Duskruin/saved posts February 2021: Difference between revisions

The official GemStone IV encyclopedia.
< Duskruin
Jump to navigation Jump to search
Line 32: Line 32:
==[[Cursed Armor]]==
==[[Cursed Armor]]==
{{#section:Cursed Armor/saved posts|savedpost}}
{{#section:Cursed Armor/saved posts|savedpost}}

==[[Alchemy Jar Container]]s==
{{#section:Alchemy Jar Container/saved posts|savedpost}}


{{DEFAULTSORT:Saved posts 2021-02}}
{{DEFAULTSORT:Saved posts 2021-02}}

Revision as of 08:07, 15 January 2022

General Information

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12621
Author: SIMU-WYROM
Date: 1/16/2021
Subject: Knock knock on the Demon Door

>>Any plans to bring the Demon Door back for this run, and/or some other one off event? I would love a crack at a new strongest foe (again), and I hope to see the Door or something like it return! BRING ON THE DEATH!

Demon door still exists. The events leading to the discovery were the dungeon crawl to figure out the puzzle. Beyond the door is the Arena of the Abyss, which is connected to the same place on Caligos Isle (though you can't get to the arena itself from Duskruin). The story will continue, but I don't believe there are any plans for February to do anything more just yet. There are minotaurs that gather there during the downtime each run though.


Wyrom, PM

Elemental Gloves

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12627
Author: GameMaster Quilic
Date: 01/22/2021 02:24 PM CST
Subject: Elemental Gloves

Gork trudged along, rubbing his sore knuckles and grinning to himself. It'd been a good hunt, and he semi-hummed to himself as he made his way back to town. There was something eminently satisfying about handling things with his own two fists.

A shadow passed over Gork and he glared up at the winged thing overhead. It swooped and dove towards him, and he dove out of the way as best he could. Before Gork could recover, the damnable thing was back out of reach. His fists itched, and he longed to bury them in that birdbrain's flank and teach it some manners. But, as he always did, Gork resumed his trek back to town, grumbling obscenities under his breath about all things that flew.

At the tavern that night, Gork had slightly more than his usual amount to drink, and started complaining loudly about the feathered beasts outside of town, and how they didn't have the common decency to stand and fight. His comments were well-received by all, and many a mug of ale was raised in hopes of some sort of feathered rot setting in and bringing all their enemies down to the range of their fists.

The next morning, Gork woke with a headache, but that was quickly remedied with a quick infusion of ale. As he made his way out of his shack, he tripped over something, cursing loudly. As he scrambled back to his feet, fists cocked, he noticed a parcel on his stoop, and glared around suspiciously before snatching it up. A note was affixed to the parcel, and he squinted, sounding out the letters.

"Try... these... and... quit... your... HEY!"

Gork glared down at the note, and parcel, then ripped it open, tearing a particularly stubborn corner open with his teeth at one point. Inside were some threadbare ivory gloves, and he eyed them suspiciously.

"Not Gork's style, but..."

With a haughty sneer, he slipped the gloves on one at a time, cinching the rhimar buckles at each wrist tightly. As he did, the air around him was suffused with the heavy scent of ozone, and a sizzling crackle was momentarily audible.

Gork leapt back, an oath exploding from his lips, and stared down at the gloves. He worked his fingers experimentally, and finally decided they would keep his hands warm, if nothing else, and headed out to hunt.

The first bear had no chance. Gork was grumpy, and his fists flew with a manic fury, pummeling the creature mercilessly. In the middle of a combination, however, as soon as his knuckles struck the dumb thing, something happened. With an ear-splitting crack, an incandescent streak of lighting erupted from Gork's threadbare gloves! Spitting painfully bright sparks, the lightning crackled around him before surging forward and enveloping the creature, leaving sizzling burns across its form!

Gork gawped, staring first at the bear's smoking fur, and then at his gloves. The bear roared, shaking him from his amazement, and he quickly finished his task, though the business with the lightning didn't repeat itself before the thing was dispatched. Still, it happened again, and then again, as he took down bear after bear. Each time it amazed him, and he decided that these gloves weren't quite so bad, after all.

On the way back to town, his pack heavy with bear pelts, he once again saw a feathered menace overhead. He sneered up at it as it twirled and dipped in the air. He glanced at his gloves, then up at the creature, and clenched his fists. As he did, a momentary helix of incandescent lightning flashed into existence around his gloves, swirling in a dizzying spiral before disappearing with a flash.

Gork about dropped his pack, but he could feel the power thrumming through his gloves. He looked once more at the creature and, feeling rather foolish, waved a hand at it, trying to send some of the gathered power in the gloves to hit the thing high overhead. He flung one hand high in a sweeping upward arc towards the creature, and a blurred line of sparks trailed behind his gloves! A brilliant beam of pure gold leapt from the gloves towards the creature, crashing against its form with an elemental fury!

Gork resolved to change his trousers before heading to the tavern that night, but then caught himself giggling in delight. He waved his hands again and again, sending beam after beam of elemental force against the hapless creature, until it came plummeting to the earth, quite dead. As it did, Gork felt his link to his gloves ebb slightly.

---

>anal my gloves You analyze your ivory gloves and sense that the creator has provided the following information: These are "Elemental Gloves", and are intended to be UCS Equipment which allows for temporary SMRv2 attacks a certain number of times per day.

Alteration instructions:

These ivory gloves MUST remain gloves (the noun cannot be changed for any reason, or the script will fail). While the script can handle alterations aside from that (to include a SHOW), it's important to note that the script will always show (and use in the messaging) a buckle used to cinch the gloves around the wrist. This means no forearm- or elbow-length gloves. The material of the buckle can be changed by any merchant willing to do so.

These ivory gloves are currently attuned to lightning. If your elemental ATTUNEment matches this, then your gloves will be more mechanically effective. Note that water attunement syncs with cold flares, and both air and lightning attunement sync with electricity flares.

These gloves can be activated 1 time a day using CLENCH. When activated, the gloves can execute elemental attacks using WAVE. This ability remains active for 45 seconds. Once the last charge has been expended, a 24 hour timer goes into effect, after which the gloves will be fully recharged once more.

These ivory gloves currently have 1 charge remaining.

SNAP and CLAP are fluff verbs which only function when the wearer's attunement matches the element of the gloves.

---

~GM Quilic
Crusher of Spirits
Four Winds Isle/Mist Harbor Storyteller
"My god I love you." ~GM Sook
Ruiner of Things

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12672
Author: GameMaster Quilic
Date: 2/6/2021
Subject: Elemental Gloves - Analyze and Messaging

>analyze my gloves
You analyze your crimson gloves and sense that the creator has provided the following information:
These are "Elemental Gloves", and are intended to be UCS Equipment which allows for temporary SMRv2 attacks a certain number of times per day.

Alteration instructions:

These crimson gloves MUST remain gloves (the noun cannot be changed for any reason, or the script will fail). While the script can handle alterations aside from that (to include a SHOW), it's important to note that the script will always show (and use in the messaging) a buckle used to cinch the gloves around the wrist. This means no forearm- or elbow-length gloves. The material of the buckle can be changed by any merchant willing to do so.

These crimson gloves are attuned to fire. If your elemental ATTUNEment matches this, then your gloves will be more mechanically effective. Note that water attunement syncs with cold flares, and both air and lightning attunement sync with electricity flares.

These gloves can be activated 1 time a day using CLENCH. When activated, the gloves can execute elemental attacks using WAVE. This ability remains active for 45 seconds. Once the last charge has been expended, the gloves will be fully recharged the next day.

These crimson gloves currently have 1 charge remaining.

SNAP and CLAP are fluff verbs which only function when the wearer's attunement matches the element of the gloves.

>wear my gloves
With a haughty sneer, you pull your crimson gloves on, one at a time, cinching the drakar buckles at each wrist tightly. As you do, the air around you is suffused with heat waves, and the crackle of a roaring fire is momentarily audible.

(Expression is based on demeanor, buckles are customizable)


>snap my gloves
You raise a hand and snap your fingers, and with the motion, your hand becomes momentarily shrouded in flickering flames. After a heartbeat, the energies binding the illusion together dissipate into streamers of energy which flicker back into the crimson gloves.

>clap my gloves
You cup your hands together, aligning your crimson gloves in perfect symmetry. After a brief moment, a radiant crimson glow begins to emanate from between your fingers. Carefully, you part your hands, leaving a small sphere of elemental force hovering in midair. You draw your hands back, then with a dramatic movement bring them back together with a loud clap. The sphere of force erupts into glowing crimson streamers before the energies go rushing back into your crimson gloves.

>jab king
You attempt to jab a massive troll king!
You have good positioning against a massive troll king.
UAF: 121 vs UDF: 252 = 0.480 * MM: 115 + d100: 66 = 121
... and hit for 5 points of damage!
Slap across the eye causes disorientation.
Strike leaves foe vulnerable to a followup grapple attack!
With a mighty roar, a huge gout of flames erupts from your crimson gloves! The flames swirl around you in a nightmarish whirlwind before surging forward and enveloping a massive troll king, engulfing it, leaving deep red burns across its form!
... 20 points of damage!
Nasty burns to right arm. Gonna need lots of butter.
Roundtime: 16 sec.


~GM Quilic
Four Winds Isle/Mist Harbor Storyteller

Elven Armor

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12628
Author: GS4-OSCURO
Date: 1/22/2021
Subject: Elven Armor

Through ancient secrets and master craftsmanship, elves have made armor that more easily allows for spellcraft. This special armor script is only available on armor crafted of eahnor, vaalorn, (these two available off the shelf) or high steel (special releases) and only on studded leather or heavier armors.

Tier 1: Magic Affinity - Spells cast to permanently improve this armor, such as Enchant or Ensorcell, are more easily incorporated into it. Those spells gain a +10 bonus per tier to success rolls.
2: Elven Spell Barrier - Casting while in this armor will generate a protection shield of +5 Bolt DS/+3 TD per tier for 8 seconds (duration refreshable).
3: Spell Alacrity - Casting spells in this armor is occasionally swifter. You have a 1% chance per tier of having your casting time reduced by 1 second (to a minimum cast RT of 1 second) every time you cast a spell.
4: Casting Fluidity - Casting spells in this armor is easier. You gain a reduction of 1% in base spell hindrance for all circles of magic.

Unlocked verbs: bow, clean, push, pull, rub, tap

Although of elven craft, the armor is usable by adventurers of any heritage. The fluff verbs have unique messaging for members of each elven house, the Faendryl, the Dhe'nar, sylvans, half-elves of other lineages, and non-elves. Messaging courtesy of the talents of GMs Valyrka and Xynwen.

GameMaster Oscuro

Magic Marker Updates

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12632
Author: GS4-TIVVY
Date: 1/25/2021
Subject: Magic Markers Update!

The Magic Markers sold the past few runs will be returning to Make Your Mark in Bloodriven Village, at a lower price point. For those of you who purchased them last year, I've added a new customizable feature to them that will unlock automagically on the existing paintbrushes and gravers after DR begins.

Enjoy!

--GameMistress Tivvy
Wiki Manager
Lorgnette Waver
Parentheses Swooner
Winnower of Words

Animalistic Spirit Armor

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12638
Author: GameMaster Avaluka
Date: 1/30/2021 05:44 PM CST
Subject: Teaser, you say?

What could this be, I wonder?

Smoothly unfolding your legs, you push yourself to your feet with a rustle of dark silk from your robes, shoulders tensed as you settle into a ready stance. A flurry of misty green motes skitter over the surface of the robes with an echoing caw, the faint lights spiraling off into dissipating eddies with the movement.

Aggressively lifting your balled fists in front of you, you stride deliberately forward a few steps with a rustle of dark silk from your robes, your blue-green eyes alert beneath your voluminous cowl. Misty green sparks whirl from the robes, spiraling in your wake. The tiny motes of light merge together into the ethereal form of a sleek raven as it glides behind you, its bright eyes agleam with intelligence as it scans the area around it.

Shoulders tensed into a ready stance, you pound a fist against the front of your dark silk robes with a hollow thump and cry out a harsh challenge! Flickering misty green motes rise from the robes and suffuse your eyes with a feral glow, briefly blocking out the blue-green color and gleaming eerily from beneath your voluminous cowl. For a few seconds, your battle cry morphs into a deafening caw!

~Avaluka

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12641
Author: GameMaster Avaluka
Date: 1/31/2021 08:30 AM CST
Subject: Re:Teaser, you say?

Note that I am just using robes armor for my example currently, but this will be available in all armor types.

Today's tidbit teaser is a clip of one of the armor's cooldown abilities being triggered.

>clench my robes
Clenching one hand into a tight fist, you draw it close to the front of your dark silk robes, causing a flicker of misty green light to begin pulsing beneath it like a heartbeat. As the light pulses faster, tendrils of energy spiral around your neck and sink into your blue-green eyes, making them gleam with a wild misty green glow from beneath your voluminous cowl.
You feel your pulse quicken as your heart begins to beat with an unnatural strength and speed.
You feel the inflow of magical energies around you increase.
You feel a tingling energy course through your body as untapped stores of adrenaline invigorate you.

~Avaluka

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12646
Author: GameMaster Avaluka
Date: 2/1/2021 07:15 AM CST
Subject: Re:Teaser, you say?

Yes, we're still dealing in tidbit teasers this morning. (A full details post will be coming soon - just waiting on something behind the scenes to finish.)

This is a clip of the main defensive ability of the armor in action (plus an additional clip of an unlockable feature in the latticework of energy you see forming at the end of the attack.)

A greater burrow orc swings a closed fist at you!
AS: +108 vs DS: +20 with AvD: +25 + d100 roll: +39 = +152
... and hits for 10 points of damage!
Blow leaves an imprint on your chest!
Spidery lines of misty green light spiral up from the point of impact, spreading over the chest of your dark silk robes.
Coalescing with a burst of misty green sparks, the visage of an ethereal sleek raven ruffles its feathers as it opens its sharp beak threateningly and lets out a resounding caw, the noise building into a discordant cacophony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 127 (Open d100: 44, Penalty: 3)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A latticework of misty green tendrils spirals over your body, weaving a protective cocoon around you!
>
A greater burrow orc stands up with a grunt.
>
The latticework of misty green energy surrounding you flashes once before settling into the ethereal form of a sleek raven flying protectively in front of you, wings flapping wildly as it snaps its sharp beak menacingly.
A greater burrow orc swings a closed fist at you!
AS: +108 vs DS: +40 with AvD: +25 + d100 roll: +18 = +111
... and hits for 1 point of damage!
Blow glances off your shoulder.
The latticework of light shielding you dissipates into a spray of fading motes.

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12660
Author: GameMaster Avaluka
Date: 2/2/2021 06:45 PM CST
Subject: Re:Teaser, you say?

Sorry, no add to existing this run. Perhaps future runs.

This is a clip of the other unlockable cooldown ability, which lets you briefly channel the defensive reactive "flare" offensively 1x an hour.

>stomp my robes
Lifting one foot high, you slam it down hard on the ground, sending a reverberation of misty green energy rippling up your legs that pools on the front of your dark silk robes.
Exploding outward in a flurry of misty green light, a mob of ethereal sleek ravens bursts from your dark silk robes with an overlapping discordant cacophony of caws!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 269 (Open d100: 187)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 114 (Open d100: 32)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 114 (Open d100: 33)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 116 (Open d100: 34)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!
A deafening caw impacts a greater burrow orc with a gust of displaced air!
[SMR result: 103 (Open d100: 25)]
Reeling from the sonic onslaught, a greater burrow orc staggers and falls over, writhing in agony!

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12663
Author: GameMaster Avaluka
Date: 02/03/2021 6:27 PM CST
Subject: Animalistic Spirit Fluff Updates and New/Current Spirit Types/Nouns

Some updates have been made to the spirits of Animalistic Spirit items on a purely fluff level and are now live.

  • Spirits of the "Horned/Hooved" type will now properly indicate in messaging whether they have "antlers" or "horns". Previously they all mentioned horns, even for deer or moose.
  • The group noun used in flare messaging, formerly always "stampede", has been updated to have a default value for each spirit type that makes more sense. In addition, it can also be customized along with the other items at special merchants if you don't like the default.
  • A few new approved nouns have been added to some spirit types, while several brand new spirit types have been added as possibilities (see below).

=Spirit Types=

NOTES:

  • The first noun listed for any spirit type is the "default" noun, meaning the noun that will be set when you first change to that type with spirit change certificates.
  • Nouns with an asterisk (*) are NEW to that particular spirit type.
  • Spirit Types with an asterisk (*) are NEW, so all the nouns are essentially considered new.

- Large Feline
Available nouns for this type are: lion, lioness, panther, tiger, puma, catamount, jaguar, leopard, snow leopard, clouded leopard, cheetah.
Default Descriptor: Lithe
Default Sound: Roar
Default Group: Pride

- Small Feline
Available nouns for this type are: cat, kitten, bobcat, lynx, serval, caracal, margay, ocelot, jaguarundi, snowcat.
Default Descriptor: Sleek
Default Sound: Hiss
Default Group: Clowder

- Canine
Available nouns for this type are: wolf, jackal, fox, fennec fox, hyena, dhole, coyote, dog, bush dog, foxhound, bloodhound, wolfhound, mastiff, puppy*.
Default Descriptor: Rangy
Default Sound: Howl
Default Group: Pack

- Avian (Predatory)
Available nouns for this type are: hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrfalcon, peregrine falcon, kestrel, osprey, goshawk, kite.
Default Descriptor: Angular
Default Sound: Screech
Default Group: Flock

- Hooved (Horned)
Available nouns for this type are: stag, deer, goat, antelope, buffalo, bison, bull, oryx, wildebeest, ram, moose, elk*.
Default Descriptor: Antlered
Default Sound: Bellow
Default Group: Stampede

- Equine
Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.
Default Descriptor: Muscular
Default Sound: Whinny
Default Group: Herd

- Snake
Available nouns for this type are: snake, serpent, cobra, asp, adder, boa, boa constrictor, rattlesnake, corn snake, mamba, eel.
Default Descriptor: Sinuous
Default Sound: Hiss
Default Group: Mass

- Aquatic Mammal
Available nouns for this type are: dolphin, whale, orca, seal, sea lion, walrus, manatee*.
Default Descriptor: Sleek
Default Sound: Chitter
Default Group: Pod

- Small Rodent
Available nouns for this type are: mouse, dormouse, rat, squirrel, chinchilla, hamster, cavy, gopher, groundhog, lemming, naked mole rat*, marmot*.
Default Descriptor: Plump
Default Sound: Squeak
Default Group: Horde

- Ursine
Available nouns for this type are: bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear, panda*, giant panda*.
Default Descriptor: Burly
Default Sound: Growl
Default Group: Band

- Rabbit/Hare
Available nouns for this type are: hare, rabbit, jackrabbit, cottontail, arctic hare, snowshoe hare.
Default Descriptor: Lanky
Default Sound: Growl
Default Group: Herd

- Porcine
Available nouns for this type are: boar, iron boar, pig, hog, warthog, babirusa*.
Default Descriptor: Stocky
Default Sound: Snort
Default Group: Drove

- Arachnid*
Available nouns for this type are: spider, tarantula, arachnid, black widow spider, brown recluse spider, wolf spider, huntsman spider.
Default Descriptor: Giant
Default Sound: Chitter
Default Group: Swarm

- Corvid*
Available nouns for this type are: raven, crow, magpie, jackdaw, rook, jay.
Default Descriptor: Sleek
Default Sound: Caw
Default Group: Mob

- Semi-Arboreal*
Available nouns for this type are: raccoon, opossum, possum, red panda.
Default Descriptor: Plump
Default Sound: Chitter
Default Group: Band

- Avian (Aquatic)*
Available nouns for this type are: penguin, emperor penguin, rockhopper penguin, puffin, auk.
Default Descriptor: Pudgy
Default Sound: Squawk
Default Group: Flock

- Small Primate*
Available nouns for this type are: monkey, tamarin, marmoset, macaque, baboon, lemur, indri, sifaka, loris, bushbaby, capuchin.
Default Descriptor: Gangly
Default Sound: Screech
Default Group: Troop

- Mustelid*
Available nouns for this type are: badger, honey badger, ferret, weasel, ermine, pine marten, stoat, skunk, wolverine.
Default Descriptor: Stocky
Default Sound: Growl
Default Group: Band

- Armored*
Available nouns for this type are: armadillo, pangolin, hedgehog, porcupine, echidna.
Default Descriptor: Squat
Default Sound: Snort
Default Group: Band

- Bat*
Available nouns for this type are: bat, fruit bat, vampire bat, flying fox.
Default Descriptor: Angular
Default Sound: Squeak
Default Group: Swarm

- SemiAquatic*
Available nouns for this type are: otter, sea otter, river otter, platypus.
Default Descriptor: Sleek
Default Sound: Chitter
Default Group: Band

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12664
Author: GameMaster Avaluka
Date: 2/3/2021 09:27 PM CST
Subject: Animalistic Spirit Armor

Animalistic Spirit armor will be released this Duskruin to join the existing weapons/shields and will be available in the shop Wild Instinct. Armor from each armor group will be available from robes to full plate.

As with the weapons/shields, this armor contains the spirit of an animal that must be tamed by the owner to prevent backlash. The spirit of the armor can be tamed by successful physical or magical attacks against like-level foes, as well as successful evades from like-level foes in a forward or greater stance. A new owner is possible, but they must work off the trust gained by the former owner before gaining any trust of their own.

A set bonus is available if you wield either an Animalistic Spirit weapon or an Animalistic Spirit shield in addition to Animalistic Spirit armor. The bonus has a maximum 10% chance to fire /if/ you have a fully unlocked weapon/shield AND a fully unlocked armor. The more mechanical unlocks you have on either weapon/shield or armor, the higher the set bonus chance becomes until it hits the 10% max. If you happen to have 3 pieces of Animalistic Spirit gear, the weapon/shield with the highest amount of mechanical unlocks will be used in the equation.

=Features=

  • Animalistic Instinct Flares

When wearing this armor and you are hit/damaged, there is a basic flare chance the armor's spirit will unleash a SMRV2 maneuver-based sonic attack on the attacker, causing knockdown and roundtime. NOTE: Knockdown does NOT work on flying creatures.
Tiers (4): T1/OTS to T4 (fully unlocked)
Each tier increases the power of the SMRV2 attack and the roundtime assessed (min 3 seconds roundtime at OTS, max 6 seconds roundtime at T4).

Set Bonus:
If the Instinct flares successfully hit, there is a chance the armor will call for help to the wielded weapon/shield, which will add the weapon/shield's Animalistic Fury flares to the attack, providing damage and potential debuff (if the Wild Backlash feature is unlocked on the weapon/shield).

  • Revenge flares

Unlock to allow for a basic flare rate chance to unleash Animalistic Instinct flares on a successful evade. NOTE: You must be in forward+ stance and be an active participant in combat for the spirit to be enraged to retaliate.

Set Bonus:
Same as the Animalistic Instinct flares, but the associated weapon/shield /must/ have Revenge flares unlocked, too, for them to be able to have a chance to hit as part of a Revenge.

  • Bestial Barrier

When unlocked, the spirit can shroud you with a barrier whenever Animalistic Instinct flares hit defensively.
The barrier gives you +5 DS per flare tier on the armor and lasts for 30 seconds, or until the next physical attack happens.
As an example, if you unlock this feature on an OTS set of armor, the DS bonus will be +5. A T4/fully unlocked armor will have +20 boost to DS with this barrier.

  • Feral Whirlwind

Unlock this to be able to trigger an attack once an hour that offensively unleashes Animalistic Instinct flares on 3-5 random creatures in the room with you, activated with STOMP.

Set Bonus:
Same as the Animalistic Instinct flare set bonus. The armor has a chance with each successful attack on this multi-creature knockdown ability to also call to the weapon/shield to add Animalistic Fury flares.

  • Untamed Vitality

Unlock this to draw upon the power of the armor's spirit once an hour for 15 minutes to increase your Mana, Stamina, and/or Health Recovery by +15.
This one is mix/match - you can choose to unlock any combination of the 3 recoveries depending on which suits you the most.

  • Fluff Actions

Same as the weapons/shields, there are 3 total tiers of fluff actions (12 verb traps at full unlock).

  • Fluff Customizations

New to this particular armor is the ability to customize its various "accents", depending on coverage. For example, armor with arm coverage can have customized descriptions for arm greaves that show up in some fluff messaging. Robes can have a customized hood (or no hood), customized sleeves (or no sleeves), and specific cloth material mentioned in messaging.

Any GALD merchant can update these accents to match the armor's alteration, as long as they are comfortable with the script.

An example from ANALYZE on some full plate:

  • Head Coverage: visored rolaren helm
  • Neck Coverage: segmented rolaren aventail
  • Arm Coverage: verdant-hued rolaren arm greaves
  • Leg Coverage: riveted rolaren leg guards

=Bloodscrip Pricing=
OTS 4x Armor - 10,000 bloodscrip
Flare tier unlocks (3) - 10,000 bloodscrip each
Revenge flares unlock - 30,000 bloodscrip
Bestial Barrier unlock - 20,000 bloodscrip
Feral Whirlwind unlock - 15,000 bloodscrip
Untamed Vitality (Stamina Recovery) unlock - 20,000 bloodscrip
Untamed Vitality (Mana Recovery) unlock - 20,000 bloodscrip
Untamed Vitality (Health Recovery) unlock - 10,000 bloodscrip
Fluff unlocks (2) - 2,500 bloodscrip each
Spirit Change note - 1,000 bloodscrip

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12667
Author: GameMaster Avaluka
Date: 02/04/2021 08:40 PM CST
Subject: Re: Animalistic Spirit Armor

OTS the armor has the knockdown/RT maneuver flare reactively/defensively when you are hit.

You have to unlock the Revenge version of it, which lets it also fire reactively from an evade.

The set bonus essentially will add the Animalistic Fury flare of the weapon/shield to the same attack.

So it'd be like:

You get hit/damaged (or evaded in forward+ stance if you have Revenge flares active).
SMRV2 knockdown/RT Animalistic Instinct flare hits, creature is knocked down, assessed RT.
Set bonus fires, Animalistic Spirit weapon/shield's Fury flares also add damage (and potentially debuff, too, if the weapon/shield has the Wild Backlash debuff unlocked).

The damage on the set bonus version of the Fury flares is exactly as it is as if it had flared on the weapon/shield itself.

~Avaluka

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12673
Author: GameMaster Avaluka
Date: 02/07/2021 07:49 AM CST
Subject: Re: Animalistic Spirit Armor

The set bonus only applies to the armor defensive flares. The weapons don't really need the armor flare added to them, as the base Grapple damage does a lot of knockdowns already.

No, there is no add-to-existing armor this time around.

~Avaluka

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12767
Author: GameMaster Avaluka
Date: 02/12/2021 10:03 PM CST
Subject: Animalistic Spirit weapons/shields/armor - Attunement Available

Animalistic Spirit weapons/shields (and certificates) in Untamed Spirit, as well as Animalistic Spirit armor (and certificates) in Wild Instinct now both allow for attunement.

Enjoy!
~Avaluka

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 13000
Author: GameMaster Avaluka
Date: 02/27/2021 08:47 PM CST
Subject: Re: Animalistic Revenge Flares

No, it is not redundant to unlock Revenge on the armor.

If you unlock Revenge on the armor, you can:

  • Have a chance at the Armor's Evade-based Revenge flares procing on the same Evade as the gloves. (Gloves/boots don't proc on the same Evade, but the Armor is a different script, technically, and can potentially Proc on the same Evade.)
  • Have a chance of the Armor calling to the Gloves for help on a successful proc of the Armor's Evade flare.

So that's some extra chances right there of getting both the knockdown/RT of the armor's flares, as well as the damage from the gloves' Animalistic Fury flares, on a single Evade.

All up to you, though, on whether you think that is worth it for the price.

Thanks! ~Avaluka

Discord Message Link: https://discord.com/channels/226045346399256576/594009933763051549/877909094881718332
Author: GS4-AVALUKA
Date: 08/19/2021

Yeah, it is roughly 1000 messages per level of affinity. If you have headdress and armor, it should only be 500 messages per level of affinity for both of them.
It should say "pulsing" instead of "dull" to indicate it is a boosted affinity gain.


Energy Shields

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12649
Author: Senior GameMaster Retser
Date: 02/01/2021 03:59 PM CST
Subject: Teaser - Energy Shields

Hey everyone, here are some energy shields. Some of the numbers may change before Duskruin launches and they should be ready/available opening night.

Standard Flare on Bash or Attack.

An Ithzir adept swings a closed fist at you!
The vultite greatshield glows dimly as it unleashes a weakened blast of energy!
A pulse of white-colored energy spirals outward from your vultite greatshield and collides with an Ithzir adept's back!

... 20 points of damage!
Flesh ripped from back, muscles exposed.
With no room to spare, you block the attack with your vultite greatshield!

>shield bash adept
You lunge forward at an Ithzir adept with your vultite greatshield and attempt a shield bash!
[SMR result: 229 (Open d100: 70, Bonus: 45)]
Awesome bash, but an Ithzir adept is already knocked over.
... 20 points of damage!
Left kneecap smashed into pulp.
The vultite greatshield glows dimly as it unleashes a weakened blast of energy!
A pulse of white-colored energy spirals outward from your vultite greatshield and collides with an Ithzir adept's left hand!

... 20 points of damage!
Left hand smashed into a pulpy mass.
Roundtime: 3 sec.


Energy Reverb - Upon blocking an attack, the vultite greatshield has a chance to empower the wielder's attack strength until their next attack. The amount of attack strength granted scales up with affinity from 4 to 12.
Cooldown: 60 seconds
. Duration: Next attack or 20 seconds.

An Ithzir adept swings a closed fist at you!
You bristle with black energy as you position your vultite greatshield against an Ithzir adept's attack!
Amazingly, you manage to block the attack with your greatshield!


You swing a broadsword at an Ithzir adept!
AS: +443 vs DS: +359 with AvD: +36 + d100 roll: +76 = +196
... and hit for 78 points of damage!
Awesome shot shatters ribs and punctures lung!
You are no longer bristling with energy.
Roundtime: 5 sec.


Energy Wave - Twice per 24 hours the shield will attempt to protect the wielder when they're left in an incapacitated state or low on health. This effect will grant 25 DS, 12 TD, and send out a minor elemental wave. Cooldown 24 hours.

Your vultite greatshield emits a bright white light as the Ithzir adept attacks you!
A wave of black energy moves outward from you.
An Ithzir adept is buffeted by the black energy waves and is knocked to the ground.
An Ithzir adept swings a closed fist at you!
AS: +220 vs DS: +254 with AvD: +4 + d100 roll: +96 = +91
A clean miss.


Energy Barrier - The vultite greatshield provides a chance to reactively provide (Affinity * 3) TD and bolt defense. This effect can only occur once every 15 minutes and will last for 30 seconds.
Cooldown 15 minutes.
Duration 30 seconds.

An Ithzir adept gestures at you.
CS: +401 - TD: +317 + CvA: +8 + d100: +37 - -5 == +134
Warding failed!
Blood gushes from your neck!
The "blood gates" open wider.

An Ithzir adept gestures and utters a phrase of magic.

An Ithzir adept gestures at you.
Your vultite greatshield glows white as its surface extends with crackling black energy.
CS: +401 - TD: +344 + CvA: +8 + d100: +100 - -5 == +170
Warding failed!
Blood gushes from your neck!
The "blood gates" open wider.

Retser, SGM

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12650
Author: Senior GameMaster Retser
Date: 02/01/2021
Subject: Teaser - Energy Shields

Additional note, the shield has the same energy storing and releasing (Surging) as the weapon.

Retser, SGM

Cursed Armor

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12675
Author: GM Xeraphina
Date: 02/07/2021 01:50 PM CST
Subject: A Curse Upon Thee...

Perhaps it was a mistake to wander into this shop, I had thought, while debating my choices in life as I stared at the wares that eerily called to me. I should not have tarried too long, as my curiosity oftens gets the better of me... and it was starting to now. Each item bore a unique design, but all maintained a similar trait: armor... with bits of black ora.

Goose pimples rose from my skin as I continued my meandering, looking for someone, anyone, who might be able to offer some insight as to what I was seeing. No one was found, despite the feeling of being watched from all over. Terror overcame me as I could feel spectral fingers grip my neck and drag me towards one display. I was beholden to my curiosity, but also my fear. I must get away from here... but my feet would not move in the direction I begged of them. No... no... I was drawn to what seemed my destiny.

In a panic, I offered up my payment to a worker who suddenly appeared, and was in turn, offered a new set of armor that held an ominous presence. It hungered...

No longer held in place by whatever malicious presence remained in the shop, I stepped out and stared down at my newly acquired leathers. Time stood still as I debated my decision. It was too late, as I sensed the merchant behind the shop, Shadowed Light, had an "ALL SALES FINAL, no returns or exchanges, no store credit" policy in place. I was stuck with this, whether I wished it or not.

Something... shadowy seemed to slither across the surface... or perhaps I imagined it. I gulped, fearing this would be the end, and offered a prayer to Fash'lo'nae, before donning the armor. I felt those shadows ooze out of the armor, and then, I couldn't breathe. I wanted to scream, but my voice caught in my throat. I tried to remove it, but it was then I realized the armor was stuck to me... and refused to come off. I cried, resigning myself to my fate... and my hunger.

To be continued...

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12684
Author: GM Xeraphina
Date: 02/07/2021 08:33 PM CST
Subject: A Curse Upon Thee... Part 2

I awoke in a gutter nearby the grate where many ran in and out, scurrying like the rats they are. My body, my mind, it all ached. The last thing I remembered was attempting to REMOVE the armor from me, only to have pain rip through me like those in the arena rip through their voucher books. My nerves were shot... I could feel everything. Why... what did I do to deserve this? I PULLed at the armor that clung voraciously to my body... my soul... I could feel my spirit drain from me. I was scared. I... I didn't know what to do.

I stood, trying to make sense of what had happened, what was happening to me. Distractedly, I TOUCHed my hand to chest, covering the leather, and felt a sharp pain stab at my fingertips, the sensation fading as quickly as it surfaced. I could not help but think... armor is meant to protect me... yet all it has given me so far is pain. I could feel it starting again, forcing me to BOW in submission to it. I saw the shadows once more, rising up to my face before dissipating completely.

The hunger... I was so hungry... but... was it actually the armor begging to be fed? How...? The urge to RUB my armor over my stomach was overwhelming and I was suddenly wracked with starvation, as though I had not eaten in days... weeks. The cravings came on so strong and I... if I did not eat, I would die... No... if the armor did not eat... it might kill me.

To be continued...

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12689
Author: GM Xeraphina
Date: 02/08/2021 12:02 PM CST
Subject: A Curse Upon Thee... Part 3

It was beginning to feel like a second skin, the armor... The longer it was stuck on me... the more I felt... comfortable? No, not comfortable... eerily at ease. We were slowly becoming one with an odd AFFINITY for each other. Not quite parasitic in nature... perhaps more symbiotic.

Despite the growing comfort, from time to time, I felt the need to CRACK my neck, as if trying to relieve an unfelt discomfort... but each time it did, I felt almost dizzy, my vision blurring so much.

Occasionally, I would lose my focus on whatever task was at hand, distracted by a vision that I couldn't place properly. When I regained my attention, I realized I had SCRATCHed myself sufficiently enough to draw blood. Should I have felt afraid? I was more worried that I didn't.

To be continued...

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12699
Author: GM Xeraphina
Date: 02/08/2021 06:00 PM CST
Subject: A Curse Upon Thee... Part 4

There are shadows everywhere... all around me. Am I just seeing things? The visions persist, Clouding my eyes, Obscuring my sight. When will it all just Leave me be?!

I try to STRETCH my body, as the armor feels tight around me. I cough, and feel a dark essence escape my lips. If I RAISE my hand... tendrils of shadow ooze from my fingers... I feel them caress my face.

Am I possessed? Am I mad? Have I sold my soul? I feel so lost... Someone... anyone... help... me...

To be continued...

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12706
Author: GM Xeraphina
Date: 02/09/2021 08:28 AM CST
Subject: A Curse Upon Thee... Part 5

I am being haunted... I am being hunted...

I see dark figures in my peripheral view, but when I turn to look, they are not there. I BREATHE, trying to calm myself, but the pervasion feeling of paranoia encompasses me, making me acutely aware of each thumping beat of my heart.

No, nothing is there. Wait? Am I wrong... What was that? Can it hear me? I'm waiting to EXHALE, only to be tormented by the shadows surrounding me.

I can do only one thing... I SURRENDER to the darkness.

Fin

(Stay tuned...)

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12707
Author: GM Xeraphina
Date: 02/09/2021 03:08 PM CST
Subject: A Curse Upon Thee... Epilogue

I hope you all have enjoyed my little story following one's descent into madness upon wearing... Cursed Armor. I know you all have been DYING for the deets, so here they are.

Cursed Armor has four tiers of unlocking available, each tier granting both benefits and backlash. This is based on an affinity (hunger) system. The higher the tier, the higher the affinity. With the armor being cursed, similar to black ora, you need to UNCURSE it to remove it. This is very important to remember because you WILL incur damage if you even attempt to remove it prior to doing so...

Backlash affects will continue to be felt until max affinity for the tier is reached. So, as noted by the table below, if you max your affinity/attunement, you will not feel the affects of the noted backlash. Also, be warned that foreign wearers of the armor (once affinity starts being gained by the originial wearer) will find themselves falling victim to backlash more than the one who has built up affinity to the armor.

That being said, those who belong to a certain CULT of madness will notice some additional benefits beyond what someone who doesn't walk in the light will see.

Please note that each consecutive tier will have both the boosts, and the backlashes of the prior tier available to it.

Tier Affinity Boost Backlash Cult Perk
OTS/1 0-500 Chance to flare Calm when hit successfully by a foe Random hard RT up to 10 seconds 1x/day Hypnosis (HANG)/Possession (POUND) using mana, not spirit. (2x/day upon full affinity)
2 0-1000 Chance to flare +5 DS (per unlock tier) upon attack attempt Chance of -5 DS (per unlock tier) upon attack attempt 1x/day Healing (HOLD) using mana, not spirit (2x/day upon full affinity)
3 0-3000 +3 TD (per unlock tier) to Tier 2's boost) Random head injury and hard RT 1x/day Mana Regen (WAVE) for 10 min (2x/day upon full affinity)
4 0-4000 Chance of +20 AS/+12 CS upon attack/cast attempt -12 TD to Tier 2 backlash, 1 spirit drained if armor is not fed (persists with full affinity) 1x/day Darkness (SURRENDER) (2x/day upon full affinity)*

*Reduces spirit to 1. If already at 1, rank 2 nerve wound instead.
Mana reduced to 0
Cult benefits stripped
Can be used in RT and stunned (you CANNOT use if unconscious or dead)
CANNOT be used in anti-magic rooms or rooms you would otherwise not be able to teleport out of
Will not appear "drained" in public
FORCED prone with a stun

Now, aside from the mechanics, I will leave everything else for you people to discover and I can't wait to see it all on the wiki (hint, hint).

THANKS

  • First: this project could not have been completed without the awesome code ninja skills of GM Naiken, so thank you, GM Naiken, for all your hard work on this armor.
  • Second: GM Sindin offered up some additional and awesome flavorings to this. I hope you all enjoy them as much as I did. Thank you, GM Sindin.
  • Third: I would like to thank the group that inspired this idea.

Alchemy Jar Containers

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12677
Author: GS4-TIVVY
Date: 2/7/2021
Subject: Alchemical Attraction - A Duskruin Teaser

I'll just leave this here...


>look in my carryall
In the unassuming carryall you see a deep purple amethyst, a translucent white sea glass bottle, a gok nut, a gok nut, a gok nut, a gok nut, a gok nut, a gok nut, a deep purple amethyst, a deep purple amethyst, a deep purple amethyst, a deep purple amethyst, a deep purple amethyst, a deep purple amethyst, a deep purple amethyst, a translucent white sea glass bottle, a translucent white sea glass bottle, a translucent white sea glass bottle, a translucent white sea glass bottle, a translucent white sea glass bottle, a translucent white sea glass bottle, a translucent white sea glass bottle, a translucent white sea glass bottle, a translucent white sea glass bottle, a translucent white sea glass bottle and a translucent white sea glass bottle.

>rub my carryall

A whirl of clanking and clattering erupts from your unassuming carryall! Roundtime: 10 sec.

When the noise subsides, the contents shuffle and clatter about becoming somewhat more organized.

>look in my carryall
In the unassuming carryall:
Containers [12]: a translucent white sea glass bottle containing scarlet despanals, a translucent white sea glass bottle containing acantha leaf, a translucent white sea glass bottle containing deep purple amethysts, a translucent white sea glass bottle containing gok nuts, a translucent white sea glass bottle containing star diopsides, a translucent white sea glass bottle containing sovyn clove, a translucent white sea glass bottle containing uncut emeralds, a translucent white sea glass bottle containing wingstem root, a translucent white sea glass bottle containing black-cored emerald orbs


>rummage carryall for star diopside
You rummage through the unassuming carryall and remove a translucent white sea glass bottle containing star diopsides.

>rummage carryall for single purple amethyst
You rummage in the unassuming carryall and remove a deep purple amethyst.

Various containers that will sort your alchemy ingredients into jars and let you rummage for a single ingredient from the jars will be for sale at Alchemical Attraction at Bloodriven Village.


GameMistress Tivvy
Wiki Manager
Lorgnette Waver
Parentheses Swooner
Winnower of Words

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12685
Author: GS4-TIVVY
Date: 2/8/2021
Subject: Alchemical Attraction - A Duskruin Teaser

>Question...do the jars have to be empty? For example if you have 12 jars with stuff in them already and load more stuff, will it transfer the matching stuff to the current jars?

They do not have to be empty. If you have a jar with acantha leaf in it, it will add any loose acantha leaves to that jar if there is room left in it.

>How much can they hold??

They hold varying amounts based on the slots they're worn in.

--GameMistress Tivvy
Wiki Manager
Lorgnette Waver
Parentheses Swooner
Winnower of Words