |
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}} |
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</td></tr></table> |
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=== Frequently Asked Questions === |
=== Frequently Asked Questions === |
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'''What is considered fully trained?'''<br> |
'''What is considered fully trained?'''<br> |
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In order to be considered fully trained for the weapon you need to have trained as many times as possible per level for the weapon type (2x for squares/semis, 1x for pures). But, normal enhancives and ascension bonuses apply. For runestaves, the standard 8x magical skills/spells per training is required in order to gain aggro from spells. |
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In order to be considered fully trained for the weapon you need to have trained twice in the weapon's skill. For example, a mage would not be able to get 100% of the aggression for a falchion because they can only train in edged weapons once per level. Instead, they would be considered 50% trained. But, normal enhancives and ascension bonuses apply. For runestaves, the standard 8x magical skills/spells per training is required. <br><br> |
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'''What type of CER is added for Final Straw/Bloodbath?'''<br> |
'''What type of CER is added for Final Straw/Bloodbath?'''<br> |
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20 CER of Critical Weighting is added onto any natural weighting already on the weapon. |
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20 CER of Critical Weighting is added onto any natural weighting already on the weapon.<br><br> |
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'''What if I'm using multiple weapons?'''<br> |
'''What if I'm using multiple weapons?'''<br> |
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The weapon performing the attack is the one that will get the aggro associated with the action. Getting hit will divide the aggro up amongst all equipped weapons that you are trained for. However, UCS equipment will never earn aggro unless you have empty hands. |
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The weapon performing the attack is the one that will get the aggro associated with the action. However, some actions are not associated with an attack, in which case the aggro earned will be divided up amongst all equipped weapons that you are trained for. However, UCS equipment will never earn aggro unless you have empty hands.<br><br> |
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'''How does Bloodbath work?'''<br> |
'''How does Bloodbath work?'''<br> |
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Bloodbath will add the Final Straw bonus to your next 5 targets in a single AOE attack. You need to be capable of the attack. If you attack only a single target, you'll still get the bonus but the ability will be over after your attack. |
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Bloodbath will add the Final Straw bonus to your next 5 targets in a single AOE attack. You need to be capable of the attack. If you attack only a single target, you'll still get the bonus but the ability will be over after your attack.<br><br> |
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'''Can you skill loot/skin mutilated creatures?'''<br> |
'''Can you skill loot/skin mutilated creatures?'''<br> |
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Yes, however the action of mutilating will take some roundtime so be careful! |
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Yes, however the action of mutilating will take some roundtime so be careful!<br><br> |
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'''To mutilate undead does the weapon need to be blessed?'''<br> |
'''To mutilate undead does the weapon need to be blessed?'''<br> |
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No, at least not yet. |
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No, at least not yet. ;)<br><br> |
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'''Are all weapon types supported?'''<br> |
'''Are all weapon types supported?'''<br> |
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Yes, but that doesn't mean all will be available to purchase. |
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Yes, but that doesn't mean all will be available to purchase.<br><br> |
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'''Is it available for HESS or a Flourish?'''<br> |
'''Is it available for HESS or a Flourish?'''<br> |
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No, not at this time. |
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No, not at this time.<br><br> |
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'''How much total aggro can be stored?'''<br> |
'''How much total aggro can be stored?'''<br> |
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Only 45, and no more. You'll be warned when you are at your maximum aggro! There are 45 "indicators" in the inspect "vial" corresponding to each point of aggro. |
Only 45, and no more. You'll be warned when you are at your maximum aggro! There are 45 "indicators" in the inspect "vial" corresponding to each point of aggro. |
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<pre{{log2}}>You find it difficult to control the energy built up in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies after several heated battles!</pre> |
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'''How fast does it fade?'''<br> |
'''How fast does it fade?'''<br> |
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30 seconds is the fastest it will fade if you earn no aggro to keep it charged. Each time it fades it has a random chance to fade less or more than normal at the level it's at. |
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30 seconds is the fastest it will fade if you earn no aggro to keep it charged. Each time it fades it has a random chance to fade less or more than normal at the level it's at.<br><br> |
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'''How often are you told how much you've earned?'''<br> |
'''How often are you told how much you've earned?'''<br> |
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After every pause in your battle you'll feel how much you've earned for the series of actions (if enabled via prod). You'll be told whenever it fades naturally (if enabled via prod). |
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After every pause in your battle you'll feel how much you've earned for the series of actions (if enabled via prod). You'll be told whenever it fades naturally (if enabled via prod).<br><br> |
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'''How fast will I earn aggro?'''<br> |
'''How fast will I earn aggro?'''<br> |
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It's hopefully very reasonable and a fun addition to those who like an interactive battle. At the top end of super squishy bandits, you might see something like this for just the "bloody hit" activity: |
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<pre{{log2}}> |
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It's hopefully very reasonable and a fun addition to those who like an interactive battle. At the top end of super squishy bandits, you might see something like this for just the "bloody hit" activity:<br><br> |
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<pre> |
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Reciting the mystical phrases of Cone of Elements, you feel a rime of frost wreathe your blue-grey eyes and infuse them with an icy blue energy that dissipates as you release your spell. |
Reciting the mystical phrases of Cone of Elements, you feel a rime of frost wreathe your blue-grey eyes and infuse them with an icy blue energy that dissipates as you release your spell. |
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Your spell is ready. |
Your spell is ready. |
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| Line 638: | Line 498: | ||
Cast Roundtime 3 Seconds. |
Cast Roundtime 3 Seconds. |
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> |
> |
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[script done] |
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You are now in a guarded stance. |
You are now in a guarded stance. |
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> |
> |
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| Line 651: | Line 511: | ||
Don't forget, you can mutilate those mangy bandies once dead! We hope you find fun and strategic ways to learn, earn and spend it - and are happy to hear feedback and see some big ''aggression is channeled into your equipment'' pulses! However, you are limited to earning a maximum of 15 aggro from each creature. |
Don't forget, you can mutilate those mangy bandies once dead! We hope you find fun and strategic ways to learn, earn and spend it - and are happy to hear feedback and see some big ''aggression is channeled into your equipment'' pulses! However, you are limited to earning a maximum of 15 aggro from each creature. |
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</td><td> |
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{{iteminfo |
|||
|type=Mechanical <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" --> |
|||
|itemclass=Weapon <!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" --> |
|||
|itemtype=Weapons <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". --> |
|||
|alter=Yes <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --> |
|||
|ld=Yes <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --> |
|||
|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". --> |
|||
|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. --> |
|||
|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".--> |
|||
|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.--> |
|||
|releasevenue=Duskruin <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --> |
|||
|releaseyear=2025 <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --> |
|||
|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. --> |
|||
|tiered=Yes <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> |
|||
|tiersnumber=4 <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --> |
|||
|unlock=Certificate <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.--> |
|||
|legendary= <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). --> |
|||
|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. --> |
|||
|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. --> |
|||
|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= --> |
|||
|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. --> |
|||
|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". --> |
|||
|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. --> |
|||
|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. --> |
|||
|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. --> |
|||
|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. --> |
|||
|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. --> |
|||
|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. --> |
|||
}} |
|||
{{itemverb |
|||
|verb=ANALYZE <!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.--> |
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|verb2=CLENCH |
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|verb3=GROWL |
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|verb4=INSPECT |
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|verb5=PROD |
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|verb6=RUB |
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|verb7=SCREAM |
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|verb8=SENSE |
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}} |
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</td></tr></table> |
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Latest revision as of 07:20, 20 August 2025
|
Aggro Weapons are weapons inspired by the Duskruin Arena and all the blood spilled inside. After spending many years fighting in the arena to make a meager living, its blacksmith creator had a revelation that perhaps he could find a way to harness the relentless fury and aggression unleashed in the Arena. Venturing to the tunnels below the arena, he collected bits of broken weapons, shields, and - some say most importantly - blood soaked armor. Through some unknown method or magic, melting these historical items down into a blood alloy and infusing it into his forged creations, seemed to help unlock even more power within the wielder. Aggro Weapons debuted at the August 2025 Duskruin event. Tier 1/OTSAt Tier 1, an Aggro Weapon has 3 mechanical abilities that can be activated depending on how much aggression it has accumulated: Frenzy, Furor Focus, and Final Straw. Frenzy provides a flat 15 second bonus to AS and CS, which scales with the amount of aggression available. It requires at minimum 4 aggression for +5 AS/+3 CS, and at maximum 45 aggression for +20 AS/+12 CS. Furor Focus provides an AOE Slow effect to multiple targets. The number of targets and the duration of the effect scales with the amount of aggression available. It requires at minimum 16 aggression to impact 3 targets for 10-60 seconds, at at maximum 45 aggression to impact 7 targets for 10-60 seconds. Final Straw activiates for a single attack within 120 seconds of activation (similar to Spirit Strike (117) mechanics). For that attack against a single target, it provides a flat +50 AS, +30 CS, and +20 CER (Critical Weighting). It also provides +1 aggression added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. There is a 2 minute cooldown. To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the section on abilities below.AnalyzeYou analyze the mossbark runestaff and sense that the creator has provided the following information:
This is a Tier 1 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.
Legend whispers that he infused arena-spilled blood into the alloy used to craft this fearsome weapon, imbuing it with a violent, unyielding force. A skilled and determined wielder can tap into the blacksmith's hard-earned work, forged through pain and perseverance, to enhance their own aggression fortified by the runestaff during combat.
You may find these VERBS helpful while wielding your Aggro Runestaff:
analyze: Display this information for aggressively helpful details on the usage of your runestaff.
growl or scream: Activate one of the abilities of your runestaff using GROWL or SCREAM runestaff WITH [ability name]:
frenzy: Boost your strength and acuity.
furor focus: Slow creatures with your impressive combat prowess.
final straw: Make your next attack a fantastical strike.
rub: Restore any banked aggression for use in your current battle.
clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature].
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked.
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff.
sense: Focus on the power of the runestaff (open a window that shows its current aggro).
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them.
You might be able to have a talented merchant lighten the mossbark runestaff for you.Usage
Tier 2At Tier 2, the Aggro Weapon gains the Bloodlust and Bloodbath abilities. Bloodlust provides an increase to aggression gained of 2x aggression per action. The duration of this effect scales with the amount of aggression available. It requires at minimum 4 aggression for 15 seconds, and at maximum 45 aggression at 75 seconds. Bloodbath activiates for a single attack within 120 seconds of activation (similar to Spirit Strike (117) mechanics). For that attack, which is an AOE attack that can hit up to 5 targets, it provides a flat +50 AS, +30 CS, and +20 CER. It also provides +1 aggresion added to any aggression-earning action while ability is active. It lasts up to 120 seconds and does not scale. It requires 45 aggression. There is a 2 minute cooldown (independent of the Final Straw cooldown). Final Straw (available at Tier 1) now costs 15 aggression, but it will still activate at 45 aggression. To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abillites at each tier, see the section on abilities below.AnalyzeThis is a Tier 2 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.
You may find these VERBS helpful while wielding your Aggro Runestaff:
bloodlust: Channel additional aggression into your weapon.Usage
Tier 3At Tier 3, the Aggro Weapon gains the Bulwark and Serenity abilities. Bulwark provides a flat 15 second bonus to DS and TD, which scales with the amount of aggression available. It requires at minimum 4 aggression for +5 DS/+3 TD, and at maximum 45 aggression for +20 DS/+12 TD. Serenity allows the wielder to save all aggression for a future battle. It costs a flat 45 aggression to activate and remains active indefinitely. To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the section on abilities below.AnalyzeThis is a Tier 3 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.
You may find these VERBS helpful while wielding your Aggro Runestaff:
bulwark: The best defense is a strong... defense (boost your defensive strength)!Usage
Tier 4A Tier 4 Aggro Weapon gains the Blood Focus ability. Blood Focus provides a scaling bonus to AS and CS, which scales with the amount of aggression available. Unlike other abilities, Blood Focus activates automatically as long as the weapon has enough aggression. It requires at minimum 4 aggression for +1 AS/+0 CS, and at maximum 45 aggression for +10 AS/+6 CS. To use the abilities on your weapon, it must have accumulated the enough aggression. An ability will always use the maximum amount of aggression possible, yielding the bonus associated with it for abilities with a scaling cost and benefit. For detailed information about scaling costs and abilities at each tier, see the section on abilities below.AnalyzeYou analyze the mossbark runestaff and sense that the creator has provided the following information:
This is a Tier 4 Aggro Runestaff, forged by a short-tempered dwarven blacksmith who has studied the art of channeling raw aggression into power--a skill partially honed through countless grueling battles in the infamous Duskruin Arena.
Legend whispers that he infused arena-spilled blood into the alloy used to craft this fearsome weapon, imbuing it with a violent, unyielding force. A skilled and determined wielder can tap into the blacksmith's hard-earned work, forged through pain and perseverance, to enhance their own aggression fortified by the runestaff during combat.
You may find these VERBS helpful while wielding your Aggro Runestaff:
analyze: Display this information for aggressively helpful details on the usage of your runestaff.
growl or scream: Activate one of the abilities of your runestaff using GROWL or SCREAM runestaff WITH [ability name]:
frenzy: Boost your strength and acuity.
furor focus: Slow creatures with your impressive combat prowess.
final straw: Make your next attack a fantastical strike.
bloodlust: Channel additional aggression into your weapon.
bloodbath: Make fantastical strikes against your next five targets of a single attack.
bulwark: The best defense is a strong... defense (boost your defensive strength)!
serenity: Become serene by storing earned aggression for later use.
rub: Restore any banked aggression for use in your current battle.
clench: Attempt to take your aggression out on your fallen foes using CLENCH runestaff AT [creature].
inspect: Check to see how much aggro your runestaff has stored and what abilities are currently unlocked.
prod: Toggle your runestaff from signaling when you earn aggression or it fades from the runestaff.
sense: Focus on the power of the runestaff (open a window that shows its current aggro).
When you inspect the runestaff, the abilities will become bold and clickable as you channel aggression into your runestaff, allowing you to activate them.
You might be able to have a talented merchant lighten the mossbark runestaff for you.Additional InformationInspectAggro Weapons have a hard-coded INSPECT that is used to give significant information about the weapon and its abilities. Use it to see how much aggression the weapon has stored and what abilities are currently unlocked. At Tier 4, the information is displayed as follows: You blink slowly while inspecting a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. Before long, you imagine a lone shield splattered with blood leaning against a claidhmore embedded in a muddy field (37 current aggro). ---------------------------------------------------------------------------------------- | Aggro Runestaff Tier 4 | ---------------------------------------------------------------------------------------- | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Aggro | ---------------------------------------------------------------------------------------- | Final Straw | Bloodbath | Serenity | Blood Focus | ~ . . . . . . . . | | | | | | ~ ~ ~ ~ ~ ~ ~ ~ | | | | | | - - - - - - - | | Furor Focus | | | | - - - - - - | | | | | | - - - - - | | | | | | - - - - | | Frenzy | Bloodlust | Bulwark | | - - - | | | | | | - - | | | | | | - | ---------------------------------------------------------------------------------------- You are fully trained to channel all of your combat aggression into the runestaff when a spell is used. You are not fully trained to channel your combat aggression into the runestaff when used as a weapon. You will be able to channel 0% of the normal aggression earned from combat actions into the runestaff when used as a weapon. 135 lifetime aggression has been channeled into the runestaff, and 136 has been harnessed to activate abilities. SenseSENSE can be used to focus on the current power of the Aggro Weapon. It includes separate window that can be opened, if enabled in Wrayth. It is an abbreviated version of the information shown in INSPECT. --------------------- | Runestaff Aggro | --------------------- | . . . . . . . . . | | . . . . . . . . | | . . . . . . . | | ~ ~ ~ ~ . . | | - - - ~ ~ | | - - - - | | - - - | | - - | | - | | Total: 19 +8/+4 | | Frzy FuFo | | Blst | | Bulk | --------------------- AbilitiesTo use the abilities on your weapon it must have accumulated the amount of aggression listed in the "Aggression Cost" column. The ability will always use the maximum amount of aggression possible and you'll always get the bonus associated with it. For example, if your weapon has 35 aggression and you activate the "Frenzy" ability, your weapon's aggression will be reduced to 3 and your AS will be boosted by 15 and your CS by 9 for 30 seconds.
Training and WieldingIn order to use these weapons effectively, you must be at least 1x trained in each weapon's corresponding skill. Any aggression earned is adjusted based on the percentage of training you have for it. In order to wield the weapons effectively, you will need to be in a forward or greater stance. Any aggression earned is adjusted based on the stance you are in, up to 100% at a completely offensive stance. Finally, if you find yourself using multiple Aggro Weapons, only the attacking weapon gains aggro for bloody hit, misses, and clenching. Getting hit will divide the earned aggro between them. Earning AggressionIf you are fully trained and in an aggressive stance, the Aggro Weapon will earn aggression based on combat actions. Missing a target, getting injured, scoring a bloody hit, making a kill, or mutilating a corpse are all actions that will feed into your anger and help fill the weapon with aggression. The exact amount is a mystery but is based on the creature's level -- too low level or too high level and you'll naturally feel unchallenged by the creature, reducing or eliminating entirely the amount of aggression you earn. However, above level 100, it's understood that fighting higher level creatures is a normal and necessary activity. Your heart races as you skillfully channel a flurry of combat actions from an extremely bloody battle into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. You release some tension as the adrenaline gradually retreats (2 aggression is channeled into your equipment). Aggression gradually fades, quicker at higher levels of aggression, if you fail to make any aggression-earning combat activities. Use your aggression well! Your shoulders tighten as they absorb some of the stored aggression in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies, leaving you feeling agitated (3 aggression fades from your runestaff). Frequently Asked QuestionsWhat is considered fully trained? What type of CER is added for Final Straw/Bloodbath? What if I'm using multiple weapons? How does Bloodbath work? Can you skill loot/skin mutilated creatures? To mutilate undead does the weapon need to be blessed? Are all weapon types supported? Is it available for HESS or a Flourish? How much total aggro can be stored? You find it difficult to control the energy built up in a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies after several heated battles! How fast does it fade? How often are you told how much you've earned? How fast will I earn aggro? Reciting the mystical phrases of Cone of Elements, you feel a rime of frost wreathe your blue-grey eyes and infuse them with an icy blue energy that dissipates as you release your spell. Your spell is ready. You gesture at a giantman outlaw. You hurl a powerful lightning bolt at a giantman outlaw! AS: +507 vs DS: +179 with AvD: +51 + d100 roll: +99 = +478 ... and hit for 230 points of damage! Massive electrical shock to abdomen turns muscle tissue into a crispy bubbled mess. Not pretty. [You have 15 kills remaining.] The giantman outlaw rolls over and dies. You hurl a powerful lightning bolt at a half-elven thief! AS: +510 vs DS: +305 with AvD: +51 + d100 roll: +35 = +291 ... and hit for 141 points of damage! Massive electrical shock to back. Won't be bending over for awhile. The half-elven thief is stunned! You hurl a powerful lightning bolt at a half-krolvin marauder! By amazing chance, the half-krolvin marauder evades the bolt! You hurl a powerful lightning bolt at an elven brigand! AS: +510 vs DS: +186 with AvD: +51 + d100 roll: +40 = +415 ... and hit for 210 points of damage! Horrifying jolt of electricity fries abdomen to a crisp. Upper torso falls to the ground. Talk about repugnant! [You have 14 kills remaining.] The elven brigand rolls over and dies. Cast Roundtime 3 Seconds. > You are now in a guarded stance. > A half-krolvin marauder slips into hiding. > A ghostly elven brigand slips into hiding. > A half-elven thief stands there, dazed and confused. > Your heart races as you skillfully channel a flurry of combat actions from an extremely bloody battle into a twisting mossbark runestaff bearing a helical grip adorned with rusty red rubies. You release some tension as the adrenaline gradually retreats (5 aggression is channeled into your equipment). Don't forget, you can mutilate those mangy bandies once dead! We hope you find fun and strategic ways to learn, earn and spend it - and are happy to hear feedback and see some big aggression is channeled into your equipment pulses! However, you are limited to earning a maximum of 15 aggro from each creature. |
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