Fusion: Difference between revisions
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(Updating old item script article with templates per Gswiki:Style guide/Item scripts. Confirmed that the "fluff" verbs associated with Fusion Armor is technically a subscript, however as it is ONLY available for fusion gear armor, it is remaining on this article.) |
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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.--> |
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The '''fusion''' system allows players to extract [[enhancive]] properties from [[enhancive item|enhancive items]] found in the [[treasure system]], creating fusion orbs which can be placed into specialized '''fusion''' gear. This allows players to build customized [[enhancive item|enhancive items]]. |
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'''Fusion''' is a script that can be applied to combat gear, including armor and weapons, that allows players to build customized [[enhancive]] items. [[#Fusion Orb|Fusion orbs]] are objects with the fusion script that have enhancive properties on them. They can be added to slots in [[#Fusion Gear|fusion gear]] to receive those enhancive benefits. |
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Certain enhancive items found in the [[treasure system]] can be converted into fusion orbs via the automated [[Fusion Shaman]] NPC. |
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== Fusion Gear == |
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{{TOC limit|2}} |
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{{itemtiermulti <!-- Copy/Paste x #Item as needed. --> |
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|item=Fusion Orb <!-- REQUIRED: Must be entered as Item Type --> |
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|itemsummary= <!-- Brief explanation of what this particular item does, if any. --> |
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Fusion orbs are created by extracting properties from enhancive items. Fusion orbs may be [[loresinging|loresung]] for their enhancive information and that information will carry into the [[Playershop]] system, similar to that for normal enhancives. Characters may also {{boldmono|[[DRAW]]}} images {{boldmono|ON}} fusion orbs to tell them apart. There are approximately 70+ different images to draw upon a fusion orb. |
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See the [[#Using Fusion Orbs|using fusion orbs section]] below for detailed information on how they can be used with fusion gear. |
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'''Fusion''' items have been released as a part of special merchant events and festivals and are not available for purchase from standard NPC merchants. So far, only weapons and armor have been released. '''Fusion''' items may have multiple fusion orb slots (standard items have two slots while special raffle and auction items may have more) and can be recognized by their spherical depressions which appear in their [[show description]]. Examples are provided 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 --> |
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{{addmetext}} |
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|inspect= <!-- ONLY for when an item has a custom INSPECT to it. --> |
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|show= <!-- ONLY for when an item has a hard-coded show. --> |
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|affinity= <!-- Brief explanation of affinity for that specific item, if any. --> |
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|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this item. If not, leave blank. --> |
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}} |
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: {| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. --> |
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|- {{verbtableheader|90}} |
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! scope="col" style="width:5em;"|Verb |
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! scope="col" style="width: 45%"|First |
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! scope="col" style="width: 45%"|Third |
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|- |
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! scope="row" role="rowheader"|DRAW |
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|<!-- First Person View --> {{addmetext}} |
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|<!-- Third Person View --> {{addmetext}} |
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|} |
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{{itemtiermulti <!-- Copy/Paste x #Item as needed. --> |
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|item=Fusion Gear <!-- REQUIRED: Must be entered as Item Type --> |
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|itemsummary= <!-- Brief explanation of what this particular item does, if any. --> |
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Fusion items have been released as a part of special merchant events and festivals and are not available for purchase from standard NPC merchants. So far, only weapons and armor have been released. Fusion items may have multiple fusion orb slots (standard items have two slots while special raffle and auction items may have more) and can be recognized by their spherical depressions which appear in their [[show description]]. Almost all off-the-shelf fusion gear is 4x [[enchant]]ed. |
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The fusion script adds two extra lines as part of the item's {{boldmono|LOOK}}/{{boldmono|SHOW}} description, which indicate how many fusion orb slots the gear has and whether they are currently occupied: |
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Some double leather [[armor]] with two empty fusion slots: |
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:''Two spherical depressions adorn the black double leathers, approximately the size and shape of a small gem.'' |
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<div {{log}}> |
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:''All of the gem chambers are currently empty.'' |
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Two spherical depressions adorn the black double leathers, approximately the size and shape of a small gem. |
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All of the gem chambers are currently empty. |
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</div> |
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:''Two spherical depressions adorn the thick rowan runestaff, approximately the size and shape of a small gem.'' |
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Some metal breastplate [[armor]] with one empty and one full fusion slot: |
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:''The chambers currently hold a globe-marked dark indigo orb, and a key-marked hoarfrost white orb.'' |
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<div {{log}}> |
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Two spherical depressions adorn the white mithglin breastplate, approximately the size and shape of a small gem. |
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The chambers currently hold a shining hoarfrost white orb. |
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</div> |
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A typical fusion item is sold with a +20 bonus (4x enchant) but may be enchanted further to a 7x enchantment by players (or higher through the [[Premium Point]] system). Unlike traditional weapons and armor, fusion items require the use of an additional pre-tempering potion ([[urven'eth potion]]), made by [[wizard]] [[Alchemy|alchemists]]. <section begin=nopry />Enchanting and ensorcelling fusion items is substantially more difficult than typical gear (difficulty is dependent on the number of orb slots, not the bonuses of the orbs within those slots; prying orbs before enchanting or ensorcelling will not decrease difficulty).<section end=nopry /> |
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A [[runestaff]] with two full fusion slots: |
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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 --> |
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<div {{log}}> |
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{{addmetext}} |
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Two spherical depressions adorn the thick rowan runestaff, approximately the size and shape of a small gem. |
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|inspect= <!-- ONLY for when an item has a custom INSPECT to it. --> |
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The chambers currently hold a globe-marked dark indigo orb, and a key-marked hoarfrost white orb. |
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|show= <!-- ONLY for when an item has a hard-coded show. --> |
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</div> |
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|affinity= <!-- Brief explanation of affinity for that specific item, if any. --> |
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|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this item. If not, leave blank. --> |
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}} |
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: {| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. --> |
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|- {{verbtableheader|90}} |
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! scope="col" style="width:5em;"|Verb |
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! scope="col" style="width: 45%"|First |
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! scope="col" style="width: 45%"|Third |
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|- |
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! scope="row" role="rowheader" rowspan="2"|EXHALE |
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| You blow gently on a faenor-banded silvery lor staff. Cinders of multicolored energy wash off of the staff's surface, joining with the breeze in glimmering pirouettes.<br><br>[EXHALE on a faenor-banded silvery lor staff again within 30 seconds to exhaust its enhancive charges.]<br><br><br><br>You take a deep breath and blow on a faenor-banded silvery lor staff. A cloud of glimmering lights explodes off of the staff, whisking away with a mournfully musical sound.<br><br>Two spherical depressions adorn the silvery lor staff, approximately the size and shape of a small gem. The chambers currently hold a muffin-marked dark indigo orb, and a sprite-marked dark indigo orb.<br><br>The chamber surrounding a muffin-marked dark indigo orb is alive with steady radiance. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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| colspan="2" style="text-align:center"|Drain all charges from the currently selected fusion orb in the fusion gear. Requires confirmation. |
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|- |
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! scope="row" role="rowheader" rowspan="2"|PRY |
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| You carefully pry a muffin-marked dark indigo orb out of your silvery lor staff. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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| colspan="2" style="text-align:center"|Remove the currently selected fusion orb from the fusion gear. |
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|- |
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! scope="row" role="rowheader" rowspan="2"|PUT |
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|<!-- First Person View --> {{addmetext}} |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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| colspan="2" style="text-align:center"|Add a fusion orb to the fusion gear. |
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|- |
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! scope="row" role="rowheader" rowspan="2"|RUB |
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|<!-- First Person View --> {{addmetext}} |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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| colspan="2" style="text-align:center"|Change which fusion orb will be manipulated. |
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|} |
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{{itemtiermulti <!-- Copy/Paste x #Item as needed. --> |
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|item=Fusion Armor Fluff Subscript <!-- REQUIRED: Must be entered as Item Type --> |
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|itemsummary= <!-- Brief explanation of what this particular item does, if any. --> |
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Fusion Armor is capable of having a subscript that applies a set of fluff verb messaging to it. This subscript is ''not'' automatically applied to fusion armor when the script is present, however the two often are present at the same time. |
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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 --> |
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{{addmetext}} |
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|inspect= <!-- ONLY for when an item has a custom INSPECT to it. --> |
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|show= <!-- ONLY for when an item has a hard-coded show. --> |
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|affinity= <!-- Brief explanation of affinity for that specific item, if any. --> |
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|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this item. If not, leave blank. --> |
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}} |
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: {| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. --> |
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|- {{verbtableheader|90}} |
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! scope="col" style="width:5em;"|Verb |
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! scope="col" style="width: 45%"|First |
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! scope="col" style="width: 45%"|Third |
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|- |
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! scope="row" role="rowheader"| CLEAN |
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| You meticulously start to clean a <orb> set in your <armor>, removing the dirt and grime of battle. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| HUG |
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| You lightly run your hands up and down your <armor>, carefully inspecting the leather for any scarring. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| PINCH |
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| You reach out and touch a <orb> set in your <armor> and give it a slight turn in its setting. A light crackle of energy washes over the orb. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| POKE |
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| Running your hand up your <armor>, you forcefully poke a <orb>, sending a wisp of crackling energy up your finger. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| PULL (1) |
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| You give a <orb> set in your <armor> a slight tug, making sure it is still firmly seated in place. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| PULL (2) |
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| You shrug your shoulders and tug on your <armor>, smoothing any wrinkles. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| PUSH |
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| As if trying to conceal its radiance, you cover up a <orb> in your <armor> with your hands, causing them to glow briefly. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| RAISE |
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| You nervously run your fingers along the inside neckline of your <armor>. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| REMOVE |
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| The chamber surrounding a <orb> flares up momentarily, as you work your way out of some <armor>. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| STARE |
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| Lamenting past battles lost and won, you hold your hand over a <orb> set in your <armor> and stare blankly into the distance. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| TOUCH |
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| You notice a bit of gory remains stuck to a <orb> set in your <armor>. You deftly flick off the offending debris in disgust. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| WAIT |
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| You impatiently tap your fingers across the hip of your <armor>. |
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|<!-- Third Person View --> {{addmetext}} |
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|- |
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! scope="row" role="rowheader"| WEAR |
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| You work your way into some <armor>, taking care to align the orbs in their chambers properly before use. |
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|<!-- Third Person View --> {{addmetext}} |
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|} |
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==Additional Information== |
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===Using Fusion Orbs=== |
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==== Creating Orbs ==== |
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{{main|Fusion Shaman}} |
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Currently, fusion orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a fusion orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhancive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with 'global' and 'local' restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. [[Crumbly]] enhancives may be extracted and the resulting orb will be non-crumbly ([[persistent]]). |
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There are three types of fusion orbs: |
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=== Enchanting === |
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*T3: "old-style" fusion orbs carry the full bonus of the extracted property and do not degrade with time. However, when manually prying a T3 orb out of an armament, there is a chance that it may be damaged and become a T2 orb. {{red|Because the fusion shaman no longer offers T3 orb creation, it is highly recommended that player characters not try to manually pry T3 orbs.}} |
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*T2: "new-style" fusion orbs carry the full bonus of the extracted property initially, but will degrade at a rate of 4% a month (real time) to a maximum degradation of 50%. For example, +10 would lose 0.4 bonus points per month (becoming effective only when a full -1 value is reached, so only after 3 months in the case of the +10 item would any degradation of the bonus actually occur). It would take 13 months to reach max degradation in most cases. Values of 1 would round down to 0. Presently, the fusion shaman will only create orbs of this type. |
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*T1: Prying new-style orbs will have a chance to damage the orb, similar to old-style. When damaged it becomes a T1 orb, which will uncap the max degradation (i.e. can degrade to zero in all cases). Further damage would increase degradation rate by 1% per month per damage cycle. |
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There are special merchant services that may be offered from time to time to safely pry orbs or to refurbish a T2 or T1 orb back to its maximum bonus. The merchant will not convert the orb to a T3. This service should not be considered regular upkeep; by design the T2 orb extraction is meant to only give half the enhancive effect of the original item as a permanent bonus. |
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A typical fusion item is sold with a +20 bonus (4x enchant) but may be [[enchant|enchanted]] further to a 7x enchantment by players (or higher through the [[premium point]] system). Unlike traditional weapons and armor, fusion items require the use of an additional pre-tempering potion. Enchanting fusion items is also substantially more difficult than typical gear (difficulty is increased further by occupied orb slots). |
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=== |
==== Adding and Removing Orbs ==== |
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Once the orb is created, it may be {{boldmono|[[PUT]]}} into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb. |
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When the charges are depleted, a careful {{boldmono|[[PRY]]}} may remove the fusion orb from the armament. {{boldmono|[[RUB]]}} the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes the orb to be degraded down one type (T3 to T2, or T2 to T1). |
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'''Fusion''' armor can be [[padded]] or given [[flares]] with the [[premium point]] system. An enhancive item surcharge applies to any [[premium point]] costs for such enhancements. |
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In the past, orbs may become "loose" after some time and could be safely pried; this is no longer the case. |
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== Fusion Orbs == |
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Draining charges: |
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'''Fusion''' orbs are created by extracting properties from [[enhancive item|enhancive items]]. Fusion orbs may be loresung for their enhancive information and that information will carry into the playershop system, similar to that for normal enhancives. Characters may also DRAW things ON fusion orbs to tell them apart. There are approximately 70+ different things to draw upon a fusion orb at this time. Type DRAW ON MY ORB to see a list of the possibilities. |
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<pre{{log2}}> |
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>exhale my staff |
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You blow gently on a faenor-banded silvery lor staff. Cinders of multicolored energy wash off of the staff's surface, joining with the breeze in glimmering pirouettes. |
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[EXHALE on a faenor-banded silvery lor staff again within 30 seconds to exhaust its enhancive charges.] |
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>exhale my staff |
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You take a deep breath and blow on a faenor-banded silvery lor staff. A cloud of glimmering lights explodes off of the staff, whisking away with a mournfully musical sound. |
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Two spherical depressions adorn the silvery lor staff, approximately the size and shape of a small gem. The chambers currently hold a muffin-marked dark indigo orb, and a sprite-marked dark indigo orb. |
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=== Creating Orbs === |
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The chamber surrounding a muffin-marked dark indigo orb is alive with steady radiance. |
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Currently, '''fusion''' orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a '''fusion''' orb in this way destroys the original item. Only one enhancive property may be extracted at a time. Only specific properties may be extracted: Edible, drinkable and spell knowledge enhancives may not be extracted, as well as enhancives with certain scripts and certain restrictions. Crumbly enhancives may be extracted. As the creation of a fusion orb destroys the original item, only one trait may be extracted from any one item. Enhancives with ‘global’ and ‘local’ restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. |
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>pry my staff |
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=== Adding and Removing Orbs === |
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You carefully pry a muffin-marked dark indigo orb out of your silvery lor staff. |
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</pre> |
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==== Charges ==== |
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Once the orb is created, it may be PUT into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb. |
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When an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the [[Adventurer's Guild]] or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges. Fusion items will cost 125% the value in Bounty Points to recharge, or 150% in silvers (during the time of the year when silver recharging is offered). |
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Orbs may only be switched when the armament has no enhancive charges. Characters may {{boldmono|[[EXHALE]]}} twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits). |
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When the charges are depleted, a careful PRY may remove the fusion orb from the armament. RUB the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes 1 bonus point to be lost from the enhancive it carries. Once the enhancive trait reaches 0 bonus, the orb will shatter. Orbs will not degrade or shatter in any other circumstance. If an orb is left in its setting for an extended period of time, prying it out will not degrade it. When an orb has been in the armament long enough, it will appear to be loose in its setting when the piece is LOOKed at. |
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Fusion orbs alone do not enhance anything and do not hold charges; they are only used to impart the specific bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original enhancive trait are carried with the fusion orb and will be present when placed in a fusion armament. |
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Some metal breastplate [[armor]] with a loose fusion orb: |
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<div {{log}}> |
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The chamber surrounding a shining hoarfrost white orb is alive with steady radiance. |
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It appears to have come a bit loose in its depression, and could easily be pried free without causing any damage. |
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</div> |
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=== |
===Fusion Boost=== |
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'''Fusion Boost''' adds one additional Fusion slot to an existing Fusion item. |
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Automated certificates for this service have been sold in [[Duskruin]]'s [[BVShop:The Annex|The Annex]] shop. |
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When an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the Adventurer’s Guild or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges. |
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<pre{{log2}}> |
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You analyze the fused links and sense that the item is largely free from merchant alteration restrictions. |
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The creator has also provided the following information: |
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Orbs may only be switched when the armament has no enhancive charges. Characters may EXHALE twice on the armament to prematurely drain its charges. Any type of gem may be placed in any armament that can accept fusion gems, with one exception: two gems enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits). |
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Your links are used to unlock the potential of things held in your other hand or on your person. |
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Fusion orbs in themselves do not enhance anything and do not hold charges. They are only used to impart the specific bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original enhancive trait are carried with the fusion orb and will be present when placed in a fusion armament. |
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Some orb-shaped fused links grant one additional Fusion slot to an existing Fusion item (max six slots). |
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== Resources == |
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[http://web.archive.org/web/20111103220811/http://www.nilandia.com/merchants/fusion.htm Nilandia's Guide] |
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DETAILS: |
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[[category:Weapons]][[category:Weapon Enhancements]][[Category:Armor Enhancements]][[category:Advanced Mechanics]] |
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> Claidhmores, katanas, and naginatas are ineligible. |
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You need only RAISE your links while holding a compatible item in your other hand or on your person. |
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Your links may not be altered or changed in any way. |
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You get no sense of whether or not the links may be further lightened. |
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</pre> |
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==See Also== |
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* [[/saved posts|Saved posts]] |
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* [[Fusion Shaman]] |
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* [[De-fusion]] |
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* [http://web.archive.org/web/20111103220811/http://www.nilandia.com/merchants/fusion.htm Nilandia's Guide] |
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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=Armor <!-- 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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|itemclass2=Weapon |
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|itemtype=Armor <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". --> |
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|itemtype2=Weapon |
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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= <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --> |
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|releaseyear= <!-- 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= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> |
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|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). --> |
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|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.--> |
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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=Yes <!-- 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=Yes <!-- 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=CLEAN <!-- 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=DRAW |
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|verb3=HUG |
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|verb4=PINCH |
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|verb5=POKE |
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|verb6=PRY |
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|verb7=PULL |
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|verb8=PUSH |
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|verb9=PUT |
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|verb10=RAISE |
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|verb11=REMOVE |
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|verb12=RUB |
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|verb13=STARE |
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|verb14=TOUCH |
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|verb15=WAIT |
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|verb16=WEAR |
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}} |
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</td></tr></table> |
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[[Category:Enhancives]] |
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Latest revision as of 09:53, 26 August 2025
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Fusion is a script that can be applied to combat gear, including armor and weapons, that allows players to build customized enhancive items. Fusion orbs are objects with the fusion script that have enhancive properties on them. They can be added to slots in fusion gear to receive those enhancive benefits. Certain enhancive items found in the treasure system can be converted into fusion orbs via the automated Fusion Shaman NPC. Fusion OrbFusion orbs are created by extracting properties from enhancive items. Fusion orbs may be loresung for their enhancive information and that information will carry into the Playershop system, similar to that for normal enhancives. Characters may also DRAW images ON fusion orbs to tell them apart. There are approximately 70+ different images to draw upon a fusion orb. See the using fusion orbs section below for detailed information on how they can be used with fusion gear.
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Fusion GearFusion items have been released as a part of special merchant events and festivals and are not available for purchase from standard NPC merchants. So far, only weapons and armor have been released. Fusion items may have multiple fusion orb slots (standard items have two slots while special raffle and auction items may have more) and can be recognized by their spherical depressions which appear in their show description. Almost all off-the-shelf fusion gear is 4x enchanted. The fusion script adds two extra lines as part of the item's LOOK/SHOW description, which indicate how many fusion orb slots the gear has and whether they are currently occupied:
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Fusion Armor Fluff SubscriptFusion Armor is capable of having a subscript that applies a set of fluff verb messaging to it. This subscript is not automatically applied to fusion armor when the script is present, however the two often are present at the same time.
This section has not been added yet; please add to it now!
Additional InformationUsing Fusion OrbsCreating Orbs
Currently, fusion orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a fusion orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhancive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with 'global' and 'local' restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. Crumbly enhancives may be extracted and the resulting orb will be non-crumbly (persistent). There are three types of fusion orbs:
There are special merchant services that may be offered from time to time to safely pry orbs or to refurbish a T2 or T1 orb back to its maximum bonus. The merchant will not convert the orb to a T3. This service should not be considered regular upkeep; by design the T2 orb extraction is meant to only give half the enhancive effect of the original item as a permanent bonus. Adding and Removing OrbsOnce the orb is created, it may be PUT into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb. When the charges are depleted, a careful PRY may remove the fusion orb from the armament. RUB the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes the orb to be degraded down one type (T3 to T2, or T2 to T1). In the past, orbs may become "loose" after some time and could be safely pried; this is no longer the case. Draining charges: >exhale my staff You blow gently on a faenor-banded silvery lor staff. Cinders of multicolored energy wash off of the staff's surface, joining with the breeze in glimmering pirouettes. [EXHALE on a faenor-banded silvery lor staff again within 30 seconds to exhaust its enhancive charges.] >exhale my staff You take a deep breath and blow on a faenor-banded silvery lor staff. A cloud of glimmering lights explodes off of the staff, whisking away with a mournfully musical sound. Two spherical depressions adorn the silvery lor staff, approximately the size and shape of a small gem. The chambers currently hold a muffin-marked dark indigo orb, and a sprite-marked dark indigo orb. The chamber surrounding a muffin-marked dark indigo orb is alive with steady radiance. >pry my staff You carefully pry a muffin-marked dark indigo orb out of your silvery lor staff. ChargesWhen an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the Adventurer's Guild or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges. Fusion items will cost 125% the value in Bounty Points to recharge, or 150% in silvers (during the time of the year when silver recharging is offered). Orbs may only be switched when the armament has no enhancive charges. Characters may EXHALE twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits). Fusion orbs alone do not enhance anything and do not hold charges; they are only used to impart the specific bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original enhancive trait are carried with the fusion orb and will be present when placed in a fusion armament. Fusion BoostFusion Boost adds one additional Fusion slot to an existing Fusion item. Automated certificates for this service have been sold in Duskruin's The Annex shop. You analyze the fused links and sense that the item is largely free from merchant alteration restrictions. The creator has also provided the following information: Your links are used to unlock the potential of things held in your other hand or on your person. Some orb-shaped fused links grant one additional Fusion slot to an existing Fusion item (max six slots). DETAILS: > Claidhmores, katanas, and naginatas are ineligible. You need only RAISE your links while holding a compatible item in your other hand or on your person. Your links may not be altered or changed in any way. You get no sense of whether or not the links may be further lightened. See Also |
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