Essence Belt: Difference between revisions
(added analyze) |
FIREPHOENIX (talk | contribs) No edit summary |
||
Line 128: | Line 128: | ||
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Water charges per activation (5/10/15). This AS bonus applies to the following: Minor Water, Minor Cold, Major Cold, Minor Steam, Holy Bolt, Moonbeam. |
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Water charges per activation (5/10/15). This AS bonus applies to the following: Minor Water, Minor Cold, Major Cold, Minor Steam, Holy Bolt, Moonbeam. |
||
* Ability: Frozen Crest (Rub) – This summons a wave of jagged ice that is an AoE SMR knockdown/damage attack. Duration: Instant. Cooldown: 5 minutes (T1), 4 minutes (T2), 3 minutes (T3). Cost: 20 Water charges. |
* Ability: Frozen Crest (Rub) – This summons a wave of jagged ice that is an AoE SMR knockdown/damage attack. Duration: Instant. Cooldown: 5 minutes (T1), 4 minutes (T2), 3 minutes (T3). Cost: 20 Water charges. |
||
```Essence of Body Benefits:``` |
|||
* Reactive Unbalance Flares – Cost: 5 Body charges per flare instance. |
|||
* Resistance (Push) – +25% Damage Resistance (Crush, Slash, Puncture) for 30 seconds. Cooldown: 30 mins. Cost: 15 Body charges. |
|||
* Magic Bonus (Pull) – +10 Stamina Regeneration. Duration: 120 Seconds. Cooldown: 30 mins. Cost: 10 Body charges. |
|||
* Ability: Body Heat (Rub) – This ability allows the wearer to create sudden burst of fiery energy, causing it to explode outward around them and towards several targets (up to 5). SMR attack with 65% chance of causing Immolation damage over time effect. Cooldown: 60 mins. Cost: 15 body charges |
|||
```Essence of Mind Benefits:``` |
|||
* Reactive Grapple Flares – Cost: 5 Mind charges per flare instance. |
|||
* Resistance (Push) – +10 points of Crit Padding for 30 seconds. Cooldown: 30 mins. Cost: 15 mind charges. |
|||
* Magic Bonus (Pull) – +30 AS to Telekinesis (1206) and +18 CS to Thought Lash (1210), Mindwipe (1225) and Torment (718). Duration: 120 seconds. Cooldown: 30 minutes. Cost: 10 Mind charges. |
|||
* Ability: Mind Over Matter (Rub) – This ability is an SMR attack which will let loose a radius blast of mental essence energy and has a chance of Sleeping, Stunning, or Blinding up to 5 targets as it assaults their mental functions. Cooldown: 60 mins. Cost: 15 Mind charges. |
|||
```Essence of Soul Benefits:``` |
|||
* Reactive Disruption Flares – Cost: 5 Soul charges per flare instance. |
|||
* Resistance (Push) - +50% Disruption Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Soul charges. |
|||
* Magic Bonus (Pull) - +20 Mana Regeneration. Duration: 120 seconds. Cooldown: 30 mins. Cost: 10 Soul charges. |
|||
* Ability – Mana Well (Rub) – This ability allows the wearer to call forth a sudden burst of mana from all around them, tapping into the flows of essence and absorbing it. The wearer gets a boost of +50 Mana. Cooldown: 60 mins. Cost: 15 Soul charges. |
|||
```Essence of Vitality Benefit:``` |
|||
* Reactive Vacuum Flares – Cost: 5 Vitality charges per flare instance. |
|||
* Resistance (Push) - +50 Unbalance Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Vitality charges. |
|||
* Magic Bonus (Pull) - +10 bonus to STR and CON. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Vitality charges. |
|||
* Ability – Spark of Life (Rub) – This ability allows for the wearer to have full restoration of Health, Mana, and Spirit upon activation once Resurrected. This only applies if resurrected or decays, not if the wearer departs. Cooldown: 120 mins. Cost: 20 Vitality charges. |
|||
```Essence of Regeneration Benefit:``` |
|||
* Reactive Plasma Flares – Cost: 5 Regeneration charges per flare instance. |
|||
* Resistance (Push) - +50 Plasma Resistance for 30 seconds. Cooldown: 30 mins. Cost: 15 Regeneration charges. |
|||
* Magic Bonus (Pull) - +20 HP Regeneration. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Regeneration charges. |
|||
* Ability – Baptism of Fire (Rub) – This ability allows the wearer to send a soothing wave of heat that washes over the wearer and their entire group. It will restore 20 HP every 2 seconds for 10 seconds, for a total of 100 HP. Cooldown: 60 mins. Cost: 20 Regeneration charges. |
|||
==See Also== |
==See Also== |
Revision as of 19:39, 2 March 2023
Essence Belts were first introduced at Duskruin in August 2022 at the Essencetials shop. The essence belts will unlock special abilities and magical benefits depending on which essences are loaded into their pockets. The belt will hold one essence off the shelf, two essences at Tier 2, and a total of three essences at Tier 3. The current essences allowed are: Air, Earth, Fire, and Water. The belts may hold up to 1000 charges of each essence. (i.e 1000 fire, 1000 air, etc). Regular elemental essences will add 25 charges. Greater elemental essences will add 250 charges.
Tier 1AnalyzeYou analyze your dark mithril belt and sense that the creator has provided the following information: The dark mithril belt may be freely altered, but it must make sense that it can have pockets/compartments of some kind, and must include the description of runes along its surface, in either the short or long or show description to match the item's messaging. The dark mithril belt is an Essence Belt, which can be charged by DROPping specific alchemy ingredient essences into it to grant its bearer unique abilities. The belt will accept the following essences: essence of [greater] air (0/1000) essence of [greater] earth (0/1000) essence of [greater] fire (0/1000) essence of [greater] water (0/1000) Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence. The active element will determine the behavior of the belt's abilities. The belt is currently tier 1 of 3, which means that it can accommodate up to 1 essence slot. An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed. The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special). It will also respond to the following verbs: TAP. You get no sense of whether or not the belt may be further lightened.
Tier 2
Tier 3
Additional InformationAir Essence Benefits:
Earth Essence Benefits:
Fire Essence Benefits:
Water Essence Benefits:
```Essence of Body Benefits:```
```Essence of Mind Benefits:```
```Essence of Soul Benefits:```
```Essence of Vitality Benefit:```
```Essence of Regeneration Benefit:```
See Also |
|