Animalistic Spirit Gear Quick Reference: Difference between revisions
(Created page with "This '''Animalistic Spirit Gear Quick Reference''' covers all 5 pieces in the Animalistic Spirit family. Four are mechanically linked (weapon/shield, armor, headdress — plus UCS gloves/boots, which run the ''weapon'' script). Totems are a separate, non-mechanical 5th item that only shares flavor/theming. == The Five Pieces at a Glance == {| class="wikitable" ! Piece !! Released !! Shop !! Flare Name !! Default Damage !! Trigger (offense) !!...") |
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| ''[[Animalistic Totem|Totem]] (not mechanically linked)'' || Aug 2024 || [[BVShop:Totemic Spirits|Totemic Spirits]] || — || — || Fluff only + minor passive || — |
| ''[[Animalistic Totem|Totem]] (not mechanically linked)'' || Aug 2024 || [[BVShop:Totemic Spirits|Totemic Spirits]] || — || — || Fluff only + minor passive || — |
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'''Key distinction:''' Weapon/Shield/UCS gear flares are '''offensive''' (they fire when you deal damage). Armor's Animalistic Instinct flare is '''defensive''' (it fires when you're hit, causing knockdown/disorient on the attacker). The headdress has no flare of its own — it's a force-multiplier for the others. |
'''Key distinction:''' Weapon/Shield/UCS gear flares are '''offensive''' (they fire when you deal damage). Armor's Animalistic Instinct flare is '''defensive''' (it fires when you're hit, causing knockdown/disorient on the attacker). The headdress has no flare of its own — it's a force-multiplier for the others. |
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Revision as of 09:06, 19 August 2026
This Animalistic Spirit Gear Quick Reference covers all 5 pieces in the Animalistic Spirit family. Four are mechanically linked (weapon/shield, armor, headdress — plus UCS gloves/boots, which run the weapon script). Totems are a separate, non-mechanical 5th item that only shares flavor/theming.
The Five Pieces at a Glance
| Piece | Released | Shop | Flare Name | Default Damage | Trigger (offense) | Trigger (taming) |
|---|---|---|---|---|---|---|
| Weapon | Aug 2020 | Untamed Spirit | Animalistic Fury — offensive, fires on your own hit | Grapple | On hit | Hit like-level foe, or successful parry (melee/runestaff) |
| Shield | Aug 2020 | Untamed Spirit | Animalistic Fury — offensive, fires on your own hit/block | Grapple | On block/hit | Hit or block like-level foe |
| UCS Gloves/Boots | Aug 2020 | Untamed Spirit (weapon script) | Animalistic Fury — offensive, fires on your own UCS strike | Grapple | On UCS strike | Hit, or successful evade (both hands must be empty for revenge flare) |
| Armor | Feb 2021 | Wild Instinct | Animalistic Instinct — defensive, fires when you're hit | Sonic (knockdown/RT) | When you're hit (defensive) | Damage a foe, or evade a like-level foe's attack |
| Headdress | Aug 2021 | Heady Spirits | No flare of its own — its WAVE-triggered Avatar attack "borrows" a flare from one bonded weapon/shield/armor piece | — | — | Damage a like-level foe (physical or magical) |
| Totem (not mechanically linked) | Aug 2024 | Totemic Spirits | — | — | Fluff only + minor passive | — |
Key distinction: Weapon/Shield/UCS gear flares are offensive (they fire when you deal damage). Armor's Animalistic Instinct flare is defensive (it fires when you're hit, causing knockdown/disorient on the attacker). The headdress has no flare of its own — it's a force-multiplier for the others.
| Mechanic | Details |
|---|---|
| Taming/Affinity | 0 (wild) to 12 (fully tame). Untamed spirits can "backlash" you (lose parry/block, or DS/TD debuff) — rare and short, but stops entirely once fully tame. |
| How to tame | Successful damage to like-level foes, OR the piece's specific defensive action (parry for weapon, block for shield, evade for armor/UCS) while in forward+ stance and actively fighting. |
| Taming speed | ~1,000 in-game combat messages per affinity level solo. Owning headdress + armor together cuts this to ~500 messages/level for both those pieces. |
| One owner at a time | Spirits only trust one person. A new owner must re-earn trust from scratch — selling/trading resets taming. |
| Flare power vs. flare rate | Flare tier (1–4) only raises the power ceiling once fully tame — it does not change how often flares fire. Fire rate is standard flare rate. |
| Off the shelf (OTS) | Comes in at Tier 1, +20 enchant, default Grapple (weapon/shield) or Sonic (armor) damage. |
Unlockable Upgrades (via Duskruin certificates — same catalog structure across pieces)
| Unlock | What it does | Applies to |
|---|---|---|
| Flare Tier (2–4) | Raises power ceiling of the offensive/defensive flare | Weapon, Shield, UCS, Armor |
| Revenge Flares | Chance to flare on parry/evade/block instead of just on your own attack. Requires forward+ stance, active combat. UCS gloves/boots need both hands empty. | Weapon, Shield, UCS |
| Wild Backlash | Adds a DS/TD debuff to the target when your flare hits (–5 DS/–3 TD per flare tier, max –20/–12) | Weapon, Shield, UCS |
| Bestial Barrier | Armor's version of Wild Backlash — flare hit gives you a DS boost for 30 sec or until next attack | Armor |
| Savage Power | Once/hour, CLENCH to boost AS/CS/crit padding for 2 min (+5 AS/+3 CS per unlock, up to +25/+15). Shared cooldown across all your Animalistic gear — only one piece per hour. | Weapon, Shield, UCS |
| Untamed Vitality | Once/hour, CLENCH for Health/Mana/Stamina recovery boost | Armor |
| Feral Whirlwind | Once/hour, STOMP for an AoE Animalistic Instinct hit on 3–5 creatures in the room | Armor |
| Damage Type Change | Swap default Grapple/Sonic for a Common (cold/fire/impact/lightning/vacuum) or Uncommon (acid/disintegrate/disruption/plasma/steam/unbalance) type | Weapon, Shield, UCS |
| Spirit Change | Change the type of animal (e.g., Feline → Canine); each type has an approved noun list | All 4 |
| Fluff Action unlocks | More flavor verbs (BOW, PRAY, WAVE, etc.), sold separately from power unlocks | Weapon, Shield, UCS, Armor |
| Spirit Imprints (up to 4 slots) | Headdress morphs its appearance to match other bonded Animalistic pieces you own | Headdress only |
| Animalistic Avatar | WAVE-triggered maneuver attack (fear/root), usable every 6 min; unlocks a multi-target (2 creatures) version too | Headdress only |
How the Pieces Combo
- Weapon/Shield + Armor — the Set Bonus: When your armor's Animalistic Instinct flare hits, there's a chance it calls out to your wielded weapon/shield to also add their Animalistic Fury flare onto the same attack. That call chance caps at 10%, and only reaches the full 10% when both the armor and the weapon/shield are fully unlocked — partial unlocks on either scale the chance down proportionally. If you own all three pieces (weapon + shield + armor), only one of weapon/shield feeds into that calculation — specifically whichever of the two has more mechanical unlocks. The other one still flares fully on its own hits/blocks; it's just not the one "assisting" the armor's proc. Each item always keeps its own tier/flares — nothing downgrades or syncs to match another piece.
- Weapon + Shield together: fully independent items — separate affinity trackers, separate flare rolls (weapon flares on your hits/parries, shield flares on your blocks). Running both just doubles your chances to proc a flare each round, not a merged single chance.
- Headdress + anything — the Avatar attack: the headdress doesn't flare on its own, but its Animalistic Avatar (WAVE) attack picks one bonded weapon/shield/armor piece and adds that piece's flare onto the Avatar hit — so a single WAVE can land the root/fear effect and a full Animalistic Fury or Animalistic Instinct flare (damage, knockdown, debuffs, whatever that piece has unlocked) in one shot.
- Headdress taming boost: wearing/wielding the headdress alongside other Animalistic items multiplies affinity gain for all of them — the bonus scales with the total number of Animalistic items worn/wielded (e.g., 4 items on = +4 affinity per qualifying hit instead of +1, on every item).
- Full stack (weapon or shield + armor + headdress): the "complete" build — fastest taming, highest set-bonus chance, and the Avatar attack has bonded gear to pull a flare from.
- Totems: purely cosmetic/thematic add-on (worn accessory, POINT-able at animals/companions) — no mechanical tie to the flare system, so they don't factor into a combat build.
Current Prices (August 2026 run, Bloodriven Village — all bloodscrip)
| Item / Unlock | Weapon/Shield (Untamed Spirit) | Armor (Wild Instinct) | Headdress (Heady Spirits) |
|---|---|---|---|
| OTS base item | 10,000 | 10,000 | 15,000 |
| Add script to existing eligible item (The Annex) | 50,000 | 50,000 | — (n/a) |
| Spirit Change (change animal type) | 1,000 | 1,000 | 1,000 |
| Fluff Actions, T1→T2 | 2,500 | 2,500 | 2,500 |
| Fluff Actions, T2→T3 | 2,500 | 2,500 | 2,500 |
| Flare Tier, T1→T2 | 15,000 | 10,000 | — |
| Flare Tier, T2→T3 | 15,000 | 10,000 | — |
| Flare Tier, T3→T4 | 15,000 | 10,000 | — |
| Common Flare (damage type) (The Annex) | 20,000 | — (armor stays sonic) | — |
| Uncommon Flare (damage type) (The Annex) | 30,000 | — | — |
| Revenge Flares | 30,000 | 30,000 | — (n/a, has Avatar instead) |
| Wild Backlash | 20,000 | — | — |
| Bestial Barrier | — | 20,000 | — |
| Feral Whirlwind | — | 15,000 | — |
| Untamed Vitality — Health | — | 10,000 | — |
| Untamed Vitality — Mana | — | 20,000 | — |
| Untamed Vitality — Stamina | — | 20,000 | — |
| Savage Power, per tier (T1–T5, 5 total) | 10,000 each | — (n/a) | — |
| Animalistic Avatar, per tier (T1–T4, 4 total) | — | — | 10,000 each |
| Multi-Opponent Avatar | — | — | 15,000 |
| Animalistic Apparition | — | — | 15,000 |
| Spirit Imprint slot (max 4) | — | — | 1,500 each |
Rough "full unlock" totals (OTS + every listed unlock on that piece, one damage-type voucher counted for weapon/shield):
- Weapon or Shield, fully loaded: 10,000 (OTS) + 45,000 (flare tiers) + 50,000 (Savage Power x5) + 30,000 (Revenge) + 20,000 (Wild Backlash) + 5,000 (fluff x2) + 20,000 (one damage-type voucher) ≈ 180,000 bloodscrip
- Armor, fully loaded: 10,000 (OTS) + 30,000 (flare tiers) + 30,000 (Revenge) + 20,000 (Bestial Barrier) + 15,000 (Feral Whirlwind) + 50,000 (all 3 Untamed Vitality) + 5,000 (fluff x2) ≈ 160,000 bloodscrip
- Headdress, fully loaded: 15,000 (OTS) + 40,000 (Avatar T1–T4) + 15,000 (Multi-Opponent) + 15,000 (Apparition) + 6,000 (4 Imprint slots) + 5,000 (fluff x2) ≈ 96,000 bloodscrip
(These totals assume one OTS purchase each and don't include the diminutive pangolin figurine / vermeil echidna charm add-certs, which you'd only need if converting an existing weapon/shield/armor piece instead of buying OTS.)
Practical Notes for Squad Planning
- UCS builds: Revenge flares on gloves/boots only fire with true open-hand UCS combat — both hands must be empty. Not worth unlocking for a caster wearing them passively.
- Savage Power cooldown is per-character, not per-item — if you're running weapon and shield with it unlocked, you still only get one Savage Power activation per hour total.
- Enchant/ensorcell difficulty is flat regardless of unlock state, so there's no reason to delay unlocking abilities until after enchanting.
- Selling/gifting resets taming — factor this into whether it's worth buying pre-tamed or building from scratch on a given character.