Fusion: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
(armor zests)
(formatting. add links. Zest is more of an in game workaround term. They are very much referred to as item scripts on the Wiki)
Line 1: Line 1:
The '''fusion''' system allows players to extract [[enhancive]] properties from [[enhancive item|enhancive items]] found in the [[treasure system]], creating fusion orbs which can be placed into specialized '''fusion''' gear. This allows players to build customized [[enhancive item|enhancive items]].
The '''fusion''' system allows players to extract [[enhancive]] properties from enhancive items found in the [[treasure system]], creating '''fusion orbs''' which can be placed into specialized '''fusion gear'''. This allows players to build customized enhancive items.


== Fusion Gear ==
== Fusion Gear ==


'''Fusion''' items have been released as a part of special merchant events and festivals and are not available for purchase from standard NPC merchants. So far, only weapons and armor have been released. '''Fusion''' items may have multiple fusion orb slots (standard items have two slots while special raffle and auction items may have more) and can be recognized by their spherical depressions which appear in their [[show description]]. Examples are provided below:
Fusion items have been released as a part of special merchant events and festivals and are not available for purchase from standard NPC merchants. So far, only weapons and armor have been released. Fusion items may have multiple fusion orb slots (standard items have two slots while special raffle and auction items may have more) and can be recognized by their spherical depressions which appear in their [[show description]]. Almost all off-the-shelf fusion gear is 4x [[enchant]]ed.
;Examples

Some double leather [[armor]] with two empty fusion slots:
Some double leather [[armor]] with two empty fusion slots:
<div {{log}}>
<div {{log}}>
Line 11: Line 11:
</div>
</div>


Some metal breastplate [[armor]] with one empty and one full fusion slot:
Some metal breastplate armor with one empty and one full fusion slot:
<div {{log}}>
<div {{log}}>
Two spherical depressions adorn the white mithglin breastplate, approximately the size and shape of a small gem.
Two spherical depressions adorn the white mithglin breastplate, approximately the size and shape of a small gem.
Line 25: Line 25:
=== Enchanting ===
=== Enchanting ===


A typical fusion item is sold with a +20 bonus (4x enchant) but may be [[enchant|enchanted]] further to a 7x enchantment by players (or higher through the [[premium point]] system). Unlike traditional weapons and armor, fusion items require the use of an additional pre-tempering potion. Enchanting fusion items is also substantially more difficult than typical gear (difficulty is increased further by occupied orb slots).
A typical fusion item is sold with a +20 bonus (4x enchant) but may be enchanted further to a 7x enchantment by players (or higher through the [[Premium Point]] system). Unlike traditional weapons and armor, fusion items require the use of an additional pre-tempering potion ([[ayveneh potion]]), made by [[wizard]] [[Alchemy|alchemists]]. Enchanting fusion items is also substantially more difficult than typical gear (difficulty is increased further by occupied orb slots).


=== Other Enhancements ===
=== Other Enhancements ===


'''Fusion''' armor can be [[padded]] or given [[flares]] with the [[premium point]] system. An enhancive item surcharge applies to any [[premium point]] costs for such enhancements.
Fusion armor can be [[padded]] or given [[flares]] with the Premium Point system. An enhancive item surcharge applies to any Premium Point costs for such enhancements.


== Fusion Orbs ==
== Fusion Orbs ==


'''Fusion''' orbs are created by extracting properties from [[enhancive item|enhancive items]]. Fusion orbs may be loresung for their enhancive information and that information will carry into the playershop system, similar to that for normal enhancives. Characters may also [[DRAW]] things ON fusion orbs to tell them apart. There are approximately 70+ different things to draw upon a fusion orb.
Fusion orbs are created by extracting properties from enhancive items. Fusion orbs may be [[loresinging|loresung]] for their enhancive information and that information will carry into the [[Playershop]] system, similar to that for normal enhancives. Characters may also {{mono|[[DRAW]]}} images ON fusion orbs to tell them apart. There are approximately 70+ different images to draw upon a fusion orb.


=== Creating Orbs ===
=== Creating Orbs ===
:''See main article at [[Fusion Shaman]].''
{{main|Fusion Shaman}}


Currently, '''fusion''' orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a '''fusion''' orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhacive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with ‘global’ and ‘local’ restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. Crumbly enhancives may be extracted and the resulting orb will be non-crumbly (persistent).
Currently, fusion orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a fusion orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhacive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with 'global' and 'local' restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. [[Crumbly]] enhancives may be extracted and the resulting orb will be non-crumbly ([[persistent]]).


=== Adding and Removing Orbs ===
=== Adding and Removing Orbs ===


Once the orb is created, it may be [[PUT]] into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb.
Once the orb is created, it may be {{mono|[[PUT]]}} into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb.


When the charges are depleted, a careful PRY may remove the fusion orb from the armament. RUB the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes 1 bonus point to be lost from the enhancive it carries. Once the enhancive trait reaches 0 bonus, the orb will shatter. Orbs will not degrade or shatter in any other circumstance. If an orb is left in its setting for an extended period of time, prying it out will not degrade it. When an orb has been in the armament long enough, it will appear to be loose in its setting when the piece is [[LOOK]]ed at.
When the charges are depleted, a careful PRY may remove the fusion orb from the armament. RUB the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes 1 bonus point to be lost from the enhancive it carries. Once the enhancive trait reaches 0 bonus, the orb will shatter. Orbs will not degrade or shatter in any other circumstance. If an orb is left in its setting for an extended period of time, prying it out will not degrade it. When an orb has been in the armament long enough, it will appear to be loose in its setting when the piece is {{mono|[[LOOK]]ed}} at.


Some metal breastplate [[armor]] with a loose fusion orb:
Some metal breastplate armor with a loose fusion orb:
<pre{{log2}}>
<pre{{log2}}>
The chamber surrounding a shining hoarfrost white orb is alive with steady radiance.
The chamber surrounding a shining hoarfrost white orb is alive with steady radiance.
Line 54: Line 54:
=== Charges ===
=== Charges ===


When an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the Adventurer’s Guild or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges.
When an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the [[Adventurer's Guild]] or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges.


Orbs may only be switched when the armament has no enhancive charges. Characters may EXHALE twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits).
Orbs may only be switched when the armament has no enhancive charges. Characters may {{mono|[[EXHALE]]}} twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits).


Fusion orbs in themselves do not enhance anything and do not hold charges. They are only used to impart the specific bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original enhancive trait are carried with the fusion orb and will be present when placed in a fusion armament.
Fusion orbs alone do not enhance anything and do not hold charges; they are only used to impart the specific bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original enhancive trait are carried with the fusion orb and will be present when placed in a fusion armament.


== Zests ==
== Item Scripts ==


Additional [[verb trap]]s may be added to some fusion gear by a [[merchant]].
Some fusion gear includes extra verb zests (or [[script]]s).


=== Armor ===
=== Armor ===

Revision as of 13:22, 22 February 2016

The fusion system allows players to extract enhancive properties from enhancive items found in the treasure system, creating fusion orbs which can be placed into specialized fusion gear. This allows players to build customized enhancive items.

Fusion Gear

Fusion items have been released as a part of special merchant events and festivals and are not available for purchase from standard NPC merchants. So far, only weapons and armor have been released. Fusion items may have multiple fusion orb slots (standard items have two slots while special raffle and auction items may have more) and can be recognized by their spherical depressions which appear in their show description. Almost all off-the-shelf fusion gear is 4x enchanted.

Examples

Some double leather armor with two empty fusion slots:

Two spherical depressions adorn the black double leathers, approximately the size and shape of a small gem. All of the gem chambers are currently empty.

Some metal breastplate armor with one empty and one full fusion slot:

Two spherical depressions adorn the white mithglin breastplate, approximately the size and shape of a small gem. The chambers currently hold a shining hoarfrost white orb.

A runestaff with two full fusion slots:

Two spherical depressions adorn the thick rowan runestaff, approximately the size and shape of a small gem. The chambers currently hold a globe-marked dark indigo orb, and a key-marked hoarfrost white orb.

Enchanting

A typical fusion item is sold with a +20 bonus (4x enchant) but may be enchanted further to a 7x enchantment by players (or higher through the Premium Point system). Unlike traditional weapons and armor, fusion items require the use of an additional pre-tempering potion (ayveneh potion), made by wizard alchemists. Enchanting fusion items is also substantially more difficult than typical gear (difficulty is increased further by occupied orb slots).

Other Enhancements

Fusion armor can be padded or given flares with the Premium Point system. An enhancive item surcharge applies to any Premium Point costs for such enhancements.

Fusion Orbs

Fusion orbs are created by extracting properties from enhancive items. Fusion orbs may be loresung for their enhancive information and that information will carry into the Playershop system, similar to that for normal enhancives. Characters may also DRAW images ON fusion orbs to tell them apart. There are approximately 70+ different images to draw upon a fusion orb.

Creating Orbs

Main article: Fusion Shaman

Currently, fusion orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a fusion orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhacive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with 'global' and 'local' restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. Crumbly enhancives may be extracted and the resulting orb will be non-crumbly (persistent).

Adding and Removing Orbs

Once the orb is created, it may be PUT into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb.

When the charges are depleted, a careful PRY may remove the fusion orb from the armament. RUB the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes 1 bonus point to be lost from the enhancive it carries. Once the enhancive trait reaches 0 bonus, the orb will shatter. Orbs will not degrade or shatter in any other circumstance. If an orb is left in its setting for an extended period of time, prying it out will not degrade it. When an orb has been in the armament long enough, it will appear to be loose in its setting when the piece is LOOKed at.

Some metal breastplate armor with a loose fusion orb:

The chamber surrounding a shining hoarfrost white orb is alive with steady radiance.
It appears to have come a bit loose in its depression, and could easily be pried free without causing any damage.

Charges

When an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the Adventurer's Guild or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges.

Orbs may only be switched when the armament has no enhancive charges. Characters may EXHALE twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits).

Fusion orbs alone do not enhance anything and do not hold charges; they are only used to impart the specific bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original enhancive trait are carried with the fusion orb and will be present when placed in a fusion armament.

Item Scripts

Additional verb traps may be added to some fusion gear by a merchant.

Armor

Verb Messaging
wear You work your way into some <armor>, taking care to align the orbs in their chambers properly before use.
pull You give a <orb> set in your <armor> a slight tug, making sure it is still firmly seated in place.
stare Lamenting past battles lost and won, you hold your hand over a <orb> set in your <armor> and stare blankly into the distance.
hug You lightly run your hands up and down your <armor>, carefully inspecting the leather for any scarring.
pinch You reach out and touch a <orb> set in your <armor> and give it a slight turn in its setting. A light crackle of energy washes over the orb.
poke Running your hand up your <armor>, you forcefully poke a <orb>, sending a wisp of crackling energy up your finger.
raise You nervously run your fingers along the inside neckline of your <armor>.
pull You shrug your shoulders and tug on your <armor>, smoothing any wrinkles.
remove The chamber surrounding a <orb> flares up momentarily, as you work your way out of some <armor>.

Resources

Nilandia's Guide