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{{saved-post
<section begin=savedpost />{{saved-post
| category = Paid Events: Adventures, Quests, and SimuCoins
| category = Paid Events: Adventures, Quests, and SimuCoins
| topic = Duskruin Arena
| topic = Duskruin Arena
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| subject = TEASER: Daybringer
| subject = TEASER: Daybringer
}}
}}
<pre{{log2}}>
Hey everyone, coming this Duskruin is a new weapon line called Daybringer.
Hey everyone, coming this Duskruin is a new weapon line called Daybringer.


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Tier 1
Tier 1<br>
Daybringer Flares
Daybringer Flares<br>
Daylight (Store daylight)
Daylight (Store daylight)<br>
Cauterize (Stop bleeders)
Cauterize (Stop bleeders)




Tier 2
Tier 2<br>
Daybringer Flares
Daybringer Flares<br>
Daylight (Store daylight)
Daylight (Store daylight)<br>
Cauterize (Stop bleeders)
Cauterize (Stop bleeders)<br>
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)<br>
Magic Charging ( Allows the wielder to charge their weapon with magic. )
Magic Charging ( Allows the wielder to charge their weapon with magic. )




Tier 3
Tier 3<br>
Daybringer Flares
Daybringer Flares<br>
Daylight (Store daylight)
Daylight (Store daylight)<br>
Cauterize (Stop bleeders)
Cauterize (Stop bleeders)<br>
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)<br>
Magic Charging ( Allows the wielder to charge their weapon with magic. )
Magic Charging ( Allows the wielder to charge their weapon with magic. )<br>
Daylight Infusion (Self heal on a cooldown)
Daylight Infusion (Self heal on a cooldown)




Tier 4
Tier 4<br>
Daybringer Flares
Daybringer Flares<br>
Daylight (Store daylight)
Daylight (Store daylight)<br>
Cauterize (Stop bleeders)
Cauterize (Stop bleeders)<br>
Daylight Infusion (Self heal on a cooldown)
Daylight Infusion (Self heal on a cooldown)<br>
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)<br>
Daylight Infusion (Self heal on a cooldown)
Daylight Infusion (Self heal on a cooldown)<br>
Daybringer (Periodic damage & Healing)
Daybringer (Periodic damage & Healing)




Double Flares
Double Flares<br>
While fighting the undead the weapon has a chance to flare twice, this draws upon the power stored within the weapon.
While fighting the undead the weapon has a chance to flare twice, this draws upon the power stored within the weapon.<br>
Cost: 5 energy per flare
Cost: 5 energy per flare<br>
Tier 1: Chance to double flare 5%
Tier 1: Chance to double flare 5%<br>
Tier 2: Chance to double flare 10%
Tier 2: Chance to double flare 10%<br>
Tier 3: Chance to double flare 15%
Tier 3: Chance to double flare 15%<br>
Tier 4: Chance to double flare 20%
Tier 4: Chance to double flare 20%


Daylight
Daylight<br>
Allows the wielder to store solar energy into the weapon for use with other abilities. This only works outside and during the day. The weapon will have a gem that the wielder can customize.
Allows the wielder to store solar energy into the weapon for use with other abilities. This only works outside and during the day. The weapon will have a gem that the wielder can customize.<br>
Cooldown: 2 Minutes
Cooldown: 2 Minutes<br>
Tier 1: Gem holds 100
Tier 1: Gem holds 100<br>
Tier 2: Gem holds 150
Tier 2: Gem holds 150<br>
Tier 3: Gem holds 200
Tier 3: Gem holds 200<br>
Tier 4: Gem holds 250
Tier 4: Gem holds 250<br>
Energy Gains
Energy Gains<br>
5 + (Tier * 5) per use.
5 + (Tier * 5) per use.


Magic Charging
Magic Charging<br>
The wielder can cast Fire Spirit (111), Searing Light (135), Light 205, or Sunburst (609) at the weapon to charge the gem within the weapon.
The wielder can cast Fire Spirit (111), Searing Light (135), Light 205, or Sunburst (609) at the weapon to charge the gem within the weapon.<br>
Cooldown: 2 Minutes
Cooldown: 2 Minutes<br>
Tier 1: Gem holds 100
Tier 1: Gem holds 100<br>
Tier 2: Gem holds 150
Tier 2: Gem holds 150<br>
Tier 3: Gem holds 200
Tier 3: Gem holds 200<br>
Tier 4: Gem holds 250
Tier 4: Gem holds 250<br>
Energy Gains
Energy Gains<br>
(Tier * 5 + 5) * (2 for 111)
(Tier * 5 + 5) * (2 for 111)<br>
(Tier * 5 + 5) * (3 for 609, 135, and 205)
(Tier * 5 + 5) * (3 for 609, 135, and 205)


Daylight Infusion
Daylight Infusion<br>
Allows the wielder to use energy from the weapon to heal themself for 25 energy to heal 25 health.
Allows the wielder to use energy from the weapon to heal themself for 25 energy to heal 25 health.<br>
Cooldown: 30 minutes
Cooldown: 30 minutes<br>
Cost: 25 Energy
Cost: 25 Energy


Cauterize
Cauterize<br>
Allows the wielder to coat the weapon in a magical flame allowing them to cauterize a bleeding wound with its flames.
Allows the wielder to coat the weapon in a magical flame allowing them to cauterize a bleeding wound with its flames.<br>
Cooldown: 15 Minutes
Cooldown: 15 Minutes<br>
Cost: 20 energy
Cost: 20 energy


Daylight Anomaly
Daylight Anomaly<br>
Draws from the power stored within the weapon to create an anomaly that follows the wielder around. The wielder can only summon one anomaly. While active, the anomaly has a couple of functions based on the tier.
Draws from the power stored within the weapon to create an anomaly that follows the wielder around. The wielder can only summon one anomaly. While active, the anomaly has a couple of functions based on the tier.<br>
Duration: Tier * 2 (4 minutes to 8 minutes)
Duration: Tier * 2 (4 minutes to 8 minutes)<br>
Cost: 100 Energy
Cost: 100 Energy<br>
Cooldown: 1 hour
Cooldown: 1 hour<br>
Tier 2: Follows the wielder and will restore 15 health, 10 mana, 5 stamina once every 30 seconds.
Tier 2: Follows the wielder and will restore 15 health, 10 mana, 5 stamina once every 30 seconds.<br>
Tier 3: Has a standard flare chance when the wielder of the weapon attacks to provide an additional flare at a quarter of the strength of the normal flares.
Tier 3: Has a standard flare chance when the wielder of the weapon attacks to provide an additional flare at a quarter of the strength of the normal flares.<br>
Tier 4: Has a chance (25%) to bind an undead enemy for 2-5 seconds once every 20 seconds following a maneuver check using level.
Tier 4: Has a chance (25%) to bind an undead enemy for 2-5 seconds once every 20 seconds following a maneuver check using level.




Daybringer
Daybringer<br>
Duration: 2 Minutes.
Duration: 2 Minutes.<br>
Cooldown: 1 hour
Cooldown: 1 hour<br>
Cost: 100 Energy
Cost: 100 Energy<br>
Consecrates the ground beneath the wielder causing periodic fire damage to the living or plasma damage to the undead. It pulses once every 15 seconds as long as the wielder is present, the weapon is in their hands, and the wielder is living. The ground damage is that of a flare. The consecrated ground can only hit a random number of targets, 3 to 7 enemies. The consecration will also heal those joined to the wielder for 5 health, 3 mana, and 1 stamina per damage cycle. You can only be healed by one Daybringer at a time.
Consecrates the ground beneath the wielder causing periodic fire damage to the living or plasma damage to the undead. It pulses once every 15 seconds as long as the wielder is present, the weapon is in their hands, and the wielder is living. The ground damage is that of a flare. The consecrated ground can only hit a random number of targets, 3 to 7 enemies. The consecration will also heal those joined to the wielder for 5 health, 3 mana, and 1 stamina per damage cycle. You can only be healed by one Daybringer at a time.


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Retser, SGM
'''Retser, SGM<section end=savedpost />

</pre>


{{saved-post
{{saved-post

Revision as of 17:30, 18 January 2022

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 13334
Author: GS4-RETSER
Date: 2021-08-09
Subject: TEASER: Daybringer

Hey everyone, coming this Duskruin is a new weapon line called Daybringer.


This is a fiery undead slaying weapon. It is currently only available to held weapons like OHE/OHB/THW/Runestaves. It is a script based flare and can still receive things like a bless and will need one to hit the undead.

The weapon uses fire flares against the living and plasma against the dead. The strength scales slightly with the unlock as well as unlocks other abilities. The fire flares are weaker than the plasma flares.


Tier 1
Daybringer Flares
Daylight (Store daylight)
Cauterize (Stop bleeders)


Tier 2
Daybringer Flares
Daylight (Store daylight)
Cauterize (Stop bleeders)
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)
Magic Charging ( Allows the wielder to charge their weapon with magic. )


Tier 3
Daybringer Flares
Daylight (Store daylight)
Cauterize (Stop bleeders)
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)
Magic Charging ( Allows the wielder to charge their weapon with magic. )
Daylight Infusion (Self heal on a cooldown)


Tier 4
Daybringer Flares
Daylight (Store daylight)
Cauterize (Stop bleeders)
Daylight Infusion (Self heal on a cooldown)
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)
Daylight Infusion (Self heal on a cooldown)
Daybringer (Periodic damage & Healing)


Double Flares
While fighting the undead the weapon has a chance to flare twice, this draws upon the power stored within the weapon.
Cost: 5 energy per flare
Tier 1: Chance to double flare 5%
Tier 2: Chance to double flare 10%
Tier 3: Chance to double flare 15%
Tier 4: Chance to double flare 20%

Daylight
Allows the wielder to store solar energy into the weapon for use with other abilities. This only works outside and during the day. The weapon will have a gem that the wielder can customize.
Cooldown: 2 Minutes
Tier 1: Gem holds 100
Tier 2: Gem holds 150
Tier 3: Gem holds 200
Tier 4: Gem holds 250
Energy Gains
5 + (Tier * 5) per use.

Magic Charging
The wielder can cast Fire Spirit (111), Searing Light (135), Light 205, or Sunburst (609) at the weapon to charge the gem within the weapon.
Cooldown: 2 Minutes
Tier 1: Gem holds 100
Tier 2: Gem holds 150
Tier 3: Gem holds 200
Tier 4: Gem holds 250
Energy Gains
(Tier * 5 + 5) * (2 for 111)
(Tier * 5 + 5) * (3 for 609, 135, and 205)

Daylight Infusion
Allows the wielder to use energy from the weapon to heal themself for 25 energy to heal 25 health.
Cooldown: 30 minutes
Cost: 25 Energy

Cauterize
Allows the wielder to coat the weapon in a magical flame allowing them to cauterize a bleeding wound with its flames.
Cooldown: 15 Minutes
Cost: 20 energy

Daylight Anomaly
Draws from the power stored within the weapon to create an anomaly that follows the wielder around. The wielder can only summon one anomaly. While active, the anomaly has a couple of functions based on the tier.
Duration: Tier * 2 (4 minutes to 8 minutes)
Cost: 100 Energy
Cooldown: 1 hour
Tier 2: Follows the wielder and will restore 15 health, 10 mana, 5 stamina once every 30 seconds.
Tier 3: Has a standard flare chance when the wielder of the weapon attacks to provide an additional flare at a quarter of the strength of the normal flares.
Tier 4: Has a chance (25%) to bind an undead enemy for 2-5 seconds once every 20 seconds following a maneuver check using level.


Daybringer
Duration: 2 Minutes.
Cooldown: 1 hour
Cost: 100 Energy
Consecrates the ground beneath the wielder causing periodic fire damage to the living or plasma damage to the undead. It pulses once every 15 seconds as long as the wielder is present, the weapon is in their hands, and the wielder is living. The ground damage is that of a flare. The consecrated ground can only hit a random number of targets, 3 to 7 enemies. The consecration will also heal those joined to the wielder for 5 health, 3 mana, and 1 stamina per damage cycle. You can only be healed by one Daybringer at a time.


Pricing is not yet available and the item is still in QC. There is a chance some things may change before it is released. It SHOULD make an appearance this Duskruin.


Retser, SGM


Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 13375
Author: GS4-RETSER
Date: 2021-08-09
Subject: TEASER: Daybringer

Some snippits:

>glance
You glance down to see a dull broadsword in your right hand and nothing in your left hand.

>push broad
You place your hand against your broadsword. A collection of white and crimson flames spiral down the length of your broadsword, setting it ablaze.
Roundtime: 2 sec.

Retser raises his broadsword high overhead and point it at the skies above. A soft glow surrounds the broadsword which settles into a golden topaz on its surface.
Retser gestures at a fiery broadsword.
Retser's magic is quickly absorbed by the broadsword as it seeps into a golden topaz on its surface.


Fire flares against the living.
Retser swings a fiery broadsword at an Ithzir adept!
AS: +454 vs DS: +221 with AvD: +36 + d100 roll: +24 = +293
... and hits for 157 points of damage!
Wicked slash slices open the Ithzir adept's chest!
Heart and lungs pureed!
Sickening!
A wave of crimson-colored flames lash out from Retser's a fiery broadsword at an Ithzir adept's left eye!

... 15 points of damage!
Burst of flames to left eye incinerates eyelid. Gruesome.


Plasma flares against the dead
Retser swings a fiery broadsword at an ethereal humanoid!
AS: +454 vs DS: +101 with AvD: +36 + d100 roll: +62 = +451
... and hits for 183 points of damage!
Attack whistles right through the chest!
It's like fighting fog!
A torrent of white-colored plasma bursts forth from Retser's a fiery broadsword at an ethereal humanoid's chest!

... 45 points of damage!
Strong hit to the chest!
Tendrils of mist explode as the strike passes right through.


Plasma flares against the dead
Retser swings a fiery broadsword at an ethereal humanoid!
AS: +454 vs DS: +101 with AvD: +36 + d100 roll: +62 = +451
... and hits for 183 points of damage!
Attack whistles right through the chest!
It's like fighting fog!
A torrent of white-colored plasma bursts forth from Retser's a fiery broadsword at an ethereal humanoid's chest!

... 45 points of damage!
Strong hit to the chest!
Tendrils of mist explode as the strike passes right through.

Cauterize your wounds at the cost of light.

rub broad
You flick your broadsword away from your body as it douses itself in a white flame. The flames leap from your broadsword and onto your chest, cauterizing your wound.
Roundtime: 3 sec.

Heal yourself at the cost of light.

touch broad
You hold your broadsword outward and attempt to channel its energy. Crimson flames leap playfully between you and your broadsword. You are healed!
Roundtime: 3 sec.

Retser swings a fiery broadsword at an ethereal humanoid!
AS: +454 vs DS: +98 with AvD: +36 + d100 roll: +8 = +400
... and hits for 165 points of damage!
A mighty attack shatters the left hand into a thousand fragments.
To your horror, the fragments turn to vapor and reform the hand.
The white light bursts into magical flames!
A white-colored beam of light erupts from the white light at an ethereal humanoid's left hand!

... 30 points of damage!
The ethereal humanoid's hand explodes from the brutal strike!
Trails of ether spurt high into the air in all directions.


Anomaly Summon
>lower broad
You lower your broadsword to the ground, a white and crimson ball of light coalesces in front of you.
The white light zips up to you.
Roundtime: 3 sec.



Retser, SGM

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 13418
Author: GS4-RETSER
Date: 2021-08-12
Subject: TEASER: Daybringer
Hey everyone, I've adjusted the post. The "double flare" chance against the undead has been increased to 5% per tier.

This means at a minimum you'll have a 5% chance to double flare and at a maximum a 20% chance per flare. The old chance was 2%-5% per tier."

Retser, SGM