Dice of fate: Difference between revisions
(Added DC listings (there were several in 2011!), and changed the table slightly) |
(Updating item script page with templates and rearranging some information per Gswiki:Style guide/Item scripts. This page could benefit from a bit more information, such as what restrictions (if any) there are on the greater version of the dice of fate, plus the analyze info for both greater and lesser versions.) |
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There are currently two known greater '''dice of fate'''. The pair of uneven bone dice were auctioned off at the [[Ebon Gate 2009]] [[Ebon Gate 2009 auction list|auction]]. |
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'''Dice of fate''' are special dice that cast different spells depending on which number is rolled. The resulting spell cast may be beneficial or it may be very dangerous. Each dice of fate set has its own set list of spells that can be cast, and that set list may differ between different sets. Dice of fate come in two varieties: lesser and greater. |
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There are |
There are currently two known greater dice of fate. A pair of uneven bone dice was auctioned off at the 2009 [[Ebon Gate]] [[Ebon Gate 2009 auction list|auction]]. |
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There are at least five lesser versions of the dice of fate, two or more that were auctioned off at the 2006 [[Ebon Gate]] [[Ebon Gate 2006 Auction (plat)|auction]]. Lesser dice of fate can only be used 5 times a day. |
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Several sets were also released through the [[List_of_2011_Droughtman's_Challenge_Prizes|Droughtman's Challenge (DC)]] event; several of these duplicated the appearance of other previous sets. |
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Several sets were also released through the 2011 [[Droughtman's Challenge]] event among the [[[[List of 2011 Droughtman's Challenge Prizes|prizes offered]]. Several of these duplicated the appearance of other previous sets. |
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{{TOC limit|2}} |
{{TOC limit|2}} |
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{{itemtiermulti <!-- Copy/Paste x #Item as needed. --> |
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==Items== |
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|item=Lesser Dice of Fate <!-- REQUIRED: Must be entered as Item Type --> |
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===Greater=== |
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|itemsummary= <!-- Brief explanation of what this particular item does, if any. --> |
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*a pair of obsidian dice with pips of ivory |
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The lesser dice of fate cast a spell depending on how they are rolled. Different sets of dice pull from different sets of spells. See the [[#Properties|properties]] below for the list of spells. |
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*a pair of uneven bone dice |
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The lesser dice of fate's positive spells last somewhat more than 2 hours per roll. They automatically return to your hand after rolling. They can be rolled 5x per day. They act like regular dice for the remainder of the day, not casting any spells. The lesser dice of fate will behave like normal dice while Minor sanctuary is up. |
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===Lesser=== |
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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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*some jet black obsidian dice (also at DC) |
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{{addmetext}} |
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*some mottled [[drakar]] dice (also at DC) |
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|inspect= <!-- ONLY for when an item has a custom INSPECT to it. --> |
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*some silvery [[sephwir]] dice (also at DC) |
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|show= <!-- ONLY for when an item has a hard-coded show. --> |
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*some silvery steel dice |
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|affinity= <!-- Brief explanation of affinity for that specific item, if any. --> |
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*some glittering ruby dice (also at DC) |
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|itemverbtable=Yes <!-- Answer YES if there are verbs associated with this item. If not, leave blank. --> |
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*some icy blue [[rhimar]] dice (from DC) |
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}} |
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*some pale rowan dice (from DC) |
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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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==Description== |
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! scope="col" style="width:5em;"|Verb |
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! scope="col" style="width: 45%"|First |
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===a pair of obsidian dice with pips of ivory=== |
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! scope="col" style="width: 45%"|Third |
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|- |
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====Show==== |
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! scope="row" role="rowheader" rowspan="2"|ROLL |
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The dice are six sided obsidian cubes with a different number of white ivory pips surrounded by fine runes on each side. The single pips representing ones are shaped like tiny crimson skulls with a more concentrated number of runes surrounding them. The dice absorbs any light that shines on them without reflection like the inky blackness of night. |
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|You shake the obsidian dice and throw them on the ground.<br>The dice bounce a few times and come to rest on 3 and 1.<br>You throw your arms skyward!<br><br>A low roar of quickly parting air can be heard above!<br><br>Much to your horror, a devastating inferno of flaming rocks ignite the entire sky and smite the area! |
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|<!-- Third Person View --> {{addmetext}} |
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====Loresong==== |
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|- |
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<pre{{log2}}> |
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| colspan="2" style="text-align:center"|See [[#Properties|properties]] below for a list of spell effects. |
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As you sing, you see a vision of the night sky with Charon beginning to rise over the horizon. A strange pinpoint of darkness forming in the center of the moon. |
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|} |
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{{itemtiermulti <!-- Copy/Paste x #Item as needed. --> |
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As you continue to sing, you see Orhan rise close to Charon and an even smaller glowing point of light appear in the center of the darkness. In a shimmering flash of light the two points mix and shoot towards Kulthea. |
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|item=Greater Dice of Fate <!-- 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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As you continue to sing, you see two strange objects fall to the ground in a shimmering streak of light. As they fall the brilliant flare of pure essence mingles with the undulating darkness of the unlife as if locked in battle around the objects. |
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The greater dice of fate cast a spell depending on how they are rolled. See the [[#Properties|properties]] below for the list of spells. |
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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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As you conclude the song, a final vision comes to you, the image of a pair of dice with odd pips resting in a shallow crater. The vision fades leaving you with the impression that the dice are a point of contention between the Lords of Orhan and the Dark Lords of Charon. Their nature and abilities dependent upon that hidden struggle. |
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{{addmetext}} |
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</pre> |
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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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===some jet black obsidian dice=== |
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|affinity= <!-- Brief explanation of affinity for that specific item, if any. --> |
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|itemverbtable= <!-- Answer YES if there are verbs associated with this item. If not, leave blank. --> |
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}} |
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==Additional Information== |
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===Properties=== |
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The greater dice of fate, a pair of obsidian dice with pips of ivory, is weighted such that the positive rolls (7 and up) occur more frequently. |
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Both greater and lesser dice of fate cast a spell depending on the roll. These are the known spells per roll for different dice sets released: |
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====Show==== |
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Crafted from obsidian, the surfaces of the large glittering dice have been polished to a glossy sheen. Small slivers of asterfire quartz adorning the six sides of each die serve as pips, sans the single, which is instead depicted by the intricately cut image of a lightning bolt racing across the sky. |
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===some mottled drakar dice=== |
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====Show==== |
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Forged from drakar, the large dice are brilliantly white, though the surface reflects no light. Vivid crimson speckles on the six sides of each die serve as pips, sans the single, which is instead depicted by an intricate etching of a roaring inferno bursting from the ground. |
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====Loresong==== |
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<pre{{log2}}> |
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Cradling the drakar dice in your hand, you roll them around slowly as you begin to sing. Your eyes flutter shut as images begin to take shape behind them. The faint smell of smoke and liquor tingles your nose, and you see before you a seedy room, the dim light making the smoke swirl like a stale mist around four men seated at a square table. A dark elf sits on one side, rolling a pair of dice around in his palm as he narrows his eyes and studies the others: a sylvan, a halfling, and a human. |
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The vision grows dim. |
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Your voice rises, urging the images to remain strong. The scene blurs, then as it clears you see the four men in the midst of a game of dice. The human rolls, scowling as he clearly does not get the roll he had hoped for. He pushes the last of a small pile of coins toward the dark elf. |
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"You know that's not nearly what you owe me," the elf says somberly. |
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The human glances at him, his eye twitching nervously. "I'm good for it, Ylzar. I swear I am!" The dark elf scowls, and turns toward the Sylvan. "Roll them." With a shift of his weight, the sylvan rolls the dice, staring as they stop. |
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The vision grows dim. |
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Once again the dim, smoky room emerges behind your eyes. The halfling is shaking a pair of dice frantically, his eyes darting to the dark elf again and again. You notice the sylvan, his head on his arms on the table, barely moving, the coins that had been near him gone, while the dark elf's pile of silver towers. |
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"Roll them!" The halfling gives a startled squeak and tosses the dice onto the table. His eyes grow wide as they tumble, and his face grows pale as they stop. He slides the last of his silvers to Ylzar with a trembling hand. |
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The vision grows dim. |
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Unable to stop the barrage of song coming from your lips, you sing louder, coaxing the dice to give up the rest of their tale. The vision returns, but the dark elf is on his feet, his arms raised in the air. He chants cryptic words as the others stare at him in terror, whimpering, imploring him to stop. Their abject pleas fall on deaf ears as Ylzar throws his arms in the air and screams out. |
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"It is the final time, you miserable wretches! You will never play me for a fool again!" |
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The vision grows dim. |
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With the last of your breath, you force your aching voice to continue. You see the dark elf Ylzar standing alone near the table, three sets of dice nonchalantly tumbling over one another in his palm. An almost imperceptible smile, touches his lips. He clenches his fist around the dice, and spectral light oozes from between his fingers. |
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"Your souls then, if not your silvers," he whispers toward the dice as he laughs softly. |
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The vision grows dim. |
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Some mottled drakar dice sit in your hand before twitching slightly, sending a slight shock into your palm. The dice fall still. |
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</pre> |
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===some silvery sephwir dice=== |
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====Show==== |
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Carved from the distinctive wood of the sephwir tree, the large dice are polished to a smooth finish. Tiny shards of chameleon agate imbedded in the six sides of each die serve as glittering pips, sans the single, which is instead depicted by an intricate carving of a cluster of viciously spiked thorns bursting from the ground. |
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===some silvery steel dice=== |
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====Show==== |
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Wrought from steel, the large dice are polished to a smooth finish. Tiny shards of chameleon agate imbedded in the six sides of each die serve as glittering pips, sans the single, which is instead depicted by an intricate carving of a cluster of viciously spiked thorns bursting from the ground. |
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===some glittering ruby dice=== |
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====Show==== |
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Crafted from brilliantly cut rubies, the surfaces of the large dice have been polished to a shine. Small slivers of obsidian adorning the six sides of each die serve as pips, sans the single, which is instead depicted by the intricately etched image of a lightning bolt racing across the sky. |
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==Properties== |
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*The pair of obsidian dice with pips of ivory are weighted such that the positive rolls (7 and up) occur more frequently. |
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*The lesser dice positive spells last somewhat more than 2 hours per roll. |
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*The lesser dice automatically return to your hand after rolling. |
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*You can roll the lesser dice 5x per day. They act like regular dice for the remainder of the day. |
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*The lesser dice will behave like normal dice while Minor sanctuary is up. |
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*Casts a spell depending on the roll. |
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{| {{prettytable|1=text-align:center;}} |
{| {{prettytable|1=text-align:center;}} |
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! colspan=2| ||obsidian dice with pips of ivory||uneven bone dice|| jet black obsidian dice<br><center>glittering ruby dice</center>||mottled drakar dice||silvery sephwir dice<br>steel dice |
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! colspan=2| || colspan=2|"a pair of ..." ||colspan=4|"some ... dice" |
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|- |
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! colspan=2| ||obsidian dice with pips of ivory||uneven bone dice|| - jet black obsidian<br><center> - glittering ruby</center>||mottled drakar||silvery sephwir||silvery steel |
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|- |
|- |
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! rowspan=12|Roll |
! rowspan=12|Roll |
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|2||Instant Death||[[Floating Disk]]||[[Floating Disk]]||[[Tremors]] |
|2||Instant Death||[[Floating Disk]]||[[Floating Disk]]||[[Tremors]]||[[Mobility]] |
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|- |
|- |
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| 3||[[Pain]]||||[[Elemental Bias]]||[[Earthen Fury]] |
| 3||[[Pain]]||||[[Elemental Bias]]||[[Earthen Fury]]||[[Phoen's Strength]] |
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|- |
|- |
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| rowspan=2|4||Indoors: [[Implosion (720)|Focused Implosion]]||rowspan=2|[[Stone Fist]] (clenched)||rowspan=2|[[Stone Fist]] (clenched)||rowspan=2|[[Major Cold]] |
| rowspan=2|4||Indoors: [[Implosion (720)|Focused Implosion]]||rowspan=2|[[Stone Fist]] (clenched)||rowspan=2|[[Stone Fist]] (clenched)||rowspan=2|[[Major Cold]]||rowspan=2|[[Whispering Willow]] |
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|- |
|- |
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| Outdoors: [[Meteor Swarm]] |
| Outdoors: [[Meteor Swarm]] |
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|- |
|- |
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| 5||[[Elemental Dispel]]||[[Call Lightning]]||[[Cone of |
| 5||[[Elemental Dispel]]||[[Call Lightning]]||[[Cone_of_Lightning_(518)|Cone of Lightning]]||[[Major Fire]]||[[Moonbeam]] |
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|- |
|- |
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| 6||[[Balefire]]||[[Thurfel's Ward]]||[[Thurfel's Ward]]||[[Invisibility]] |
| 6||[[Balefire]]||[[Thurfel's Ward]]||[[Thurfel's Ward]]||[[Invisibility]]||[[Sounds]] |
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|- |
|- |
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| 7||[[Elemental Targeting]]||[[Strength]]||[[Strength]]||[[Invisibility]] |
| 7||[[Elemental Targeting]]||[[Strength]]||[[Strength]]||[[Invisibility]]||[[Spike Thorn]] |
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|- |
|- |
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| 8||[[Elemental Deflection]]||[[Prismatic Guard]]||[[Elemental Deflection]]||[[Prismatic Guard]] |
| 8||[[Elemental Deflection]]||[[Prismatic Guard]]||[[Elemental Deflection]]||[[Prismatic Guard]]||[[Call Swarm]] |
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|- |
|- |
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| 9||[[Floating Disk]]||||[[Immolation]]||[[Melgorehn's Aura |
| 9||[[Floating Disk]]||||[[Immolation]]||[[Melgorehn's Aura]]||[[Resist Elements]] |
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|- |
|- |
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| 10||[[Heroism]]||||[[Hurl Boulder]]||[[Major Shock]] |
| 10||[[Heroism]]||||[[Hurl Boulder]]||[[Major Shock]]||[[Natural Colors]] |
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|- |
|- |
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| 11||[[Call Familiar]]||||[[Meteor Swarm]]||[[Sandstorm |
| 11||[[Call Familiar]]||||[[Meteor Swarm]]||[[Sandstorm]]||[[Self Control]] |
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|- |
|- |
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| 12||[[Mana Focus]]||||[[Elemental Focus]]||[[Call Wind]] |
| 12||[[Mana Focus]]||||[[Elemental Focus]]||[[Call Wind]]||[[Sneaking]] |
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|} |
|} |
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The pale rowan dice from Doughtman's Challenge are described as 'Ranger', so they are likely one of the last two columns; exact distribution of spell results is not known. Properties of the sephwir dice have been confirmed. |
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===Examples=== |
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The pale rowan dice from Doughtman's Challenge are described as 'Ranger', so they are likely one of the last two columns; exact distribution of spell results is not known. |
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;Instant Death |
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==Usage== |
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====Instant Death==== |
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<pre{{log2}}> |
<pre{{log2}}> |
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>roll dice |
>roll dice |
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</pre> |
</pre> |
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;[[Meteor Swarm (525)|Meteor Swarm]] |
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<pre{{log2}}> |
<pre{{log2}}> |
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>roll dice |
>roll dice |
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| Line 163: | Line 108: | ||
</pre> |
</pre> |
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;[[Implosion (720)#Focused Implosion|Focused Implosion]] |
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<pre{{log2}}> |
<pre{{log2}}> |
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>roll dice |
>roll dice |
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| Line 176: | Line 121: | ||
</pre> |
</pre> |
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;[[Invisibility (916)|Invisibility]] |
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====Invisiblity==== |
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<pre{{log2}}> |
<pre{{log2}}> |
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>roll dice |
>roll dice |
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</pre> |
</pre> |
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;[[Cone of Elements (518)|Cone of Lightning]] |
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[[Category:Legendary Items]] |
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<pre{{log2}}> |
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>roll my dice |
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You give the obsidian dice a hesitant shake for luck before rolling them on the ground. |
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A dark grey shadow falls over the obsidian dice as they roll, and a rumbling thunder sound is heard before they finally stop to show a 1 and 4. Suddenly... |
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Bolts of lightning hurl forth from the obsidian dice, striking everyone in sight! |
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... 70 points of damage! |
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Horrifying bolt of electricity crystalizes abdominal area. Spiffy but unfortunately also quite deadly. |
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* Kaldonis drops dead at your feet! |
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A powerful lightning bolt strikes you! |
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... 66 points of damage! |
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Horrifying bolt of electricity crystalizes abdominal area. Unfortunately, quite deadly. |
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It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you... |
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You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor. |
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...departing in 16 mins... |
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... 72 points of damage! |
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Massive electrical bolt burns a hole through the back and kidneys. |
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* Sivath drops dead at your feet! |
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The obsidian dice then disappear, only to reappear in your hand once again. |
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DEAD>laugh |
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You laugh, the sepulchral sound echoing through the area. |
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</pre> |
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;[[Spike Thorn (616)|Spike Thorn]] |
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<pre{{log2}}> |
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>roll my dice |
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You give the sephwir dice a hesitant shake for luck before rolling them on the ground. |
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As the sephwir dice roll, each begins to spin amazingly on a single point, piercing the surface beneath it before finally stopping to show a 4 and 3. Suddenly... |
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Dozens of long thorns suddenly grow out from the ground underneath your feet! Several of the thorns jab into you! |
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... hits for 34 points of damage! |
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... 29 points of damage! |
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Blow shatters knee and severs lower leg! |
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You fall screaming to the ground grasping your mangled left leg! |
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You are stunned for 8 rounds! |
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... hits for 13 points of damage! |
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... 30 points of damage! |
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Strike clean through neck, what a shot! Lucky shot! |
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It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you... |
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You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor. |
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...departing in 16 mins... |
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The sephwir dice then disappear, only to reappear in your hand once again. |
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* Kaldonis just bit the dust! |
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</pre> |
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;[[Major Fire (908)|Major Fire]] |
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<pre{{log2}}> |
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>roll my dice |
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You give the drakar dice a hesitant shake for luck before rolling them on the ground. |
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Spectral red flames lick at the turning drakar dice before they finally stop to show a 2 and 3. Suddenly... |
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... 62 points of damage! |
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Left arm incinerated. Unfortunate. |
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You are stunned for 10 rounds! |
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The roaring ball of fire strikes you, blossoming into a much larger sphere of flame upon impact. |
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... 8 points of damage! |
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Burst of flames to neck chars skin. Yuck! |
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A burst of flame from your roaring ball of fire flies off and hits Kaldonis! |
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... 4 points of damage! |
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Burst of flames to head catches ears on fire! Yeeoww! |
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He is stunned! |
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The drakar dice then disappear, only to reappear in your hand once again. |
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</pre> |
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===Original Release Descriptions=== |
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====Greater Dice of Fate==== |
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;a pair of obsidian dice with pips of ivory |
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Show: The dice are six sided obsidian cubes with a different number of white ivory pips surrounded by fine runes on each side. The single pips representing ones are shaped like tiny crimson skulls with a more concentrated number of runes surrounding them. The dice absorbs any light that shines on them without reflection like the inky blackness of night. |
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;a pair of uneven bone dice |
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====Lesser Dice of Fate==== |
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;some jet black obsidian dice (also at Droughtman's Challenge) |
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Show: Crafted from obsidian, the surfaces of the large glittering dice have been polished to a glossy sheen. Small slivers of asterfire quartz adorning the six sides of each die serve as pips, sans the single, which is instead depicted by the intricately cut image of a lightning bolt racing across the sky. |
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;some mottled [[drakar]] dice (also at Droughtman's Challenge) |
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Show: Forged from drakar, the large dice are brilliantly white, though the surface reflects no light. Vivid crimson speckles on the six sides of each die serve as pips, sans the single, which is instead depicted by an intricate etching of a roaring inferno bursting from the ground. |
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;some silvery [[sephwir]] dice (also at Droughtman's Challenge) |
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Show: Carved from the distinctive wood of the sephwir tree, the large dice are polished to a smooth finish. Tiny shards of chameleon agate imbedded in the six sides of each die serve as glittering pips, sans the single, which is instead depicted by an intricate carving of a cluster of viciously spiked thorns bursting from the ground. |
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;some silvery steel dice |
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Show: Wrought from steel, the large dice are polished to a smooth finish. Tiny shards of chameleon agate imbedded in the six sides of each die serve as glittering pips, sans the single, which is instead depicted by an intricate carving of a cluster of viciously spiked thorns bursting from the ground. |
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;some glittering ruby dice (also at Droughtman's Challenge) |
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Show: Crafted from brilliantly cut rubies, the surfaces of the large dice have been polished to a shine. Small slivers of obsidian adorning the six sides of each die serve as pips, sans the single, which is instead depicted by the intricately etched image of a lightning bolt racing across the sky. |
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;some icy blue [[rhimar]] dice (from Droughtman's Challenge) |
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;some pale rowan dice (from Droughtman's Challenge) |
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===Loresongs=== |
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At least two released dice have unique loresongs. |
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One of the greater dice of fate sets, '''a pair of obsidian dice with pips of ivory''', has the following loresong: |
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{| {{loresong}} |
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|- style="background:maroon; vertical-align: top; font-size: larger; color:white;" |
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! Loresong |
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! Reaction |
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|- |
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| As you sing, you see a vision of the night sky with Charon beginning to rise over the horizon. A strange pinpoint of darkness forming in the center of the moon. |
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| <!-- 1st Bard Reaction --> {{addmetext}} |
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|- |
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| As you continue to sing, you see Orhan rise close to Charon and an even smaller glowing point of light appear in the center of the darkness. In a shimmering flash of light the two points mix and shoot towards Kulthea. |
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| <!-- 2nd Bard Reaction --> {{addmetext}} |
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|- |
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| As you continue to sing, you see two strange objects fall to the ground in a shimmering streak of light. As they fall the brilliant flare of pure essence mingles with the undulating darkness of the unlife as if locked in battle around the objects. |
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| <!-- 3rd Bard Reaction --> {{addmetext}} |
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|- |
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| As you conclude the song, a final vision comes to you, the image of a pair of dice with odd pips resting in a shallow crater. The vision fades leaving you with the impression that the dice are a point of contention between the Lords of Orhan and the Dark Lords of Charon. Their nature and abilities dependent upon that hidden struggle. |
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| <!-- 4th Bard Reaction --> {{addmetext}} |
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|} |
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One of the lesser dice of fate sets, '''some mottled drakar dice''', has the following loresong: |
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{| {{loresong}} |
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|- style="background:maroon; vertical-align: top; font-size: larger; color:white;" |
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! Loresong |
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! Reaction |
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|- |
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| Cradling the drakar dice in your hand, you roll them around slowly as you begin to sing. Your eyes flutter shut as images begin to take shape behind them. The faint smell of smoke and liquor tingles your nose, and you see before you a seedy room, the dim light making the smoke swirl like a stale mist around four men seated at a square table. A dark elf sits on one side, rolling a pair of dice around in his palm as he narrows his eyes and studies the others: a sylvan, a halfling, and a human.<br>The vision grows dim. |
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| <!-- 1st Bard Reaction --> {{addmetext}} |
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|- |
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| Your voice rises, urging the images to remain strong. The scene blurs, then as it clears you see the four men in the midst of a game of dice. The human rolls, scowling as he clearly does not get the roll he had hoped for. He pushes the last of a small pile of coins toward the dark elf.<br><br>"You know that's not nearly what you owe me," the elf says somberly.<br><br>The human glances at him, his eye twitching nervously. "I'm good for it, Ylzar. I swear I am!" The dark elf scowls, and turns toward the Sylvan. "Roll them." With a shift of his weight, the sylvan rolls the dice, staring as they stop.<br><br>The vision grows dim. |
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| Once again the dim, smoky room emerges behind your eyes. The halfling is shaking a pair of dice frantically, his eyes darting to the dark elf again and again. You notice the sylvan, his head on his arms on the table, barely moving, the coins that had been near him gone, while the dark elf's pile of silver towers.<br><br>"Roll them!" The halfling gives a startled squeak and tosses the dice onto the table. His eyes grow wide as they tumble, and his face grows pale as they stop. He slides the last of his silvers to Ylzar with a trembling hand.<br>The vision grows dim. |
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| Unable to stop the barrage of song coming from your lips, you sing louder, coaxing the dice to give up the rest of their tale. The vision returns, but the dark elf is on his feet, his arms raised in the air. He chants cryptic words as the others stare at him in terror, whimpering, imploring him to stop. Their abject pleas fall on deaf ears as Ylzar throws his arms in the air and screams out.<br><br> |
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"It is the final time, you miserable wretches! You will never play me for a fool again!"<br>The vision grows dim. |
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| With the last of your breath, you force your aching voice to continue. You see the dark elf Ylzar standing alone near the table, three sets of dice nonchalantly tumbling over one another in his palm. An almost imperceptible smile, touches his lips. He clenches his fist around the dice, and spectral light oozes from between his fingers.<br><br>"Your souls then, if not your silvers," he whispers toward the dice as he laughs softly.<br>The vision grows dim. |
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| <!-- 5th Bard Reaction --> {{addmetext}} |
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| Some mottled drakar dice sit in your hand before twitching slightly, sending a slight shock into your palm. The dice fall still. |
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| <!-- 6th Bard Reaction --> {{addmetext}} |
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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=Miscellaneous <!-- 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=Dice <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". --> |
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|alter= <!-- 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= <!-- 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= <!-- 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=ROLL <!-- 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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}} |
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</td></tr></table> |
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Latest revision as of 07:34, 23 July 2025
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Dice of fate are special dice that cast different spells depending on which number is rolled. The resulting spell cast may be beneficial or it may be very dangerous. Each dice of fate set has its own set list of spells that can be cast, and that set list may differ between different sets. Dice of fate come in two varieties: lesser and greater. There are currently two known greater dice of fate. A pair of uneven bone dice was auctioned off at the 2009 Ebon Gate auction. There are at least five lesser versions of the dice of fate, two or more that were auctioned off at the 2006 Ebon Gate auction. Lesser dice of fate can only be used 5 times a day. Several sets were also released through the 2011 Droughtman's Challenge event among the [[prizes offered. Several of these duplicated the appearance of other previous sets. Lesser Dice of FateThe lesser dice of fate cast a spell depending on how they are rolled. Different sets of dice pull from different sets of spells. See the properties below for the list of spells. The lesser dice of fate's positive spells last somewhat more than 2 hours per roll. They automatically return to your hand after rolling. They can be rolled 5x per day. They act like regular dice for the remainder of the day, not casting any spells. The lesser dice of fate will behave like normal dice while Minor sanctuary is up.
This section has not been added yet; please add to it now!
Greater Dice of FateThe greater dice of fate cast a spell depending on how they are rolled. See the properties below for the list of spells.
This section has not been added yet; please add to it now! Additional InformationPropertiesThe greater dice of fate, a pair of obsidian dice with pips of ivory, is weighted such that the positive rolls (7 and up) occur more frequently. Both greater and lesser dice of fate cast a spell depending on the roll. These are the known spells per roll for different dice sets released:
The pale rowan dice from Doughtman's Challenge are described as 'Ranger', so they are likely one of the last two columns; exact distribution of spell results is not known. Properties of the sephwir dice have been confirmed. Examples
>roll dice You shake the obsidian dice and throw them on the ground. The dice bounce a few times and come to rest on 1 and 1. Suddenly bands of blackness sweep from the dice and encircle you. The bands begin to contract quickly making it difficult to breath. With one final powerfull contraction your breathing stops along with most of your other vital functions. The silvery luminescence fades from around you. The dim aura fades from around you. You feel your extra strength departing. The powerful look leaves you. The bright luminescence fades from around you. >roll dice You shake the obsidian dice and throw them on the ground. The dice bounce a few times and come to rest on 3 and 1. You throw your arms skyward! A low roar of quickly parting air can be heard above! Much to your horror, a devastating inferno of flaming rocks ignite the entire sky and smite the area! >roll dice You shake the obsidian dice and throw them on the ground. The dice bounce a few times and come to rest on 3 and 1. A void rips open in the area, close enough for you to take serious notice of it. Debris slams into your head! +22 Hits. Stunned for 10 rounds! Everything in the room seemed to stay in place. The void disappears without further incident. >roll dice You give the drakar dice a hesitant shake for luck before rolling them on the ground. Ethereal wisps of faint purple smoke begin to rise from the drakar dice before they finally stop to show a 3 and 3. Suddenly... You become invisible. The drakar dice then disappear, only to reappear in your hand once again. >roll my dice You give the obsidian dice a hesitant shake for luck before rolling them on the ground. A dark grey shadow falls over the obsidian dice as they roll, and a rumbling thunder sound is heard before they finally stop to show a 1 and 4. Suddenly... Bolts of lightning hurl forth from the obsidian dice, striking everyone in sight! ... 70 points of damage! Horrifying bolt of electricity crystalizes abdominal area. Spiffy but unfortunately also quite deadly. * Kaldonis drops dead at your feet! A powerful lightning bolt strikes you! ... 66 points of damage! Horrifying bolt of electricity crystalizes abdominal area. Unfortunately, quite deadly. It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you... You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor. ...departing in 16 mins... ... 72 points of damage! Massive electrical bolt burns a hole through the back and kidneys. * Sivath drops dead at your feet! The obsidian dice then disappear, only to reappear in your hand once again. DEAD>laugh You laugh, the sepulchral sound echoing through the area. >roll my dice You give the sephwir dice a hesitant shake for luck before rolling them on the ground. As the sephwir dice roll, each begins to spin amazingly on a single point, piercing the surface beneath it before finally stopping to show a 4 and 3. Suddenly... Dozens of long thorns suddenly grow out from the ground underneath your feet! Several of the thorns jab into you! ... hits for 34 points of damage! ... 29 points of damage! Blow shatters knee and severs lower leg! You fall screaming to the ground grasping your mangled left leg! You are stunned for 8 rounds! ... hits for 13 points of damage! ... 30 points of damage! Strike clean through neck, what a shot! Lucky shot! It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you... You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor. ...departing in 16 mins... The sephwir dice then disappear, only to reappear in your hand once again. * Kaldonis just bit the dust! >roll my dice You give the drakar dice a hesitant shake for luck before rolling them on the ground. Spectral red flames lick at the turning drakar dice before they finally stop to show a 2 and 3. Suddenly... ... 62 points of damage! Left arm incinerated. Unfortunate. You are stunned for 10 rounds! The roaring ball of fire strikes you, blossoming into a much larger sphere of flame upon impact. ... 8 points of damage! Burst of flames to neck chars skin. Yuck! A burst of flame from your roaring ball of fire flies off and hits Kaldonis! ... 4 points of damage! Burst of flames to head catches ears on fire! Yeeoww! He is stunned! The drakar dice then disappear, only to reappear in your hand once again. Original Release DescriptionsGreater Dice of Fate
Show: The dice are six sided obsidian cubes with a different number of white ivory pips surrounded by fine runes on each side. The single pips representing ones are shaped like tiny crimson skulls with a more concentrated number of runes surrounding them. The dice absorbs any light that shines on them without reflection like the inky blackness of night.
Lesser Dice of Fate
Show: Crafted from obsidian, the surfaces of the large glittering dice have been polished to a glossy sheen. Small slivers of asterfire quartz adorning the six sides of each die serve as pips, sans the single, which is instead depicted by the intricately cut image of a lightning bolt racing across the sky.
Show: Forged from drakar, the large dice are brilliantly white, though the surface reflects no light. Vivid crimson speckles on the six sides of each die serve as pips, sans the single, which is instead depicted by an intricate etching of a roaring inferno bursting from the ground.
Show: Carved from the distinctive wood of the sephwir tree, the large dice are polished to a smooth finish. Tiny shards of chameleon agate imbedded in the six sides of each die serve as glittering pips, sans the single, which is instead depicted by an intricate carving of a cluster of viciously spiked thorns bursting from the ground.
Show: Wrought from steel, the large dice are polished to a smooth finish. Tiny shards of chameleon agate imbedded in the six sides of each die serve as glittering pips, sans the single, which is instead depicted by an intricate carving of a cluster of viciously spiked thorns bursting from the ground.
Show: Crafted from brilliantly cut rubies, the surfaces of the large dice have been polished to a shine. Small slivers of obsidian adorning the six sides of each die serve as pips, sans the single, which is instead depicted by the intricately etched image of a lightning bolt racing across the sky.
LoresongsAt least two released dice have unique loresongs. One of the greater dice of fate sets, a pair of obsidian dice with pips of ivory, has the following loresong:
One of the lesser dice of fate sets, some mottled drakar dice, has the following loresong:
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