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Flares are a common attribute that armor, shields, weapons, and runestaves throughout Elanthia possess. A flare can be anything that activates randomly to cause damage (traditionally), provide some sort of protection, or even transport the user. Flares can be determined empirically or through a bard loresong; however, scripted flares will NOT typically show up in an item's loresong.

For clarity's sake, a flare can be anything that benefits the wielder functionally in combat either offensively or defensively that is NOT manually activated by the wielder via a verb trap.

They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that standard flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaves.

Check Item Properties for which flares are available to be put on a piece of equipment.

Common Flares

Common flares include all flares that can be obtained via Elemental Blade (411) and low level mana and acuity runestaff flares. They are also the most likely to be sold off-the-shelf in an event merchant shop.

Flare Description Type
Cold Also known as "water" or "ice" flares, these flares are effective on fire-type creatures. See also rhimar Elemental Category B
Fire Effective on cold-type or water-type creatures, as well as trolls and most undead. Most forms of trolls take double damage. See also drake and drakar Elemental Category B
Vacuum Also known as "void" or "air" flares, these flares are found on coraesine weapons Elemental Category B
Vibration Also known as "earth" flares, these flares are effective on earth-type creatures, such as pyrothags. See also gornar Elemental Category B
Lightning Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. See also feras and zorchar Hybrid Elemental Category B
Acuity 1x-4x Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x) Runestaff Category B
Mana +1-+2 Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+) Runestaff Category B

Uncommon Flares

Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.

Flare Description Type Category
Acid Category B Hybrid Elemental
Steam Not heavily sought after due to an overall inferior critical table. Effective on undead Hybrid Elemental Category B
Disintegration Similar to Disintegrate (705) Sorcerous Category B
Disruption Similar to Mana Disruption (702), can be found in pure black ora weapons Sorcerous Category B
Holy water Available only through Bless Item (304) and sometimes permablessing, these flares behave like acid on undead and (harmless but visible) water on living creatures Spiritual Category B
Plasma Effective on undead, available through Consecrate (1604) Spiritual Category B
Acuity 5x-6x Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x) Runestaff Category B
Mana +3-+4 Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+) Runestaff Category B

Rare Flares

Rare flares include mechanical, force, high level mana and acuity, and dispel. The designation also included scripted flares from Category D that also take up the Category B property.

Flare Description Type Category
Crushing Applicable only to rods Mechanical Category B
Piercing Applicable only to spikes Mechanical Category B
Slashing Applicable only to blades Mechanical Category B
Grapple Tendril of force. Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals Force Category B
Unbalance Burst of force. Have a very high likelihood of knocking down a target Force Category B
Acuity 7x-10x Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x) Runestaff Category B
Mana +5 Returns 5 mana upon triggering (even upon casting defensive spells) Runestaff Category B
Dispel Removes a spell from the target Dispel Category B
Greater elemental Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once Script Category B & D
Realm Flares change based on the realm where the wielder is hunting Script Category B & D
Rotating Give the wielder a choice of whatever flares are built into the weapon. Script Category B & D
Banshee Shields and runestaves only. Imparts bonus TD and bolt DS to wielder Script Category C
Blink Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana Script Category C
Blood The flare of a Parasitic Weapon does slashing damage Script Category C
Briar Stores wielder's blood to flare grapple damage Script Category C
Bubble Provide the wielder with temporary damage padding for approximately one minute. Padding levels range from heavy to phenomenal. Script Category C
Chronomage 15% chance to triple attack for additional 1 second RT Script Category C
Ethereal chain Puncture-based flare Script Category C
Immolation Script Category C
Ironwright Gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot Script Category C
Knockout Script Category C
Poison Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target Script Category C
Polearm rebalance Also known a "poleaxe flares." They inflict a critical from the crush table as damage when they flare, and have the potential for a second "flare" which trips the target. If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second "flare". If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second "flare". It is possible to bless weapons with this flare (that would be blessable without it) Script Category C
Rot Is compatible with some other Category D scripts so that an item can have both Script Category C
Shadowdeath These flares do only blood-loss type damage, no wounds. Only found on "black alloy" weapons Script Category C
Vial Produces a vial that returns a small amount of mana, health, or spirit (depending on the type) when triggered Script Category C

Methods of Obtaining Flares

Flares can be added to weapons that do not previously have flares by a variety of methods. There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless Item (304) (when cast by a cleric with 40 or more ranks in the Cleric Base), or the minor elemental spell Elemental Blade (411). Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.

Premium subscribers can add one standard flare from awarded Premium points at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points.

Armor Flares

Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker. However, certain combat maneuvers will implement these flares in an offensive manner, such as Sweep, Bearhug, and Shield Bash. Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used. Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses Sweep, the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.

Reactive flares can be added to shields and armor, but not piece armor, through the Premium points system.

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