Ethereal string: Difference between revisions

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(Updating old item script page with appropriate templates. The saved post section has been moved to a subpage. This page is missing the analyze info on both the string and a weapon with it attached, as well as third person messaging. If you have it, please add to it!)
 
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<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.-->
The main benefits of the ethereal string are twofold:
An '''ethereal string''' is an auction-quality item that can be attached to an unscripted thrown weapon to apply a unique scripted ability, which allows the weapon to return to the hand of the person when {{boldmono|HURLed}} at a target via [[Thrown Weapons|thrown weapon combat]]. The resulting weapon is sometimes called a "returner" due to how it behaves. Attaching an ethereal string to a weapon is '''permanent'''.


An ethereal string will only work on an unscripted dagger, handaxe, war hammer, quoit, discus, javeline, throwing dagger, throwing axe, or spear.
1. You can attach it to ANY weapon that is suitable for the returner script, and thus makes it a returner. Presuming you attach it to a suitably powerful weapon, you can make a correspondingly powerful returner before you even activate the strings script. Be forewarned, once attached, there is no removing of the string.
{{TOC limit|2}}
{{itemtiermulti <!-- Copy/Paste x #Item as needed. -->
2. Once attached, you may activate the string's script by raising the weapon. When activated, the strung weapon's enchant goes up one enchant, at a cost of 3 more mana and stamina. Upon each successive attack, the enchant continues to go up by one, and the attack goes up a corresponding +3 mana and +3 stamina, until such point that you reach 40x enchanted, or, alternatively you've raised the string again and thereby shut off the script. At the point of 40x enchanted, you are holding the highest enchant weapon you can hold, assuming you're level 100, and therefore you cannot raise the string any further, though the mana/stamina cost continues to exact a heavy toll. Let's presume for the moment that you put the string on a 10x weapon, thus your starting AS is +50. If you put it on a lower enchant weapon, you can continue to pay increased cost until you reach 40x enchant, it will simply cost more mana and stamina to get there. Here's a table of the costs and benefits:
|item=String <!-- REQUIRED: Must be entered as Item Type -->
|itemsummary=By itself, the ethereal string is just a prop. It serves no mechanical purpose until applied to an appropriate unscripted thrown weapon. '''Attaching the ethereal string to a weapon is permanent.''' You can attach it to ANY weapon that is suitable for the returner script, and thus make it a returner. Presuming you attach it to a powerful weapon, you can make a correspondingly powerful returner before you even activate the attached ethereal string script, which has its own additional benefit.


An ethereal string will only work on an unscripted dagger, handaxe, war hammer, quoit, discus, javeline, throwing dagger, throwing axe, or spear.
== Ethereal String Mana and Stamina Costs ==
|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 -->
==Ethereal String Mana and Stamina Costs==
{{addmetext}}
|inspect= <!-- ONLY for when an item has a custom INSPECT to it. -->
|show= <!-- ONLY for when an item has a hard-coded show. -->
The string appears to waver, alternating between being solid and insubstantial.
|affinity= <!-- Brief explanation of affinity for that specific item, if any. -->
|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this item. If not, leave blank. -->
}}
: {| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader|90}}
! scope="col" style="width:5em;"|Verb
! scope="col" style="width: 45%"|First
! scope="col" style="width: 45%"|Third
|-
! scope="row" role="rowheader" rowspan="2"|PUT
| You decide to permanently attach the ethereal string to your hatchet.<br>The ethereal string wavers for a moment, shimmering as it fades in and out of existence. After a bright flash of light from within the string's depths, the entirety of the string fades into the hatchet, and the weapon appears substantially different.
|<!-- Third Person View --> {{addmetext}}
|-
| colspan="2" style="text-align:center"|Attach the ethereal string to a weapon. '''This is permanent.'''
|}
{{itemtiermulti <!-- Copy/Paste x #Item as needed. -->
|item=Weapon <!-- REQUIRED: Must be entered as Item Type -->
|itemsummary= <!-- Brief explanation of what this particular item does, if any. -->
Once attached to an appopriate thrown weapon, the ethereal string can be activated via {{boldmono|RAISE}}. When activated, the strung weapon's enchant goes up one enchant when swung or hurled at a cost of 3 more mana and stamina. Upon each successive attack, the enchant continues to go up by one, and the cost goes up a corresponding +3 mana and +3 stamina until such point that you reach the highest enchant that you can hold for your level, or, alternatively you've used {{boldmono|RAISE}} again and thereby shut off the script.


If you are level 100, 40x enchanted will be the highest enchant weapon you can hold for your level, and therefore the enchant will go no higher although the mana/stamina cost continues to exact a heavy toll if you continue to attack. At this point, if you put the weapon away, after a brief pause it will automatically cycle back to its base enchant. If you put the ethereal string on a 10x weapon, your first enchant brought about by the ethereal string script will be 11x and continue onward until 40x. If you put it on a lower enchant weapon, you can continue to pay an increased cost until you reach 40x enchant; it will simply cost more mana and stamina to get there.

When attached to an appropriate weapon, the ethereal string adds the following onto the weapon's {{boldmono|LOOK}} description:

''Attached to the end of the haon-hafted ora hatchet is an ethereal ethereal string, wavering in and out of existence with flickering dots of light. It extends from the grip of the hatchet to your wrist, wrapping around the flesh. The hatchet glows faintly with a pale blue light.''
|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 -->
{{addmetext}}
|inspect= <!-- ONLY for when an item has a custom INSPECT to it. -->
|show= <!-- ONLY for when an item has a hard-coded show. -->
|affinity= <!-- Brief explanation of affinity for that specific item, if any. -->
|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this item. If not, leave blank. -->
}}
: {| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader|90}}
! scope="col" style="width:5em;"|Verb
! scope="col" style="width:5em;"|Status
! scope="col" style="width: 45%"|First
! scope="col" style="width: 45%"|Third
|-
! scope="row" role="rowheader" rowspan="2"|RAISE
! scope="row" role="rowheader"|Activating
| You thrust your haon-hafted ora hatchet into the air, and it emits a strange glow that trails down your arm and over your chest. The ethereal string connected to it trembles with a sudden surge of power that begins tugging on your very existence.
|<!-- Third Person View --> {{addmetext}}
|-
! scope="row" role="rowheader"|De-activating
| You thrust your glowing haon-hafted ora hatchet into the air, and as the luminescence fades, you feel much more comfortable. The tugging on your very existence ceases.
|<!-- Third Person View --> {{addmetext}}
|}
==Additional Information==
=== Ethereal String Mana and Stamina Costs ===
If starting weapon enchant is 10x:
{|{{prettytable}}
{|{{prettytable}}
|-style = "background:#DDD; color: blue"
|-style = "background:#DDD; color: blue"
!Enchant
!Skill<br>Ranks
!Skill<br>Bonus
!AS<br>Bonus
!
!
!Skill<br>Ranks
!Mana<br>Cost
!Skill<br>Bonus
!Stamina<br>Cost
!
!Skill<br>Ranks
!Skill<br>Bonus
!
!Skill<br>Ranks
!Skill<br>Bonus
|- align=center
|- align=center
|1
|11x
|5
|55
|
|
|11
|3
|54
|3
|- align=center
|12x
|60
|
|
|21
|6
|93
|6
|- align=center
|13x
|65
|
|
|31
|9
|122
|9
|- align=center
|- align=center
|2
|14x
|10
|70
|
|
|12
|12
|58
|12
|- align=center
|15x
|75
|
|
|22
|15
|96
|15
|- align=center
|16x
|80
|
|
|32
|18
|124
|18
|- align=center
|- align=center
|3
|17x
|15
|85
|
|
|13
|21
|62
|21
|- align=center
|18x
|90
|
|
|23
|24
|99
|24
|- align=center
|19x
|95
|
|
|33
|27
|126
|27
|- align=center
|- align=center
|4
|20x
|20
|100
|
|
|14
|30
|66
|30
|- align=center
|21x
|105
|
|
|24
|33
|102
|33
|- align=center
|22x
|110
|
|
|34
|36
|128
|36
|- align=center
|- align=center
|5
|23x
|25
|115
|
|
|15
|39
|70
|39
|- align=center
|24x
|120
|
|
|25
|42
|105
|42
|- align=center
|25x
|125
|
|
|35
|45
|45
|- align=center
|26x
|130
|130
|
|48
|48
|- align=center
|- align=center
|6
|27x
|30
|135
|
|
|16
|51
|74
|51
|- align=center
|28x
|140
|
|
|26
|54
|108
|54
|- align=center
|29x
|145
|
|
|36
|57
|132
|57
|- align=center
|- align=center
|7
|30x
|35
|150
|
|
|17
|60
|78
|60
|- align=center
|31x
|155
|
|
|27
|63
|111
|63
|- align=center
|32x
|160
|
|
|37
|66
|134
|66
|- align=center
|- align=center
|8
|33x
|40
|165
|
|
|18
|69
|82
|69
|- align=center
|34x
|170
|
|
|28
|72
|114
|72
|- align=center
|35x
|175
|
|
|38
|75
|136
|75
|- align=center
|- align=center
|9
|36x
|45
|180
|
|
|19
|78
|86
|78
|- align=center
|37x
|185
|
|
|29
|81
|117
|81
|- align=center
|38x
|190
|
|
|39
|84
|138
|84
|- align=center
|- align=center
|10
|39x
|50
|195
|
|
|20
|87
|90
|87
|- align=center
|
|30
|40x
|120
|200
|
|
|40
|90
|140
|90
|- align=center
|}
|}
In practice, the result is that if you have access to good amounts of mana and stamina, you can cycle the string from one extra enchant up to five extra enchants continuously throughout a normal hunt. Alternatively, during an invasion type event, you can cycle the weapon upwards to, as an example, 30x enchanted and then hold it in reserve. When faced with a particularly dangerous foe, you pull it out and hit them with an extra +100AS, then +105AS, +110AS, and maybe one last shot at +115AS, in addition to your starting 10x/+50AS. This makes for a very powerful attack. As if that weren't enough, presuming you are {{boldmono|HURLing}}, though not necessary to activate the ethereal string's enchant raising feature, you are also getting a certain amount of parry DS bypass and the relatively low RT of hurling.


[[Category:Basic Mechanics]]

11x, +55AS: 3/3 mana/stamina
12x, +60AS: 6/6 mana/stamina
13x, +65AS: 9/9 mana/stamina
14x, +70AS: 12/12 mana/stamina
15x, +75AS: 15/15 mana/stamina
16x, +80AS: 18/18 mana/stamina
17x, +85AS: 21/21 mana/stamina
18x, +90AS: 24/24 mana/stamina
19x, +95AS: 27/27 mana/stamina
20x, +100AS: 30/30 mana/stamina
21x, +105AS: 33/33 mana/stamina
22x, +110AS: 36/36 mana/stamina
23x, +115AS: 39/39 mana/stamina
24x, +120AS: 42/42 mana/stamina
25x, +125AS: 45/45 mana/stamina
26x, +130AS: 48/48 mana/stamina
27x, +135AS: 51/51 mana/stamina
28x, +140AS: 54/54 mana/stamina
29x, +145AS: 57/57 mana/stamina
30x, +150AS: 60/60 mana/stamina
31x, +155AS: 63/63 mana/stamina
32x, +160AS: 66/66 mana/stamina
33x, +165AS: 69/69 mana/stamina
34x, +170AS: 72/72 mana/stamina
35x, +175AS: 75/75 mana/stamina
36x, +180AS: 78/78 mana/stamina
37x, +185AS: 81/81 mana/stamina
38x, +190AS: 84/84 mana/stamina
39x, +195AS: 87/87 mana/stamina
40x, +200AS: 90/90 mana/stamina

In practice, the result is that if you have access to good amounts of mana and stamina, you can cycle the string from one extra enchant up to five extra enchants continuously throughout a normal hunt. Alternatively, during an invasion type event, you can cycle the weapon upwards to say 30x enchanted and then hold it in reserve. When faced with a particularly dangerous foe, you pull it out and hit them with an extra +100AS, then +105AS, +110AS, and maybe one last shot at +115AS, in addition to your starting 10x/+50AS. This makes for a very powerful attack. As if that weren't enough, presuming you are hurling (though not necessary to activate the string's enchant raising feature) you are also getting a certain amount of parry DS bypass, and the relatively low RT of hurling.

== Saved Posts ==

>look at my hatchet<br>
A faint aura of holy light radiates from the hatchet.You notice Radom's crafting mark.

>swap<br>
You swap an ethereal string to your left hand and a perfect haon-hafted [[ora]] [[hatchet]] to your right hand.<br>
>look at string<br>
The string appears to waver, alternating between being solid and insubstantial.

>attach string to hatchet<br>
Please rephrase that command.

>put string on my hatchet<br>
You decide to permanently attach the ethereal string to your hatchet.<br>
The ethereal string wavers for a moment, shimmering as it fades in and out of existence. After a bright flash of light from within the string's depths, the entirety of the string fades into the hatchet, and the weapon appears substantially different.<br>
You feel more refreshed.

>i<br>
You are holding a perfect haon-hafted ora hatchet in your right hand.<br>
You are wearing a veniom-worked black silk gem pouch, a smoky amber leather guard, some dusky grey illthorn-inset greaves, a mithglin-bound silver Adventurer's Guild badge, a pair of black leather boots with deep grey turn-down cuffs, a heavy carved vaalin belt, some hammered steel vambraces set with dark storm agate, some embossed krodera full plate, a crystal amulet, a vaalin mesh cloak, a small silver whittling knife pin, a ruby amulet, a dimly glowing crossed bone talisman, a blackened spiked mithril helm, a mantled surcoat emblazoned with a crossed sword and hammer, a tightly woven spidersilk sack, a pair of gold-rimmed spectacles, a sigil-etched wide silver armband, a wedding band worked of gossamer vaalin, a heavy carved vaalin collar, a tooled black leather scabbard, a small silver star, some deathstone earrings, a silver-tipped feather stickpin, an Arcane kilt-pin, and a spiked krodera kite shield emblazoned with a crossed sword and hammer.<br>
Click INVENTORY HELP for more options.

s>look at my hatchet<br>
Attached to the end of the haon-hafted ora hatchet is an ethereal string, wavering in and out of existence with flickering dots of light. It extends from the grip of the hatchet to your wrist, wrapping around the flesh. The hatchet glows faintly with a pale blue light.

>raise my hatchet<br>
You thrust your haon-hafted ora hatchet into the air, and it emits a strange glow that trails down your arm and over your chest. The ethereal string connected to it trembles with a sudden surge of power that begins tugging on your very existence.

>raise my hatchet<br>
You thrust your glowing haon-hafted ora hatchet into the air, and as the luminescence fades, you feel much more comfortable. The tugging on your very existence ceases.

Bonded with it after that, and experimented on some silverback orcs. Fun fun. Been hunting with it for 4-5 days now and am getting the hang of it.

Kerl

<<You're not gonna tell em exactly what you strung, Kerl?? -Droit>>

One of the beauties of the string is that you can put it on the weapon of your choice, (with the restriction that it has to be one that fits the standard returning script that we have). This was part of why the string was worth so much. I asked a few people what they thought was the best axe to string, and there seemed to be a resounding, "buy Droit's perfect permabless axe" so that's what I put the string on, after adding a couple more enchants via premium points.

Kerl

Or, in plainer speak, Kerl now has perfectly forged permablessed 10x returning axe with the special string scripts. Is there a better thrown weapon in the game? I can't think of any...

-Grendeg

A little bit of a report while I sit here bored at work:

In testing I was able to use the strings AS raising feature to +50AS with the help of a mana sender. I'm currently upping my own mana/stamina capacity a little bit to make the feature more useful. To recap how it works, basically, the first +5AS comes at a cost in mana/stamina of 3/3. The next throw, it ramps up to +10 at double the cost, unless you shut it off by raising it again, so the second hurl is +10AS at a cost of 6/6 mana/stamina. This increases by 3 each time, so on and so forth. +15 = 9/9, +20 = 12/12, +25 = 15/15, +30 = 18/18, +35 = 21/21, +40 = 24/24, +45 = 27/27, and +50 = 30/30. The total then to make a +50AS throw is 165/165 mana/stamina.

Theoretically, if you took your time, you could set yourself up for one really whopping throw. I mean, in theory you would max out when you ran into the top end of stamina/mana, which for me, with a couple of relatively modest enhancers, is about 190 stamina; mana I can get up beyond that with some more training. You'd spend a lot of time siting around waiting to get stamina and mana back, or have to use a few tricks to get it back with potions and what not, but it would be fun just to see what can be done. In theory, based on the 190 number, you could do a +315 attack, (190/3 = 63.33...). 63x5=+315. Yes, you read that right, +315. This would take forever to produce though, or about half a dozen mana senders and some sort of stamina regeneration tool. I want to try it at some point, just for kicks. If some people want to help out or have ideas on how to keep the stamina/mana up I'd love to hear them. Based on this, I should be able to get a toss up over 1000AS... just once.

For all practical purposes though, even +50 is not useful, because you're really looking at the sum total to get up to that level, and if you use stamina and mana for anything else you run into the ceiling pretty quickly. For practical use, I can generally always run with the +5 going, resetting it every throw, or cycle up and down from +0 to +20. Typically I'll do this until I'm encumbered and need surge constantly running. That then saps too much stamina to keep up the AS adding. At that point I use it occasionally.

Other things I've tested: what happens when you run out of stamina or mana, and what happens when you berserk. Basically, it automatically resets to zero when you over-extend either mana or stamina, and you get either muscle fatigue or fried nerves like you normally would. In the case of berserk, you get whichever one hits first, and it resets to zero, but you keep berserking.

Fun stuff,

Kerl

Nope. There is no time frame. In fact, while that might seem like a bonus, it's also something of a drawback, because you can put the thing away and forget about it, and then pull it out two days later and mstrike your way into shock before you realize it's still on. On the other hand, you can take a swing, go sit somewhere till all of your stamina/mana come back, and then go swing again if for some reason that appeals to you. The only way to turn it on is to raise it and the only ways to shut it off are to raise it when it's on, or to go into shock or muscle fatigue from hitting zero in either stamina or mana.

One thing I haven't tested yet is: does the AS bonus work with other weapons? IE: if I use TWC, will I get a boost with each weapon? I think I'll test that out tonight. I suspect the answer is no, but we'll see.

Kerl

<<Does each successive swing trigger the increase in the boost/cost automatically or is there another action you do to ramp it up each step? -Keleborrn.>>

Yes, each swing or throw automatically triggers the increased AS and associated cost. You start it off by raising the axe and end it by raising it again.

<<You mentioned mstrike, if you do a big fat mstrike with the booster activated will each swing be at a higher AS/higher cost? That'd be pretty awesome (though I'd get some adrenal surge embeds if I wanted to use it that way). -Keleborrn.>>

Yes, each swing in an mstrike has a +5 higher AS than the previous, assuming you have the mana/stamina.

-Kerl


==See Also==
==See Also==
* [[/saved posts|Saved posts]]
*[[Cessation of Coraesine Field#Services and Schedule|Cessation of Coraesine Field]]
* [[Cessation of Coraesine Field#Services and Schedule|Cessation of Coraesine Field]]

</td><td>
[[category:Merchant Services]]
{{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=Weapon <!-- 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= <!-- 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= <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. -->
|releaseyear= <!-- 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= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. -->
|tiersnumber= <!-- 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= <!-- 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=Yes <!-- 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=PUT <!-- 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.-->
|verb2=RAISE
}}
</td></tr></table>

Latest revision as of 11:47, 20 February 2025

An ethereal string is an auction-quality item that can be attached to an unscripted thrown weapon to apply a unique scripted ability, which allows the weapon to return to the hand of the person when HURLed at a target via thrown weapon combat. The resulting weapon is sometimes called a "returner" due to how it behaves. Attaching an ethereal string to a weapon is permanent.

An ethereal string will only work on an unscripted dagger, handaxe, war hammer, quoit, discus, javeline, throwing dagger, throwing axe, or spear.

String

By itself, the ethereal string is just a prop. It serves no mechanical purpose until applied to an appropriate unscripted thrown weapon. Attaching the ethereal string to a weapon is permanent. You can attach it to ANY weapon that is suitable for the returner script, and thus make it a returner. Presuming you attach it to a powerful weapon, you can make a correspondingly powerful returner before you even activate the attached ethereal string script, which has its own additional benefit.

An ethereal string will only work on an unscripted dagger, handaxe, war hammer, quoit, discus, javeline, throwing dagger, throwing axe, or spear.

Analyze

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SHOW

The string appears to waver, alternating between being solid and insubstantial.

Usage

Verb First Third
PUT You decide to permanently attach the ethereal string to your hatchet.
The ethereal string wavers for a moment, shimmering as it fades in and out of existence. After a bright flash of light from within the string's depths, the entirety of the string fades into the hatchet, and the weapon appears substantially different.
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Attach the ethereal string to a weapon. This is permanent.

Weapon

Once attached to an appopriate thrown weapon, the ethereal string can be activated via RAISE. When activated, the strung weapon's enchant goes up one enchant when swung or hurled at a cost of 3 more mana and stamina. Upon each successive attack, the enchant continues to go up by one, and the cost goes up a corresponding +3 mana and +3 stamina until such point that you reach the highest enchant that you can hold for your level, or, alternatively you've used RAISE again and thereby shut off the script.

If you are level 100, 40x enchanted will be the highest enchant weapon you can hold for your level, and therefore the enchant will go no higher although the mana/stamina cost continues to exact a heavy toll if you continue to attack. At this point, if you put the weapon away, after a brief pause it will automatically cycle back to its base enchant. If you put the ethereal string on a 10x weapon, your first enchant brought about by the ethereal string script will be 11x and continue onward until 40x. If you put it on a lower enchant weapon, you can continue to pay an increased cost until you reach 40x enchant; it will simply cost more mana and stamina to get there.

When attached to an appropriate weapon, the ethereal string adds the following onto the weapon's LOOK description:

Attached to the end of the haon-hafted ora hatchet is an ethereal ethereal string, wavering in and out of existence with flickering dots of light. It extends from the grip of the hatchet to your wrist, wrapping around the flesh. The hatchet glows faintly with a pale blue light.

Analyze

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Usage

Verb Status First Third
RAISE Activating You thrust your haon-hafted ora hatchet into the air, and it emits a strange glow that trails down your arm and over your chest. The ethereal string connected to it trembles with a sudden surge of power that begins tugging on your very existence. This section has not been added yet; please add to it now!
De-activating You thrust your glowing haon-hafted ora hatchet into the air, and as the luminescence fades, you feel much more comfortable. The tugging on your very existence ceases. This section has not been added yet; please add to it now!

Additional Information

Ethereal String Mana and Stamina Costs

If starting weapon enchant is 10x:

Enchant AS
Bonus
Mana
Cost
Stamina
Cost
11x 55 3 3
12x 60 6 6
13x 65 9 9
14x 70 12 12
15x 75 15 15
16x 80 18 18
17x 85 21 21
18x 90 24 24
19x 95 27 27
20x 100 30 30
21x 105 33 33
22x 110 36 36
23x 115 39 39
24x 120 42 42
25x 125 45 45
26x 130 48 48
27x 135 51 51
28x 140 54 54
29x 145 57 57
30x 150 60 60
31x 155 63 63
32x 160 66 66
33x 165 69 69
34x 170 72 72
35x 175 75 75
36x 180 78 78
37x 185 81 81
38x 190 84 84
39x 195 87 87
40x 200 90 90

In practice, the result is that if you have access to good amounts of mana and stamina, you can cycle the string from one extra enchant up to five extra enchants continuously throughout a normal hunt. Alternatively, during an invasion type event, you can cycle the weapon upwards to, as an example, 30x enchanted and then hold it in reserve. When faced with a particularly dangerous foe, you pull it out and hit them with an extra +100AS, then +105AS, +110AS, and maybe one last shot at +115AS, in addition to your starting 10x/+50AS. This makes for a very powerful attack. As if that weren't enough, presuming you are HURLing, though not necessary to activate the ethereal string's enchant raising feature, you are also getting a certain amount of parry DS bypass and the relatively low RT of hurling.

See Also

Ethereal string Information
Type Mechanical
Item Classification Weapon
Item(s) Applied to Weapon
Alterable Yes
Light/Deep
Legendary Yes
Item Verbs
PUT RAISE