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==[[Duskruin Treasure Trove|Treasure Trove]]== |
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==[[Mechanical Cartridge Vambraces]]== |
==[[Mechanical Cartridge Vambraces]]== |
Revision as of 16:14, 22 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
Topic: Duskruin Arena
Message #: 11488
Author: SIMU-WYROM
Date: 2/1/2020
Subject: Duskruin Updates
A big part of February is making the arena a little easier for everyone to get involved and to remove the tedium.
ARENA
Timer: The timer of roughly 8 minutes and 40 seconds is coming to an end. In its place creatures will start getting more difficult the longer you take until you cannot proceed. That won't happen until around that original warning that the match would be ending soon. This is so slower professions have a shot to win, but it's not a shoe in that takes longer. Players who take long periods of time in the arena will not gain as much bloodscrip, but will have higher chances at item drops. The current cap of bloodscrip in the arena is 275. A person who might take 10 or 12 minutes may only get 250 bloodscrip, but their odds of getting an item drop will be slightly increased. Exact numbers subject to change before February 7th.
PRAY: Since the timer is being removed, PRAY is shifting to an item drop in your arena awards. You will be able to use these items in the arena to gain the same benefit of PRAY at no change to difficulty.
Hazards: These are going away. Their original intent was to offer difficulty to someone who might breeze through the match, but it ended up being heavily scripted. This ended up penalizing slower professions and those not scripting the arena.
Difficulty Changes': As mentioned with the timer, things will be getting a little tougher if you take awhile. That difficulty is going to come in flavor of a crit immunity, more health. To account for no hazards, creatures may heal themselves to take the place of an action. We might do something similar to boss creatures (like those in the wild) in August.
SEWERS
Searches: Bloodscrip caches adjusted upward in amounts. Bonus to finding a rat increased with scent applied.
HEIST
Rewards: Artifact sell-back values adjusted slightly. Less for common, more for rare.
ALL
Prizes: Items will now be part of a prize pool for all activities. Originally we had a number of aids in the heist, which will now drop anywhere. These items are additional drops and will not be taking the place of another item. More on prizes before the 7th.
RPA Orbs: Adjustments made to the tracking and better drop rates the more you do something. More on this before the 7th.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11556
Author: SIMU-WYROM
Date: 2/1/2020
Subject: Duskruin Updates
Couple questions were asked about the sewers cache adjustment and rat catching bonus. The floor was increased from 2,400 to 3,000 on caches. The rat bonus if you're wearing the pheromones is now very significant.
Another update to the sewers is finding an expander is 33% more likely.
For the heist, the odds of finding a blood crystal has been doubled.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11504
Author: SIMU-WYROM
Date: 2/3/2020
Subject: Pre-Duskruin Raffle
We'll have a raffle in Mist Harbor for a 250 pack of vouchers. Raffle will cost 250,000 silvers. There will be 4 winners. Raffle will draw on Wednesday at 11pm ET. Raffle will be set up some time in the next hour or so from this post. If you win, you'll need to be in game and available to pick up your booklet.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11710
Author: SIMU-WYROM
Date: 2/14/2020
Subject: "Shenanigans"
The current plan for "Shenanigans" is going to be Sunday, February 23rd, at 8pm ET. Here are the rules.
- Be at the location by 8pm ET. The location will likely be the Mar and Scar with the tattooist. There will be a spell dropping effect on the curtain to help with room spam.
- At ~8pm ET, we will be moving to an inaccessible location that is the final room where it will go down. If you don't join the NPC, aren't attentive, sitting down, or are late, there will be no exceptions made.
- There will be no exits, the NPC will periodically allow you to leave, but there is no coming back. Only come if you want to sit there the whole time. Exiting the game will remove you from the room.
- If you preemptively leave (via exiting the game), I will try to confirm it was a disconnect and let you in as time permits. It will not be a priority, so you may miss out.
- No passing items or bloodscrip once in the final room.
- You must have the bloodscrip redeemed to win an auction prior to the words "SOLD!" being announced.
- Refunding any certificates purchased will not be used as bloodscrip. If you're needing a refund it must be done prior to this event.
- If you win something via SPIN you have 60 seconds to respond or your win is forfeit.
- Room order will not be a chosen method with everything being announced ahead of time.
- If your item is in your locker, do not worry about it. We can handle that after you win.
- Easy wins will be redeemed on the spot, more complicated wins will be after we wrap up.
These are all in place to make things as fair as possible to everyone involved. Given the response this run at Duskruin, I fully expect there to be hiccups due to the size of the crowd. We will try to work through it as best as we can. We'll probably be moving to the inaccessible location later than 8pm, I just want to make it very clear to be there by 8pm so you do not miss it. I'll be battling the silencing effect throughout. It's automated, so just bear with me.
This is the first time these plans are being part of the schedule from the get go. We will be using spinners and auctions (reverse, traditional, and silent). Auctions will be the main method for the majority of what's offered, so keep that in mind.
This is for Prime. Platinum is TBD on date and time. The time and rules also may change from the time of this post and when we run this thing. I will have a sign with all the rules closer to the event. I will put the time on the calendar once it's locked in (likely by Monday).
Wyrom, PM
Topic: Duskruin Arena
Message #: 11715
Author: SIMU-WYROM
Date: 2/15/2020
Subject: "Shenanigans"
>>Any teasers for what we'll see Wyrom?
- SK 506 and 1612 were teased.
- Create your own self mana item (some spells are excluded).
- X/day combiner.
- Weight, padding, and sighting.
- Low steel runestaff and UAC.
I think that's all I teased so for. There will be one other SK item (new teaser).
Wyrom, PM
Topic: Duskruin Arena
Message #: 11756
Author: GS4-HALISTE
Date: 2/20/2020
Subject: Duskruin Arena Important Information
As we near the end of the February 2020 run of Duskruin Arena, I wanted to remind everyone of the certificate redemption deadline and give advance notice of some changes coming for the next run later this year.
- Certificate Redemptions - these must be done within a week after the official close of the event. So you have until Sunday, March 1st at 11:59 PM EST to redeem any lingering certificates you have. Any certificates redeemed after this time will not be applied, and the certificate will be void.
- Shop Closings: Ode To Resistance, Under The Counter, Dark and Dangerous, Penitent Petitioner
- Items with existing properties that conflict with your redeemed certificate (ie: your weapon has cold flares and you want to put grapple on it instead) will need a property removal service before you will be able to redeem the certificate.
- Greater Elemental Flares certificate will require that the item have one of the eligible flares on it already. These will no longer be added as part of the script-add.
- Fusion orbs must be out of armor/weapons to be worked on with enhancive certificates. Otherwise, the service will be counted on the armor/weapon.
- The penalty for returned certificates (whether because you purchased the wrong one, realize you can't use the service, or change your mind) will be increased to 10% of the cost of the certificate. Make sure you buy only what you want and that your item is eligible to receive the service!
- Starting with the next run, fluff script removal will also require a removal certificate, but we'll have a separate one just for fluff scripts. (Fluff would be defined by no utility at all to the script.)
~ Haliste ~
SGM, Events
Auntie H, Forever
Arena
Topic: Duskruin Arena
Message #: 11501
Author: SIMU-WYROM
Date: 2/2/2020
Subject: Duskruin Updates
I'm going to address the concern (with code). Just need to find the best workaround.
According to the numbers, PRAY was used on average once in every one hundred matches on average. The majority using it was to beat it quickly, so losing the time was never having an impact for them.
Last run, the timer had no impact on your bloodscrip, which put PRAY into overdrive. With the timer gone and the difficulty getting a bit looser, PRAY has to come with some sort of disadvantage.
I'll discuss it more once I manage to update the code and test some things out.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11514
Author: SIMU-WYROM
Date: 2/3/2020
Subject: PRAY in the Arena
I've updated some of the code to account for the concerns with PRAY moving to an item-based drop.
The PRAY function will now offer boosted mana and stamina per use). It's RNG, but it was 45 to 60. It's now 60 to 120. You will get 3 prayers per match at no penalty. The 4th prayer will advance the difficulty. The 5th and subsequent prayers will come at a cost of half your spirit and random damage being dealt to you. It will also come with the slight chance of a demon being summoned (no additional rewards). There is a slight cooldown between prayers.
Team matches will also be limited to 3 prayers (before things ramp up), but...stay tuned to the next post.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11517
Author: SIMU-WYROM
Date: 2/3/2020
Subject: PRAY in the Arena
It will be your current spirit. If you don't have enough spirit, you won't be able to perform the action (no spirit deaths caused directly from PRAY).
Wyrom, PM
Topic: Duskruin Arena
Message #: 11540
Author: SIMU-WYROM
Date: 2/5/2020
Subject: PRAY in the Arena
I've updated PRAY to be 3 uses, +1 per extra teammate. So the max PRAYer uses before penalties kick in is 5 with a team of 3.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11592
Author: SIMU-WYROM
Date: 2/8/2020
Subject: Duskruin Updates
The PRAY messaging has been updated when you're on your LAST prayer before things get more difficult. If you've already advanced the difficulty (this happens just around 8 minutes in), then you go straight to the maelstrom hitting the arena (and a very rare chance of a demon).
Wyrom, PM
Topic: Duskruin Arena
Message #: 11593
Author: SIMU-WYROM
Date: 2/8/2020
Subject: Duskruin Updates
The bloodscrip formula for the arena is (9 * rounds completed) + 50 for winning + team bonus - time penalty for taking longer than 8 minutes. If you take longer than 8 minutes, you'll get a second item in your prize package (could be 1 totem and 1 random item or 2 totems or 2 random items).
So if you take a long time to win, you can get less than the max scrip. This also won't count as a perfect win. Keep in mind, previously, this would just be a loss.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11609
Author: SIMU-WYROM
Date: 2/8/2020
Subject: Duskruin Updates
The floor for using PRAY has been increased from 60 to 75.
At this point with the updates, three prayers is equal to roughly five prayers on the lowest end comparing the old arena to the new arena. As long as you haven't advanced the difficulty, you can do a 4th prayer as well without dealing with random damage (or demons).
I've also reduced the time penalty slightly. The time penalty only comes into place by expending all your prayers and getting into the more difficult matches, or by taking longer than 8 minutes and 40 seconds. Previously this would have been a loss. In terms of the prayer penalty in the previous arena, using more than 5 prayers would have cost you about 40% of your arena match's time.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11648
Author: SIMU-WYROM
Date: 2/11/2020
Subject: Duskruin Updates
I lowered the chances of an automaton spawning as a champion greatly. If one does spawn, the chances of the rarer ores will be higher.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11515
Author: SIMU-WYROM
Date: 2/3/2020
Subject: Team Matches Update
Team matches will now offer bonus bloodscrip for all combatants. Duos will offer +10. Trios will offer +25. So a party of three can earn as much as 300 bloodscrip each.
Wyrom, PM
Sewers
Topic: Duskruin Arena
Message #: 11721
Author: SIMU-WYROM
Date: 2/15/2020
Subject: Rat Catcher
The rat catcher will once again buy rats for 100 bloodscrip if you wish to sell them. You must hand him the rat itself. You can DROP the sack in the sewers to get rid of it afterward.
During this process, I noticed that rats themselves were a bit broken in some areas. I resolved what I could see. If you notice any odd behavior, please post them here or in the items and inventory area (or simply BUGITEM them in game).
Wyrom, PM
Shops
Topic: Duskruin Arena
Message #: 11549
Author: GS4-THANDIWE
Date: 2/5/2020
Subject: Shield Capes & Nebular/Solar Weapon Unlocks
Hello,
The following certificates will be available in Shield Thyself:
10 - OTS to Tier 1 Unlock
5 - Tier 1 to Tier 2 Unlock
3 - Tier 2 to Tier 3 Unlock
2 - Tier 3 to Tier 4 Unlock
1 - Tier 4 to Tier 5 Unlock
3 - Brooch Upgrade - Provides reactive flare unlocking (50% chance to collect a charge)
1 - Bangle Upgrade - Provides reactive flare unlocking (Additional 25% chance to collect a charge and allows flare-type to be changed)
The following certificates will be available in Penitent Petitioner:
Unlimited - OTS to Tier 1 Unlock
Unlimited - Tier 1 to Tier 2 Unlock (10% variance on pricing)
5 - Tier 2 to Tier 3 Unlock (25% variance on pricing)
1 - Tier 3 to Tier 4 Unlock
~*~ Thandiwe ~*~
ASGM of Events
Topic: Duskruin Arena
Message #: 11560
Author: GS4-AVALUKA
Date: 2/6/2020
Subject: Compartmentalized Quiver Unlock Certificates - Bundle Up
Hi guys,
Bundle Up will have a refreshed quantity of certificates available in the backroom, which should be open at the same time as Duskruin opens.
Note: I am eliminating scaling pricing for this run to see how it goes, but there will still be limits.
There are no real updates for this run for the quivers bar the refreshed certificates.
T0 to T1 Quiver Unlock (Auto-Bundle Feature Unlocked) = 10k bloodscrip, Limit 25
T1 to T2 Quiver Unlock (Auto-Fire/GATHER Ability Unlocked) = 50k bloodscrip, Limit 2
+1 Compartment = 5k bloodscrip, Limit 20
Auto-Advancement Unlock (Advances to Next Full Compartment when Current is Empty) = 5k bloodscrip, Limit 20
Thanks!
~Avaluka
Topic: Duskruin Arena
Message #: 11603
Author: GS4-HALISTE
Date: 2/8/2020
Subject: Dark and Dangerous (shop)
Dark and Dangerous will be opening shortly. Please be aware that this is the LAST TIME this shop will open. It will be retired after this February 2020 run.
~ Haliste ~
SGM, Events
Auntie H, Forever
Topic: Duskruin Arena
Message #: 11724
Author: GS4-ESTILD
Date: 2/17/2020
Subject: Spellbound
Just a note, Spellbound's spells are almost always refreshed with every run. So there is never any guarantee any spell will return. If you see something you want, buy it now.
GameMaster Estild
High End Scrip Shop
Topic: Duskruin Arena
Message #: 11472
Author: SIMU-WYROM
Date: 1/31/2020
Subject: (Partial) HESS List
Extraplanar Bane |
Bane Boost |
De-fusion |
Target Defense |
Sanctifying |
Acuity Flares |
Mana Flares |
Greater Elemental Flares |
Rare Flares |
Enhancive Bonus |
ASG Change |
Shield Resize |
Add VolnArmor |
Add Ithzir |
VolnArmor Unlock |
Ithzir Unlock |
Resistance |
RotFlares |
High Steel ore |
Adamantine Ore |
Kroderine Ore |
Zelnorn Ore |
Coraesine Ore |
Chainspear |
Master Instrument |
Greater Undead Bane |
+1 Enchant |
Defender Boosts |
Add Defender |
Knockout Flares |
Polearm Flares |
Bubble Flares |
Add Bubble Flare Potency |
NerveStaff Unlock |
NerveStaff Add |
Axe to Bastard Axe |
True Sight Quiver |
We have two newly coded things from Estild (outside mana-infused armor) that we'll tease soon that are missing from the list. Couple other things are getting finalized as well.
August will be our be restock/refresh month, nothing is guaranteed next run, but many top sellers will be returning.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11474
Author: GS4-ESTILD
Date: 1/31/2020
Subject: (Partial) HESS List
Debuting at this Duskruin are two new items:
Tuning Fork:
>tap falchion with fork |
You gently tap your mithril tuning fork against the [sonic] falchion, listening closely to the soft tone. The harmonics of the falchion momentarily shift to match the fork. |
The tuning fork will accept a number of unlocks for each sonic armament type (weapon, shield, armor, and potentially singing sword). Each category has 3 unlocks with each unlock granting a +5 enchantment (so +15 at max). The next winner of Bardfest will be earning one of these too (or an unlock if they already have one), so start preparing now!
+Spell Rank Enhancives:
>spell |
Your spell lists: |
Minor Elemental...50 |
Major Elemental...50 |
Wizard Base.......100 |
>get tome |
You pick up a leather tome. |
>spell |
Your spell lists: |
Minor Elemental...50 |
Major Elemental...50 |
Wizard Base.......105 |
To summarize the impact, they can boost CS, SMRv2 spell calculations, DS (if you have less ranks than level, since most spells cap the bonus at level), and any other calculation that uses spell ranks. e.g. if you're a Ranger with less than 100 Ranger spell ranks, it would boost your Mobility (618) spell giving you more DS/Dodge. They can only be set a native spell circle (can't use the Arcane spell circle) and the enhancive is restricted to professions that can learn that circle.
GameMaster Estild
Topic: Duskruin Arena
Message #: 11573
Author: GS4-ESTILD
Date: 2/7/2020
Subject: (Partial) HESS List
An additional note on the +spell rank enhancives. They only work if you have at least 30 spell ranks in the same spell circle. i.e. a +5 spell rank enhancive for the Bard spell circle will work if the bard knows up to 1030 (thus treating them as if they knew up to 1035). It would not work if they knew less spells than that.
GameMaster Estild
Topic: Duskruin Arena
Message #: 11503
Author: SIMU-WYROM
Date: 2/3/2020
Subject: HESS Returns and Exchanges
Each run, we spend a significant time with returns and exchanges due to a lot of buying the wrong thing. We're going to be putting a 1000 bloodscrip fee in place for any refunds and exchanges. Please make sure to READ any certificates before buying them. TAP to make sure you're buying the correct one.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11555
Author: SIMU-WYROM
Date: 2/6/2020
Subject: HESS Opening
The plan is to open the High End Scrip Shop slightly after 9pm ET on Friday (the 7th) this run. Likely going to be ~9:15pm ET in Platinum/Shattered and ~10pm ET in Prime. If there is an issue that will cause a delay, there will be an in-game announcement.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11792
Author: SIMU-WYROM
Date: 2/22/2020
Subject: Spell Rank Enhancives and HESS Notice
Just wanted to put a note out there that these weren't being governed by the 2-service rule this run. We'll go ahead and honor it for the remainder of this run.
Moving forward, anything for sale in HESS will always be part of the service rule. We'll move items out of HESS that won't count toward the service rule. That may mean some expensive things are for sale in other shops, but we want to try to make everything as consistent as we can.
Wyrom, PM
Treasure Trove
Topic: Duskruin Arena
Message #: 11454
Author: SIMU-WYROM
Date: 1/30/2020
Subject: Trove Update
This run, we're going to try something different with the Trove. Instead of having hundreds of items ranging from what you may consider a T4 to T6, we're going to have roughly ten or eleven items that are T6. They will draw nightly at approximately 10:30pm ET (one a day). We'll be starting this February 13th and it will run until February 23rd. Tokens will be single use (like EG) and will drop at roughly the same rate as they did in the August run in all Duskruin activities.
This layer of Duskruin will only be available to paid subscriptions. Tokens will drop for all players, but F2P will not be able to access the Trove.
Item list will be available as the Trove sends out items as it does. We have a decent mix of powerful items and useful items.
Wyrom, PM
Topic: Duskruin Arena
Message #: 11541
Author: SIMU-WYROM
Date: 2/5/2020
Subject: Trove Update
Trove wins will be one for the duration of the event. Plan accordingly!
Wyrom, PM
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
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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
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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
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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
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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
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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
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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."
Twin Weapons
Topic: Duskruin Arena
Message #: 11544
Author: GS4-RETSER
Date: 2/5/2020
Subject: Jorshan's Twin Weapons
Hey everyone. I have a new TWC weapon line that will be released this Duskruin at some point, probably, maybe. (Finishing a few things up.)
The weapon line requires you to be wielding one in each hand. If you're only using one, the abilities will not work.
Lets start with the basics...
FLARES
Twin Rising: Hitting an opponent with these weapons applies a counter. Consecutive strikes against the target increase the effects of these counters which in turn increases the weapon's flare strength. The counters last for 10 seconds before falling off. This effect works with both weapons and will only work if wielding two weapons. Wielding two weapons of the same flare type will increase the counter application rate.
These are script flares so the standard flare slot is still open. There will be the standard 4 flare types in the shop. There will be certificates available to change this to an uncommon flare.
These work OFF THE SHELF! (T0)
Example:
You swing a blue longsword at an Ithzir adept!
AS: +433 vs DS: +271 with AvD: +27 + d100 roll: +76 = +265
... and hit for 70 points of damage!
Amazing shot through the Ithzir adept's nose enters the brain!
Strands of blue-colored energy lash onto the Ithzir adept from the blue longsword!
You swing a red main gauche at an Ithzir adept!
AS: +428 vs DS: +264 with AvD: +27 + d100 roll: +88 = +279
... and hit for 79 points of damage!
Strike punctures thigh and shatters femur!
An Ithzir adept falls to the ground grasping her mangled left leg!
Strands of red-colored energy lash onto the Ithzir adept from the main gauche!
The strands attaching are the counters. They will happen as long as you hit the target.
TWIN DETONATION
When you reach the maximum number of counters on a target creature a detonation will occur.
This will essentially be a forced flare at the target at maximum counter strength and will remove the counters on the target.
Here is an example of a round of combat using the fully unlocked weapons with grapple flares in the standard slot and the script flares set to grapple.
You swing a blue longsword at an Ithzir adept!
AS: +433 vs DS: +210 with AvD: +27 + d100 roll: +32 = +282
... and hit for 65 points of damage!
Jagged slash to the Ithzir adept's right arm!
Cut clean through at the wrist.
Need a hand?
Your blue longsword releases a twisted tendril of force!
... 15 points of damage!
Hard pull on head strains neck.
Strands of blue-colored energy lash onto the Ithzir adept from the blue longsword!
You feel as if your main gauche is guiding your strike!
You swing a red main gauche at an Ithzir adept!
AS: +440 vs DS: +210 with AvD: +27 + d100 roll: +92 = +349
... and hit for 83 points of damage!
Jagged slash to the Ithzir adept's left arm!
Cut clean through at the wrist.
Need a hand?
Your main gauche releases a twisted tendril of force!
... 35 points of damage!
Grapple pins weapon arm, and twists it severely!
Strands of red-colored energy lash onto the Ithzir adept from the main gauche!
The buildup of red-colored energy surrounding the Ithzir adept explodes!
The main gauche glows slightly as it unleashes a wave of red-colored energy!
Tendrils of white and red-colored energy lash out from your a red main gauche hitting an Ithzir adept's left arm!
... 25 points of damage!
Solid arm grapple, pulls muscles to their limits!
Below we'll be outlining by tiers as follows: OTS/T1/T2
TWIN STANCE
Twin Primary: While the weapon is held in the primary hand it has a 1%/3%/5% chance to strike again.
Twin Offhand: If the weapon is held in the offhand it has a 5%/10%/10% to increase your DS by 4/8/12 when attacked by enemies.
TWIN APPRENTICE/ADEPT/MASTER
Twin Primary: While the weapon is held in the primary hand it has a 5%/10%/10% chance to increase the wielders Two Weapon Combat skill bonus by 5/10/10 for that attack.
Twin Offhand: If the weapon is held in the offhand it has a 5%/10%/10% to increase your AS by 4/8/12 when attacking.
TWIN GRIP
BOTH WEAPONS UNLOCKED TO T1
Allows the ability to flip your offhand into your mainhand and pull it back out.
NOTE: This requires both weapons to be unlocked to tier 1.
grip longs
You quickly flip your main gauche against your blue longsword into your other hand!
grip longs
You deftly flip your main gauche from against your blue longsword and into your awaiting hand!
(This allows you to free your second hand by storing your weapon in your primary.)
BOTH WEAPONS UNLOCKED TO T2
Your Twin Grip will now allow you to auto-draw your second weapon when the first is stored with GRIP.
In addition, your Twin Grip will auto wield your weapon when attacked. Both of these require you
to be holding the main weapon in your primary (right) hand.
NOTE: This requires both weapons to be unlocked to tier 2.
grip longs
You quickly flip your main gauche against your blue longsword into your other hand!
glance
You glance down to see a blue longsword in your right hand and nothing in your left hand.
at
You deftly flip your main gauche from against your blue longsword and into your awaiting hand!
You swing a blue longsword at an Ithzir adept!
AS: +433 vs DS: +212 with AvD: +27 + d100 roll: +77
grip longs
You quickly flip your main gauche against your blue longsword into your other hand!
glance
You glance down to see a blue longsword in your right hand and nothing in your left hand.
You deftly flip your main gauche from against your blue longsword and into your awaiting hand!
THING1 swings a closed fist at you!
Amazingly, you manage to parry the attack with your longsword!
There are TWO abilities on the weapons that you can activate outside of the GRIP function.
TIER1
TWIN LUNGE
Twin Lunge: Applies Max Stacks of Twin Rising Counters.
Cooldown: 15 minutes.
Verb: WAVE longsword AT TARGET
This will be a forced detonation.
TIER2
Twin Strikes: When active, all strikes will apply double the counters for the duration.
Cooldown: 30 minutes.
Duration: 2 Minutes.
Verb: RAISE
There is a collection of fluff verbs, but I wanted to get something up.
PRICING & AVAILABILITY
Weapon: 7500 Each
Unlock 1: 20000
Unlock 2: 40000
Uncommon Flare Change: 30000
Weapons: Unlimited
Unlock 1: 32
Unlock 2: 16
Exotic Flare Change: Unlimited
There are probably some things I'm forgetting, but I wanted to get something out there for everyone to digest prior. These are cutting it close otherwise I would have teased sooner.
If you enjoy TWC as much as I do you'll have a blast with these!
Retser, SGM
Topic: Duskruin Arena
Message #: 11547
Author: GS4-RETSER
Date: 2/5/2020
Subject: Jorshan's Twin Weapons
These will be purchasable at FOUR times enchanted off the shelf.
Further enchantable - Enchant Penalty (65/135/200)
They are further ensorcellable - Penalties are as follows: (50/100/150)
Retser, SGM
FancyBook Updates
Topic: Duskruin Arena
Message #: 11564
Author: GS4-SINDIN
Date: 2/6/2020
Subject: FancyBooks Update!
Hey folks -- FancyBooks are coming back to Duskruin, with a big update in the form of a new tier. This fourth tier includes four new verbs that use two chapters at the same time!
WAVE (SCHOLARLY)
Stirred by the erudition of your book, you invite those within earshot to debate which is the more impenetrable arcane mystery: Ta'Vaalor or Ta'Illistim?
Stirred by the erudition of your book, you invite Sindin to a debate over which is the more impenetrable arcane mystery: Ta'Vaalor or Ta'Illistim?
Stirred by the erudition of your book, you engage in a lively debate with yourself as to which is the more impenetrable arcane mystery: Ta'Vaalor or Ta'Illistim?
WAVE (SACRED)
Inspired by the divine wisdom of your book, you invite those listening to consider which brings the greater blessing: exotic fruits or precious herbs?
Inspired by the divine wisdom of your book, you invite Sindin to consider which brings the greater blessing: exotic fruits or precious herbs?
Inspired by the divine wisdom of your book, you wonder aloud which brings the greater blessing: exotic fruits or precious herbs?
WAVE (SINISTER)
Compelled by the dark wisdom of your book, you challenge everyone to debate which has greater power: brutal mercenaries or shadowy spies?
Compelled by the dark wisdom of your book, you challenge Sindin to debate which has greater power: brutal mercenaries or shadowy spies?
Compelled by the dark wisdom of your book, you wonder aloud which has greater power: brutal mercenaries or shadowy spies?
TWIST (SCHOLARLY)
You flip through the pages of your book with passion and enthusiasm, as you realize that Ta'Vaalor and Ta'Illistim are connected in ways no one has yet considered!
TWIST (SACRED)
You flip through the pages of your book with a zealous fervor, inspired by the surprising and auspicious connections between exotic fruits and precious herbs.
TWIST (SINISTER)
You flip through the pages of your book with an anxious fervor, drawing elaborate and heretofore unseen connections between brutal mercenaries and shadowy spies.
NUDGE (SCHOLARLY)
As you study your book, you cluck your tongue at an obvious inaccuracy in the chapter on Ta'Vaalor and flip to the pages concerning Ta'Illistim in search of evidence to support your thesis.
NUDGE (SACRED)
A passage concerning exotic fruits sparks a fire of doubt within you, which you look to snuff within the pages concerning precious herbs.
NUDGE (SINISTER)
You recoil in terror by a hidden implication within your book's passage on brutal mercenaries and turn to the pages on shadowy spies to quell your fears.
POUND (SCHOLARLY)
Moved by the strength of the thesis your book proposes, you invite those listening to ponder the considerable downsides of Ta'Vaalor, while cautioning them against the hidden dangers of Ta'Illistim.
Moved by the strength of the thesis your book proposes, you invite Sindin to ponder the considerable downsides of Ta'Vaalor, while cautioning him against the hidden dangers of Ta'Illistim.
POUND (SACRED)
Buoyed by the hopeful words within your book, you invite those listening to bask in the blessings of exotic fruits, while remembering to honor the power of precious herbs.
Buoyed by the hopeful words of your book, you invite Sindin to praise in the blessings of exotic fruits, while remembering to honor the power of precious herbs.
POUND (SINISTER)
Driven by the undeniable truths spelled out in your book, you command those listening to tremble at the power of brutal mercenaries, while never forgetting to supplicate themselves to shadowy spies.
Driven by the undeniable truths spelled out in your book, you command Sindin to tremble at the power of brutal mercenaries, while never forgetting to supplicate himself to shadowy spies.
You can set the second chapter via the new verb RAISE, or leave it unset and have one randomly selected instead!
>raise book with 2
Perusing through your book, you locate a thought-provoking passage in the chapter on Ta'Illistim and earmark the page.
Unlocking manuals for this new tier will cost a bit more than previous tiers, considering the novelty involved, but hopefully it's worth it! Tiers 1-3 are unchanged.
There are also three new families chapters for sale:
- Scholarly chapters about the Elven Nations
- Sacred chapters about foraging
- Sinister chapters about crime
Thank you to GM Haliste for coding this update.
Happy reading!
Sindin
Sigil Staff Updates
Topic: Duskruin Arena
Message #: 11736
Author: GS4-ESTILD
Date: 2/19/20120
Subject: Sigil Staff Update
I've made a few updates to Sigil Staves:
1.) There is now a +25 bonus to the activation check when invoking a spell from a Sigil Staff.
2.) Invoked spells from a Sigil Staff now receive a +15 AS/+10 CS bonus when cast.
3.) Starting at tier 2, Sigil Staves have a (scripted) dispel flare, for up to 1 spell, that triggers before a spell attack resolves. At tier 3, the dispel flare can affect up to 2 spells (1d2) and if no spells are active on the target, triggers a SMRv2 (using MIU ranks at 1x for baseline) and subjects the target to disruption damage if they fail. At tier 4, the dispel flare can affect up to 3 spells (1d3).
4.) When transferring spells from a scroll to the sigil staff, it will now combine charges if the spell is already on the staff and it is not above 40 charges. Any charges past 40 are put into a new slot on the staff. For SK scrolls, this results in a higher duration for the SK scroll effect.
GameMaster Estild
Topic: Duskruin Arena
Message #: 11851
Author: GS4-ESTILD
Date: 2/25/2020
Subject: Sigil Staff Update
Due to the other change I made to dispels today (officials forum post), the Sigil Staff dispel should no longer remove spells like Condemn (309) and Earthen Fury (917).
GameMaster Estild