Spirit Beast

The official GemStone IV encyclopedia.
Revision as of 13:56, 19 July 2021 by WOMBATSANDERS (talk | contribs) (added walkthrough link to first paragraph)
Jump to navigation Jump to search

Spirit Beasts are the spiritual essences of creatures that have dwelled in a given locale. Skilled characters can bind them to a talisman, which can be used by anyone to make them fight other Spirit Beasts to gain levels and become more powerful. The BEAST command is the main way to interact with the Spirit Beast system. It is highly recommended to read through BEAST HELP to get an understanding of how Spirit Beasts work. The full content is also available here.

The Spirit Beast system premiered at Ebon Gate 2014. It is a strategic game, similar to siegery, but with much more depth. GM Auchand redeveloped Spirit Beasts shortly after their debut and introduced Talondown Arena aboard The Firebird airship for players to battle each other and NPC Spirit Beast masters. The system received a major overhaul again in July 2020.

If you are looking information on a specific Spirit Beast, please see Spirit Beast stats.

For information on Spirit Beast battling, please see Spirit Beast Battle Guide.

Catching Your First Spirit Beast

Buying a Talisman

Before you can begin capturing and participating in Spirit Beast battles, you will need a Spirit Beast talisman. A talisman can be purchased from the shop Marks of the Beast aboard the The Firebird for 25,000 silvers. All talismans sold in the shop are identical in function. Each player can store 100 different Spirit Beasts, and the talismans are interchangeable. All talismans are wearable and all BEAST commands can be used without needing it in your hand.

Finding Spirit Beasts

Now that you have your talisman, you can begin searching for Spirit Beasts to capture. To do so, use the BEAST SENSE command to search the room you are in. However, you will not be able to find Spirit Beasts in a "civilized" room. This usually applies to any room that is part of a town. You will see the following message if the room cannot contain Spirit Beasts.

>beast sense
You focus your thoughts on a small copper talisman.  The surroundings feel too civilized to hold any spiritual energy.

On the other hand, finding an "uncivilized" room is as easy as stepping outside the gates of the town. Using BEAST SENSE in this kind of room will get you a message:

>beast sense
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.

You detect the presence of a common tsark spirit.
You detect the presence of a common wind wraith spirit.
You detect the presence of a common fire elemental spirit.
You detect the presence of a common water elemental spirit.
Roundtime: 9 sec.

You have a ~20% chance to find each specific common Spirit Beast that exists in the room. Uncommon and Legendary Spirit Beasts are more difficult to find. In fact, if you are unlucky, you may not sense any at all.

R>beast sense
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, but cannot quite manage to attune yourself to the spirits here.
Roundtime: 12 sec.

Don't be disheartened, just use BEAST SENSE again! Sometimes it can take multiple tries to find the beast you are looking for. It is possible to see Uncommon and Legendary Spirit Beasts before you have the ability to capture them.

Once you have found a beast that you want, use BEAST ATTUNE {name} to select the Spirit Beast for capture, followed by BEAST CAPTURE to add the Spirit Beast to your collection. There are not checks involved with ATTUNE or CAPTURE.

>beast attune water elemental
You tighten your grip on your copper talisman, attuning yourself to the presence of the water elemental spirit lingering in the area.  You sense its trepidation at the possibility of being captured!
Roundtime: 15 sec.
R>beast capture
You hold out your copper talisman and extend your thoughts to encompass the water elemental spirit lingering in the area.  Sudden warmth draws your attention to your hand, where motes of ghostly radiance spark over the surface of your talisman.  The spirit drifts closer to you, its outline glowing as it nears.

Golden lightning crackles between the two of you, and a thrill of new sensation echoes up your arm and through your body as the spirit merges with your form.

It is an average specimen of its kind.

The water elemental seems to be cautiously optimistic about your bond.

(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)

After capturing a Spirit Beast you must wait 15 minutes before you can sense or capture another. Trying to do so before the cooldown expires will yield this message:

>beast sense
Your senses are dulled by your recent brush with the spirit world.  You will need to wait another 14 minutes and 50 seconds before your senses have recovered.

Once you have captured a Spirit Beast, you can view its information by using BEAST SELECT {name} to select the beast from your collection followed by BEAST INFO.

>beast info

The Spirit Beast is a common water elemental of 1 training with the following traits:

General Traits

      Exp. to Next:   301
             Class:   Elemental
           Element:   Water
            Rarity:   Common
           Loyalty:   High
           Quality:   Average

Stats
            Primary  Base  Bonus  Total      Secondary
            -------  ----  -----  -----      ---------
             Power:   109      0    109  ==> none
           Defense:   129      0    129  ==> Health Points: 145, Focused Defense: 71.12%
           Insight:   108      0    108  ==> Stance Detect: 77.00%, Flash of Insight: 8.92%
          Accuracy:    90      0     90  ==> Hit Rate: 80.11%, Critical Strike: 5.45%
             Speed:    89      0     89  ==> Surge of Speed: 6.97%, Evasion: 2.19%

Appearance and Attacks

       Description:   a bubbling water elemental
           Examine:   All that distinguishes the elemental from a pool of water is 
                      the faint blue glow suffusing its depths.  Well, that and the 
                      fact that it is walking upright in a vaguely humanoid shape.  
                      Bubbles and froth adorn its amorphous 'neck' like a necklace 
                      of pearls.

          Armament:   none

          Attack 1:   shoots a stream of water toward
          Attack 2:   hurls globes of water toward
    Flavor Message:   glowing bright blue

           Special:   Rage of the Elements.  A technique frequently used by 
                      elementals.  The user's aura flares and it unleashes a potent 
                      stream of enemy at its foe.  Deals standard special ability 
                      damage.  Costs 3 Special Charges.

You may only have one version of a Spirit Beast in your collection at a time. You must BEAST EXPEL the Spirit Beast before you can capture another one of the same type.

Removing a Spirit Beast

If you are searching a Spirit Beast with a higher Quality or if your collection is getting too big, you can use BEAST EXPEL to remove a Spirit Beast from your collection. Make sure to use BEAST SELECT first to ensure you release the correct Spirit Beast.

>beast expel
Expelling your water elemental will remove it from your collection and it will not be recoverable by any means.  If you're sure you want to do this, enter BEAST EXPEL again within 30 seconds.
>beast expel
With a wrenching feeling of sorrow, you release your water elemental into the environs.

Once expelled in this manner, that Spirit Beast is gone for good and you will need to capture a new version if you want another one.

Alternatively, you can use a Spirit Beast cage or Spirit Beast enchiridion to externally store the beast. To do so, first purchase either from the shop Sold Souls on The Firebird and hold the item in your hand. Finally, use BEAST EXPEL {object} to place the Spirit Beast inside.

>get my enchiridion
You remove a beast-marked leather enchiridion from in your viper skin toolkit.

>open enchiridion
You open a beast-marked leather enchiridion to the cover page.

>turn enchiridion
You carefully turn to the 1st page of your enchiridion.  The page is blank.

>beast expel enchiridion
You breathe gently onto a beast-marked leather enchiridion, and as you do, an uneasy sensation forms in the pit of your belly.  Silvery mist whisks from your lungs, forming into the shape of a spectral water elemental, which slowly sinks into the surface of your enchiridion.

Should you want to add the creature back to your collection, use BEAST OFFER {object} while holding the item.

>beast offer enchiridion
You focus intently on the current page of the enchiridion.  Its ink begins to flow and ebb, pulsing as it takes on radiance and life.  Tendrils of glowing smoke rise from the page, assuming the spectral form of a water elemental.  Its form drifts toward you and merges with yours.

(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)

You can store multiple Spirit Beasts of the same type externally and Spirit Beasts stored this way do not count as part of your collection. This means you can capture another Spirit Beast of that type with not problem.

Play with your Spirit Beast

BEAST MANIFEST allows you to create a non-combat pet that will perform various fluff actions that are visible to everyone in the room. You can only manifest one Spirit Beast at a time in this manner and the creature will follow its owner from room to room. The manifestation will last a few minutes but you can "dismiss" the manifestation to cause it to fade away sooner if needed. It will disperse early if taken into a room that disallows spell-casting or if it senses a Spirit Beast battle.

Spirit Beast Information

Level & Experience

Your Spirit Beast will gain levels as it fights. A Spirit Beast will start at level 1 and can grow to a maximum of level 20. As a Spirit Beast levels up, its Primary Stats will increase by a small amount depending on the beast's Class.

It takes a certain amount of experience to rise to the next level. Beasts gain experience from participating in Spirit Battles with opponents. Experience gain is increased when battling higher-leveled Spirit Beasts, and diminished against lower-leveled Spirit Beasts. Experience gain is increased within Training Bouts. White Spirit Beast ampoules provide Spirit Beast experience.

Class

A classification of Spirit Beasts based on innate traits. The current classes are Humanoid, Beast, Elemental, Arthropod, Aberration, Undead, and Beastman. Spirit Beast armaments are typically limited to a certain class of Spirit Beast. The class of a Spirit Beast will determine how its Primary Stats grow:

STAT GROWTH
Class Power Defense Insight Accuracy Speed
Humanoid 3 3 3 3 3
Beast 3 2 4 2 4
Elemental 3 3 2 4 3
Arthropod 2 4 3 4 2
Aberration 4 2 2 3 4
Undead 4 3 3 3 2
Beastman 3 3 4 2 3

Element

Many beasts are aligned to an element, the spiritual world, or wild magic, and that alignment will affect how that beast does in battles vs. other aligned beasts according to this chart:

ATTUNEMENT
Element Weakest Against Weak Against Strong Against Strongest Against
Unaligned - - - -
Fire Water Earth Air Spirit
Water Spirit Air Earth Fire
Earth Air Water Fire Spirit
Air Spirit Fire W ater Earth
Spirit Fire Earth Water Air
Wild Magic Elements - - Spirit
Rift Armament Spirit - - Elements

Rarity

Spirit Beasts have a rarity denoting how difficult they are to find. There are no differences stat-wise between rarities.

  • Common - Found throughout a given realm. If you can use BEAST SENSE in a room, you will be able to find beasts of this rarity.
  • Uncommon - Found in a small range of linked rooms such as a hunting ground or similar area. You can begin capturing uncommon Spirit Beasts once you’ve captured 10 common Spirit Beasts.
  • Legendary - Found in a single specific room. Said room will most likely have some sort of special meaning or significance to the spirit beast in question. You can start capturing legendary Spirit Beasts once you’ve captured 25 total common or uncommon Spirit Beasts.

It is not necessary to have 10 or 25 beasts in your collection, and beasts transferred from other players via cage or enchiridion will not count towards your Beasts Captured total.

Loyalty

Your Spirit Beast becomes more loyal when it wins fights, and it loses loyalty to you when it’s defeated. Loyalty doesn’t change in Training Bouts. When your Spirit Beast’s loyalty hits “waning”, it’s probably wise to buy or collect blood from creatures using a syringe and vial from The Firebird so you can BEAST OFFER the vial to your Spirit Beast.

Collect blood by killing creatures and DRAW their blood with the syringe. The higher the level of the creature, the better the blood will be. Leopards in the Gyldemar Forest yield "moderate" quality blood while war griffins in OTF yield "incredible" quality blood.

The process of drawing blood is thus:

  1. Kill the creature
  2. KNEEL
  3. DRAW {CREATURE} WITH SYRINGE

It looks like this:

>K>draw radical with syringe
You draw some of a triton radical's blood into your syringe.  The radical shrivels slightly.
Roundtime: 3 secs.

Repeat this process 3 more times to completely fill a vial. A full vial (4 kills) is needed to prepare your talisman. LOOK at the syringe to see how much blood has been collected. Note that the quality of the blood cannot be seen until the vial is full.

Quality (Skill)

Naturally captured Spirit Beasts vary just a tad in their quality. The Skill value of a Spirit Beast provides a small boost to all Primary Stats. Upon capture, a Spirit Beast will have a Skill between +1 and +10. The Skill value cannot be seen directly but is reflected in the "Quality" of the beast. The Quality of a captured Spirit Beast can be either Unimpressive, Average, Robust, or Perfect. Please use the table below for quick reference:

Quality Skill Value
Unimpressive +1 - +3
Average +4 - +6
Robust +7 - +9
Perfect +10
Extraordinary +15

Currently, Quality can only be changed with a radiant bestial soulstone which increases the Spirit Beast's quality to Extraordinary. Some merchants can enhance a Spirit Beast, boosting all of their Primary Stats by 5 per service to a maximum of +20 to all stats:

             Class:   Beast
           Element:   Unattuned
            Rarity:   Common
           Loyalty:   Exceptional
           Quality:   Perfect
    Merchant Bonus:   5 to all stats

Primary Stats

  • Power - Determines how much damage your Spirit Beast does with autoattacks. Power does not have any secondary stats associated with it. Spirit Beasts with very low Power will hit less often as well.
  • Defense - Mitigates damage from an enemy’s autoattacks. Defense, along with level, is also responsible for calculating your Spirit Beast’s Health Points. When your Spirit Beast uses the FORTIFY command, it gains an additional layer of defense that allows it to block enemy autoattacks at a rate equal to its Focused Defense secondary stat.
  • Insight - Insight is a measure of how good your Spirit Beast is at reading the field of battle and picking up when it’s in an inferior stance to its opponent. Its first secondary stat, Stance Detect, is the rate at which your Spirit Beast will successfully detect its opponent’s stance and switch to counter it when you give the DETECT command. Insight also informs your beast’s Flash of Insight chance, which is the likelihood on any given turn that the beast will freely auto-switch to counter an opponent’s superior stance without needing a command from you.
  • Accuracy - Your Spirit Beast’s Accuracy is all about its precision in combat. It informs Hit Rate, which is the likelihood of your Spirit Beast to hit with autoattacks, and Critical Strike, which is the Spirit Beast’s chance to do extra damage on any given autoattack.
  • Speed - While all Spirit Beasts have the same base roundtime, Speed gives your Spirit Beast the chance to gain a Surge of Speed, which drastically reduces the roundtime before its next turn. It also dictates your Spirit Beast’s Evasion, which is a flat chance to dodge any autoattack that might have otherwise hit.

Spirit Battles

There are a couple of ways to get into a Spirit Battle. You can challenge other players. If no players want to engage in bestial carnage, you can use portals in or near a number of towns to travel to the Talondown Arena, a crossrealm zone aboard The Firebird that features NPC beastmasters and a few fun challenges for burgeoning beast tamers.

When you find someone willing to fight, be they man or machine, you’ll use BEAST CHALLENGE {person} to initiate the challenge. They can then BEAST CHALLENGE ACCEPT to begin a Spirit Battle.

Spirit Battles can’t begin in rooms where magic is not allowed, some merchant rooms, or in places where there is already a Spirit Battle going.

On a successful challenge, your Spirit Beasts will erupt into being. One of the Spirit Beasts will begin in a stance superior to the other’s, giving it an immediate advantage. One will also have a Speed advantage. These are partially random, but Insight and Speed play roles in determining the victor, respectively.

After a few seconds, in which you can give your Spirit Beast an opening command, the Spirit Battle begins.

Battle Commands

During a Spirit Battle, your goal is to give your Spirit Beast commands that will lead it toward success. Some commands cost Action Points, and others do not. Your Spirit Beast only gets 6 Action Points per battle, so use them carefully to get a leg up on your opponent. The commands are:

Command Cost Effect
ATTACK none Cancels other commands and tells a Spirit Beast to autoattack as normal instead. Has a chance of activating critical strikes, armament abilities, and can miss/be blocked. You should only ever need to issue this command if you give another command by mistake.
DETECT none Orders your Spirit Beast to detect its opponent’s stance and switch accordingly. Chance of success is based on your Spirit Beast’s Insight. Has a significantly lower roundtime than other commands.
FORTIFY 1AP Your Spirit Beast gains a chance to block autoattacks equal to its Focused Defense chance for 3 rounds.
HEAL 1AP Restores a number of health points based on a percentage of your beast’s maximum health scaling with current health, best used when near defeat.
LASH 1AP Does guaranteed light damage to an enemy based on level. Your Spirit Beast also gains a Special Ability charge.
SPECIAL xSC Expends x Special Ability charges to perform a powerful maneuver that differs by Spirit Beast. Standard special damage scales with level.

Success in a Spirit Battle is all about keeping your Spirit Beast alive long enough to take out its opponent. Since Spirit Beasts can’t regain Action Points and always autoattack if they’ve been given nothing else to do, there’s a war of attrition in each fight.

Your Spirit Beast is always in a stance. The stances themselves are not important, except to know that each counters two other stances and is countered by two other stances. If you notice your Spirit Beast doing less damage and taking more damage from autoattacks, you’ll want to weave a BEAST COMMAND DETECT in with whatever else you’re doing, or you risk allowing the fight to snowball out of your control.

If you’re having trouble finding someone with a Spirit Beast of like level to challenge you, you may want to enable BEAST MATCH. If you and your opponent have BEAST MATCH enabled before making your challenge, both Spirit Beasts will perform at the level of the lower one.

Talondown Arena

Located in the belly of The Firebird, a roving airship, the Talondown is a cross-realm zone that allows you to Spirit Battle with NPCs of different skill levels. The Talondown introduces some other considerations of which players should be aware:

Redsteel Marks - Redsteel marks are a type of currency that allows you to purchase items from the arena cashier, including Spirit Beast ampoules, gem pouches, and Spirit Beast armaments. Talondown Arena Level - Your Talondown Arena level determines how challenging your NPC opponents will be. At level 1, they’ll take it easy on you. Fights with NPCs at level 7 are brutal, and will only be winnable by the most dedicated Spirit Beast enthusiasts.

There are four types of fight available through the Talondown Arena:

Blood Matches - In Blood Matches, you put your life on the line every time that you step into the fighting pit. Your Spirit Beast’s health is tied to your own in these fights. On a defeat, there’s a good chance that your body will give out, killing you and costing you a deed. There are healers and empaths employed by the Talondown, but you’ll still suffer the effects of resurrection sickness afterward. You have about a 10% chance of winning Spirit Beast-centric prizes with each Blood Arena win. You can engage in Blood Matches against fellow players or NPCs.

Listed Fights - Listed Fights pit players against champion NPC trainers for a fabulous prize that is awarded at the end of the week. The goal of listed fights is to win as many fights as possible against other players in the arena. The catch is that once you are defeated three times, you’re out for the week and your score can’t further improve. Listed Fights are account-bound, so if you’ve already participated on one character, you can’t participate on a different one until next week. Listed match trainers all use level 20 Spirit Beasts, with no BEAST MATCHing. Your entry token is removed upon entry and returned if you win.

Weekly Challenge - Each week, seven NPC trainers are selected at random. Your challenge is to defeat all of them in order of ascending difficulty. These trainers do not level match, unlike the ones in Blood Matches or Training Bouts, so you may have to get your Spirit Beast to maximum level of 20 before you stand a chance against these higher-level trainers. Each trainer uses their own favorite Spirit Beast, so if you fail to defeat one, you can select a different Spirit Beast of your own that might better counter the trainer’s standing choice. If you defeat all seven trainers, you’ll earn a significant prize in the form of a gilded lockbox and a hefty chunk of character experience in the process. Weekly Challenges are only against NPCs.

Training Bouts - Training Bouts are the only arena fight type that costs silvers. This is because Training Bouts award additional Spirit Beast experience, meaning that your Spirit Beast will level faster. You can engage in Training Bouts against fellow players or NPCs. Each training bout costs 1000 silver and grants an additional 100 beast experience for a victory.

Rewards

Battling with your Spirit Beast awards you a small amount of experience. The first 10 times that you participate in a Spirit Beast battle, you will earn 150 experience for winning or 75 experience for losing. Talondown Arena provides additional rewards for taking part in Listed Fights or the Weekly Challenge:

  • The top 3 Listed Fight players for the week are awarded a gilded lockbox the following Monday.
  • Each master defeated in the Weekly Challenge awards you 150 additional experience. Defeating all 7 masters earns you a gilded lockbox.
  • There is a low (1%?) chance upon winning any Talondown Area battle that you will be awarded a stack of redsteel marks contining 200-600 marks.


Gilded Lockbox - This impressive prize can be REDEEMed at the Talondown Arena Cashier once earned. Players have one week to REDEEM their lockboxes or they will be lost at the start of the new week on Monday. The lockbox contains the following:

  • A stack of 200-600 Redsteel Marks. You must BREAK the stack to redeem them.
  • Several random high level gems (possibily from Reim) worth 10k to 25k silvers.
  • A random weapon, shield, armor, or accessory. This item is randomly enchanted by the treasure system and can possess flares, padding, or enhancives.
  • You'll receive 1000 field experience upon redeeming the lockbox:
G>redeem
A snooty green goblin says, "Yeah, yeah, I gotcher winnings right here!"

He hands you a talon-stamped gilded lockbox.

A vivid memory of recent Spirit Battles overcomes you, and you feel enriched by the experience.

Augmenting Your Spirit Beast

There are a number of available items to modify and care for your Spirit Beasts. Some of these items can be purchased for silver while other require Redsteel Marks.

Ampoules

Ampoules (or potions) come in seven different types which alter Primary Stats or grant experience. You can have a maximum of +10 bonus to any given stat, and a maximum of +20 bonus in total. Reset potions can only be if you have at least one bonus applied. Experience ampoules can be used as long as your Spirit Beast is not yet level 20.

Color Effect
Red +1 Power
Orange +1 Defense
Yellow +1 Insight
Green +1 Accuracy
Blue +1 Speed
Black Reset stat potion boosts
White Bonus experience

Armaments

Armaments are "equipment" that can be used by a Spirit Beast. Spirit Beast armaments often feature a stat tradeoff, meaning that they’ll lower some stats and raise others. The tradeoff is always a net positive. Armaments can do unusual things like suppress your Spirit Beast’s elemental attunement or give it the ability to resist death.

Spirit Beasts can only use one armament at a time. Armaments can be equipped and disarmed from your Spirit Beast so long as you’re not engaged in a Spirit Battle or challenge.

Armaments come in three tiers: Lesser, Sturdy, and Potent. Lesser armaments can be worn by any Spirit Beast that meets the armor piece’s specific requirements, which can be determined by LOOKing at it. Sturdy armaments require a Spirit Beast to be at least level 10, and Potent armaments require level 20.

Cages and Enchiridions

Cages and enchiridions provide external storage for Spirit Beasts. By using BEAST EXPEL {object} while one is held in hand, a Spirit Beast will be removed from the user collection and placed in the object. These objects can be given to others, allowing a way to trade Spirit Beasts between players.

Cages can hold a single Spirit Beast and can only be used once. Enchiridions can hold up to 10 and have unlimited uses. ANALYZE each item for usage commands.

Shops

Redsteel Marks can be spent in Talondown Area by purchasing wares from a snooty green goblin with ORDER or INQUIRE WARES.

Color Cost Effect
a tiny ancient armament 200 redsteel marks Random armament, weighted towards currently selected beast. CLEAN to reveal.
small burlap pouch 250 redsteel marks Contains several gems totaling about 10k to 20k silver (limit 5 per day)
a liquid-filled red ampoule 400 redsteel marks +1 Power
a liquid-filled orange ampoule 400 redsteel marks +1 Defense
a liquid-filled yellow ampoule 400 redsteel marks +1 Insight
a liquid-filled green ampoule 400 redsteel marks +1 Accuracy
a liquid-filled blue ampoule 400 redsteel marks +1 Speed
a liquid-filled black ampoule 300 redsteel marks Reset stat potion boosts
a small liquid-filled white ampoule 300 redsteel marks +250 xp
a large liquid-filled white ampoule 450 redsteel marks +500 xp

The items available rotate every few hours. The armaments and gem pouches will always be available along with 3 random ampoules. There is only a small number of ampoules of each type available per rotation which is shared across all players. After a total of 7(?) purchases of a specific ampoule, it will be out of stock until it shows up again when the stock rotates. Armaments and gem pouches never run out stock but a player can only buy gem pouches 5 times per day.

a brass-marked claret door, From Firebird entrance, west, south, south, go door

Sold Souls

[Sold Souls, Salesroom]
Cabochon soulstones dangle from braided silver chains fastened to the ceiling, bits of emerald light glinting in their milky depths. Bathed in their glow, a single branching ebony stand holds the only wares for sale on beds of night-hued velvet. The sounds of the ship seem dimly muted, as if coming through swaddling cloth, though no such cloth exists to excuse the diminution. You also see a brass-marked claret door.
Obvious exits: none

On the ebony stand:

a beast-marked leather enchiridion Weight: <1 pound
analyze, show description
Analyze:
This is a Spirit Beast enchiridion meant for holding multiple Spirit Beasts. You can OPEN and CLOSE it. Once open, you can TURN and FLIP through the enchiridion to see what Spirit Beasts are stored inside. Spirit Beasts can be stored in this item through the use of BEAST EXPEL {object} and then added to a player's collection via BEAST OFFER {object} when on a page that contains a Spirit Beast. If you end up with stretches of blank pages in between the stored beasts, try giving the enchiridion a good SHAKE to remove the spaces between pages.
100000
a fragile rainbow glaes cage Weight: <1 pound
analyze, show description
Analyze:
This is a Spirit Beast cage meant for holding a single Spirit Beast. If this item is filled with a Spirit Beast (typically through BEAST EXPEL {object}), the Spirit Beast can be transfered to and added to another player's collection via BEAST OFFER {object}. You can LOOK at this item to determine whether or not there is a beast inside. If it's dirty, try CLEANing it to reveal the Spirit Beast it holds!"
5000


a cross-hatched burnt sienna door, From Firebird entrance, west, south, south, south, go door

Marks of the Beast

[Marks of the Beast, Showroom]
Bone fetishes dangle from the wood plank ceiling, swaying slightly and clacking together in the heavy, incense-laden air. Held aloft by a faceless stone idol near the entrance, a shallow bowl of polished flowstone holds glittering baubles within. Beyond the stolid guardian is a tiered rack made of widowwood. Like the golvern-inlaid hatch behind it, its flat surfaces are carved with leaping beasts. You also see a cross-hatched burnt sienna door.
Obvious exits: none

On the flowstone bowl:

a small brass talisman Weight: <1 pound
analyze, show description
Analyze:
You analyze the brass talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE. It will also allow you to receive notifications when a Spirit Beast battle begins nearby.

You get no sense of whether or not the talisman may be further lightened.
25000
a small silver talisman Weight: <1 pound
analyze, show description
Analyze:
You analyze the silver talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE. It will also allow you to receive notifications when a Spirit Beast battle begins nearby.

You get no sense of whether or not the talisman may be further lightened.
25000
a small copper talisman Weight: <1 pound
analyze, show description
Analyze:
You analyze the copper talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE. It will also allow you to receive notifications when a Spirit Beast battle begins nearby.

You get no sense of whether or not the talisman may be further lightened.
25000

On the widowwood rack:

a thin silver syringe Weight: <1 pound
analyze, show description
Analyze:
You analyze the silver syringe and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: Syringes and vials of this type are meant for use with the Spirit Beasts system. PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood. All blood should come from the same type of creature or you'll have to POUR the vial out to clean it. When you're done filling up a vial, UNLOCK the syringe to remove it. You can LOOK at the vial or syringe at any time to see their status. You can OFFER blood to Spirit Beasts who are disloyal to win their affection back. These items should not be altered in any way.

You get no sense of whether or not the syringe may be further
15000
a small crystal vial Weight: <1 pound
analyze, show description
Analyze:
You analyze the crystal vial and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: Syringes and vials of this type are meant for use with the Spirit Beasts system. PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood. All blood should come from the same type of creature or you'll have to POUR the vial out to clean it. When you're done filling up a vial, UNLOCK the syringe to remove it. You can LOOK at the vial or syringe at any time to see their status. You can OFFER blood to Spirit Beasts who are disloyal to win their affection back. These items should not be altered in any way.

You get no sense of whether or not the vial may be further lightened.
1000

Resources