Duskruin/saved posts February 2020: Difference between revisions
No edit summary |
|||
Line 35: | Line 35: | ||
'''Wyrom, PM''' |
'''Wyrom, PM''' |
||
==[[Duskruin Treasure Trove|Treasure Trove]]== |
|||
{{#section:Duskruin Treasure Trove/saved posts|savedpost2}} |
|||
==[[Mechanical Cartridge Vambraces]]== |
==[[Mechanical Cartridge Vambraces]]== |
Revision as of 10:34, 13 January 2022
General Information
Topic: Duskruin Arena
Message #: 11303
Author: SIMU-WYROM
Date: 12/20/2019
Subject: Duskruin in 2020
As 2020 approaches, we are looking at new improvements for the arena. I feel like the heist and sewers are in a much better place after last run's updates.
When Duskruin Arena was originally created, I tried to make it challenging and fun for all professions and levels. The original concept was not intended to always be victorious due to the random elements that could happen during the matches. Hazards, tougher boss, bad luck, etc. But as more and more runs went on, certain professions started to outshine the rest. Tweaks happened here and there to try to level the playing field. The biggest changes were how scoring happened. Originally, (the slow version, the first ever run) lasting a long time was called the "showman" bonus, which meant you wanted to last a long time to score the best. The second run (and subsequent runs), how much time you had left and how well you dodged hazards played a role in how much bloodscrip you earned. As of last run, these factors no longer directly play into your score and bloodscrip. So why do they still exist?
Starting in February, we're going to remove hazards and the timer. In its place, the difficulty is just going to ramp up the longer you take. This way slower builds aren't immediately at a huge disadvantage because they can't finish. We're going to bring back the "showman" bonus so people who do last a long time can get a small bump in bloodscrip. It won't be a lot (tentatively +1 to +25 depending on time factors), but you will be rewarded for having to go against a more difficult arena match up. Those who still zip through it will get the best overall rewards though.
I'll be going into more details about this in January, with examples, but I wanted to let you know about it before we get into next year. Overall, this change is aimed to get more people to accomplish the arena while not taking away from anything else.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11307
Author: SIMU-WYROM
Date: 12/20/2019
Subject: Duskruin in 2020
>>I'm missing a piece of the rationale, I think. You want the slowest characters/players, the ones who are most likely struggling, to face even more difficulty as the rounds progress? It's not penalty enough that they generate bloodscrip way slower than the speedy ones?
Slower builds have absolutely no chance at finishing the arena currently. As of right now, those who can't complete the arena can't earn more than 216 bloodscrip. That's the most bloodscrip (per last run) you can earn if you time out on the last creature. So instead of the penalty being you lose, the penalty for taking too long will be that you just have to fight longer.
It's a bit early to show off everything, as I'm still in the process of finishing the updates, but the goal is to give multiple reward paths based on how you finish. It's not a huge change for those who can already finish the arena quickly. But for those who can never complete it due to timing out, they'll actually have a shot.
Wyrom, PM
Treasure Trove
Mechanical Cartridge Vambraces
Topic: Duskruin Arena
Message #: 11282
Author: GS4-NAIJIN
Date: 12/11/2019
Subject: Some Mechanical Vambraces
Hey all,
I've been working on my first item release and they should be available for the next Duskruin Arena! These mechanical vambraces allow you to remain unarmed while making attacks and, once unlocked, will work with two-weapon combat as well as letting you parry attacks while unarmed.
>wear vambraces
You slide the mechanical vambraces over your arms and tighten the straps to ensure a proper fit.
R>glance
You glance down at your empty hands.
>jab troll
You make a precise attempt to jab a hunter troll!
You have decent positioning against a hunter troll.
UAF: 220 vs UDF: 150 = 1.466 * MM: 98 + d100: 35 = 178
... and hit for 11 points of damage!
Double jab to upper and lower back momentarily unbalances it.
Strike leaves foe vulnerable to a followup grapple attack!
Roundtime: 3 sec.
R>kill troll
You flick your hand downward forcing the steel spike from your mechanical vambraces.
You thrust with a serrated steel spike at a hunter troll!
AS: +232 vs DS: +85 with AvD: +19 + d100 roll: +97 = +263
... and hit for 21 points of damage!
Strike through the palm!
You raise your hand and the spike snaps back into place with a click.
Roundtime: 4 sec.
HR>amb troll left leg
You flick your hand downward forcing the steel spike from your mechanical vambraces.
You leap from hiding to attack!
You thrust with a serrated steel spike at a hunter troll!
AS: +232 vs DS: +85 with AvD: +19 + d100 roll: +83 = +249
... and hit for 69 points of damage!
Minor puncture to the left leg.
You raise your hand and the spike snaps back into place with a click.
Roundtime: 5 sec.
>pull vambraces
You free the steel spike and remove it from your mechanical vambraces.
Roundtime: 2 sec.
>raise spike
You raise your steel spike in triumph!
>push spike
You slide the steel spike into your mechanical vambraces and it clicks into place.
Roundtime: 2 sec.
The spike inside is an actual weapon limited to certain bases and can accept all manners of improvement. Finally, auction quality unlocks will be available to allow you to parry while remaining unarmed.
A hunter troll claws at you!
You skillfully interpose your vambraces between yourself and the incoming strike, deflecting it harmlessly to the side!
Topic: Duskruin Arena
Message #: 11284
Author: GS4-NAIJIN
Date: 12/11/2019
Subject: Some Mechanical Vambraces
> Are the vambraces themselves considered UAC gear?
No, they are a functional armor accessory worn on the arms.
> Arm greaves?
Yes.
> Do upgrades to the spike (Enchant, flare, weighting) happen to the vambraces & vice versa?
Yes.
> Do you have to 'pull vambrace' twice in order to get one for each hand in Two-Weapon Combat?
No, only one weapon can be removed. Removing the weapon is intended to show it off or to have alters done. You hand the weapon directly to the merchant working on them. In combat situations you should leave the weapon in the vambraces.
> Or do you need two different vambraces, one left-side & one right-side?
No, one pair of vambraces is worn. The noun itself cannot be altered and must always remain vambraces.
Topic: Duskruin Arena
Message #: 11292
Author: GS4-NAIJIN
Date: 12/11/2019
Subject: Some Mechanical Vambraces
> So the item knows--based on trained skill?--whether or not to trigger the left-hand attack (with the same spike properties both times)?
TWC has to be unlocked and won't be used without a certificate unlock. At that point it will always use TWC. If it ends up being an issue I could add a skill check in there before activation as well.
> Does it take into account the "only train a single rank" to get the free +5DS that many Monk guides advocate?
In combat they function identical to any other weapon so, presumably, yes though I did not test it explicitly.
> What weapon type is the spike considered? (Probably 'dagger'?)
Right now they can be a sai, dagger, or short sword. After some discussion on Discord I'm considering crowbill, katar, and possibly a few others.
> Given that it's a worn item even when you attack with the spike, is it subject to Disarm-style (hitting adamantine, or bouncing on Brace/1214, or an actual 'CMan Disarm') results?
It's immune to disarm attempts via DISARM but still susceptible to other forms from contact (hard-skin, adamantine, etc). If disarmed you'll need to RECOVER the weapon and return it to the vambraces for it to be functional again.
> Given that it's worn/not-carried, is it vulnerable to Weapon Fire/915?
They're immune to weapon fire since you're not actually holding a weapon.
Topic: Duskruin Arena
Message #: 11297
Author: GS4-NAIJIN
Date: 12/16/2019
Subject: Some Mechanical Vambraces
> These look amazing. I needed some top end vambraces too and this looks like my next project. Can we alter the noun of the weapon in the vambraces?
No, the noun is fixed based on weapon type.
> Will these work with Mstrike?
Yes.
> Also, any update on whether or not the weapon inside the vambraces can be a katar?
Current list is: sai, dagger, main gauche, short sword, katar.
> Can you make them work with a hook knife, it would basically look just like shredder from tennage mutant ninja turtles
It would still look like a "blade" just like every other bladed object. Currently, sai is the only weapon type allowed to be a spike.
Topic: Duskruin Arena
Message #: 11451
Author: GS4-NAIJIN
Date: 1/29/2019
Subject: Some Mechanical Vambraces
I've got a bit more information now that I've updated them in preparation for Duskruin:
- I've actually updated the script to be a pair of vambraces that accept cartridges that change how the vambraces work. If you're thinking in modern gaming terms I call them mods. This first release is a weapon mod. All unlocks (if the mod has any) will be done to the modification itself so you are free to buff the vambraces however you see fit and they will gladly accept any current and future modification. You can almost think of mods as fusion orbs in that any pair of vambraces will accept them so you can trade them to your hearts desire. Some ideas I have for future mods include a mounted crossbow, grappling hooks to assist with climbing, mechanical fins to assist with swimming, etc. None of these have been started at all but are just a few examples of something that could happen. I'm also open to ideas.
- The TWC unlock has been postponed for a later date. If these vambraces are popular enough I fully intend on adding it for the next Duskruin.
- They will not work with UCS gloves because the weapon is physically in your hand while attacking even though you as a player don't notice it. The only requirement is that your right hand be empty otherwise the weapon will not function.
- A new shop for these is being created. The vambraces will be unlimited and cost 1K BS, the weapon mod will be limited to 30 total and cost 5K BS, the auction quality parry unlock is limited to 2 and will cost 200K BS. The parry unlock is particularly strong giving you, effectively, partial benefit of 1214 without having to know the spell. Also, please realize that I'm breaking the foundations of combat (attacking without a weapon in hand) and the limit is in place to ensure everything goes smoothly.
- They won't accept scripted upgrades but I could probably get that working with enough begging and love.
- Naijin
Mana-Infused Armor
Topic: Duskruin Arena
Message #: 11337
Author: Assistant Senior GameMaster Estild
Date: 01/06/2020 12:33 PM CST
Subject: Mana-Infused Armor
At the next Duskruin run (in February,) a new armor script will debut, titled Mana-Infused Armor. Characters are able to infuse up to 150 mana into it, subject to their Mana Control (requires 100% skill for 100% of the mana to be infused). Only the character who infused it can make use of its benefits. If a new character infuses it, all the previously stored mana is lost. The armor must be held when infused or can be worn if you're on a natural earthnode.
>infuse leather with 50 You concentrate and channel your mana into your double leather. Tendrils of grey-green energy pulse outward from its core with the power of your infusion. You sense it has a total of 150 mana. >infuse leather with 50 You concentrate and channel your mana into your double leather. Coruscating grey-green sparks well up from its surface in a spectacular display. You sense it has a total of 150 mana.
Notes: First message is when 50 mana was infused. Second message is when it was already full. The color of the energy defaults to your eye color, but can be customized by any willing merchant.
Tier 0: Various fluff verb traps.
Tier 1, Reactive Mana Flares: When cast at by a like level creature (offensive spells), standard flare chance for the wearer to gain 1d(spell level / 4, min 1, max 5) mana. The mana gained by the wearer is lost from the armor.
An Ithzir seer suddenly opens its eyes and stares directly at you! CS: +411 - TD: +323 + CvA: +17 + d100: +34 == +139 Warding failed! You shudder and twist in intense pain! ... 72 points of damage! Roundtime: 6 sec. * * As the seer completes its spell, grey-green light bleeds from your double leather and you feel 2 mana surge into you! * *
Note: The color of the light defaults to your eye color, but can be customized by any willing merchant.
Tier 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.
A triton magus claws at you! A nebulous grey-green latticework springs up from the surface of your double leather and shields you from some of the damage! AS: +431 vs DS: +68 with AvD: +35 + d100 roll: +20 = +418 ... and hits for 63 points of damage! Strike to left arm shatters elbow and severs forearm! You are stunned for 8 rounds!
Notes: The adjective before the color is determined by the wearer's highest lore category (elemental = crackling, spiritual = nebulous, sorcerous = wraithlike, and mental = translucent), but can be customized by any willing merchant. The color defaults to your eye color, but can be customized by any willing merchant.
Tier 3, Arcane Aegis: A manually triggered 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 cost 25 mana from the armor plus the ongoing cost for the damage absorbed.
>rub leather Diffuse bands of grey-green luminescence spread outward from your double leather in response to your will, buttressing the air around you. Cast Roundtime 3 Seconds. A Vvrael destroyer's eyes swell with anti-mana as it readies for a mighty strike! A Vvrael destroyer claws at you! Without warning, the air immediately surrounding you grows thick with flickering grey-green lines. They swiftly surround you, tracing the shape of a warding sigil that flares brightly. AS: +444 vs DS: +46 with AvD: +35 + d100 roll: +69 = +502 ... and hits for 126 points of damage! Spectacular slash! Your left arm is neatly amputated! You are stunned for 8 rounds! [After 120 seconds] Dim grey-green lines of energy flicker one last time about you before fading away.
Note: The color defaults to your eye color, but can be customized by any willing merchant.
Tier 4, Mana Tap: Drains 50 mana from the armor and adds it to the wearer's mana. 15 minute cooldown.
>tap leather As you draw upon the mana infused within your double leather, nebulous tendrils of spiritual energy course along the leather and sink below its surface. Your eyes glow brightly for a moment as you feel an upwelling of magical energy. [You gain 50 mana!] Cast Roundtime 3 Seconds.
Note: The descriptors for the energy are determined by the wearer's highest lore category (elemental = crackling tendrils of elemental, spiritual = nebulous tendrils of spiritual, sorcerous = wraithlike tendrils of sorcerous, and mental = translucent tendrils of psychic), but can be customized by any willing merchant.
Tier 5, Arcane Expulsion: A manually triggered ability that can be activated when incapacitated (but not while unconscious or during roundtime). Requires the armor to have at least 50 mana, and uses all available mana from the armor and wearer to forcibly move all creatures out of the room (into a random adjacent room, or if none, subjects them to 20 seconds of roundtime). A SMRv2 attack using the wearer's MIU ranks to calculate the strength of the attack. Can be used 2x a day, resets at midnight.
[Old Ta'Faendryl, East Woods] A tall, regal oak stands watch here over a bend in the path where the beaten trail skirts around several large boulders. A circle of stones surrounds a small firepit near a low outcropping of rocks. Apparently some weary traveler paused here for a moment of rest. You also see an Ithzir adept, a gremlock, an Ithzir herald, an Ithzir janissary and an Ithzir seer. Obvious paths: east, southwest > >beseech leather You strain and reach for the energies coursing through your double leather, and they surge outward in a rippling wave of grey-green force to aid you! [SMR result: 136 (Open d100: 9)] An Ithzir adept is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes! [SMR result: 249 (Open d100: 94)] A gremlock is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes! [SMR result: 176 (Open d100: 36)] An Ithzir herald is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes! [SMR result: 192 (Open d100: 60)] An Ithzir janissary is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes! [SMR result: 173 (Open d100: 42)] An Ithzir seer is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes! Cast Roundtime 3 Seconds. > >look [Old Ta'Faendryl, East Woods] A tall, regal oak stands watch here over a bend in the path where the beaten trail skirts around several large boulders. A circle of stones surrounds a small firepit near a low outcropping of rocks. Apparently some weary traveler paused here for a moment of rest. Obvious paths: east, southwest
Tier 0 will be sold off the shelf as 4x armor in every type. Tiers 1-5 will be unlock certificates, with scaling costs and limited stock, similar to Sigil Staves. The T5 unlock certificate will not be sold off the shelf and instead will be randomly spun for at a predetermined date and time for those that have the available bloodscrip.
GameMaster Estild
Topic: Duskruin Arena
Message #: 11475
Author: Assistant Senior GameMaster Estild
Date: 01/31/2020 01:26 PM CST
Subject: Re: Mana-Infused Armor
Based upon some feedback, I'm going to raise the maximum amount of mana that can be infused into the armor. In addition, the Tier 4 Mana Tap ability, in addition to returning mana, will also grant the wearer +25 AS/15 CS for 3 minutes.
There will also be the set bonus for using both the Sigil Staff and Mana-Infused Armor at the same time. +1% chance per combined tiers of both to flare the Sigil of Binding effect(+root) when attacking.
Lastly, below is some of the fluff messaging for the armor. As noted before, the "grey-green" is the character's eye color, but can be customized by any willing merchant.
>bow robe Grey-green light blooms from your silver-hued robe's core as you cross your forearm over your chest and execute a short bow. >clean robe With slow, measured strokes, you run your palms over the surface of your silver-hued robe. Grey-green energy gathers in your wake, dissolving the detritus of combat. >cover robe You rest your hand over the grey-green core centered in the chest of your silver-hued robe and bask in its radiant warmth. >fidget robe You spend a moment fiddling with your silver-hued robe. Tiny glimmers of grey-green luminescence, hardly pinpricks, rise to meet your touch. >knock on robe You pound your clenched fist twice against your shoulder, sending luminous grey-green waves rolling across the surface of your silver-hued robe. >touch robe You drum your fingers on your silver-hued robe. With every strike of your fingertips, a ripple of muted grey-green light wells up from its surface. >wave robe You sweep an arm through the air, and a diffuse grey-green haze colors the air in the wake of your movement. >turn robe You turn sharply on your heel. Faint tendrils of grey-green light curl around you in the wake of your movement.
GameMaster Estild
Topic: Duskruin Arena
Message #: 11574
Author: Assistant Senior GameMaster Estild
Date: 02/07/2020 12:51 PM CST
Subject: Re: Mana-Infused Armor
Here are some final details on the mana-infused armor. It now holds a base of 250 mana and that can additional 50 mana for every tier (so 500 total). The Reactive Mana Flares (T1) can trigger from any attack against the wearer, not just spells. The Arcane Expulsion (T5) ability can also be activated while in roundtime, only requires 50 mana (from the armor), and does not affect the wearer's mana.
ANALYZE details:
>analyze my robe You analyze your silver-hued robe and sense that the item is largely free from merchant alteration restrictions. The creator has also provided the following information: This is tier 5 Mana-Infused Armor. Tier 0: a standard robe 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 robe 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 grey-green - 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 robe is as light as it can get.
Mana-infused armor has an Ensorcell and Enchant penalty that scales based upon the tier of the armor:
Tier | Difficulty |
0 | 100 |
1 | 100 |
2 | 150 |
3 | 200 |
4 | 200 |
5 | 200 |
The WPS penalty is also based upon the tier of the armor, similar to the Ensorcell/Enchant thresholds.
The cost and number of unlock certificates for the armor will be:
Description | Cost | # Available |
T0 armor | 1,000 bloodscrip | Unlimited |
T1 unlock | 50,000 bloodscrip | 40 |
T2 unlock | 100,000 bloodscrip | 20 |
T3 unlock | 150,000 bloodscrip | 10 |
T4 unlock | 175,000 bloodscrip | 5 |
T5 unlock | 200,000 bloodscrip | 2 |
Both the T5 Sigil Staff and T5 Mana-Infused Armor certificates will not be in sold in a shop. They will be randomly spun for at a predetermined date/time next week (TBD, will be announced).
GameMaster Estild
Topic: Duskruin Arena
Message #: 12001
Author: Senior GameMaster Estild
Date: 08/12/2020 11:30 AM CDT
Subject: Sigil Staff and Mana-Infused Armor - Apply to existing (HESS)
Hey Everyone!
We will be selling two certificates for each script line (Sigil Staff and Mana-Infused Armor) to allow for it to be applied to an existing, scriptless runestaff or armor (respectively). This is allowed on weapons with 15 CER or lower. Some restrictions may apply.
The weapon script will be applied at T1 (One unlock) and still need to be unlocked further. The service will cost 250k Bloodscrip (as of this time, subject to change).
The certificates will be sold in the HESS Shop. Good luck!
Estild, SGM
Plague Overcoat
Topic: Duskruin Arena
Message #: 11428
Author: GS4-THANDIWE
Date: 1/21/2020
Subject: Sable Quietus
Hello!
The fine people that run the Sable Quietus have expanded their wares once more. They have introduced a waxed leather overcoat to their inventory.
This overcoat has 2 tiers and interacts with both items, the cowl and the mask, that are sold there.
OTS w/ mask and cowl worn
(close) Working upward, Thandiwe fastens the irregular ivory toggles of her waxed leather overcoat. She lifts her chin to attend to the final toggle just under her grey shoebill mask and then smoothes her slate grey cowl over it.
(fidget) Thandiwe fidgets with the folds of her slate grey cowl, careful to arrange it around the lines of her grey shoebill mask and then smoothing it across the shoulders of her waxed leather overcoat.
(pull) Extending her right arm, Thandiwe tugs the sleeve of her waxed leather overcoat further down to cover her wrist. (random right/left)
(open) Reaching beneath her slate grey cowl and just under the chin of her grey shoebill mask, Thandiwe unfastens the irregular ivory toggles of her waxed leather overcoat and opens it up.
(remove) Thandiwe slips out of her waxed leather overcoat and takes a moment to adjust her grey shoebill mask before arranging her slate grey cowl to hide its straps.
(wear) Shrugging her waxed leather overcoat on, Thandiwe carefully lays the collar against her neck and briefly fiddles with the straps of her grey shoebill mask before laying her slate grey cowl in a drape over the top.
OTS w/ mask only
(close) Working upward, Thandiwe fastens the irregular ivory toggles of her waxed leather overcoat, carefully attending to the last one under the chin of her grey shoebill mask.
(fidget) Thandiwe fidgets with the straps of her grey shoebill mask, ensuring herself that they are safely tucked behind the collar of her waxed leather overcoat.
(pull) - Unchanged
(open) Lifting the chin of her grey shoebill mask, Thandiwe unfastens the irregular ivory toggles of her waxed leather overcoat at the neck and opens up the garment.
(remove) Thandiwe carefully slips out of her waxed leather overcoat and then checks the straps of her grey shoebill mask.
(wear) Thandiwe pulls her waxed leather overcoat on, tugging the collar in place to hide the straps of her grey shoebill mask.
OTS w/ cowl only
(close) Working upward, Thandiwe fastens the irregular ivory toggles of her waxed leather overcoat and then takes a moment to smooth her slate grey cowl over the neckline.
(fidget) Thandiwe fidgets with the folds of her slate grey cowl and draws the edges closer to the neckline of her waxed leather overcoat.
(pull) Unchanged
(open) Reaching beneath her slate grey cowl, Thandiwe unfastens the irregular ivory toggles of her waxed leather overcoat and opens it up.
(remove) Thandiwe slips out of her waxed leather overcoat and rearranges her slate grey cowl around her neck.
(wear) Thandiwe pulls her waxed leather overcoat on, careful to arrange her slate grey cowl over the collar.
OTS w/o mask and/or cowl
(close) Working upward, Thandiwe fastens the irregular ivory toggles of her waxed leather overcoat.
(fidget) Thandiwe nervously fidgets with the collarless neckline of her waxed leather overcoat.
(pull) Unchanged
(open) Starting at the collarless neckline, Thandiwe unfastens the irregular ivory toggles of her waxed leather overcoat.
(remove) With a casual shrug, Thandiwe slips out of her waxed leather overcoat.
(wear) Slipping her arms into the sleeves of her waxed leather overcoat, Thandiwe pulls the garment up over her shoulders and arranges the collar to lay flat against her neck.
Tier 2 - Additional usages for verbs: Clean, Dust, Pinch, and Rub
Customizing - The only alteration restriction is that they must remain some kind of coat that has toggles and sleeves. The toggles can be further customized
The Plague Overcoat has also been added to the light/deep notes.
~*~ Thandiwe ~*~
ASGM of Events
Karma Armor
Topic: Duskruin Arena
Message #: 11448
Author: GS4-QUILIC
Date: 1/27/2020
Subject: What Goes Around - A Duskruin Teaser
She stayed as still as she could, though she could feel her insides shaking in terror. The drooling monstrosity snuffled around, knowing she was still nearby, but unable to locate her just yet. She clutched her dagger tightly, blinking away the droplets of sweat streaming into her eyes, as she lined up her shot. She knew she would need to be swift, and precise... or she would be dead. The thing turned its scaly head in her direction and she knew she had to strike. With a whispered prayer, she leapt from hiding, her knife streaking down towards the thing's right eye!
And she barely missed. Her dagger clanged against the thing's armored eye socket and was diverted away, striking the cobblestone floor with its momentum still mostly intact. The impact jolted up her arm, and the reverberations made her hand go numb. She bit back a curse, and tried to roll away, desperately looking for another place to hide, but the thing's stinking breath wafted over her in a putrid breeze that indicated its horrifying proximity, and she knew she was out of luck. The hulking beast opened its mouth wide, its rows of needle-sharp teeth glistening, and chomped down on her arm with a ferocious bite!
Her armor flared just as the thing's teeth touched it, a brilliant white light, and she grinned widely, relief flooding through her system as the teeth were halted completely where they were. The beast recoiled in surprise, its misshapen head cocked to one side in clear bewilderment. She felt her grin turn feral as she whispered a phrase, and her armor... responded.
A vague image formed around her for the briefest of moments, apparitions of various piercing implements, and then a beam of pure force leapt forth from her armor, striking the hulking thing square in the snout! The force obliterated the thing, stripping its flesh from its bones and rendering it a formless hunk of foul-smelling meat. Her grin turned somewhat cocky and she flipped her dagger through the air as she began to whistle a jaunty tune. ---
-GM Quilic
Subscriptions Team Member
Premium Team Member
#72~!112~!9212~#92~@7241
Topic: Duskruin Arena
Message #: 11468
Author: GS4-QUILIC
Date: 1/31/2020
Subject: What Goes Around - A Second Duskruin Teaser
The dwarf groaned as he hauled the sack of metal up the narrow staircase, cursing under his breath at the weight of it. When he reached the door at the top, he banged a gauntlet-covered fist three times against the frame and hollered, "It's me!" before turning the handle and letting himself in.
The inside of the workshop was dingy and dark, but the dwarf was used to such places. Piles of rubble were strewn around the space, separated by some unfathomable set of characteristics, but at the far end, hunched over a workbench, sat a slight form. The dwarf growled something under his breath and re-settled the heavy sack over his shoulder before trudging forward.
"Hey, I brought ye some more. Good stuff this time! Nice heavy steel!" he rasped, dropping the sack with a clatter.
The figure turned its head just enough to peer at the dwarf with one eye, which then flicked down to the sack once.
"No metal!" the form chirruped, its voice oddly discordant.
The dwarf gaped at it.
"What ye mean, no metal?!?" he sputtered.
The form turned away, humming softly in an eerie singsong.
The dwarf felt his face grow hot, and his mouth stretched into a snarl.
"Now ye look here! I been gettin' ye piles of this... garbage... an' ye been doin' yer magic on 'em. But then I bring ye some REAL armor, an' ye just turn away? What's yer game here?!"
The figure went quiet, then turned slowly, all the way around, and the dwarf bit his lip. The face was half-melted, the features seemingly made out of wax. The scar tissue rolled down the contours of the underlying bone in rivulets of knobby red and white flesh, and half of the mouth seemed to be simply missing, buried underneath melted flaps of skin.
The figure spoke very quietly, its voice eerily high-pitched and musical.
"No more metal for me... It's done enough, you see?"
The dwarf took a careful step backward, then bobbed his head a couple of times.
"What... what 'bout some 'a that harder leather stuff, then? Would that work?"
The figure regarded him for a long moment, then held its hands up. One hand held a needle and thread, but the other was almost unrecognizable. It too had been melted, in grotesque fashion, and the knobby protrusions that were where the fingers should have been were like spindly branches sticking out of a misshapen oval of marbled flesh.
"For hands, I only have these... so only the soft ones, please..." it warbled.
The dwarf bobbed his head a few more times, his lips flapping with the movement.
"Er... right. More soft stuff. Ye... ye got it," he stammered, then turned and fled.
The figure regarded him for a moment, then turned back to its workbench, carefully stitching the soft leather he had placed there. It was misshapen, but roughly identifiable as armor. The crimson thread he used fairly buzzed with arcane energy, and the magic pulsed and ebbed as he hummed, weaving itself into the fabric of the armor. When he was finished, he whispered a phrase and the armor seemed to... respond. The figure nodded his approval, then slung the armor across the room. He raised one hand and muttered a quick, singsong phrase, and a lance of fire leapt from his palm, streaking towards the armor!
The armor flared a bright white, and the fire disappeared completely. The figure grunted once in satisfaction, then turned back to his workbench and grabbed another bit of soft leather, this time with a different color thread, and began to work.
OOC: This armor will only be available in soft leather bases for this run. Light leather, Full leather, Reinforced leather, and Double leather.
-GM Quilic
Subscriptions Team Member
Premium Team Member
#72~!112~!9212~#92~@7241
Topic: Duskruin Arena
Message #: 11566
Author: GS4-QUILIC
Date: 2/6/2020
Subject: What Goes Around - Karma Armor Details
Karma Armor has an {A}% chance to 'absorb' an incoming attack, depending on what type of attack it is. On a successful 'absorption', the Karma Armor will absorb {B}% of the total damage and store it. The armor has a maximum capacity of {C}. {D} times a day, the Armor can 'discharge' stored damage in a single-target attack, utilizing SMR2 weighted somewhat in the player's favor.
Each of the variables contained in brackets above can be unlocked to higher values, through the use of unlock waivers.
Notable Notes:
All armor is soft leather. Yes, this means no robes at this time. Light leather, full leather, reinforced leather, and double leather only, and all are 4x off the shelf.
{A}, {B}, and {C} are all damage type-specific. This means that each damage type is handled completely separately, and can (and likely will) have different values for each of those fields.
{A}% chance to absorb - Off the shelf, this is 1%, Unlock certs cost 10,000 Bloodscrip, and each grant +1%, with a maximum possible of 10%. This means that there is the potential for a 10% chance to completely nullify an incoming attack of a particular damage type, when fully unlocked.
{B}% of total damage absorbed - Off the shelf, this is 5%. Unlock certs cost 2,000 Bloodscrip, and each grants +5%, with a maximum possible of 95%.
{C} - Off the shelf, this is set to 1000 damage. Unlock certs cost 500 Bloodscrip, and each grants +100 damage, with a maximum possible of 9900 total damage capacity.
{D} - Off the shelf, this is set to 1x/Day. Unlock certs cost 2,500 Bloodscrip, and each grants another 1x/day.
There are a total of 28 armors in stock, one of each damage type for each base of armor. Elemental armors (the ones unlocked for elemental damage types) are 10,000 Bloodscrip off the shelf. Physical armors (the ones unlocked for physical damage types) are 12,000 Bloodscrip off the shelf.
Extra damage type waivers are available for 25,000 Bloodscrip, and each will grant an extra damage type to an existing set of armor. This means that if you buy a set of fire-unlocked armor, you can buy a slash waiver for 25,000 Bloodscrip, apply it, and then your armor will have the baseline chance to absorb both slash AND fire damage.
IMPORTANT TO NOTE:
ALL Karma Armor waivers are available in limited quantities. These amounts vary by the type of waiver, but the only thing available in unlimited quantity are the off the shelf armors.
-GM Quilic
Subscriptions Team Member
Premium Team Member
#72~!112~!9212~#92~@7241
Topic: Duskruin Arena
Message #: 11693
Author: GS4-QUILIC
Date: 2/13/2020
Subject: Karma Armor - Q&A
Hi all,
Several questions have been tossed around regarding Karma Armor, so I thought I'd address them all in one swell foop.
Q; Can these armors be changed to other AsGs?
A: Newp. These are hardcoded to only be soft leather, no matter what sort of machinations you're considering. They are ineligible for any sort of AsG change. This was a condition of approval for the overall idea, since otherwise they're treading a bit too close to overpowered.
Q: Can someone explain the whole "absorption" thing?
A: Sure!
So, your armor will always attempt to absorb every attack that comes in. In order for it to be successful, it needs to be unlocked for the incoming damage flavor, and it needs to pass a percentage check. There's no limit on the number of times the armor can absorb, and if it DOES successfully absorb an incoming attack, all damage to you is negated. This potential absorption is capped at 10% per damage type, so hypothetically you could unlock all 3 physical damage types (pierce, slash, and crush) and unlock each type to 10% and you would forever have a 10% chance to negate all incoming physical damage. To the best of my knowledge, this is either the most effective (in terms of percentage chance to occur) damage negation in the game, or very close to it. Damage negation is "step 1".
When your armor successfully absorbs an incoming attack, it stores a percentage of the overall damage (despite the fact that zero gets through to you) for later use. There is a cap on the amount of damage that can be stored, but it's pretty high off the shelf, and the unlocks are pretty reasonable for this. Of note, each damage type has its own "pool" of stored energy. Storing of incoming damage is "step 2".
X/Day (1x/day off the shelf), you can DISCHARGE your armor at a single target. This uses an SMR check, but it's weighted pretty heavily in the wearer's favor. When you hit, you deal straight HP damage (NOT the specific type that is being discharged) to the creature. If you passed the SMR check with a high enough value, the armor will deal exactly enough damage to kill the target, conserving the rest of the potential damage for another strike. The one notable caveat here is that the armor will cap at dealing 500 damage per blow. This is to prevent some poor storyline GM from crafting their Big Bad Guy and rolling them out only for someone to waltz to their locker, grab their charged up armor, and vaporize it in a single blow. The discharge/attack is "step 3".
Q: Will the "discharge" hit/kill undead?
A: Absolutely.
Q: Will this armor ever be offered as {robes|plate|chain|socks}?
A: Fairly unlikely. Certainly not at this run, and if it were to ever be expanded to other AsGs, it would likely be decreased in power, increased in price, or both. Choosing soft leather armor was my avenue to pursue approval to make these the way they are.
Q: Will the script ever be offered for adding to pre-existing armor?
A: I haven't a clue! I can certainly ask down the line, but as of right now there haven't been any discussions in that direction.
Q: Why are there so many unlocks! I just want something that works off the shelf!
A: I hear you! But the intent here is to let people craft their "own" set of armor the way they want it. If you hunt in an area where you're seeing lots of fire damage come down the pike, then you might want to emphasize fire-based unlocks. If you're tired of getting squashed by crush damage, maybe that's your cup of tea. The idea was (and is) to allow people to unlock their personal set to their own taste. That's not going to change for this armor, but I have heard the complaints about the number of unlocks, and I'll keep that in mind going forward.
Thanks for the feedback/interest, and happy Duskruining! -=--
-GM Quilic
Subscriptions Team Member
Premium Team Member
#72~!112~!9212~#92~@7241
Topic: Duskruin Arena
Message #: 11699
Author: GS4-QUILIC
Date: 2/13/2020
Subject: Karma Armor - Q&A
Karma Armor is "able" to be unlocked for seven different damage types: Fire, Cold, Vibration, Electricity, Slash, (K)rush, and Pierce. Every set of armor is able to be unlocked to handle all seven types.
-GM Quilic
Subscriptions Team Member
Premium Team Member
#72~!112~!9212~#92~@7241
Topic: Duskruin Arena
Message #: 11738
Author: GS4-QUILIC
Date: 2/19/2020
Subject: Karma Armor - Q&A
Answers!
>>Your cracked aketon can be discharged 10 times per day: What is the max amount of discharges you can have per day?
You can have a maximum of 99 discharges a day before the script can't handle it any longer. That's the only limitation here.
>>If I have all seven damage types unlocked will it absorb all 7 at any given time or do i only get to choose 1 damage to be absorbed at a time?
Your armor will always analyze incoming damage, then check and see if the incoming damage type has been unlocked for your armor. If it has, then it rolls the dice for the percentage chance to absorb. You do not choose which single damage you are "set up" to absorb, ever.
>>Can you let us know the enchant and Ensorcell difficulty?
Enchant difficulty is 270, Ensorcell difficulty is 200
>>To confirm: regardless of what the armor is set to (by the user) at any given moment, if your "% chance to trigger" for ANY damage type is non-zero, then there is a chance for absorption, correct?
This is correct.
>>Is there a way to SEE what the pools' sizes are? When you whisper you to the armor you get told that it is currently holding X points ('0' when you start) of that type, but when you use a waiving (silver?) to increase the pool size it just says, "Okay, yep, you did."... and no further feedback. Even if you were previously at capped points for that pool, you would then have to a) get hit and b) trigger an absorption in order to be able to see the pool size limit having gone up.
I see the difficulty here. I'll update the script in the next 24 hours or so to display that information when you whisper to it. Thank you for the suggestion!
>>And when you 'discharge', it draws from "the pool to which the armor is set at that time (by the user)", correct? (But does not do "damage of that type", it just "does damage"?)
This is correct, in both respects.
>>Are the "# of discharge per day" keyed to the ARMOR ("You Can Do Four"), or to the damage type ("You can do one from Fire, two from Cold, one from Pierce...")?
Number of discharges per day are keyed to the armor, not to the damage type. You can discharge any damage type you have a 'pool' for, provided you have 'daily discharges' left to do so.
>>If things do wind up changing, will prior purchasers get retcon'd to the different price point? (If bronze waivers turn into 7500 apiece instead of 10000, if someone used 3 [30k spent] would they benefit from 4 [30k spent at the new price point], or get a rebate, or anything at all?)
Negative. The pricing is what it is for this run, and if the price changes on a later run, then that will be "the" price... until/unless it changes again, naturally.
>>is the % to trigger checked ONLY for 'what causes basic damage', or do FLARES get checked also? (Like a creature picking up a Slashing drake falchion and swinging it at us: does only the Slash trigger, or can the fire flare also trigger independently?) (And if the latter... are "feras weapons" a completely cheesy way of trying to juice up your armor? If you have a partner attacking you with them outside of town limits just to trigger flares, would that be legit? Again, this is "assuming that flares can trigger it".)
Couple of things here: First and foremost, the armor will only activate if the source of the incoming damage is a creature attack. So you're welcome to get a partner to chop away at you with a feras falchion... just let me know ahead of time so I can watch. ;) Secondly, ANY incoming damage (from a creature attack) is analyzed. This would include flares from their weapons, unless I'm very much mistaken.
>>Does it have to come from an "attack" (AS/DS check), or do maneuvers count? Earthen Fury, anyone? (So, same question as above, basically: "standing in a FireCloud" would be legit? DeathCloud? [Those are lightning, aren't they?])
Same answer, essentially, as above. The one caveat would be "cloud" damage, which I'm not sure about, though I will look into it and let you know. Earthen fury should be processed "correctly".
>>How about dangerous effects?
I'm unsure about the examples you mentioned, but I will test and let you know soonish (likely tomorrow evening).
>>When absorptions happen, if you are only unlocked to a small percentage, if the math comes out the "less than 1" do you still get at least +1 in that damage type's pool, or "truncate to 0"?
You'll always get 1, minimum. That's hardcoded in (otherwise the whole thing gets REALLY confused behind the scenes, and the numbers get garbled).
Thanks all for the questions! I'll test those things and post here when I have solid answers.
-GM Quilic
Subscriptions Team Member
Premium Team Member
#72~!112~!9212~#92~@7241
Topic: Duskruin Arena
Message #: 11754
Author: GS4-QUILIC
Date: 2/20/2020
Subject: Karma Armor - Q&A
Moar answers!
Sadly, I do not have the best of news with regards to "other" forms of damage. I tested glacei, fire mages, and mylkians, as well as a few other things, and the armor does not react to any of those. Things of that nature do damage "outside" of combat damage processing, which is all that Karma Armor is concerned with.
With regards to a scarab, if the scarab were disturbed after being removed from a box (and before disarming it), then the armor would react as normal. At that point it's just a creature. However missing a trap or fumbling it is a different source of damage altogether and the armor's script will ignore it.
The armor DOES have a chance to absorb Earthen Fury Damage. This is handled the same way as a straight attack.
Finally, WHISPER INFO FULL is almost done being coded, and will present a grid showing all the armor's valid information. This change should be rolled in sometime in the next 24 hours or so. It just needs a little more tweaking.
-GM Quilic
Subscriptions Team Member
Premium Team Member
#72~!112~!9212~#92~@7241
Magic Marker
Topic: Duskruin Arena
Message #: 11447
Author: GS4-TIVVY
Date: 1/27/2020
Subject: Make Your Mark - A Duskruin teaser
The guttering of candles betrayed the silent entrance of the man in black, the disturbance of the air setting their light aflicker just slightly, but enough to disturb the concentration of the sylvan man making exacting notations on a vellum sheet placed on the table in front of him. He turned. "Did you procure a suitable location for her?" the sylvan queried. "Yes. She seemed pleased with it, for the most part. There are only so many options available to rent in a backwater like Bloodriven, though, so she's overseeing some locals we hired to clean and do a little upkeep on the place," came the reply. A look of amusement twisted the mouth of the other man momentarily. "She has very specific requirements, it would seem." He continued, "I don't envy you the task of keeping her happy."
The sylvan's expression remained impassive but the black-clad man thought he saw a twinkle in the glance shot his way before the studious mage wordlessly pushed his spectacles up and turned back to the table. He reached into a pocket and withdrew a ribbon-tied ebon velvet bag, and placed it on the surface. "Your compensation." The other man sauntered over and, with a movement so quick that an ill-timed blink would cause the viewer to miss it entirely, scooped up the bag and stashed it in his jacket before making his way to the exit. "You know where to find me when you have more work," he called over his shoulder.
The mage turned back to his task, picked up a sharply honed burin with a rounded glowbark handle, and ran his thumb over the silver disk at its top, traveling slowly over the raised metal of the diamond shape that decorated it. His left hand reached for a small statue standing in neat formation with its numerous brethren on a nearby lectern, resting it on its side before touching the cutting face of the burin to its base and swiftly engraving a minute diamond upon it. The statue joined a phalanx of its now-identical kin on his worktable, which in turn stood next to a stack of aquamarine wands, each dotted with green paint, and a separate pile of blue crystals dotted with red. He turned the burin over in his hand, admiring its design, remarking to the empty room, "Her talents more than make up for her needs, my friend."
GM Tivvy
Quilic says, "You were totally right, by the way."