Mana-Infused Armor: Difference between revisions
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'''Mana-Infused Armor''' was released at [[Duskruin Arena]] in February 2020 at [[BVShop:Sigil_Shop | Sigil Shop]] by [[User:GS4-ESTILD|GameMaster Estild]]. Mana-Infused Armor is part of the 3-piece Sigil Set, along with [[Sigil Staff|Sigil Staves]] and [[Dramatic Drapery|Dramatic Draperies]]. |
'''Mana-Infused Armor''' was released at [[Duskruin Arena]] in February 2020 at [[BVShop:Sigil_Shop | Sigil Shop]] by [[User:GS4-ESTILD|GameMaster Estild]]. Mana-Infused Armor is part of the 3-piece Sigil Set, along with [[Sigil Staff|Sigil Staves]] and [[Dramatic Drapery|Dramatic Draperies]]. |
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Tier |
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0: a standard leathers with some special messaging |
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1: Reactive Mana Flares - when attacked, there is a standard flare chance for the wearer to gain 1d5 mana. The mana gained by the wearer is lost from the armor. |
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2: Mana Shield - 25% chance to activate when receiving damage. Grants 2d20 damage padding for that instance of damage received. For every point of damage absorbed by the shield, 1 point of mana is lost from the armor. |
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3: Arcane Aegis - A manually triggered (RUB) and more powerful version of Mana Shield that also provides critical padding equal to half of the damage padding. Lasts for 120 seconds, has a 60 minute cooldown, and costs 25 mana from the armor plus the ongoing cost for the damage absorbed. |
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4: Mana Tap - A manually triggered ability (TAP) to drain 50 mana from the armor and adds it to the wearer's mana while also energizing the wearer to grant +25 AS/+15 CS for 3 minutes. 15 minute cooldown. Ambient messaging can be toggled on and off (PROD). |
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5: Arcane Expulsion - A manually triggered ability (SIGIL) that can be activated when incapacitated (but not while unconscious). Attempts to forcibly move all creatures out of the room (into a random adjacent room) and subjects them to 20 seconds of roundtime. A SMRv2 attack using the wearer's Magic Item Use ranks to calculate the strength of the attack. Can be used 2x a day, resets at midnight, and costs 50 mana from the armor. |
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Revision as of 19:16, 25 August 2024
Mana-Infused Armor was released at Duskruin Arena in February 2020 at Sigil Shop by GameMaster Estild. Mana-Infused Armor is part of the 3-piece Sigil Set, along with Sigil Staves and Dramatic Draperies. Tier 0: a standard leathers with some special messaging 1: Reactive Mana Flares - when attacked, there is a standard flare chance for the wearer to gain 1d5 mana. The mana gained by the wearer is lost from the armor. 2: Mana Shield - 25% chance to activate when receiving damage. Grants 2d20 damage padding for that instance of damage received. For every point of damage absorbed by the shield, 1 point of mana is lost from the armor. 3: Arcane Aegis - A manually triggered (RUB) and more powerful version of Mana Shield that also provides critical padding equal to half of the damage padding. Lasts for 120 seconds, has a 60 minute cooldown, and costs 25 mana from the armor plus the ongoing cost for the damage absorbed. 4: Mana Tap - A manually triggered ability (TAP) to drain 50 mana from the armor and adds it to the wearer's mana while also energizing the wearer to grant +25 AS/+15 CS for 3 minutes. 15 minute cooldown. Ambient messaging can be toggled on and off (PROD). 5: Arcane Expulsion - A manually triggered ability (SIGIL) that can be activated when incapacitated (but not while unconscious). Attempts to forcibly move all creatures out of the room (into a random adjacent room) and subjects them to 20 seconds of roundtime. A SMRv2 attack using the wearer's Magic Item Use ranks to calculate the strength of the attack. Can be used 2x a day, resets at midnight, and costs 50 mana from the armor. Tier 0At this tier, it is standard armor with some special messaging verbs. As with Sigil Staves, these special verbs make use of settings that are customizable via a willing GALD merchant and can be viewed in the armor's ANALYZE.AnalyzeThis is tier 0 Mana-Infused Armor. Tier 0: a standard hunts with some special messaging Unlocked verbs: bow, clean cover, fidget, infuse, knock, touch, turn, wave The hunts can have the color and adjective of its energy/light customized with a descriptive word or phrase. Various messaging will include these custom settings. The current setting is: color: (Unset, will default to albino pink - your eye color.) adjective: (Unset, will default to a value based upon your magical lore training) phrase: (Unset, will default to a value based upon your magical lore training) The phrase should also be prefixed with the adjective. Customization should remain simple, nothing so complex as to require a comma. Examples of functional customization choices: colors: red, orange, yellow, green, blue, indigo, violet adjective: crackling, nebulous, wraithlike, translucent phrase: crackling tendrils of elemental, nebulous tendrils of spiritual, wraithlike tendrils of sorcerous, translucent tendrils of psychic In each case, these words/phrases will be placed in front of words like "energy" and "light". Try to keep it to five words or less. Usage
Tier 1At this tier, up to 300 mana can be INFUSED into the leather in advance of a hunt, with training in Mana Control. This can be done while wearing the armor if currently in a sanctified area; in the field, the armor must be removed and then infused while being held. When attacked, there is a standard flare chance to receive 1d5 mana. The mana gained by the wearer is lost by the armor.Usage
Tier 2At this tier, up to 350 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Mana Shield effect with a 25% chance to activate when receiving damage. Grants 2d20 damage padding for that instance of damage received. For every point of damage absorbed by the shield, 1 point of mana is lost from the armor.Tier 3At this tier, up to 400 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Arcane Aegis ability - a manually triggered (via RUB) and more powerful version of Mana Shield that also provides critical padding equal to half of the damage padding. Lasts for 120 seconds, has a 60 minute cooldown, and costs 25 mana from the armor plus the ongoing cost for the damage absorbed.Usage
Tier 4At this tier, up to 450 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Mana Tap ability - manually triggered (via TAP) to drain 50 mana from the armor and adds it to the wearer's mana while also energizing the wearer to grant +25 AS/+15 CS for 3 minutes. 15 minute cooldown. Ambient messaging can be toggled on and off (PROD).Usage
Tier 5At this tier, up to 500 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Arcane Expulsion ability. Manually triggered (via SIGIL), it can be activated when incapacitated (stunned, webbed, bound, in roundtime) but not while unconscious. It attempts to forcibly move all creatures out of the room (into a random adjacent room) and subjects them to 20 seconds of roundtime upon success of an SMRv2 attack using the wearer's Magic Item Use ranks to calculate the strength of the attack. It can be used 2x a day, resets at midnight, and costs 50 mana from the armor.AnalyzeThis is tier 5 Mana-Infused Armor. Tier 0: a standard leathers with some special messaging 1: Reactive Mana Flares - when attacked, there is a standard flare chance for the wearer to gain 1d5 mana. The mana gained by the wearer is lost from the armor. 2: Mana Shield - 25% chance to activate when receiving damage. Grants 2d20 damage padding for that instance of damage received. For every point of damage absorbed by the shield, 1 point of mana is lost from the armor. 3: Arcane Aegis - A manually triggered (RUB) and more powerful version of Mana Shield that also provides critical padding equal to half of the damage padding. Lasts for 120 seconds, has a 60 minute cooldown, and costs 25 mana from the armor plus the ongoing cost for the damage absorbed. 4: Mana Tap - A manually triggered ability (TAP) to drain 50 mana from the armor and adds it to the wearer's mana while also energizing the wearer to grant +25 AS/+15 CS for 3 minutes. 15 minute cooldown. Ambient messaging can be toggled on and off (PROD). 5: Arcane Expulsion - A manually triggered ability (SIGIL) that can be activated when incapacitated (but not while unconscious). Attempts to forcibly move all creatures out of the room (into a random adjacent room) and subjects them to 20 seconds of roundtime. A SMRv2 attack using the wearer's Magic Item Use ranks to calculate the strength of the attack. Can be used 2x a day, resets at midnight, and costs 50 mana from the armor. Unlocked verbs: bow, clean cover, fidget, infuse, knock, touch, turn, wave, rub, prod, tap, sigil The leathers can have the color and adjective of its energy/light customized with a descriptive word or phrase. Various messaging will include these custom settings. The current setting is: color: (Unset, will default to albino pink - your eye color.) adjective: (Unset, will default to a value based upon your magical lore training) phrase: (Unset, will default to a value based upon your magical lore training) The phrase should also be prefixed with the adjective. Customization should remain simple, nothing so complex as to require a comma. Examples of functional customization choices: colors: red, orange, yellow, green, blue, indigo, violet adjective: crackling, nebulous, wraithlike, translucent phrase: crackling tendrils of elemental, nebulous tendrils of spiritual, wraithlike tendrils of sorcerous, translucent tendrils of psychic In each case, these words/phrases will be placed in front of words like "energy" and "light". Try to keep it to five words or less. You can tell that the leathers is as light as it can get. Usage
Additional InformationSet Bonus with Sigil Staves and Dramatic DraperiesIf at least one other item in the Sigil Set are used in combat, the user gains the ability to flare a Sigil of Binding effect via an SMRv2 attack that roots your opponents and prevents them from using combat maneuvers. Each unlocked tier of the Sigil Set worn by the user increases the odds of a flare by 1% (up to 15%, if Tier 5 of all 3 items are used). T0 contributes 0% towards this chance but can still count as one of the two items needed to activate the flare. A rooted target is unable to move away from the room but can still perform combat actions. Rooted targets receive a penalty of -50 AS to melee attacks, -25 AS to ranged attacks, and -25 DS, but this does not stack with some other status conditions. In addition, rooted creatures cannot perform maneuvers. WPS Surcharge from Premium pointsTiers 0-1 are considered simple functional combat scripts and have a 600 premium point cost surcharge, while tiers 2-5 have a 1200 premium point cost surchage as they count as complex functional combat scripts. See Also |
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