Duskruin/saved posts August 2021
General Information
Topic: Duskruin Arena
Message #: 13158
Author: GS4-TIVVY
Date: 3/31/2021
Subject: August Duskruin - August 13th to 31st
In an effort to give you all as much notice as possible, the dates for August's Duskruin run have been nailed down and posted to the Gemstone IV calendar.
Duskruin will begin on Friday, August 13th at 9 PM Eastern and close at 11:59 PM Eastern on Tuesday, August 31st.
GameMistress Tivvy
Wiki Manager
Duskruin Demonwrangler
RP Rubbernecker
Winnower of Words
Topic: Duskruin Arena
Message #: 13385
Author: GS4-HALISTE
Date: 8/11/2021
Subject: DUSKRUIN utility and HESS
This Duskruin, you will have a new tool!
You can type DUSKRUIN in game to get some information about your HESS activity (and other things) here. The syntax is as follows:
>DUSKRUIN VIEW CHARACTER
or
>DUSKRUIN VIEW ACCOUNT
The former will show information for the active character, the latter will show information for all the characters on your account.
Each run of Duskruin will have its own Event ID, and you can reference this to see historic information. (Note: Since this was created/built in February, that's as far back as historic data will show.) To see valid Event IDs, type DUSKRUIN VIEW EVENT. If you purchase a certificate and then sell it to someone else, once that character redeems the certificate, you will no longer be able to see/track its progress.
You will see the following stages of a certificate: PURCHASED, REDEEMED, REFUNDED, COMPLETED.
This is now live. Let me know if you have any questions!
~ Haliste ~
Auntie H, Forever
Topic: Duskruin Arena
Message #: 13437
Author: GS4-HALISTE
Date: 8/12/2021
Subject: DUSKRUIN utility and HESS
I have made some changes to this! PNC "text" now coincides (or should) with the actual command for the PCN, so if you have your linkage turned on, but don't typically click, you'll see the appropriate syntax.
I also adjusted the flow between DUSKRUIN and EVENT, and gave a more verbose HELP section.
You can now view only attuned certificates -- this shows information for the entire account, regardless of the character who typed the command. (Other limitations still apply.)
I added a SERVICE function, too, so that you can see what the text is on a certificate without having the certificate in hand. (DUSKRUIN VIEW SERVICE)
And finally, if it's easier for you to remember to type DUSKRUIN HESS {option} instead of DUSKRUIN VIEW {option}, have at it. :)
Let me know if you have any other questions!
~ Haliste ~
Auntie H, Forever
Topic: Duskruin Arena
Message #: 13440
Author: SIMU-WYROM
Date: 8/13/2021
Subject: Duskruin Drop Rates
I mentioned this on Discord, but I'm aiming for more transparency with our paid events. Here are some of the RNG rates for some of the more random drops.
- Exp orbs: 1/2500 (you get a better chance every time you enter the activity, resets when you find one)
- Trove Tokens: 1/250
- Blood crystal: 1/333 Platinum/Shattered, 1/1000 Prime.
- The legendary bloodrune is a random event that can trigger. It's not so much a drop rate.
- The random loot (like the enhancives, weapons, armor, etc) is the same as it is with the base game. Nothing in Duskruin controls it. It does whatever it wants.
Just some notes about the Exp orbs, they started at a rate of about 1/10000 years ago. Then they were about 1/5000 until recently. When we put in the safety net to get one, it was never guaranteed. Now it is guaranteed. Worst case scenario you're getting one every 2500 runs. You might think that's a lot to get one, but this is the absolute highest drop rate we've ever had on those.
Wyrom, PM
Topic: Duskruin Arena
Message #: 13454
Author: SIMU-WYROM
Date: 8/13/2021
Subject: Duskruin Endless and Updates
So after some tinkering, your field exp will stay if you have deeds on death in the arena or the heist.
Wyrom, PM
Topic: Duskruin Arena
Message #: 13516
Author: SIMU-WYROM
Date: 8/16/2021
Subject: Pending Duskruin Updates
Hope everyone enjoyed opening weekend! I have some pending updates that typically I'd just let ride until next run, but we're going to be pushing some in this run.
Special Loot
The special loot pool was reduced to just Bag of Holding (BoH) items. This was largely due to feedback over the weekend of people not enjoying the item management aspects. This means the spheres, misericords, rabbit's feet, and vials are no longer dropping in any activity. They will be for sale in the Mar and Scar for bloodscrip moving forward (some point after this post). Vials and rabbit's feet will be pricier as they directly impact loot and were part of the rarer drops. As a reminder, this is what those items do.
- Spheres: AoE attack in the arena.
- Misericords: Kill one opponent in the heist (outside the boss) with STAB.
- Rabbit's foot: Increase luck at loot, smithy invite, or trove token in the sewers.
- Vials: Rat scent to attract rats (want to use it before entering, but still helps if you don't, just better before entering).
This means that the BoH will be dropped to their base rate of 1/250. The special loot drop was roughly 10%, with the pool having rarity between what dropped from there. Nothing is changing in terms of the BoH rarity.
Because we decided to go this direction, anything out there will not be part of a sellback since it was an extra item. So either use them, give them away, or throw them away.
Endless
The debut run of Endless went well, but there are some bugs and issues with the currently implementation. Because of this, we will be launching a more challenging version that is better balanced between professions. Your stats you've earned from this run will be saved as a legacy run, the old leaderboards will be saved, and anyone who participated to a certain round in the legacy run will earn some titles (depending where they made it). The goal is to launch the more challenging version this Friday, August 20th. So be sure to get involved this week if it's something you want to do before the changes. The leaderboards will be wiped at that point, and new titles will be available for those who join the re-adjusted version (which will hopefully be the final version).
Wyrom, PM
Topic: Duskruin Arena
Message #: 13624
Author: SIMU-WYROM
Date: 8/22/2021
Subject: Shopping and WPS
We are likely going to extend Duskruin into September strictly for shopping and using WPS. HESS will likely be closed, but all other shops that do not require a GM to deal with a certificate of some sort will be open. The SimuCoin Store will no longer sell booklets after August (31st at 11:55pm ET), but if you have booklets leftover, you'll be able to use them to get new smithy invites and such.
It will likely only be a few days into September, and I will post again with the exacts once I have them.
Wyrom, PM
Arena
Duskruin Arena/saved posts August 2021
Sewers
Bloodriven Sewers/saved posts August 2021
Shops
Topic: Duskruin Arena
Message #: 13278
Author: GS4-THANDIWE
Date: 7/30/2021
Subject: Duskruin Shop Listing for August 2021
Good morning,
Since someone asked on Discord, I thought I would elucidate here as well for those that are returning after a long pause (Welcome back!), new, and/or don't frequent these events.
Shop Category
Shops Reopening w.o. Inventory Changes - This means the doors of the shop are reopening but there have been no changes made to the offerings.
Refreshed - This is a shop whose inventory has been changed in some fashion, be it cosmetics, enchants, resistant-types, flare-types, etc.
New Shops - Brand new shop with new to this venue offerings.
Shops w. New Offerings - This is an older shop that has either had a room added to it for a new script, been expanded to offer more wares, or something similar.
Shops Closed This Run - These are shops that were announced last run as having their final run. It serves as a reminder of which shops those were.
Final-Run Shops - These are shops that will not be opening next run of the event.
I hope this clarification helps!
~*~ Thandiwe ~*~
ASGM of Events
Topic: Duskruin Arena
Message #: 13337
Author: GS4-THANDIWE
Date: 8/6/2021
Subject: Update: Shop Listing
Some changes have dictated that this list needs to be updated.
Shops Reopening w.o Inventory Changes | Refreshed Shops | New Shops | Shops w. New Offerings | Shops Closed This Run | Final-run Shops |
---|---|---|---|---|---|
Accessories Of Crime | At The Ready | Are you Not Entertained? | Bloodbenders (New Item) | Mist Opportunity | Autumnal Den |
Alchemical Attractions | Be Warez | Burning Twilight | Mystic Phrases (New Items) | Smoke Screen | Cover Up, The |
Art of Lore, The | Best Tressed, The | Crested Glory | Sigil Shop (New Item) | What Goes Around | Moment in Time |
Autumnal Den | Bundle Up | Gilded Gladiator, The | Spellbound (New Items) | - | So Shifty |
Bare Aggression | Covert Couriers | Heady Spirits | Fatal Afflares (New Items) | - | Written Word |
Blood Red Rose, The | Curved Cuts | Knifery, The | - | - | - |
Bloodriven Bowery | Cut And Dried | Kraet and Barrel | - | - | - |
Bolt From The Blue | Drawing The Line | Kraet Deal | - | - | - |
Cacographic Critters | Dunh's Lab | Kraet Expectations | - | - | - |
Cover Up, The | Essencetials | Kraet Length | - | - | - |
Crosswinds and Crosshairs | Libarium, Study, The | Metrognomies | - | - | - |
Cultural Cuts | Librarium, Annex, The | Modern Morph, The | - | - | - |
Currents and Safeguards | Messy Alchemist, The | Pinned and Pleated | - | - | - |
Deep Within Darkness | Ode To Resistance | Sparrow's Dance | - | - | - |
Den of the Poisoned Heretics | On The Other Hand | Strength and Honor | - | - | - |
First Rule, The | Rock Solid | You're So Vain | - | - | - |
Gamac's Goods | Sable Quietus, The | - | - | - | - |
Get Thee Behind me | Shield Thyself | - | - | - | - |
Hand-N-Hand | Vambrace Yourself | - | - | - | - |
Haunt of the Silent Investors | Veiled, Purpose, The | - | - | - | - |
In Your Element | - | - | - | - | - |
Just for Kicks | - | - | - | - | - |
Lair of the Ophidian Cabal | - | - | - | - | - |
Madder Hats Tea Room | - | - | - | - | - |
Make Your Mark | - | - | - | - | - |
Mar and Scar, the | - | - | - | - | - |
Moment In Time, A | - | - | - | - | - |
Out of the Bleak | - | - | - | - | - |
Potation Parlor, The | - | - | - | - | - |
Shadowed Light | - | - | - | - | - |
So Shifty | - | - | - | - | - |
Sprite Club | - | - | - | - | - |
Stay Awhile and Glisten | - | - | - | - | - |
Stay Vigilant | - | - | - | - | - |
Temple of Tentacles | - | - | - | - | - |
Untamed Spirit | - | - | - | - | - |
Vaalin Rose, The | - | - | - | - | - |
Wild Instinct | - | - | - | - | - |
Written Word, the | - | - | - | - | - |
Yarrpee Shoppe, The | - | - | - | - | - |
~*~ Thandiwe ~*~
ASGM of Events
Topic: Duskruin Arena
Message #: 13291
Author: GS4-THANDIWE
Date: 8/1/2021
Subject: Flavor Changes at Duskruin
Hello,
I'm excited to announce some flavor changes that will be available on select items at Duskruin.
Those of you that utilize STANCE VERBOSE will notice that when using items from the following shops...
Sparrow's Dance
Kraet Deal
Kraet Length (some not all)
Get Thee Behind Me (this will be retroactive once it clears QC)
... that your stance changes will be a little bit fancier. An example using the Kraet Length Hasta is as follows:
Stance Defensive
> Original: You move into a defensive stance, ready to fend off an attack.
> New: You pull your hasta across your body and prepare to defend yourself.
Stance Offensive
> Original: You move into an offensive stance, ready for battle.
> New: You step forward and turn your hasta until the head is pointed outward.
If you have two items in hand that both use this new VERBOSE System, then it will default to the right-hand item.
Much thanks to GM Estild for making this happen for me. Please be on the lookout for posts from GM Lanadriel for when the changes are made to the Pocketed Shield. Be on the lookout for posts by GM Valyrka regarding the Kraet Style Items in the coming week.
The (redacted) will be announced in the days ahead as well.
~*~ Thandiwe ~*~
ASGM of Events
Topic: Duskruin Arena
Message #: 13378
Author: GS4-ELYSANI
Date: 8/9/2021
Subject: Teaser - New Illusion Pins!
Hello everybody!
Be Warez is proud to present their new line of illusion pins freshly stol-acquired from...well, somewhere.
You see Elysani.
She appears to be a Nalfein Halfling.
She is taller than average. She appears to be senescent. She has kohl-lined golden emerald eyes and smooth tan skin. She has short, roughly tousled pale pink hair left in messy finger-raked layers. She has a button nose and high cheekbones.
She is in good shape.
Several sigil-carved candles imperceptibly hover around her body, casting faint dancing shadows as they flicker.
She is wearing a chiton.
Her form stands upon an illuminated volume of aged leather, while tiny calligraphy-inked pages gently swirl across her body.
I have four new illusions that appear right above your inventory and four new illusions worn below your inventory. I've brought back some of the best sellers as well.
Enjoy mixing and matching!
Topic: Duskruin Arena
Message #: 13379
Author: GS4-RETSER
Date: 8/10/2021
Subject: Reduced Price: Night Shrouds
Hey Everyone, we're reducing the cost of Night Shroud cloak unlocks starting this run of Duskruin (August 2021).
Old Pricing
OTS - T1 30k
T1 - T2 60k
T2 - T3 90k
T3 - T4 120k
T4 - T5 150k
NEW PRICING
OTS - T1 20k
T1 - T2 40k
T2 - T3 60k
T3 - T4 80k
T4 - T5 100k
Enjoy!
Retser, SGM
Topic: Duskruin Arena
Message #: 13405
Author: GS4-HALISTE
Date: 8/11/2021
Subject: The Cover Up
The Tier listing for this item's script has been updated so that it follows a Tier 1 (OTS), Tier 2, Tier 3 designation rather than the previous Tier 0 (OTS), Tier 1, Tier 2. If you notice anything weird with it, please let me know.
In addition, since this shop will be retiring after this run, I've placed some unlock certificates on the stand in the front room. The certificate to go from OTS/Tier 1 to Tier 2 is 400 BS, and the certificate to unlock to Tier 3 is 625 BS.
~ Haliste ~
Auntie H, Forever
Topic: Duskruin Arena
Message #: 13589
Author: GS4-ESTILD
Date: 8/20/2021
Subject: Spellbound
Spellbound's inventory has been updated with the following items:
Items in the case are magical trinkets which automatically recharge daily:
Green Leaf Symbol: Phoen's Strength (606) - 1x/day
Shiny Templar Symbol: Dauntless (1606) - 1x/day
Shiny Knight Pin: Bravery (211) - 1x/day
Iron Shard Pin: Iron Skin (1202) - 1x/day
Turquoise Gemstone: Shroud of Deception (1212) - 1x/day
Mossbark Bark: Barkskin (1605) - 3x/day
Grasping Arms Stickpin: Grasp of the Grave (709) - 20x/day
Gate Clasp: Minor Sanctuary (213) - 3x/day
Collection Bowl Trinket: Relieve Burden (314) - 1x/day
Mutli-cast wands (casts all spells simultaneously):
Spiral Crystal Wand: Spirit Dispel (119), Elemental Dispel (417), Mental Dispel (1218) - 10x/day
Crystal Baton - Bane/Smite (302), Chromatic Circle (502), Mana Disruption (702), Heal/Harm (1101) - 40x/day
Luminescent Baton: Elemental Defense I (401), Elemental Defense II (406), Elemental Defense III (414) - 1x/day
Cloud-enruned Scepter: Stun Cloud (1704), Death Cloud (1713), Quake (1714), Firestorm (1715) - 40x/day
GameMaster Estild
Topic: Duskruin Arena
Message #: 13622
Author: SIMU-WYROM
Date: 8/22/2021
Subject: Crate at The Mar and Scar
There is a crate inside the Mar and Scar that sells the old special loot that dropped in the various activities. They cost silver, not bloodscrip. For the vial and feet, I've increased the number of times you can use them (sign includes this), and the duration is 3 minutes a use. You can ANALYZE all the items too.
In the Common language, it reads: These items both have specific uses within Bloodriven Village!
- Spheres: AoE attack in the arena. (1 use)
- Misericords: Kill one opponent in the heist (outside the boss) with STAB. (1 use)
- Rabbit's foot: Increase luck at loot, smithy invite, or trove token in the sewers. There is a greater and lesser variety, priced accordingly. (3 uses)
- Vials: Rat scent to attract rats. (5 uses)
A sales clerk steps over to you and says, "A vibrant yellow glass sphere will cost 10,000 silver to purchase."
A sales clerk steps over to you and says, "A sharp toxin-covered misericord will cost 25,000 silver to purchase."
A sales clerk steps over to you and says, "A rat-shaped vial will cost 30,000 silver to purchase."
A sales clerk steps over to you and says, "A dull grey rabbit's foot will cost 100,000 silver to purchase."
A sales clerk steps over to you and says, "A silky white rabbit's foot will cost 250,000 silver to purchase."
Wyrom, PM
High End Scrip Shop
High End Scrip Shop/shop list August 2021/saved posts
Treasure Trove
Mania
Topic: Duskruin Arena
Message #: 13623
Author: SIMU-WYROM
Date: 8/22/2021
Subject: Tentative Mania Schedule
We're going to be looking at August 29th (Sunday) for Mania in Prime. I just need to nail down a time.
After Prime, we'll get something done in Platinum and Shattered (Shattered people are owed a few Manias at this point).
Wyrom, PM
Topic: Duskruin Arena
Message #: 13666
Author: GS4-THANDIWE
Date: 8/23/2021
Subject: Mania Item - Gauntlet of the Elements
a sinew-backed leather gauntlet
LOOK Gauntlet
The gauntlet is crafted largely of leather, though tendon-like filaments splay across the back of the hand. Each filament runs through a matching stud resembling a bone at the wrist and dots the knuckles where drakar joint-shaped studs bind them in place. Starting at the pinky, there is rhimar sinew, followed by drakar, gornar, and zorchar, culminating with white ora sinew connecting to the thumb.
PINCH GAUNTLET
As if plucking the strings of an instrument, you pinch the filaments on your leather gauntlet and cause a pulse of energy to transform the joints from drakar to gornar.
RUB GAUNTLET
As you run your fingers along the back of your gauntlet-encased hand, you feel a tremor in the ground beneath your feet that rises as a tremor through your body. The concussive vibration rattles up your spine and beneath your ribs before coursing down the length of your arm and into the palm of your leather-clad palm, manifesting a striated grey stone javelin.
DROP JAVELIN
You release your grey stone javelin, and as it hits the ground, vibrations radiate outward from its landing point, causing tingling in the soles of your feet as it dissipates.
PINCH GAUNTLET
As if plucking the strings of an instrument, you pinch the filaments on your leather gauntlet and cause a pulse of energy to transform the joints from gornar to rhimar.
RUB GAUNTLET
Running your hand across your leather gauntlet-encased palm, you feel a familiar chill encase your hand. You thrust it into the air, causing energy to draw the moisture from your very surroundings and transform it into an azure-veined glassy icicle.
DROP ICICLE
You release your glassy icicle, causing it to fall to the ground and shatter like a piece of glass.
PINCH MY GAUNTLET
As if plucking the strings of an instrument, you pinch the filaments on your leather gauntlet and cause a pulse of energy to transform the joints from rhimar to white ora.
RUB MY GAUNTLET
As you trace your fingertips reverently across the back of your gauntlet-encased hand, brown light gathers around your wrist before spiraling over the heel of your hand to collect in your palm. As you close your fingers around the incandescent illumination, it solidifies into a green-veined bolt of pure brown energy.
CONVERT STATUS
{abridged} You have been a devout follower of Luukos since Leyan, Imaerasta 11, 5119 (9/11/19).
DROP BOLT
You release your green-veined bolt, and as it tumbles end over end to the ground, its corporeal form shivers violently, releasing a green flare of light as it shifts into an ephemeral brown mist and dissipates on impact.
PINCH MY GAUNTLET
As if plucking the strings of an instrument, you pinch the filaments on your leather gauntlet and cause a pulse of energy to transform the joints from white ora to zorchar.
RUB MY GAUNTLET
As you press your palms together and rub, static builds along the joints of your leather gauntlet, stark blue-white threads of lightning that roil and build into a sphere in your palm. Snapping your gauntlet-encased hand closed around the energy, a crackling lightning bolt manifests in your grip.
DROP BOLT
You release your lightning bolt, and the air around it crackles as it falls, with fine threads of lightning crawling across the ground as it dissipates.
PINCH GAUNTLET
As if plucking the strings of an instrument, you pinch the filaments on your leather gauntlet and cause a pulse of energy to transform the joints from zorchar to drakar.
RUB GAUNTLET
As you run your free hand along the back of your gauntlet, warmth gathers in your leather-clad palm. It pulses rhythmically in time with your heartbeat, a comforting thrum that grows in intensity until sparks erupt from your fingertips. As you move to clench your fist, the heat solidifies in your hand in the form of a black-hearted fiery bolt.
DROP BOLT
You release your fiery bolt, and it hisses as it falls to the ground and shatters, flaming embers skittering outward before going cold.
~*~ Thandiwe ~*~
SGM of Events
Topic: Duskruin Arena
Message #: 13667
Author: GS4-THANDIWE
Date: 8/23/2021
Subject: Mania Item - Gauntlet of the Elements
Thandiwe throws a black-hearted fiery bolt at a kobold!
AS: +217 vs DS: +5 with AvD: +27 + d100 roll: +64 = +303
... and hits for 122 points of damage!
Left leg burned off at the knee. Ouch.
A kobold falls to the ground grasping its mangled left leg!
The kobold cries out in pain one last time and dies.
Thandiwe raises her leather gauntlet-covered hand towards a kobold, causing crimson energy to dance around her extended fingers for a brief moment as she summons a black-hearted fiery bolt into her grasp.
~*~ Thandiwe ~*~
SGM of Events
Topic: Duskruin Arena
Message #: 13668
Author: GS4-THANDIWE
Date: 8/23/2021
Subject: Mania Item - Gauntlet of the Elements
And flaring...
Thandiwe throws a black-hearted fiery bolt at a mongrel troll!
AS: +217 vs DS: +72 with AvD: +22 + d100 roll: +62 = +229
... and hits for 53 points of damage!
Flames engulf head searing hair and scalp. Sickening!
The mongrel troll is stunned!
The mongrel troll bellows in agony as the fire toasts its body!
... 20 points of damage!
Nasty burns to left arm. Gonna need lots of butter.
Heat distorts the space around Thandiwe's fiery bolt before the air itself ignites, creating a crackling whip of flame that lashes at a mongrel troll.
... 15 points of damage!
Burst of flames to right leg blackens kneecap.
The mongrel troll howls in agony as the flames dance over its body!
... 15 points of damage!
Burst of flames char chest a crispy black.
Thandiwe raises her leather gauntlet-covered hand towards a mongrel troll, causing crimson energy to dance around her extended fingers for a brief moment as she summons a black-hearted fiery bolt into her grasp.
~*~ Thandiwe ~*~
SGM of Events
Topic: Duskruin Arena
Message #: 13923
Author: GS4-THANDIWE
Date: 9/9/2021
Subject: Greater Elemental Gauntlet Bugs
Hello!
I did some research and asked a few professionals, here are the results of that conversation.
The item produced by these gauntlets not being able to be used in cmans is true of any javelin. This isn't unique to the gauntlets.
The item only flaring on hurls every time (in the case of the Greater) is intended. This item is a returner. It is not intended for anything but hurling.
The item is not buggy or broken because it does not do what you are asking. Its intended purpose is to be a true thrown weapon.
~*~ Thandiwe ~*~
SGM of Events
Official Documentation
Topic: Duskruin Arena
Message #: 13256
Author: GS4-XYNWEN
Date: 7/26/2021
Subject: In the Arena with the Kraet: A Guide to Elanthia’s Preeminent Gladiators
Those of the Isle of Kraet are known for their gladiatorial prowess, bringing to Bloodriven Village several examples of their weaponry, defense items, and garb. Speaking both Common and Krolvin, but being far enough removed from both, they often have a tendency to name their items in a hybrid of both languages, creating terms that are often unique and sound almost as if they come from another language entirely. It’s limited to specific terms, however, and is not indicative of any sort of overall new language development, at least not at this point in time.
Interestingly enough, several terms appear to be the same as ones in common usage throughout Elanith today, such as pugios and parmas. Linguists will be cheerfully distracted for years to come trying to determine the origins of these shared terms. Did they come from Skaellig Reive with the humans who would become the Kraet? Did some enterprising Kraet travel and spread only some of the unique terms? Did they somehow spontaneously occur in both places? Already, heated discussions in scholar-frequented pubs are taking place, with numerous pet hypotheses and impassioned defenses of flaws in logic. The Kraet are silent on the matter, though one enterprising gladiator has offered to teach a few scholars how to fight Kraet-style and take their differences to the arena.
Weaponry
Acinaces: Just a bit too long to be considered a dagger, an acinaces is a double-edged short sword. In Kraet fashion, the hilt and/or pommel is most commonly bone or teeth/tusks of creatures found near Kraet — when possible, polished zmiulan ivory. It is personal preference if additional adornments are used, such as gemstones or blade etchings and inlays.
Arcus: The arcus is a recurve composite bow, typically made of locally sourced wood on the Isle of Kraet with sinew and horn coming from any variety of fauna found on the isle or taken from elsewhere. In addition, there is a unique custom amongst the Kraet to occasionally utilize sinew from fallen gladiators when the individual had wished it; it is seen as a way to carry on and assist in their people’s victories.
Contus: Typically made of sturdy wood, the contus is similar to the javelin: meant to be thrown but useful in melee combat for those so inclined and skilled. A Kraet using a contus will have their various victories or defeats etched along the wooden shaft so a careful study of the weapon can provide insight into the strengths, weaknesses, and abilities of its wielder.
Fuscina: A fairly common trident, a Kraet fuscina will have each prong vary slightly from one another. Legend has it that the most successful Kraet fighter of all time used a fuscina she had made herself out of bits of scrap, creating an uneven and unusual trident. As she won match after match and proved herself on the battlefield as well, her fuscina became legendary, and imitation morphed into a distinct and effective weapon. Prong variations include dipping each in different poisons, unusual shaping of each prong, various types of jagged edges and pointed tips, and many more. As a side note, there is a type of bog orchid, the green fuscina (or green bog) orchid, named for its resemblance. It is comprised of two leaves thrusting up on either side of the flower-filled stalk. Gladiators who specialize in the fuscina are often fond of the green fuscina orchid also.
Gladius Graecus: While the gladius is a common short sword known throughout Elanthia, the gladius graecus is unique to the Kraet. Sporting a solid, comfortable hilt, the blade of the gladius graecus is leaf-shaped and always etched at the base with a spiral. The spiral can be interwoven with other symbology unique to the individual. One common example is a pair of crossed palm leaves cupping a single spiral, said to represent the coming of two peoples into one.
Hasta: The hasta is a polearm most similar to a spear, consisting of a long shaft topped with a sharp blade. Made most often from wood, the hasta may have its shaft etched with scenes from the arena or in a pattern pleasing to its wielder. Great care is taken in choosing the best blade to top one’s hasta, including material, adornments, any additional spikes or offshoots, etc.
Lancea: Used both for throwing and melee, the lancea is a type of short javelin favored by many Kraet. The main grip is often paired with additional strips of leather along the haft, allowing the wielder to gain purchase wherever they choose to grip, and the javelin’s head is exceptionally sharp
Plumbatae: Plumbatae are typical throwing darts weighted with lead. Each plumbata features a sharp metal tip and a bulbous lead weight affixed to a sturdy wooden shaft. Each gladiator specializing in the plumbatae has their own unique fletching, and good-natured (usually) brawls will break out if a gladiator feels another has stolen their design. Stylized markings on the lead weighting are also very common.
Pugio: With a leaf-shaped blade paying homage to their signature gladius graecus, the pugio is a small dagger that is often kept as a backup or surprise weapon when in battle. In the arena, the pugio may be used by itself in conjunction with a shield, or dual-wielded either with another pugio or a larger weapon. The wide, flat blade is conducive to decorative etchings, and the hilt runs the gamut from utilitarian simplicity to ornate complexity.
Spatha: Like the spatha the rest of Elanthia uses, Kraet versions are long broadswords with a wide variance in hilts and hilt adornments. A newer trend among spatha-wielding gladiators is to have a representation of each victory etched along the flat of the blade, similar to those using the contus but foregoing the depiction of losses.
Verutum: Shorter than the average spear, the verutum is light and lends itself well to throwing. Gladiators and warriors alike will often carry multiple verutum, allowing them to get several throws at a combatant before needing to either switch tactics or retrieve a spear. The butt end of the verutum is frequently capped with an ornamental design doubling as a slightly weighted balance for optimum throwing.
Armor Accessories & Shields
Galea: Helms are an important part of a gladiator’s attire, and the galea serves that purpose for the Kraet. At their most basic, galea are plumed helmets with visors and small eye holes, and many choose to keep them just that simple. For those that do not, there is great variance in the style of plume, as well as the decorative trappings of the helm and visor. A purely decorative galea is awarded at some arenas, its plume of bright, incarnadine feathers and its visor covered in golden spirals.
Manicae: Manicae are strips of protective leather and suede, wrapping from wrist to elbow to upper arm with articulated metal plates along the outer arm. A single manica is most common, but two manicae may also be worn (albeit quite rarely).
Ocrea: Ocrea are the standard leg guard or greaves of the Kraet. Fashioned of metal and running from knee to ankle, the ocrea are usually padded on the interior and strapped on with sturdy leather. Ornate or elaborate metalwork, etchings, and inlays are common on a gladiator’s ocrea.
Parma: Kraet parma are medium-sized shields strengthened with metal in their frame, with a shield boss of metal or hardened wood. Designs on the parma range from carvings to inlays to painting, with painted parmas being the most common as painting lends itself to frequent changes and flexibility. Groups of Kraet may distinguish themselves as a cadre by carrying identically painted parmas, and imitators are dealt with harshly.
Parmula: Known for its lightness, the parmula is simply a smaller version of the parma.
Pugnam: Used for thrusting, this small, circular shield is typically crafted of one piece of metal, including its shield boss. The design is usually just simple, hammered metal, but recent years have seen an increase in etchings and inlays to the pugnam.
Traditional Garments
Balteus: Worn at the waist, the balteus serves as a sword belt for the Kraet. The balteus is made of high quality leather, cinching at the front and just off-center, allowing two leather straps to dangle to mid-thigh. The straps and belt are often heavily adorned with decorative metal plates and ornate buckles.
Caligae: Crafted from a single piece of heavy leather, caligae are openworked boots with hobnailed soles for durability. Each caliga rises to mid-ankle where it laces tightly, and the strapwork found on caligae varies between artisans. Indeed, one can often tell the cobbler by careful study of the strapwork, leading to a popular pub game of trying to identify the bootmaker (this is mostly an excuse to get roaring drunk).
Chiton: A tunic made from a single piece of artfully folded cloth, the chiton drapes at the shoulders, creating sleeves with the proper placement of pins along shoulder and arm. Initially simple in both material and design, today’s chiton run the gamut from the simple to the exquisite, and much emphasis is placed by some Kraet on the designs of the primary shoulder pins. There are three common design styles — the gladiator, the observer, and the worker.
The Kraet have mastered an understanding of the dual nature of things, and they bring this through in their clothing as well. With only two rectangles of fabric, they have created a garment that can be either utilitarian or elegant based solely on proper folding, pinning, and draping of the fabric. The chiton is a prime example of this design in action. It can be either short or long, and the fabric can be anything from linen to silk, wool to cotton. Additionally, the fabric can have a border, be plain, or be patterned.
- The Gladiator: Designed to be worn in combat, the folding and pinning of this chiton prevents loose edges from being snagged by opposing combatants. The shoulder pins are sparse with little to no decoration, and the cording binds the fabric close to the torso while leaving the shorter edges to create a modesty skirt below the hips. Frequently, a balteus or cingulum is worn at the waist, each trailing pteruges for protection.
- The Observer: Elegant folds and decorative pinning turn this chiton style into a garment worn while entertaining or in casual company. The fabric is typically edged in a knotwork or scrollwork design or the occasional abstract pattern, which once worn falls along the lower edges of the elegant overlay. Unlike the gladiator style, this garment's edges are left loose and flowing to display that the wearer is comfortable and unafraid of challenge or attack
- The Worker: Multiple pins between the two pieces of fabric form sleeves in the worker chiton, helping protect the skin from both the sun and the biting insects prevalent in the jungles and along the coasts of the Isle of Kraet. The overall loose design allows for the free flow of air through the garment, keeping the wearer cool during the workday.
Cingulum: Similar to the balteus, the cingulum is wider, made from sturdier and thicker leather, and often strengthened with metal plates to protect the waist. While other weapons can be placed in its scabbard, the cingulum is favored by wielders of the gladius graceus.
Palla/Pallium: These shawls are a rare example of gender-specific garments among the Kraet. The palla are mostly affiliated with the feminine and the pallium with the masculine, but choosing which to wear is an individual decision. Both are long, rectangular shawls roughly eleven feet long and five feet wide, and both have a variety of methods to wrap them about one’s body before affixing them in place with a brooch. The primary differentiation between a palla and a pallium is that a pallium is always embroidered along the outer edge in a knotwork pattern and the palla’s edge is scrollworked.
Pteruges: Pteruges refers to the strips of leather or suede defenses attached to loincloths or skirts used to protect the upper thighs. A pteruges loincloth or pteruges skirt will be covered in these inch-wide strips, and while they can be dyed, they are typically unadorned (or minimally adorned) otherwise.
Sagum: Made for rough conditions and battle, the sagum is a heavy-duty wool cloak with a leather or metal clasp. Kraet serving together may dye their sagum to match; otherwise, there is little to no adornment. These are warrior’s garments made for battle and use.
Stola: While similar to the chiton, a stola is longer and generally sleeveless with a heavier material. The stola often rests over an undergarment, such as a light tunic, and that garment will frequently have sleeves. Stolas range from simple to elaborate and are generally worn by any with a nod toward the more feminine. The quality of a person’s stola can be seen as a reflection on their general social status.
Subarmalis: Made most commonly of linen, the subarmalis is padded (often with straw) and worn under armor to prevent chafing and perhaps add extra protection. Given its utilitarian nature, one would expect the subarmalis to be simple and utilitarian; one would often be wrong. Indeed, a decent subset of warriors and gladiators have taken to ensuring their subarmalis is as fine as their armor itself while still ensuring functionality.
Subligaculum: Subligacula (singular, subligaculum) are loincloths worn by gladiators. Most frequently made of cloth, supple leather or suede subligacula can be found. The most common style of subligaculum consists of one piece of cloth wrapped and folded into place, leaving a draping of cloth at the front.
Adornments and Jewelry
Kraet make little differentiation by gender when it comes to cosmetic adornments. In general, all tend to wear multiple rings, earrings, necklaces, and bracelets, often lavishly adorned in both precious metals and lustrous gems, and many of these items will be quite familiar to the rest of us as they are found across Elanthia. However, there are a few unique styles particular to the Kraet.
Armilla Worn on the upper bicep, armillae are armbands typically used to portray status, arena honors, or military standing. Wearing an armilla one has not earned will be met with scorn, derision, or other more painful consequences. The band itself is generally metal with adornments ranging from etchings to inlays, usually forming stylized pictorials. Status-based armillae are most frequently worn in pairs, while arena and military representations are more commonly singular and worn on the left arm.
Bulla: Fashioned to hold small items or tokens of import, bullae are often considered protection against evil and danger. A bulla is rarely ornate, but it is frequently made of an intricate combination of metal and wood, the choosing of each component feeding into an individual's symbolic preferences. Originally given only to male children, bullae are used by many who either take to the seas or choose a life in the arena.
Fibula: Fibulae are brooches used to pin or fasten garments, typically made of metal. The three components (body, pin, and clasp) range from simple to ornate, and the quality of the materials used often serve as an indicator of an individual's social status. Particular styles of fibulae may also indicate a particular service performed, societal position, or family grouping. One found to be wearing one of these limited styles of fibulae unearned will face the wrath of their community.
Lunula: Crescent-shaped necklaces, lunulae are typically made from a singular piece of metal that rests upon the collarbones but can also refer to a necklace with a moon-shaped pendant (particularly crescent, but other moon phases are not uncommon). A lunula may be left plain or adorned with intaglio specific to the wearer's tastes or desires. Historically, lunulae were considered more of a feminine jewelry choice, and while that may still be somewhat true, it is also adopted by any Kraet who feels a particular affinity to the moons and their symbology. Like the bullae, lunulae are often seen as protection against evil and danger.
Maniba: Similar to an armilla but worn on the wrist, a maniba is a wide cuff of metal. Manibae are frequently, but not always, worn in pairs, and they are always crafted from a singular piece of metal. Adornments are quite common, with etched knotwork being popular along the band's edges.
Pectoral: Pectorals are wide metal collars covering the entire upper chest region. For males, these may be sculpted to resemble the natural contours of the muscular pectoral region (hence the name). Regardless of gender, a pectoral is frequently decorate with etchings, engravings, and inlays and can be as simple or ornate as its wearer desires. It is, however, purely decorative and provides no protection in battle.
Somasida: An intriguing adornment, the somasida is a body chain that centers at the chest with a coin, medallion, or gem. Somisidae chains rise over the shoulders to drape the wearer's body in an "X" pattern, with lower chains wrapping about the waist to join with the upper chains at mid-back. Somisidae are most commonly worn by gladiators when at celebratory events, and while it is unusual for most to wear them as part of daily wear, a small subset of dedicated gladiators and their supporters have started a recent trend of doing just that.
Kraet Symbolism Originating with specialized knots and rigging for sailing, Kraet symbolism frequently revolves around the intertwining of disparate items or ideas, holding to the belief that combining strengths creates something greater than the sum of its parts. Thus it is not uncommon to find layering and comingling of different woods, stones, cloths, and metals in Kraet craftsmanship.
It is believed but not yet confirmed that Kraet knots hold not only several symbolic references and meanings but also linguistic ones as well. Rumor has it that some knotwork serves as Kraet communication tools, such as indicating a particular item is claimed by someone else or guiding people to a specified locale. Given their propensity toward symbolism, it is not unusual for Kraet knotwork to translate from a ship's literal knotwork to a garment's decorative knotwork while maintaining its symbolic nature.
CREDITS
GMs Thandiwe & Xayle for the lovely nouns to work with
GM Isten for a record-breaking QC
GMs Auchand & Quilic for the Kraet cultural information that helped bring the document together
--Xynwen--
World Team, MHO GM
>Emails for MHO business should go to GS4-MHO@PLAY.NET
"My real name is Mephistopheles, but you can call me baby"
Topic: Duskruin Arena
Message #: 13261
Author: GS4-XYNWEN
Date: 7/27/2021
Subject: In the Arena with the Kraet: A Guide to Elanthia’s Preeminent Gladiators
This is now up on the wiki and it includes a reference table at the end for weapon profiles and such: Kraet Styles
Also, while the majority of these nouns will not be limited to DR only, for right now, we're holding off on doing any altering with them until after we get a chance to debut them at DR. So don't harass your local alterers yet!
--Xynwen--
World Team, MHO GM
>Emails for MHO business should go to GS4-MHO@PLAY.NET
"My real name is Mephistopheles, but you can call me baby"
Topic: Duskruin Arena
Message #: 12363
Author: GS4-XYNWEN
Date: 7/27/2021
Subject: In the Arena with the Kraet: A Guide to Elanthia’s Preeminent Gladiators
SPECIAL NOTE ON GLADIUS GRAECUS:
- This will be limited to Duskruin for now, so if you want one of these, best snag one there!
- The noun itself is "gladius graecus" just FYI
The other new nouns will not be used in alterations until after August's Duskruin, but then should be fair game.
--Xynwen--
World Team, MHO GM
>Emails for MHO business should go to GS4-MHO@PLAY.NET
"My real name is Mephistopheles, but you can call me baby"
Topic: Duskruin Arena
Message #: 13369
Author: GS4-THANDIWE
Date: 8/9/2021
Subject: Document: Sparrows of the Night Queen
Intrigue is like a river in the courts of Ta'Nalfein. And like a river, its currents run deep. It is fed by tributaries, the branching streams filling the main body and bringing with it all manner of functions. Interwoven into this society are the whispered ways of the assassin. And do not be mistaken in thinking that there is only one kind of assassination. The loss of life is but a simple, easy thing that is over, done with, and moved beyond. The destruction of character, spirit, heart, or faith is not as easily overcome.
Her dance was that of a light spring breeze. Diaphanous and ethereal, the silks that hugged her frame moved as if they were petals and her body a tightly bound tempest toying with them. When her feet left the ground, they returned to the earth with an elegant grace that made it seem as if the very land rose to meet her; gravity could not contain her. The sinuous twists of her arms, the graceful curve of her fingers, the line of her body as it arched, and the sultry, smoldering gaze of her eyes caused her to be larger than life.
This is how the reviews spoke of her as she moved from stage to stage, but off-stage she was graced with a singular plainness that allowed her mobility and freedom. She was tiny for a Nalfein; none would believe that such a small woman could empower the stage as she did on a nightly basis, and beyond the gifts of her dancing talents, she was also gifted with a small cadre of agents, musicians, and friends that kept the secret of who she was so that her private life and public life never clashed.
In court, she was the epitome of demure. She neither dressed above her station, nor below it, and did everything in her power to remain a wallflower. Designers gifted their fashions to her through her agent and though she loved the beauty of them, the feel, and the elegance, she was not a peacock. Her privacy was her own and she would not cave to vanity.
Hiding behind her fan, as all proper Nalfein girls were taught to do, she would watch the eyes of said designers as they mingled in court. Casual whispers told her that they were looking to see their fashion, to be the one that finally won over the Sparrow's heart and to unmask her once and for all. Each deception filled her with a small thrill of excitement. She had succeeded in hiding who she was and reveled in its safety.
She would sometimes catch herself, though, for no matter her mindset the music always called to her. It was her greatest weakness. It was, she imagined, what the sailor felt for the sea, or the insane felt for the moon.
Her excitement when a new piece was played would almost betray her and she would force herself to leave, lest she give in to the call of the music and consequently reveal herself. On those nights, her agent would watch bemused as she would cajole him to find the composer and commission the piece. Once the permissions were obtained, her small circle of musicians would watch as her body became the notes and a new routine was born. Some thought of her as the phoenix in these moments, as if they were watching her be reborn, but she only ever thought of herself as the Sparrow.
As the seasons passed, her talents only grew, as did her control and grace. She often thought of teaching others her dance, but the fear of losing her freedoms swayed her from such an undertaking. Her generosity grew as well, providing each musician and agent she worked with an equal share in her earnings. In this way, she ensured that her secrets remained kept.
When her presence was requested outside of Ta'Nalfein, she was careful to not travel with her agents or musicians. She would sometimes arrive weeks in front of the engagement and take up separate apartments from those generously provided for her troupe. She let them accept all the accolades and gifts that her status afforded her, which only added to their gratitude and loyalty.
For twenty seasons, the Sparrow performed her dances throughout the nation. Never once slipping, never once misstepping, or erring. If a new piece of music was performed at court, then it was performed scant weeks later by the Sparrow. If a new fan design was released by an artisan, then it was utilized in the next exhibition. Color palettes of the season were reflected in the Sparrow's wardrobe the moment they were announced. Hairstyles were carefully orchestrated into her costuming needs within days of becoming trendy. She was at the forefront of every change, and at the center of it all was her dance. Some began to call her the Night Queen, for she reigned supreme in her craft.
It is not easy to sit for so long at the top without garnering some covetous thoughts by others. And despite the lengthy precautions that the Sparrow took, a jealous eye will find a way. It is especially true when titles are involved, even if they are unfounded and ignored by the one wearing them.
The play was subtle.
As the twenty-first season began, the Sparrow heard a new piece played at court. It tugged at her heart with its melancholy strings and the intertwining arias of flute and shawm. She did not notice the eyes that found her as she departed into the winter night.
She was elated when her agent greeted her the next day with news that they could obtain the sheet music within days, but at a cost. Anything, the Sparrow replied, thinking only of money and nothing more. Crestfallen that the cost was an audience with the composer, she tried to put the music from her mind, but within a week was plotting her audience. She would have her agent obtain a mask and they would meet at the theatre. Only she and the composer, no one else.
Hesitant at the prospect, her agent caved in light of the familiar passion within the Sparrow's eyes, and an appointment was made for the two to meet in a fortnight.
The stage was familiar.
Her years of carefully guarding her identity served her well, for she knew all the tricks to hide her natural mannerisms. Small flourishes of her hands where none were naturally present, tiny tells fabricated by the tap of her foot, and a deepening of her voice was already part of her repertoire. After all, she was a master of her own craft and acting was a part of that.
She sat in a halo of light created by a single lantern strategically placed at her back, the table before her, and her attire was a favored piece from the season before. With proximity being an issue, she had laid the foundation of her makeup as thickly as possible without causing it to cake or stick to the mask she would wear. She had even purchased lenses to change the color of her eyes. Her choice of green was only by chance. The only pieces of the Sparrow that were real for this meeting were the color of her hair and the soul of her talent.
At first, the encounter was casual. Light pleasantries, laughter that neither were genuine in executing and casual eye contact. Yet as the hour progressed, there was a seriousness, a challenge. How do I know that I meet the true Sparrow?
In truth, she'd have been disappointed if the question had not arisen. Anyone in passing could present themselves as her. Anyone could paint their face and claim to be her. But none could match her poetry in motion. And so, she stood and issued her own challenge. How do I know that you are the true composer?
His lips parted in a smile, and she found her own twisting to match, the first genuine thing that either had shared since the meeting. He hummed a simple bar, his fingers cupped to his ear to find his pitch and then sang. His wordless song was the piece for which her attire had been crafted, and so she moved into the corresponding dance.
She wove her performance around him, he filled the air with music, and neither faltered or tired for a moment as between them they crafted artistry. In his music, she found herself anew, and a loneliness that she never knew existed within her suddenly seemed filled.
As the dance ended, sweat dripping with the pigments of her makeup, she remained frozen in the final pose. She wanted the moment to stretch to eternity; she wanted to remember this joy always. When finally she dared to move, she found that he was gone.
The plot was as twisted as the vipers of envy.
In the weeks leading to the debut of her newest performance, she found herself distracted. Her thoughts wandered to that one encounter frequently. At court, she found herself looking for the composer instead of maintaining her normal disinterested airs. She once thought she heard his voice in a hallway near her apartment, but when she went in search of the owner found no one there.
Wreathed in a framework of melancholy drama, the Dance of the Sparrow is once again elegant and refined. Never a stray step, the performer is of the highest caliber and unparalleled in her craft. Yet, having reigned on top for so long, has she become wanton? There was of this performance an air of fragility that was at odds with the theme of the musical piece. Has the reign of the Night Queen come to an end?
She listened as the review spilled from the lips of her agent. Her arms hugging her small frame as she gazed at the troupe that surrounded her with wide eyes. They offered objections, stating that they did not and could not understand what this critic could possibly mean, and even offered up inspirational phrases from other critics that had attended the opening. Inspiration! Dazzling! The Night Queen has done it again!
She smiled politely at their efforts, thanked them for their wonderful work, and asked that they find a new piece to begin working on. She recommended a lively, new Loenthran piece for the spring and feigned excitement for the newly announced colors of season. Remaining facetiously jubilant, she engaged the costumers and stylist with grand designs. If she seemed saddened, then only her agent seemed to notice. He had, after all, been with her the longest.
At court the next week, she listened reservedly to the chatter as they spoke of her performance with all of the usual excitement. Her fan fluttered as she canted her head to the side, her eyes and ears training in on every bit of conversation.
I found the review to be sinister at best. She heard from a familiar voice amid the crowd.
Weaving through the throng, she heard a woman ask which review that was and was able to peek through the fluttering fans, colorful shawls, and stylized hair of those around the original speaker in time to hear another voice recite the review as if it were a university poem. The composer was in the heart of the gathering and listening to the speaker, but his eyes met hers and held them.
Insidious, he stated, and then, his gaze moved on.
Long years on the stage, fear of discovery, and some instinct of body forced a shallow breath from her lungs. She nodded politely, watching him from the corners of her eyes, and tarried not a moment too long. When she felt it was not only polite but politic to do so, she parted from the crowd.
As was tradition, she performed the piece several more times while working out rehearsals and routines of the new one. She followed the same patterns and routines as she had for twenty years. Performance, court, home, rehearsal, and so on in a time-honored routine that had served her well. If she thought overly long of the composer during her commute between engagements, then only her agent noted the slight distraction. Her form never lied and her instinct remained pristine. She was, as she had always been, poetry in motion. He gave no more thought to her minor distraction than a gardener might a falling leaf in fall.
Light and lofting, the musicians have outdone themselves in embodying the characteristics of spring and have brought to life the art of Cydalle from Ta'Loenthra in a way that must surely please his homeland. The subtle hues of the costumes and the artistry of the fan patterns are, as always, unrivaled. With a singular control of muscle, sinew, and body, the Night Queen's acrobatics were elegant, yet uninspired. Where has the soul of our sovereign of the arts fled to?
Thunderstruck, her troupe hid the newest review from her and showered her with praises. There was some plot at work here that they could not fathom, some dark design to undermine their Sparrow, and though they could not fathom who or why, they knew that someone was trying to harm her. Her costumers entreated designers that had favored her with gifts in the past to create her a new dress of veils and scarves for the summer gala. Her musicians sent her flowers, anonymously, over the intervening weeks. And her agent selected an arrangement that wove the tale of the phoenix in three parts.
Sparrow remained blissfully unaware of any criticisms in her artistry. That there were more flowers than usual was unnoticed as seasons shifted and flowed and with them the outpourings. She was elated by the beauty of her newest costume and more than thrilled to slip into her role as a phoenix. As always, the music called to her, and she responded in kind.
The court was light and uneventful. She did not see the composer amid the gathering crowds, nor did she hear much chatter about her performances. If she were being honest with herself, both relieved her. There was no room in her life for a love interest; her craft consumed all that she was, and teetering on the edges of conversation to catch every stray wisp of criticism was exhausting and unhealthy.
As the season progressed, though, she noticed that the lights on the stage seemed brighter, and she could not see her beloved audience. Due to the heat and brightness, she found she did not linger in the wings to listen to the applause or watch her musicians take their much-deserved bow. Instead, she let her agent and makeup artists usher her to the dressing room so that she could cool down.
Summer unfurled in heat and longer evenings, and she felt a sense of excitement. The practices for the new piece had been exhausting, and she felt as though she had finally reached the pinnacle of her craft. In truth, her entire troupe believed as she did, and they knew that her critics would not be able to deny her majesty. Whatever sinister plot was at play against her, they would rally around her, and the praise would be everything she deserved.
The Summer Gala was traditionally performed on a raised stage on the green. Both the King and the Queen would be in attendance, and as she peeked from the curtain, she saw that indeed the lawn was packed with blankets and faces turned her way. She was introduced.
The Night Queen Presents for your Gala a piece titled simply The Rise of Fire.
She soared across the stage in hues of azure, goldenrod, and crimson, the veils and scarves resembling wings of flame under her minute ministrations. They had arranged for the fall of the phoenix to take place at the moment of sunset, while the rise of the phoenix was arranged to happen as the first stars were released from the uncertain hues of twilight. As the final pose was held, her lungs heaving exertion, the cacophony of applause assaulted her. She eased her pose, slipping into a full-body bow, and for a brief moment, her gaze crossed the green to fall upon a yawning Queen.
Her heart hammered in her chest, not just from exertion.
The Rise of Fire is an inspirational piece that has brought new levels of artistry, pageantry, and skill to the musicians of the Night Queen. As the sun touched upon the land, it was as if the music brought to life all that a dying day promises. The softness of a lover, the breath of relief after the toils of a day, and then as the stars bring with them a promise, so too did the music inspire hope and the revealing of an unspoken covenant. The marvelous enchantment of the music was spoiled by the less than stellar performance of the Night Queen herself. Tired and unenergetic, her grace and elegance were completely gone from the performance. As if her uninspiring spring performance were not enough, the fall of the phoenix to ashes at twilight should have gifted us with a new performer to the stage. In this, we would have at least been spared the death of our beloved artist.
Sparrow was standing near the wall in the Grand Hall when she heard the review shared with a mocking sneer amid a circle of courtiers. She was paralyzed by its brutality, wallowing in the insecurity that had been festering since she had seen the Queen's yawn. Her own thoughts had been tormenting her with the review from the fall, and now to hear that not only was her best work being savagely torn apart by this critic but that her spring had been as well, was too much for her. She slipped from the hall, at her back a quiet whisper rippling through the crowd of the Queen's response, even as the first tears slipped from her eyes.
He found her in a service hallway, a friendly voice and a balm for her vulnerable heart. The composer drew her close, his hands cupping her face, his thumbs drawing the tears from her eyes, and his rich, warm voice spilling over her. He cooed wordlessly to her, and she felt herself melding to his form, taking comfort from him in a way that she had dreamt of but never allowed herself to truly feel. When their lips touched there was a thrill in her stomach, an icy chill across her skin, and then nothing more.
Oh, delicate, beautiful Sparrow, he whispered as the poison on her lips turned her limbs rigid. I wish that you had never allowed them to call you Queen.
The funeral of the Sparrow was small. Her agent for the first time spoke her name at the eulogy that consisted of her troupe and a single composer. Of her fan base, there was nothing save for a lavish bouquet of black roses in a viridian urn.
Seasons came and went, the leaves unfurling, blossoming, withering, and falling all in their course. Some say that she died of a broken heart, others that her body had given out, and those that were cruel would simply say that she died of embarrassment. Other, more knowledgeable circles would say that it was the Queen's master assassin that had found her for her blasphemy of wearing the title of Night Queen; for all knew that in Ta'Nalfein there is only ever one Queen. She became a cautionary tale to young artists, reminding them that there is always a time to quit before everything is taken from them.
Her musicians, costumers, and stylists were absorbed by other troupes with ease. They had, after all, been praised in her final performances and, other than broken hearts, were unscathed by her passing. Of her true identity, none ever shared and each remained loyal to their dying days. Oddly, each time a member of her old troupe performed, they would receive flowers accompanied by a single star-spangled calling card that was marked with a cobalt blue sparrow.
The composer, if ever he was one, did not stay long in the courts of Ta'Nalfein. He had gained an uneasy, odd friendship with the Sparrow's agent. The two retired together, years later, at a country estate.
Some circles, too few to be overly loud, say that the Night Queen lives on and that she collects young women to her banner. They say that she trains them to be both performers and anti-assassins, protecting those that would fall prey to the courts of Ta'Nalfein. And what do these rumors call this clandestine group?
The Sparrows of the Night Queen.
Kraet Ship
Topic: Duskruin Arena
Message #: 13252
Author: GS4-THANDIWE
Date: 7/21/2021
Subject: A Ship in the Night
Crimson light flowed across the deck, painting the dark-stained teak and white oak boarding in a near sanguine light as the mist of the Locksmehr River spilled over the railings. Silent but for the occasional rattle of ropes and pulleys, the boat drifted past Wehnimer's Landing unnoticed. The crew, hooded and swaddled in their dark-colored pallas, watched the passing city with an impassive gaze.
Standing on the forecastle, the Captain and her First stood upon either side of the long length of the main and mizzen masts that had been lowered to allow the vessel to slip beneath the various bridges that traversed the river. A dark tarp kept the sky blue sails from appearing too bright in the moon and starlight.
They were unaccustomed to venturing out into the lands beyond their Island and wanted to make a good impression. A solid showing as they presented themselves before the Arena at Bloodriven.
Glancing back at the crew of merchants, fighters, and artisans that sat on benches, oars in hand and in the water, she swelled with a sense of pride. She had assembled a fair amount of shields to her for this expedition and was filled with anticipation for their destination.
As the lights of the bustling city faded behind them, she barked out a command. The oars were drawn into the ship, stored in brackets behind long benches, and the masts were drawn back to their upright positions. Like a well-oiled gnomish contraption, the ship was under sail within moments and heading further up the river.
~*~ Thandiwe ~*~
ASGM of Events
Topic: Duskruin Arena
Message #: 13254
Author: GS4-THANDIWE
Date: 7/23/2021
Subject: A Ship in the Night
Balmy with a consistent, pleasant breeze, the river provided the crew with ample opportunity for leisure and training. Its twists and turns were lackadaisical at best, and the river water ran deep enough to assuage any concerns of the ship bottoming out.
By day they took turns rowing, no need for speed as they had been fortunate in their ocean crossing by receiving fair winds and following seas. In short, they were well ahead of schedule. Those that weren't at oar would either practice or tend their crafts. This expedition was not just about strength, skill, and prowess on the Arena floor, but also about trade and commerce. As with everything in their lives, they had embraced the duality, and bore it with a sense of purpose and pride.
By night, the ship bobbed at anchor in the center of the current, sails furled, and red lanterns dimly illuminating the deck. They enjoyed companionship by sharing tales of past ventures, stories of their own challenges back home, and songs of the past. Watches would be set at some point and those that did not draw lots would bed down in the bunks below until dawn heralded a new day.
Their personal weaponry was sparse, though small blades and reinforced caligae were always either near at hand or adorning their feet as appropriate. Their pallas were always in place, protecting their skin from the burn of the sun, but also keeping a light chill from shivering their skin. Their home, after all, was a jungle filled with biting insects, heat, and humidity, and their blood was not accustomed to being away from it.
~*~ Thandiwe ~*~
ASGM of Events
Topic: Duskruin Arena
Message #: 13255
Author: GS4-THANDIWE
Date: 7/26/2021
Subject: A Ship in the Night
They weighed anchor approximately midday, having sighted the docks on the outskirts of Bloodriven and wanting to prepare themselves for an appropriate presentation. As a group, they worked at the bow of the ship and erected a pavilion. In groups, they furnished the interior with racks and tables, crates and benches. Various weapons and shields were laid out for display.
Working alongside the crew, the Captain and First Mate made sure that no single person did more than their share. Praise was given in gestures and small glances, but each person stood up taller when the glances were shared.
As the sun sought to kiss the land, they took turns bathing in the river under the guarded gazes of their peers. The fading light setting the blue of their skin on fire.
Standing on the deck, many hours later, the gladiators, merchants, and artisans of Kraet created a sea of color in their pleated and folded chitons. Emblems pinned to their shoulders displayed their craft and the duality that was threaded through their culture.
With a nod of her head, the Captain commanded that the sails be lowered just enough to allow them to step foot on the docks of Bloodriven to issue their challenge.
The half-krolvins of Kraet are bringing their cultural wares to the village of Bloodriven this coming Duskruin.
You will be able to visit the Caligae of the Colossus, their sailing vessel, to take in their styles, artwork, and merchandise. Their wares can be found in:
Are you Not Entertained?
Crested Glory
Gilded Gladiator, The
Kraet and Barrel
Kraet Deal
Kraet Expectations
Kraet Length
Pinned and Pleated
Strength and Honor
Look for more information on the Kraet culture in the days ahead.
~*~ Thandiwe ~*~
ASGM of Events
Kraet Styles chiton
Topic: Duskruin Arena
Message #: 13285
Author: GameMaster Thandiwe
Date: 07/30/2021 04:57 AM CDT
Subject: Pinned and Pleated
Chitons
analyze my cloth You analyze your green linen cloth and sense that the creator has provided the following information: Welcome to Kraet Styles, the premiere place to find Kraet styles and clothing. A folded linen cloth dyed verdigris green can be worn as a chiton and can be styled in one of three utility forms. They are the Gladiator, the Observer, and the Worker. Each style will provide basic comfort and freedom of movement for the tasks at hand. The cloth can be customized by adding pins or cording to it but they must be from the Kraet Style line in order for them to work. Currently, the cloth is set to be worn in the observer style. It has a border of dark trellis-patterned and is fashioned of linen that is dyed verdigris green. There is a pair of simple pins affixed to it, which will display as cloth-pinned when the garment is worn. There is a braided gold cord wrapped about it, which will display as -corded when the garment is worn. You may change how the pins are worn by using TWIST to add new ones. You may change how the cord is worn by using WRAP to add new ones. Altering instructions: The cloth may have its color, fabric type, and border altered. It will always have a stock long description and any show must make sense when the item is not worn. Tiering: The cloth is currently tier 1 of 2. The cloth has access to the following verbs: Pinch (removes pin), Remove, Turn (changes style), Twist (adds pin), Wear, Wrap (adds cord), and Unwrap (removes cord)
analyze my leaves You analyze your pale opal leaves and sense that the creator has provided the following information: Welcome to Kraet Styles, the premiere place to find Kraet styles and clothing. A pair of pale opal leaves can only be used with a Kraet Style chiton. To do so, you must TWIST the chiton while holding the leaves. The leaves have the following custom styles: Custom Material: (Must match base item) gemstone Custom Descriptor: pale opal leaf Custom Pin-type: leaf It is currently set to display as pale opal leaf-pinned, which can be changed by using TURN. Altering Instructions: The leaves can be completely changed, but please note that only the custom areas above will ever be displayed when it is in use. The custom material must always be whatever the base material of the item is, but it can be wood, metal, or gemstone. Usage: With the leaves in hand, TWIST the chiton to add the leaves. To remove the leaves, PINCH the chiton. You get no sense of whether or not the leaves may be further lightened. twist my cloth Opening the hasps of your pale opal leaves, you twist them into the cloth.
analyze my cord You analyze your sage jute cord and sense that the creator has provided the following information: Welcome to Kraet Styles, the premiere place to find Kraet styles and clothing. A dusty sage jute cord can only be used with a Kreat Style chiton. To do so, you must TWIST the chiton while holding the cord. The cord has the following custom styles: Custom Material: jute Custom Color: dusty sage It is currently set to display as jute-waisted, which can be changed by using TURN. Altering Instructions: The cord can be completely changed, but please note that only the custom areas above will ever be displayed when it is in use. The custom material must always be whatever the base material of the item is, but it can be wood, metal, or gemstone. Usage: With the cord in hand, WRAP the chiton to add the cord. To remove the cord, UNWRAP the chiton. You get no sense of whether or not the cord may be further lightened. You carefully wrap a dusty sage jute cord around your linen cloth.
Look Cloth Two lengths of linen cloth are tidily folded together and dyed verdigris green with a dark trellis-patterned border. A pair of pale opal leaves are pinned to the edge and ready for use, while a dusty sage jute cord is wrapped around the bundle. WEAR MY CLOTH - Observer Style a pale opal leaf-pinned verdigris green linen chiton topped in a dark trellis-patterned overlay WEAR MY CLOTH - Worker Style a sage green-waisted linen chiton with pale opal leaf-pinned verdigris green sleeves WEAR MY CLOTH - Gladiator Style a pale opal leaf-pinned verdigris green linen chiton torso-wrapped in sage green cording
- TURN cloth will change the style the cloth is worn in.
- TURN pin will change the way the pins are worn in the cloth.
- TURN cord will change the way the cord is worn in the cloth.
~*~ Thandiwe ~*~
ASGM of Events
Topic: Duskruin Arena
Message #: 13290
Author: GameMaster Thandiwe
Date: 07/31/2021 12:51 PM CDT
Subject: Re: Pinned and Pleated
Hello,
A very good question was asked on Discord.
Is there a mechanical benefit to the chiton, pins, or cords?
The answer is no. This is just a fluff item. The pins and cords are strictly to further customize/change your chiton to your desired output. You can change the pins or cords anytime you like, which will change the long description of your chiton.
For example the default on these:
Observer Style
a brooch-pinned verdigris green linen chiton topped in a dark trellis-patterned overlay
Worker Style
a gold-waisted linen chiton with pale opal leaf-pinned verdigris green sleeves
Gladiator Style
a brooch-pinned verdigris green linen chiton torso-wrapped in gold cording
Pin and Cord Style 1 with the leaves and sage green cording:
You fiddle with a dusty sage jute cord for a moment, causing it to appear dusty sage-waisted or dusty sage-corded when worn with a chiton.
Observer Style
a pale opal leaf-pinned verdigris green linen chiton topped in a dark trellis-patterned overlay
Worker Style
a sage green-waisted linen chiton with pale opal leaf-pinned verdigris green sleeves
Gladiator Style
a pale opal leaf-pinned verdigris green linen chiton torso-wrapped in sage green cording
Pin and Cord Style 2 with leaves and sage green cording:
You fiddle with a dusty sage jute cord for a moment, causing it to appear jute-waisted or jute-corded when worn with a chiton.
You fiddle with a pair of pale opal leaves for a moment, causing it to appear leaf-pinned when worn on a chiton.
Observer Style
a leaf-pinned verdigris green linen chiton topped in a dark trellis-patterned overlay
Worker Style
a jute-waisted linen chiton with leaf-pinned verdigris green sleeves
Gladiator Style
a leaf-pinned verdigris green linen chiton torso-wrapped in jute cording
There are 2 tears for the chiton. Here is the analyze on the 2nd tier:
You analyze your linen chiton and sense that the creator has provided the following information: Welcome to Kraet Styles, the premiere place to find Kraet styles and clothing. A leaf-pinned verdigris green linen chiton topped in a dark trellis-patterned overlay can be worn as a chiton and can be styled in one of three utility forms. They are the Gladiator, the Observer, and the Worker. Each style will provide basic comfort and freedom of movement for the tasks at hand. The chiton can be customized by adding pins or cording to it but they must be from the Kraet Style line in order for them to work. Currently, the chiton is set to be worn in the observer style. It has a border of dark trellis-patterned and is fashioned of linen that is dyed verdigris green. There is a pair of pale opal leaves affixed to it, which will display as chit-pinned when the garment is worn. There is a dusty sage jute cord wrapped about it, which will display as jute-corded when the garment is worn. You may change how the pins are worn by using PINCH to remove them. You may change how the cord is worn by using UNWRAP to remove it. Altering instructions: The chiton may have its color, fabric-type, and border altered. It will always have a stock long description and any show must make sense when the item is not worn. Tiering: The chiton is currently tier 2 of 2. The chiton has access to the following verbs: Kneel, Pinch (removes pin), Pull, Push, Remove, Sit, Turn (changes style), Twist (adds pin), Wear, Wrap (adds cord), and Unwrap (removes cord) You get no sense of whether or not the chiton may be further lightened.
Here are two of the 4 verbs. Please note, each verb is slightly different and 1 cloth has access to all three styles.
PUSH - Observer Style (from sitting)
Rushing to your feet, you raise your right arm into the air, the overlay of your linen chiton parting as you hold your closed fist out in front of you for the measure of three heartbeats. You pause a moment longer, your gaze sweeping on all around you, and slowly extend your thumb downwards.
PULL - Observer Style
You raise your right arm into the air, the overlay of your linen chiton parting as you hold your closed fist out in front of you for the measure of three heartbeats. You pause a moment longer, your gaze sweeping on all around you, and slowly extend your thumb upwards.
PUSH - Gladiator Style
You lift your gaze skyward, the skirting of your linen chiton swaying as you jut your arm into the air to draw attention. With a sweeping gaze, you slowly form a fist with your thumb pointed down and wait for a sign of approval.
PULL - Gladiator Style
You lift your gaze skyward, the skirting of your linen chiton swaying as you jut your arm into the air to draw attention. With a sweeping gaze, you slowly form a fist with your thumb pointed up and wait for a sign of approval.
PUSH - Worker Style
You raise your arm before you, the sleeves of your linen chiton slipping back from your wrist to the elbow, and hold your hand closed into a fist for the briefest of moments before letting your thumb escape and jut downward.
PULL - Worker Style
You raise your arm before you, the sleeves of your linen chiton slipping back from your wrist to the elbow, and hold your hand closed into a fist for the briefest of moments before letting your thumb escape and jut upward.
~*~ Thandiwe ~*~
ASGM of Events
Kraet Style One-Handed Weapon
Topic: Duskruin Arena
Message #: 13328
Author: GS4-VALYRKA
Date: 8/5/2021
Subject: Ready for some Kraet Actions?
I have two new shops at Duskruin!
A Kraet Deal has OHE with a new scrip on them. Not only do they have a few fluff actions, but they have specific actions when you change your stance.
Fluff:
point a a target
You raise the blade of your acinaces in the air before lowering it to point at Valyrka, indicating it is time to fight.
Point at yourself
You raise the blade of your acinaces in the air before lowering it to point at the floor before you, indicating you are ready to fight. (It will say ground if you are outside!)
push acinaces
You slide your hand down the length of the acinaces, testing the edge of the blade for sharpness.
rub acinaces
Running your hand along the edge of the acinaces, you wipe off any grime and gore from the blade.
wave acinaces
You spin your acinaces about your body in an intricate display of skill.
Stances:
Defense ~ You step backwards and pull your acinaces close, taking your body out of the range of attack.
Guarded ~ You draw your acinaces across your chest, glancing about the area with a watchful eye.
Neutral ~ You grip your acinaces lightly as you shift your weight from side to side.
Forward ~ You bring your acinaces forward and prepare to fight.
advance ~ Leaning forward, you position the acinaces at your knees with the blade pointed outward.
Offense ~ You grip your acinaces and step forward, showing you are ready for battle.
Thank you to GM Thandiwe for help with the coding part!
~ Valyrka ~
Ta'Illistim
Elves
Dark Elves
Kraet Style Polearm Weapon
Topic: Duskruin Arena
Message #: 13329
Author: GS4-VALYRKA
Date: 8/5/2021
Subject: More Kraet Actions!
My second new shop, Kraet Lengths, has Kraet polearms!
pull verutum
Pulling your verutum close to your body, you grip the haft tightly.
push verutum
You thrust your verutum out in front of you, preparing to attack.
spin verutum
You twist and turn as you spin your verutum about, showing off your exceptional skills.
tap verutum
You confidently tap your verutum against the ground in a show of bravery.
Defense ~ You pull your verutum across your body and prepare to defend yourself.
Guarded ~ You pull your verutum close, preparing to fend off any attack.
Neutral ~ Letting the butt of your verutum rest on the ground, you look about for any signs of danger.
Forward ~ Holding your verutum in front of you, you take a few steps forward.
Advance ~ You lean forward, gripping your verutum tightly.
Offense ~ You step forward and turn your verutum until the head is pointed outward.
Again, thanks to GM Thandiwe for her coding skills!
~ Valyrka ~
Ta'Illistim
Elves
Dark Elves
Kraet Helm
Topic: Duskruin Arena
Message #: 13336
Author: GS4-XAYLE
Date: 8/5/2021
Subject: We Know You Like Feathers in Your Hats, But...
...what about on your helm?
>glance
You glance down to see a spiral-etched grey ora helm in your right hand and nothing in your left hand.
>l my helm
The box at the top of grey ora helm is designed to house a crest or plume. It is currently empty.
What's this!?
>glance
You glance down to see a bundle of matte gold feathers in your right hand and a bundle of gold-laced blue horsehair in your left hand.
>bundle
With movements both deft and sure, you arrange a bundle of matte gold feathers and a bundle of gold-laced blue horsehair into a tidy row and bind them off, leaving you with a matte gold feather and gold-laced blue horsehair topknot.
>spin my top
Loosening the binds of your topknot, you carefully rearrange the feather and horsehair and secure them once more into a crest.
>spin my crest
Loosening the binds of your crest, you carefully rearrange the feather and horsehair and secure them once more into a plume.
>push my helm
Tucking your helm beneath your arm and against your body, you expertly fit a matte gold feather and gold-laced blue horsehair plume into its plume box. Once satisfied that the plume is securely in place, you brush your hand along the feathers and horsehair appreciatively.
>glance
You glance down to see nothing in your right hand and a spiral-etched grey ora helm transversely plumed with barred matte gold feathers and gold-laced blue horsehair in your left hand.
Some of the verb traps while worn:
You drag your hand back and forth across the feather and horsehair of the plume of your helm a few times as you gaze pensively into the distance.
You wiggle a finger beneath the lip of your grey ora helm, simultaneously scratching an itch you barely realized you had and readjusting the helm's weight on your head. That feels better.
With an affirmative nod, you rap a single knuckle against the side of your grey ora helm.
As you cant your head curiously to the side, the feathers and horsehair of your plume swishes with the movement. You arch a single brow.
Time for fancy helms and suchwhat!
~ X.
Bloodtooth Band
Topic: Duskruin Arena
Message #: 13264
Author: GS4-KENSTROM
Date: 7/27/2021
Subject: Bloodtooth Bands - A Duskruin Teaser!
Remember the Bloodtooth Bracers that made their way to Duskruin? Well, the Bloodbender Brothers are not finished adding to their collection just yet!
A big special shout out to GM Mestys for his amazing coding skills and ninja like wisdom and GM Vanah’s masterful eyes and timely QC review in helping to add a new blood magic item to the Bloodbender Collection! There's also an additional bonus if you own and use both the bracers and bands! Here's a sneak peak at one of the special abilities you can unlock!
Behold, I tease before you the Bloodtooth Bands!
You place the red-veined bands onto your legs, causing the metal and bone to clamp down tight as rows of razor-sharp teeth suddenly jut out from its membranous layers and sink deep into your flesh!
You push a rune on one of your bands and streams of blood gush out from the flesh of your legs to create a wide patch of sanguine fluid on the ground.
[SMR result: 450 (Open d100: 36)]
A kobold slips on the wide patch of blood, losing its footing entirely before falling down!
[SMR result: 422 (Open d100: 9)]
A kobold slips on the wide patch of blood, losing its footing entirely before falling down!
[SMR result: 448 (Open d100: 35)]
A kobold slips on the wide patch of blood, losing its footing entirely before falling down!
[SMR result: 435 (Open d100: 22)]
A kobold slips on the wide patch of blood, losing its footing entirely before falling down!
[SMR result: 494 (Open d100: 81)]
A kobold slips on the wide patch of blood, losing its footing entirely before falling down!
[SMR result: 438 (Open d100: 24)]
A kobold slips on the wide patch of blood, losing its footing entirely before falling down!
Cast Roundtime 3 Seconds.
TO BE CONTINUED....
-GM Kenstrom-
Waylayer of Wehnimer's Landing
Topic: Duskruin Arena
Message #: 13266
Author: GS4-KENSTROM
Date: 7/28/2021
Subject: Bloodtooth Bands - 2nd Teaser!
I'll do a few more teasers before the full item breakdown before the event!
So here's another one for the new Bloodtooth Bands!
You touch the edge of one of your bands and thin red veins stretch out to greet your fingers, briefly sticking to them like a sanguine web before recoiling moments later.
and...
In a wild thrashing flurry, dozens of glistening and bloody ribbons of sinew burst from the flesh of your legs and lash outward toward a massive troll king!
[SMR result: 296 (Open d100: 84)]
The incarnadine tendrils latch onto a massive troll king and quickly snake around its legs, entangling it!
and...
You lean near the body of a massive troll king and tiny globules of blood suddenly rise up from its corpse and swirl into the air toward you before finally infusing into your own flesh.
-GM Kenstrom-
Waylayer of Wehnimer's Landing
Topic: Duskruin Arena
Message #: 13326
Author: GS4-KENSTROM
Date: 8/4/2021
Subject: Bloodtooth Bands Fully Revealed!
Here's the full details of the Bloodtooth Bands which will debut this month at Duskruin! Enjoy!
Analyze
At Tier 4...
You analyze your red-veined bands and sense that the creator has provided the following information: The red-veined bands are a type of leg-worn armor accessory that magically drains some of your blood in exchange for a series of temporary benefits. The base description can be altered, but should always remain plural and match the unchangeable look description.
The bands are tier 4 of 4. This means that they have access to the following verbs: WEAR, REMOVE, WAVE (Blood Spray), POKE, TOUCH, POINT (Blood Bind), PROD, RUB, PUSH (Blood Spill), CLENCH, TAP, FOLD (Blood Bones). If the wearer bears both the Bloodtooth Bands and a Bloodtooth Bracer, a special ability (Blood Bank) can be activated via RAISE (at a dead creature target that can bleed) to gain charges and FIDGET for an enhancive HP regeneration effect.
You can tell that the bands is as light as it can get.
Additional Info
Tier 1 Verbs: WEAR, REMOVE
Tier 1 Ability: Blood Spray (WAVE) - An SMR attack to reduce a foe's defenses.
Cost: 10 HP. Cooldown: 2 minutes.
Tier 2 Verbs: POKE, TOUCH
Tier 2 Ability: Blood Bind (POINT) - An SMR attack to root a foe in place.
Cost: 15 HP. Cooldown: 4 minutes.
Tier 3 Verbs: PROD, RUB
Tier 3 Ability: Blood Spill (PUSH) - Create a pool that causes enemies to trip and fall.
Cost: 25 HP. Cooldown: 5 minutes.
Tier 4 Verbs: CLENCH, TAP
Tier 4 Ability: Blood Bones (FOLD) - Create a damage padding effect for 2 minutes.
Cost: 25% Max HP. Cooldown: 60 minutes.
Special Ability: Blood Bank (FIDGET) - Only available when a Bloodtooth Bracer is also being
utilized. Adds an HP regeneration effect for 15 minutes by expending charges gained via
RAISE with creature corpses. Magnitude is based on charges stored. Max charges
based on total tiers unlocked between Bands and Bracer.
Cost: 0 HP. Cooldown: 60 minutes.
Reminder: Blood Bank ability is only available if the user is wearing both the Bloodtooth Bracer and Bloodtooth Bands. So collect them both!
-GM Kenstrom-
Waylayer of Wehnimer's Landing
Animalistic Spirit Headdress
Topic: Duskruin Arena
Message #: 13292
Author: GS4-AVALUKA
Date: 8/2/2021
Subject: Animalistic Spirit headdresses
Debuting this Duskruin at the shop "Heady Spirits" is the final piece in the Animalistic Spirit set - Animalistic Spirit headdresses. These are not just headdresses, but they also have the ability to be functional helms, tiaras, crowns, headscarves, turbans, or just hats in general. You can choose what sort of headgear you feel would best work with your character.
When initially purchased off-the-shelf they are non-functional fluff (unless they are helms, in which they are functional helms but otherwise with fluff abilities). Just like the other items in this set of scripts, these items also come with an animal spirit locked inside them that must be tamed with successful physical and magical hits. However, due to the special infusion of these headdresses, wielding other Animalistic Spirit items while wearing the headdress will cause the spirits within all items to tame faster. (IE, if you are wearing a headdress and using an Animalistic Spirit weapon, both the weapon and the headdress will gain 2x as much affinity with each successful hit.)
NOTE: The bonus to affinity gain matches the amount of Animalistic items you are wearing/wielding. So if you are wearing 4 total items (headdress, armor, UCS gloves, UCS boots), any affinity gain on any of the items will be +4 per hit instead of only +1. You still need to do the appropriate action to raise affinity depending on the item (such as successful UCS attacks against like-level foes for UCS items), but doing it while wearing the headdress will boost the gains.
In addition, these headdresses interface with Animalistic Spirit armor, either having their description appended to the head coverage of any worn Animalistic Spirit armor or taking the place of the head coverage description in armor-related messaging.
=Base Fluff Abilities=
- Feature-worn with customizeable parts.
Like illusion trinkets, the headdresses will show up in your features and can play nicely with other things that temporarily change your features. The 2 sentences in the feature LOOK can be customized via GALD.
- Temporary eye change.
You can RUB the headdress to infuse the spirit into your eyes, turning them into "feral <color> eyes" for 4 hours, where the color is the color of the spirit within the headdress.
- PROD the headdress so you can determine if the spirit shows itself when using fluff actions.
This feature has been also carried over to Animalistic Spirit armor (but NOT weapons/shields currently).
=Unlockable Fluff Features=
- One added tier of fluff actions.
Adds NOD, SHAKE, TILT, and GROWL, which are all targetable. NOD also lets you use NOD styles, adding more flavor to your NODs. Some of these also take DEMEANOR into account.
- Add "slots" for Spirit Imprints (up to 4).
If you have other Animalistic Spirit items, you can POINT your headdress at the other item and the headdress' spirit will be able to morph into the look of the other spirit at-will (you still keep the look of the original "dominant" spirit). TURN forces the spirit's look to change, CLEAN makes the spirit forget a saved imprint, INSPECT lets you look at all imprinted spirits. NOTE: Items you imprint must also be attuned to you in order for the spirit within to trust you enough to imprint to the headdress.
=Unlockable Mechanical Features=
NOTE: Once a mechanical feature is unlocked, this item becomes functional if not already set as such.
- Animalistic Avatar SMRV2 attack.
WAVE the headdress at a target to launch a SMRV2 maneuver attack at the creature where you momentarily become the living avatar of the attached spirit, causing the creature to be rooted if successful. If you are also wielding an Animalistic Spirit weapon or wearing a set of Animalistic Spirit armor, the headdress will choose one of them to add its flares to the attack. As an example, if you wield an Animalistic Spirit weapon in addition to the headdress, Animalistic Fury flares will be added to successful attacks.
Each unlock adds to the bonus for the SMRV2 roll.
This attack may be unleashed every 6 minutes.
- Multi-opponent version of Animalistic Avatar.
If you have at least T1 of Animalistic Avatar unlocked, you can unlock a multi-opponent version of it activated with WAVE (without a target).
The amount of potential targets scales based on the unlock tier of the Animalistic Avatar base attack, maxing out at a potential of 6 targets at T4.
This multi-opponent version can be unleashed once an hour.
Here's a snapshot of a few things with it!
Feature looks - note that this is toggleable with TOUCH, and the line is partially able to be customized in alterations.
You see GameMaster Avaluka.
She appears to be an Erithian of the Yachan Dai.
Draped elegantl.y on her head is a flame-hued feather headdress, the overlapping hues of the trailing end making a fiery pattern. Woven amongst the scarlet and crimson feathers of the headdress are several strings of carved amber beads.
She is taller than average and has a willowy figure. She appears to be very young. She has long-lashed blue-green eyes and alabaster skin. She has long, thick light brown hair. She has a heart-shaped face and a sloping nose.
She is in good shape.
Animalistic Avatar in action, along with the Set Bonus of it calling to the wielded weapon for help.
>wave my headdress at orc
Sweeping one arm out in a tight arc, you gesture forcefully at a greater burrow orc with a sinuous twisting motion, holding your other hand out for balance. Rippling waves of misty green energy flow over the surface of your feather headdress, pooling in your eyes and blurring your features with those of a fiery phoenix.
Ethereal misty green flames erupt to life, surrounding you as you throw your head back with an enraged shriek, spreading your arms wide to unfurl illusionary wings of scintillating light.
[SMR result: 126 (Open d100: 54)]
A greater burrow orc starts to tremble violently, rooted to the spot in fear!
A thin tendril of misty green light races over your body before spreading over your gloves, which react with an enraged chitter and an answering ripple of misty green energy.
Riotous misty green energy races along the surface of the gloves, slender tendrils rising up to coalesce into the ethereal form of a sleek dolphin.
Flicking its tail sharply, a sleek ethereal dolphin swims forward through the air with a fierce chitter as a pod of wispy misty green dolphins roil forth in an angry torrent!
... 10 points of damage!
Arm lock.
The burrow orc is stunned!
A turbulent cloud of misty green light lashes out from some gloves with an echoing chitter!
Rage fills the orc's eyes as his body tenses up.
Misty green motes rush away from you, leaving your features back to normal.
Some fluff actions!
>growl my headdress
Aggressively lifting a balled fist in front of you, you bare your teeth in a threatening display, a growl rumbling deep in your chest. Slender coils of misty green light seep from your feather headdress, briefly morphing your features into the visage of a fiery phoenix with fire-laced feathers and a curved beak.
>nod grim my headdress at avaluka
With a serious look in your blue-green eyes, you nod grimly at Avaluka. A riotous burst of misty green motes dances over the surface of the feather headdress on your head in time to the movement, the luminous sparks of energy spiraling around each of the strings of amber beads trailing from the ends of it.
But maybe I don't want the spirit to be so flashy right now?
>prod my headdress
You run a finger along the side of your feather headdress in a soothing motion. Lulled by the contact, the misty green sparks infusing it die away with a fading shriek.
>nod eager my headdress
Clapping your hands together in excitement, you nod eagerly.
~Avaluka
Topic: Duskruin Arena
Message #: 13310
Author: GS4-AVALUKA
Date: 8/4/2021
Subject: Animalistic Spirit headdresses
Time for some extra information about this headgear! I've decided to use a helm this time, though please note that, other than being an actual functional helm, the actual functionality is the same across all types.
You analyze your steel helm and sense that the creator has provided the following information:
Animalistic Spirit Headdresses
=General Script Information=
This is headgear with the spirit of an animal trapped within it.
The spirit is wild and must be tamed by unleashing attacks against like-level foes, either magical or physical.
If not fully tame, the spirit within can backlash upon the owner.
Allegiance can be changed, but the new owner must work off the trust gained by the previous owner.
If you also wield an Animalistic Spirit weapon, shield, or wear a set of associated armor, the infusion within the helm allows for all spirits to be tamed faster.
The spirit within the helm can be unlocked to allow it to morph into the appearance of the spirits within any other Animalistic Spirit item you are also bonded with.
In addition, the helm will draw out help from other wielded Animalistic Spirit gear when performing an Animalistic Avatar attack, adding Animalistic Fury (weapons/shields) or Animalistic Instinct (armor) to its attacks.
While wearing Animalistic Spirit armor, this helm will take the place of the associated head coverage (if the armor has no head coverage), or be appended to the head coverage's description (if the helm is not a helm/helmet) in the armor's messaging.
=Alteration Guidelines=
* Alterations to the 15/15/15, long and show of this helm are fine.
* Any merchant can change the adornment, adornment type, and how the adornment attaches to the helm.
Possible adornment types are: plain (color/texture), loose/dangling (feathers/tassels), reflective attachments (pins/gems/metal), rigid protrusions (spikes/horns), or designs (embroidery/etching).
* If the helm is NOT a helm/helmet, it is likely a merchant can change the headgear type.
Possible types are: headdresses, helms/helmets, tiara/circlets, crowns, headscarves/turbans, or hats.
* Customization of the line that shows up in your features when worn is also possible, but only the segment after the comma in the first sentence and the complete second sentence can be changed.
NOTE: This should NOT indicate movement, glowing, or anything other than a description of how the adornment looks on the helm when worn, or how the helm is being worn.
* Some merchants can change the spirit color, spirit call, spirit group, or how the spirit looks.
Only the "main" spirit can be altered in this manner; any spirit imprints cannot be changed.
NOTE: You cannot change the general type of animal, such as changing a large feline to be a canine, except using certificates.
As well, each spirit type only has certain pre-approved nouns allowed.
=Features=
* Feature-Worn
When worn, this helm can be viewable in your features, appearing just below the line indicating your race. It is toggleable with TOUCH.
Feature-Worn ability is currently: ON [Toggle with TOUCH]
* Temporary Eye Feature Change
RUBbing the helm causes the spirit's essence to briefly infuse your eyes, turning them into "feral misty green eyes" for 4 hours.
* Spirit Imprints = Locked
When unlocked, the helm gains the ability to "imprint" with other spirits and morph into their appearance at will. The spirit within the helm must be attuned to you, as well as the spirit of the other piece of Animalistic Spirit gear you are trying to imprint.
Use INSPECT to view any imprinted spirits, TURN to coax the spirit within the helm to morph into a different spirit appearance, CLEAN to remove a spirit imprint, and POINT the helm at the other item you want it to imprint to.
NOTE: You can only unlock a maximum of 4 extra slots for imprinted spirits on this helm.
* Animalistic Avatar = Locked
When unlocked, gain access to a maneuver-based attack using WAVE that briefly turns you into the avatar of the attached spirit, potentially rooting the target to the spot in fear. This can be unleashed every 6 minutes.
If the multi-opponent version is unlocked, the same attack can be unleashed on a maximum of 2 creatures in the room once an hour.
If you wield an Animalistic Spirit weapon or shield, or wear Animalistic Spirit armor, the respective item's flare will be added to the helm's attack.
* Flavor Actions (Tier 1 of 2)
At this tier, this helm captures the following: WEAR, REMOVE, RUB (Temporary Eye Change), TOUCH (Feature-worn On/Off).
Use PROD to make the spirit less visible while using these actions [Spirit is currently: Awake]
* Tameness/Affinity
Tame the spirit to prevent it enacting its rage upon you.
Only one person can have allegiance to this helm's spirit at a time.
The feeling of this spirit toward no one is wild (Level 0 of 12).
NOTE: To start taming this helm, damage a like-level foe with physical or magical attacks.
=Current Settings=
* Spirit: stallion (Type: Equine)
Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.
* Spirit Descriptor: muscular
* Spirit Color: misty green
* Spirit Call: whinny
* Spirit Group: herd
* Type: Helm
* Material: steel
* Adornment: horsehair crest (Type:Feathers/Tassels)
* Adornment Attachment: adorning the top of the helm
* Feature Line: ...a polished steel helm, its sturdy frame bracketing her face. Adorning the top of the helm is a thick horsehair crest, the trailing end falling down to her mid-back.
NOTE: The beginning text before the "..." is different depending on type and cannot be customized.
You might be able to have a talented merchant lighten the steel helm for you.</nowiki>
As you can see, each headdress can have an "adornment", which can have many different adornment types. This could be as simple as just describing the surface or color or texture of the item to describing horns crowning something. Each adornment type slightly changes how the spirit light interacts/highlights the adornment in portions of the fluff messaging. Note that the adornment type examples in the ANALYZE are not exhaustive ('dangling', for example, essentially expects any kind of adornment, plural or singular, where only one end of the adornment is attached to the item and the other end may be free-moving somewhat. This could be tassels or feathers, but could also be strings of beads or shards of bone.)
You really should only have one "main" adornment set on these things. You can have more than one described in a show, perhaps (like I am sure most everything can describe a specific color or surface), but this is just selecting one "focal" adornment that is most prominent that gets set on the actual item.
Let's look at some more verb examples!
>shake my helm
With a disdainful snort, you give a curt shake of your head, your gaze cold. A cascade of energy falls from the steel helm on your head in a waterfall of misty green light, the motes' passage causing the horsehair crest adorning the top of it to ripple briefly before falling back into place.
Ooh, maybe a bit too cold. Let's warm things up a bit.
>demeanor warm
You love the world and the world loves you!
>shake my helm
Laughing warmly, you give a disbelieving shake of your head, blue-green eyes sparkling with amusement. A cascade of energy falls from the steel helm on your head in a waterfall of misty green light, the motes' passage causing the horsehair crest adorning the top of it to ripple briefly before falling back into place.
>tilt my helm
Cocking your head to one side in curiosity, you blink several times in bewilderment, your jaw dropping open slightly. Crackling misty green energy sparks over the steel helm on your head as a low whinny fills the air, tendrils of light arcing over the horsehair crest adorning the top of it.
Remember: you can use PROD on the item at any time to toggle whether the spirit light (the 2nd sentences above) actually fire. Sometimes you may want to be flashy with your movements and sometimes not! The PROD messaging is first person only, so no one is going to see you adjusting this on the sly.
Thanks!
~Avaluka
Topic: Duskruin Arena
Message #: 13300
Author: GS4-AVALUKA
Date: 8/3/2021
Subject: Updated spirit type/nouns for Animalistic Spirit items
Though the total amount of new spirit nouns debuting at Duskruin this run isn't very large, there are still quite a few new additions. Please do not be discouraged if your suggestion did not make it in this time - it doesn't mean it will never be a possibility, it's just that I did not have time to add all of them in for this run.
The only brand new "spirit type" being added this year is "Avian (Magical)", which includes the "phoenix" noun that many people requested! Other additions are new noun possibilities for some of the existing spirit types.
Following is an updated list of all spirit types, approved nouns, and "defaults" for Animalistic Spirit items. All items within the Animalistic Spirit set use the same lists, but each one has its own certificate for changing spirit types for that particular item; be sure you have the correct certificate, which will be sold within the shop selling the item it applies to.
As usual, I should be scheduling some Wilkes visits in September to hopefully do some spirit alterations for those who want that service.
NOTES:
- The noun at the beginning of each list is the "default" noun for that spirit type. When an item is changed to that spirit type, this noun is the default that will appear.
- NEW nouns (or types) will be followed by an asterisk (*).
[Large Feline]
Available nouns for this type are: lion, lioness, panther, tiger, tigress*, puma, catamount, jaguar, leopard, snow leopard, clouded leopard, cheetah.
- Spirit Descriptor: lithe
- Spirit Call: roar
- Spirit Group: pride
[Small Feline]
Available nouns for this type are: cat, kitten, bobcat, lynx, serval, caracal, margay, ocelot, jaguarundi, snowcat.
- Spirit Descriptor: sleek
- Spirit Call: hiss
- Spirit Group: clowder
[Canine]
Available nouns for this type are: wolf, jackal, fox, fennec fox, hyena, dhole, coyote, dog, bush dog, foxhound, bloodhound, wolfhound, mastiff, puppy, aardwolf*.
- Spirit Descriptor: rangy
- Spirit Call: howl
- Spirit Group: pack
[Avian (Predatory)]
Available nouns for this type are: hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrfalcon, peregrine falcon, kestrel, osprey, goshawk, kite.
- Spirit Descriptor: angular
- Spirit Call: screech
- Spirit Group: flock
[Hooved (Horned)]
Available nouns for this type are: stag, deer, goat, antelope, buffalo, bison, bull, oryx, wildebeest, ram, moose, elk, yak*, hind*, hart*, gazelle*, caribou*, muntjac*, buck*, reindeer*.
- Spirit Descriptor: antlered
- Spirit Call: bellow
- Spirit Group: stampede
[Equine]
Available nouns for this type are: horse, pony, stallion, mare, zebra, donkey, mule.
- Spirit Descriptor: muscular
- Spirit Call: whinny
- Spirit Group: herd
[Snake]
Available nouns for this type are: snake, serpent, cobra, asp, adder, boa, boa constrictor, rattlesnake, corn snake, mamba, eel.
- Spirit Descriptor: sinuous
- Spirit Call: hiss
- Spirit Group: mass
[Aquatic Mammal]
Available nouns for this type are: dolphin, whale, orca, seal, sea lion, walrus, manatee, narwhal*.
- Spirit Descriptor: sleek
- Spirit Call: chitter
- Spirit Group: pod
[Small Rodent]
Available nouns for this type are: mouse, dormouse, rat, squirrel, chinchilla, hamster, cavy, gopher, groundhog, lemming, naked mole rat, marmot, muskrat*.
- Spirit Descriptor: plump
- Spirit Call: squeak
- Spirit Group: horde
[Ursine]
Available nouns for this type are: bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear, panda, giant panda, sloth bear*.
- Spirit Descriptor: burly
- Spirit Call: growl
- Spirit Group: band
[Rabbit/Hare]
Available nouns for this type are: hare, rabbit, jackrabbit, cottontail, arctic hare, snowshoe hare.
- Spirit Descriptor: lanky
- Spirit Call: growl
- Spirit Group: herd
[Porcine]
Available nouns for this type are: boar, iron boar, pig, hog, warthog, babirusa.
- Spirit Descriptor: stocky
- Spirit Call: snort
- Spirit Group: drove
[Arachnid]
Available nouns for this type are: spider, tarantula, arachnid, black widow spider, brown recluse spider, wolf spider, huntsman spider, tomb spider*.
- Spirit Descriptor: giant
- Spirit Call: chitter
- Spirit Group: swarm
[Corvid]
Available nouns for this type are: raven, crow, magpie, jackdaw, rook, jay.
- Spirit Descriptor: sleek
- Spirit Call: caw
- Spirit Group: mob
[Semi-Arboreal]
Available nouns for this type are: raccoon, opossum, possum, red panda, bearcat*, binturong*, civet*.
- Spirit Descriptor: plump
- Spirit Call: chitter
- Spirit Group: band
[Avian (Aquatic)]
Available nouns for this type are: penguin, emperor penguin, rockhopper penguin, puffin, auk.
- Spirit Descriptor: pudgy
- Spirit Call: squawk
- Spirit Group: flock
[Small Primate]
Available nouns for this type are: monkey, tamarin, marmoset, macaque, baboon, lemur, indri, sifaka, loris, bushbaby, capuchin.
- Spirit Descriptor: gangly
- Spirit Call: screech
- Spirit Group: troop
[Mustelid]
Available nouns for this type are: badger, honey badger, ferret, weasel, ermine, pine marten, stoat, skunk, wolverine.
- Spirit Descriptor: stocky
- Spirit Call: growl
- Spirit Group: band
[Armored]
Available nouns for this type are: armadillo, pangolin, hedgehog, porcupine, echidna.
- Spirit Descriptor: squat
- Spirit Call: snort
- Spirit Group: band
[Bat]
Available nouns for this type are: bat, fruit bat, vampire bat, flying fox.
- Spirit Descriptor: angular
- Spirit Call: squeak
- Spirit Group: swarm
[Semi-Aquatic]
Available nouns for this type are: otter, sea otter, river otter, platypus.
- Spirit Descriptor: sleek
- Spirit Call: chitter
- Spirit Group: band
[Avian (Magical)]*
Available nouns for this type are: phoenix, firebird, griffin, storm griffin, gryphon, grifflet.
- Spirit Descriptor: fiery
- Spirit Call: shriek
- Spirit Group: band
NOTE: Phoenixes and firebirds have more fiery imagery, while anything griffin has more electrical/lightning imagery.
Thanks for all your suggestions - please feel free to keep them coming! I know several came in a bit too late for me to think about adding them this year, but I'll definitely be going over things again before the next run of Duskruin.
~Avaluka
Morphing Runestaff
Topic: Duskruin Arena
Message #: 13294
Author: GS4-THANDIWE
Date: 8/2/2021
Subject: The Modern Morph
The Modern Morph is a new shop that will be coming to Duskruin with an old item in it that is getting some tender loving care.
The original morphing item was created by GM Tilmont back in 2003. It was a revolutionary design that allowed your runestaff to be morphed into a wearable item based on where it was worn. The available nouns were belt, wristlet, and circlet. Unfortunately, as the game progressed and you were allowed to do more and more with your runestaff, the script stayed largely the same and prevented the runestaff from being customized to its fullest.
In 2020, GM Haxus and I did some minor tweaks to it to try to get it working with current standards so that those loyal to it could improve it. We added the ability to toggle it so it couldn't be sold, we added Subscript, Custom Flare Messaging, and support for Acuity and Mana flares, as well as the Lore Song Unlock.
However, each time this item was looked at it became clear that we would have to go further to bring it to current standards. So, this DR the new Modern Morph will be released.
Let me assure you all, if you own a morphing runestaff then you need not fear for it because it will automatically be upgraded to the current standard. You won't feel a thing. Once the update is made live, please register your item. And then all you will have to do is morph it and unmorph it. Should some hiccup happen, simply assist and get a referral so that I can look at it.
From that point forward, you'll be able to modify it just as you would a normal runestaff. For customizing you'll be able to do the following:
Give it a long, show, or both descriptions.
Change the base 15/15/15 of it.
Add flares, subscripts, ensorcell, enchant, etc.
Change the material (with the appropriate certifications) away from plain old wood.
The wearable item will also be able to have its base 15/15/15 change, including its noun (so long as it is appropriate to its worn location), and it can have a long or show or both description.
The old morphing runestaff had access to bow, clench, lean, and point when it was in runestaff form and bow, clench, rub, and tap when it was in its worn form. Those verbs are staying, but there will be an unlock certificate for sale as well that will give it access to grin, raise, rub, and spin in runestaff form, and exhale, nudge, push, and touch when in its worn form.
Teaser of some of the new verbs:
grin my runestaff
Bemused, you rest your hand on the top of your wooden runestaff and lean on it as you listen to your surroundings.
raise my runestaff
Lifting your wooden runestaff high in the air, you gesture expansively with both it and your free hand.
exhale my wrist
You slowly empty your lungs, releasing the tension of the day as you idly toy with your rune wristlet.
remove my wrist
You remove a rune wristlet from your wrist.
exhale my wrist
Holding a rune wristlet close to your mouth, you exhale onto it and then briefly rub at its surface with the edge of your green chainsil cape.
push my wrist
Noticing that your rune wristlet has shifted up your forearm, you carefully push it down to a less constricting position on your wrist
~*~ Thandiwe ~*~
SGM of Events
Flare Affinity
Topic: Duskruin Arena
Message #: 13301
Author: GS4-ESTILD
Date: 8/3/2021
Subject: Flare Affinity
This is a new subscript that can go on armaments with standard flares. It should work with any other script. It will be a limited release at Duskruin Mania. The increased frequency does not apply to death flares.
>analyze my dagger
You analyze your drake dagger and sense that the creator has provided the following information:
The drake dagger has the property of Flare Affinity, which increases the frequency and potency of standard flares.
You can tell that the dagger is as light as it can get.
>attack
You swing a drake dagger at an Ithzir seer!
AS: +432 vs DS: +270 with AvD: +25 + d100 roll: +63 = +250
... and hit for 63 points of damage!
The Ithzir seer is backed up by a strong slash to its abdomen!
Your drake dagger flares with a burst of flame!
... 70 points of damage!
Flame burns through an Ithzir seer's abdomen. Greasy smoke billows forth.
The Ithzir seer falls to the ground in a crumpled heap.
Roundtime: 3 sec.
>attack
You swing a drake dagger at an Ithzir seer!
AS: +432 vs DS: +275 with AvD: +25 + d100 roll: +68 = +250
... and hit for 53 points of damage!
Deep slash to the Ithzir seer's right forearm!
Your drake dagger flares with a burst of flame!
... 20 points of damage!
Nasty burns to back. Won't be sleeping on that for awhile.
Roundtime: 3 sec.
>attack
You swing a drake dagger at an Ithzir seer!
AS: +432 vs DS: +275 with AvD: +25 + d100 roll: +48 = +230
... and hit for 63 points of damage!
Wild downward slash severs the Ithzir seer's right foot!
Bloody stump, anyone?
An Ithzir seer falls to the ground grasping her mangled right leg!
Your drake dagger flares with a burst of flame!
... 40 points of damage!
Head reduced to a charred stump.
The Ithzir seer vainly struggles to rise, then goes still.
Roundtime: 3 sec.
>attack
You swing a drake dagger at an Ithzir seer!
AS: +432 vs DS: +273 with AvD: +25 + d100 roll: +59 = +243
... and hit for 66 points of damage!
Strong strike, punctures lung!
Your drake dagger flares with a burst of flame!
... 60 points of damage!
Flames engulf body. Chest left a smoldering ruin.
The Ithzir seer falls to the ground in a crumpled heap.
Roundtime: 3 sec.
>attack
You swing a drake dagger at an Ithzir seer!
AS: +432 vs DS: +275 with AvD: +25 + d100 roll: +84 = +266
... and hit for 77 points of damage!
Awesome shot shatters ribs and punctures lung!
Your drake dagger flares with a burst of flame!
... 45 points of damage!
Left arm incinerated. Unfortunate.
Roundtime: 3 sec.
>attack
You swing a drake dagger at an Ithzir seer!
AS: +432 vs DS: +275 with AvD: +25 + d100 roll: +93 = +275
... and hit for 79 points of damage!
Spectacular slash!
The Ithzir seer's left arm is neatly amputated!
Your drake dagger flares with a burst of flame!
... 60 points of damage!
Flames engulf body. Chest left a smoldering ruin.
The Ithzir seer falls to the ground in a crumpled heap.
Roundtime: 3 sec.
GameMaster Estild
Topic: Duskruin Arena
Message #: 13317
Author: GS4-ESTILD
Date: 8/4/2021
Subject: Flare Affinity
OM1E5GA
What exactly is meant by "standard flares"? Any that only takes up the Cat B slot or just common/uncommon flares?
I'm pretty sure my energy weapons, globus elanthias, and snake flaring dagger won't qualify regardless.... but I could see my magma flaring and water flaring items going either way....
Correct, Category B from the Charts of Clarity wiki page. It does not affect flares from scripts.
ALLENM20
Also, if you have this flare affinity AND use a supercharger boost will that further increase the flare frequency?
Yes.
GameMaster Estild
Topic: Duskruin Arena
Message #: 13323
Author: GS4-AULIS
Date: 8/4/2021
Subject: Flare Affinity
<<Will this work with dispel or grapple flares?
Copied directly from the gswiki from the Charts of Clarity that GM Estild was referencing:
Category B Flares
Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases
Defensive bonus from weapons (commonly known as "Defender weapons") [weapons]
Offensive bonus from armor [armor]
Magical defense (TD) [armor]
Minor Elemental Edging (902) [weapons]
Temporary blessing, with or without holy water flares
Conventional permablessing (e.g. not undead bane)
Fire flares
Cold flares
Lightning flares
Acid flares
Vibration (earth, impact) flares
Disintegration flares
Disruption flares
Vacuum (void) flares
Plasma flares
Steam flares
Water flares
Magma flares
Unbalance (burst of force) flares
Grapple (tendril of force) flares
Dispel flares
Mechanical (three varieties: slash, puncture, crush) flares
Mana flares [weapons *runestaffs]
Acuity flares [weapons *runestaffs]
~Aulis
Platinum Co-Guru
Forums Manager
QC'er
Beatie Baby
Topic: Duskruin Arena
Message #: 13303
Author: GS4-IVRY
Date: 8/3/2021
Subject: Metrognomies
Tap-Tap-Tap-Tap, the steady sound of her small hammer beating out the delicate pieces of metal into serviceable patchwork elements. Her heart still slightly ached for the pretty little bard boy in that last town. "Such handsome curls..." She sighs. But, she was a metal worker darn it! She wasn't getting fooled into putting on that "Mrs." title, a "cooking" apron, nor dragging a litter of never-ending spawnlings everywhere. SHE had REAL talent and was going to prove it!
"Men" she muttered as she pushed back her hair with greasy fingers, leaving yet another smudged layer over the one already upon her face. She turns the tiny key and listens carefully with a practiced ear. The steady timing beat sounded just right. She smiles to herself when more than one fond memory of that bard resurfaces and then resorts herself with a sigh to instead considering the amount of profit to be earned with this new idea. All thanks to those irresistible curls.
Now if only she had a voice to croon to the pretty gems herself, she'd probably already be rich. Placing the merchandise in the best lighting for her big debut, she makes sure to double-check the ANALYZE just once more...
.............~* Beatie Baby *~................
You PUSH when you need a little assistance
with keeping proper timed beats.
You TURN to windup the clockworks key
and it will perform til the winding depletes!
* Due to its extremely delicate mechanical workings
always hold carefully while in use!
PUSH gives a daily assist in keeping those pesky lyrics in time with
a 10-minute boost to your success chances
when using PURIFY 1004, per day.
* Rhythmic Focus does not stack
Topic: Duskruin Arena
Message #: 13308
Author: GS4-IVRY
Date: 8/4/2021
Subject: Metrognomies
Questions answered!
"Can you combine them for multiple charges a day?"
Not at this time.
"Do the Metrognomies Beatie Babies work if you're casting 1004 from a scroll or magic item?"
Yep!
"What is considered gem singing success with the new Metrognomies Beatie Babies?"
Better odds at not blowing them up and hopefully going even further in successfully purifying the good stuff!
"I feel like 10 minutes of purify boost won't cover a ton if you got a pouch full of nice gems after a few days"
This may be true if you have tons of gems on singing backlog. I would prioritize the most valuable myself. 10 mins of boost per clockwork/per day is also possible, however. Just don't try to get more than 10 minutes of the buff at a time (no stacking!) or you'll just reset the timer to 10 minutes once again and use up that 1x day on a second item.
Shield Cape Updates
Topic: Duskruin Arena
Message #: 13319
Author: GS4-THANDIWE
Date: 8/1/2021
Subject: Shield Thyself Changes
We have done a review of a few items on the Shield Capes and have changed up some of how they are offered and what their offerings are.
As a review, here is the information for the Shield Capes:
Cape Tiers
Tier OTS - pull (removes brooch), push (adds brooch), remove, turn (removes bangle), twist (adds bangle), wear
Tier 1 - adds 1% chance to block an incoming attack
Tier 2 - close, hug, open, removes +locked on NO1), adds 1% block chance
Tier 3 - flip, nudge, tap, prod (turns on/off new auto-close feature), adds 1% block chance
Tier 4 - bow, cover, rub, adds 1% block chance
Tier 5 - attend, pinch, snuggle, tilt, adds 1% block chance
Brooch Tiers
OTS – This Brooch Tier is the default – it does not provide reactive flares
1 - Brooch is upgraded - Provides 50% chance to collect a charge and provides a reactive flare
Bangle Tiers
OTS – This Bangle Tier is the default – if brooch is unlocked, bangle provides impact flares
1 - Bangle is upgraded - Flare Changes from the default of Impact to whatever bangle is attuned to - Adds 25% chance to collect flare
This Duskruin, we are removing the Bangle Flare Change Certificate and replacing it with a Bangle Unlock Certificate. The bangles you can buy off-the-shelf will now have flares available on them. This means that if you unlock your brooch, then you can swap out bangles to change your flares. You only need to unlock your bangle if you hope to gain the additional 25% chance to collect a charge.
The bangles that will be offered this run are as follows:
a bamboo bangle carved with an open-mawed dragon - fire flares
a lotus-carved pale linden bangle - cold flares
an ebonwood panther bangle inset with jet eyes - lightning flares
a silvery haon bangle inset with jewel starbursts - vacuum flares
a glossy cocobolo bangle shaped like a pudgy otter - impact flares
a helical blackened glass bangle - disintegration flares
a steel-banded bloodwood bangle - unbalance flares
a lavender jade bangle framed in ivory filigree - acid flares
an ebon-swirled indigo glass bangle - plasma flares
a flora-inset pastel fluorite bangle - steam flares
As a note: Magma Flares will not be an offering. Those that received them did so at a very high price and it will remain unique for them.
In addition to this change, the price to unlock your Shield Cape is as follows:
Cape – OTS to Tier 1 – 20,000 bloodscrip
Cape Tier 1 to Tier 2 – 40,000 bloodscrip
Cape Tier 2 – Tier 3 – 60,000 bloodscrip
Cape Tier 3 to Tier 4 – 90,000 bloodscrip
Cape Tier 4 to Tier 5 – 100,000 bloodscrip
Brooch Unlock – 50,000 bloodscrip
Bangle Unlock – 50,000 bloodscrip
Please let me know if you have any questions. I want to give a huge shout-out to the Dev team for listening to my request and coming up with this changed pricing.
~*~ Thandiwe ~*~
SGM of Events
New Legendary Bloodrune and Cloak
Topic: Duskruin Arena
Message #: 13334
Author: GS4-THANDIWE
Date: 8/5/2021
Subject: Legendary Bloodrune and Cloak
Colossus
Towering over her surroundings, Thandiwe has a stony countenance with an impassive expression and an unyielding hazel gaze. Chiseled features with chips and pits due to aging and erosion make it impossible to determine her race, while skins of moss in shades of rust red provide the hint of natural hair. Her hands stand out the most, the large digits at once smooth from exposure to weather and yet cracked with age, hinting at a hidden strength beneath a calm exterior.
Legendary Cloak
a granite-hued oilcloth cloak
Legendary Cloak Verbs
Blink
1st Person - You allow your eyes to drift closed briefly, a sense of calm settling over you.
3rd Person - Thandiwe closes her hazel eyes briefly, causing her expression to be as smooth and featureless as a granite sheet.
Chuckle
1st Person - You chuckle slightly, the sound akin to the sound of stones grinding against each other.
3rd Person - The sound of stone grating on stone fills the air and it is only belatedly that you realize Thandiwe is chuckling.
Hidden: The sound of stone grating on stone fills the air.
DROP
1st Person - You draw your arms around you, dislodging small bird nests built upon your shoulders.
3rd Person - Bird nests and gathered moss drop to the ground, dislodged from Thandiwe's shoulders as she draws her arms around her.
Glance
1st Person - You glance about, your impassive expression stony and your gaze without judgement.
3rd Person - Thandiwe glances about, her hazel gaze impassive and stony.
Get
1st Person - You pull (item) that has become embedded in your form free.
3rd Person - Thandiwe pulls (item) that have become embedded in her form free.
Preen
1st Person - Your enormous fingers grate across your scalp, pulling lightly on the tufts of rust-red moss that clings to your head.
3rd Person - Thandiwe's enormous fingers grate across her scalp, pulling lightly on the tufts of rust-red moss that clings to her head.
Pinch
1st Person - You pinch at a mote that flutters in the air before you, your fingers colliding together and causing fine dust to drift to the ground.
3rd Person - Thandiwe pinches at something in the air before her, her fingers colliding together with a loud thud, causing fine dust to drift from them and to the ground.
Point
1st Person - Stretching your arm out before you, you point into the distance, creating a long shadow as your arm blocks out the ambient light in the area.
3rd Person - Stretching her arm out before her, Thandiwe points into the distance, creating a long shadow as her arm blocks out the ambient light in the area.
Put
1st Person - Pinching (item) gingerly, you watch as a swirl of blue-grey energy causes (the item) to shrink in size and then, once it is tiny enough, slip into a niche in your skin.
3rd Person - Pinching (item) gingerly, $P0 watches a swirl of blue-grey energy causes (the item) to shrink in size and then, once it is tiny enough, slips into a niche in her skin.
Remove
1st Person - Cracks and fractures tremble across your flesh as you remove a granite-hued oilcloth cloak.
3rd Person - Cracks and fractures tremble across Thandiwe's flesh as she removes a granite-hued oilcloth cloak.
Rub
1st Person - You rub your hand across your stomach, causing bits of gravel and sand to filter to the ground.
3rd Person - Thandiwe rubs her hand across her stomach, causing bits of gravel and sand to filter to the ground.
Scratch
1st Person - You scratch at your neck, dislodging bits of dried lichen.
3rd Person - Thandiwe scratches at her neck, dislodging bits of dried lichen.
Shake
1st Person - You give yourself a little shake, shedding dust from your oilcloth cloak in all directions.
3rd Person - Thandiwe suddenly shakes, like a dog shedding water, causing bits of gravel and sand to scatter across the ground.
Snap
1st Person - You snap your fingers, generating a booming sound that is reminiscent of a tomb slamming closed.
3rd Person - The booming sound of a tomb slamming closed emanates from Thandiwe.
Stretch
1st Person - You stretch your arms above you, your joints and bones creaking with the movement.
3rd Person - Thandiwe stretches her arms above her, her joints and bones creaking with a sound akin to the shifting of tectonic plates.
Thump
1st Person - You thump your foot upon the ground, causing impact tremors to echo around you.
3rd Person - Thandiwe thumps her foot upon the ground, causing impact tremors to echo around her.
Wave
1st Person - You wave your hand in the air, momentarily blotting out the ambient light.
3rd Person - Thandiwe waves her hand in the air, momentarily blotting out the ambient light.
Wear
1st Person - You drape a granite-hued oilcloth cloak from your shoulders and feel a familiar comfort as it encompasses you with its cool smoothness.
3rd Person - Thandiwe drapes a granite-hued oilcloth cloak from her shoulders, causing her shadow to lengthen.
~*~ Thandiwe ~*~
SGM of Events
Fighting Knives
Topic: Duskruin Arena
Message #: 13335
Author: GS4-SINDIN
Date: 8/5/2021
Subject: Fighting Knives - A Teaser
Fighting Knives... are neat!
>You stab and thrust your golvern dagger at an imaginary opponent with ferocious intent!
Fighting Knives... let you get in fights!
>Sindin brandishes his golvern dagger at you, challenging you to a fight! You consider whether to:
>- RAISE dagger and accept it.
>- SHAKE dagger and decline.
>You raise your golvern dagger and accept Sindin's challenge!
Fighting Knives... have that extra kick when it counts!
>You swing a mithglin dagger at a Grimswarm troll hunter!
> AS: +538 vs DS: +301 with AvD: +9 + d100 roll: +51 = +297
> ... and hit for 65 points of damage!
> Powerful slash leaves the troll hunter without a left leg!
>Another chance to leave your mark!
> ... 25 points of damage!
> Crossing slash to chest catches the troll hunter's attention!
And that's just off the shelf.
>You slash at the air with your golvern dagger and mithglin dagger and clang them loudly against each other, as if to warn one and all of what you are capable of!
More to come...
Sindin
Topic: Duskruin Arena
Message #: 13344
Author: GS4-SINDIN
Date: 8/6/2021
Subject: Fighting Knives - A Teaser
Another lil teaser...
Off the shelf, Fighting Knives let you play a little game with other Fighting Knife owners:
>raise my dagger at sindin
>You brandish your mithglin dagger at Sindin, challenging him to a fight! You glare at him as you wait to see if he accepts...
>Sindin raises his golvern dagger and accepts!
>Weapon in hand, you circle Sindin warily as you consider your best move...
> - Surprise him with a quick JAB?
> - Overwhelm him with a wide SLASH?
> - Come at him from above with a vicious STAB?
>You realize you only have seconds to decide...
>JAB
>You settle on your strategy and get ready to make your move...
>
>You decide to surprise Sindin with a quick jab. Unfortunately, your quick and ineffective attack underwhelms! You cringe as Sindin brings his golvern dagger high and stabs at you, connecting with your shoulder and drawing blood! You back off, nursing the sting of your wound and the bite of defeat as you and Sindin shake hands with a good laugh.
At higher tiers, you get some fluffy abilities to show off and mess with people...
>wave dagger at sindin
>You slash at the air with your mithglin dagger and golvern dagger menacingly, mere inches from Sindin!
...unless they are holding a Fighting Knife!
>Sindin removes a golvern dagger from in his black leather pack.
>wave dagger at sindin
>You slash at the air in front of Sindin with your mithglin dagger and golvern dagger, when Sindin catches the blades with his golvern dagger! You back off, chastened but amused.
There are many permutations of this through the tiers: different messaging if you are holding one Fighting Knife or two; different messaging if your target is holding a Fighting Knife or not; different messaging for targeting a player, an object in the room, or yourself... layers upon layers of fluff! (And if you don't want a Fighting Knife owner to mess with you, just set change your demeanor and you'll be left alone.)
At T2, your Fighting Knife can do this...
>You swing a mithglin dagger at a Grimswarm troll scout!
> AS: +533 vs DS: +288 with AvD: +9 + d100 roll: +1 = +255
> ... and hit for 41 points of damage!
> Damaging strike to chest, several ribs shattered!
>That felt good! But this will feel better...
> ... 5 points of damage!
> Minor puncture to the right leg.
>You use the momentum of your swing to take another stab!
> ... 10 points of damage!
> Strike pierces thigh!
> Your mithglin dagger emits a searing bolt of lightning!
> ... 15 points of damage!
> Nasty shock to the neck. Gonna be stiff for awhile.
And that's before T3 and T4...
Sindin
Topic: Duskruin Arena
Message #: 13353
Author: GS4-SINDIN
Date: 8/8/2021
Subject: Fighting Knives - A Teaser
Fighting Knives! A special new kind of dagger debuting at this month's Duskruin.
Here are the verbs and abilities broken down by tier!
* = can target other players. ** = can target other players, objects, and one's self.
T1 - RAISE*, TAP, TURN, WAVE**
RAISE lets you challenge another Fighting Knife owner to a knife fight! This is a bladed version of Roshambo that can leave a mark on the loser.
Combat ability is Slasher: Upon a successful slash attack, this weapon has a chance to slash again.
T2 - CLENCH, GAZE, POKE**, TILT*
Combat ability is Stabber: Upon a successful puncture attack, this weapon has a chance to stab again.
Plus: Slasher odds doubled.
T3 - LICK, POINT**, PULL, SPIN
Combat ability is Jugular: A successful attack can receive a significant crit boost.
Plus: Stabber odds doubled.
T4 - PINCH, PUSH**, TOSS, TWIST
Combat ability is Rematch: If an enemy evades an attack, this weapon can attack again with better odds of success.
Plus: Upon activation of Stabber, there is a special boosted chance for another Stabber, and another, and another... think of it like a prison shank, if you get very lucky.
There is too much messaging to break down here, but let's give a taste.
- Almost all messages have different versions if you are holding two Fighting Knives.
>You toss your golvern dagger in the air and catch it with a flourish! You pose arm akimbo, awaiting applause.
>You toss your golvern dagger and mithglin dagger in the air, catching each with the opposite hand without missing a beat! You swing both blades through the air with bravado and pose arm akimbo, awaiting applause.
TWC FTW!
Some of the fluff verbs meddle lightly with other players...
>Concealing your golvern dagger from view, you feign an air of nonchalance and sneak up behind Sindin to surprise him with a headlock! You pantomime slitting his throat with your dagger before letting him go with a laugh.
Unless you mess up, which can happen randomly...
>Concealing your golvern dagger from view, you feign an air of nonchalance as you sneak up behind Sindin to surprise him with a headlock. Sindin manages to catch your wrist and twists it until you yelp and back off!
Or the person you target is holding their own Fighting Knife!
>Concealing your golvern dagger from view, you feign an air of nonchalance as you sneak up behind Sindin to surprise him with a headlock. Sindin sees the ruse coming and brandishes his mithglin dagger to warn you off!
Any player whose demeanor is cold or reserved is immune to the meddlesome verbs.
>You consider sneaking up behind Sindin to pantomime slitting him throat until a cold glare from him makes you reconsider.
Lots to discover. I hope everyone enjoys!
Sindin
Topic: Duskruin Arena
Message #: 13356
Author: GS4-SINDIN
Date: 8/8/2021
Subject: Fighting Knives - A Teaser
Also: BIG THANKS to GM Lanadriel for coding this beast of a blade!
Sindin
Topic: Duskruin Arena
Message #: 13441
Author: GS4-SINDIN
Date: 2021-08-13
Subject: Fighting Knives - A Teaser
I want to clarify something about Fighting Knives and flares:
Category B flares do not have an "extra" chance to go off when Stabber or Slasher activates. Those two features are basically special little scripted flares that activate on their own. If your Fighting Knife can flare something Category B (cold, fire, dispel, etc), it will show up after Stabber and Slasher have activated, but Stabber or Slasher going off did not actually trigger the Category B flare. (Or in dispel's case, it resolves before the swing.)
So your T1, T2, or T3 Fighting Knife is going to fire its Category B flares at the same rate as any non-Fighting Knife with the same CatB flares.
However -- Rematch (T4) is an entire new swing of your weapon. So if it activates, your weapon has another chance to fire its Category B flare, since it never got to fire with the original swing.
I hope that helps inform everyone's purchases!
Sindin
Fighting Fan
Topic: Duskruin Arena
Message #: 13370
Author: GS4-THANDIWE
Date: 8/9/2021
Subject: Sparrow's Dance
Brought to you from a secret estate in the country on the outskirts of Ta'Nalfein, the Sparrow's Dance is a brand new shop at Duskruin that will be featuring fighting fans.
These unique fans can not have their nouns changed at all, but when they are open they have a katar base and when they are closed they have a blackjack base. They are designed to be used in pairs, but can be used singly and come off the shelf at tier 1 of five.
The tier breakdown is as follows:
Tier | Single Weapon Benefit | Cooldown | Dual Wielding Benefit | Cooldown | Verbs |
---|---|---|---|---|---|
1 | Stance Verbose | Stance Verbose | Close, Open, Remove, Wear | ||
Custom Parry Message | Custom Parry Message | ||||
2 | Gust Attack: SMR2, 1 Target is put into RT and their stance is lowered | 1 min. | Upon successful parrying, 25% chance of reactive flare against attacker | 10 sec. | Flip, Slap, Spin, Turn, Cover |
3 | Thunder Attack: SMR2, 1 Target is put into RT and any prepped spell is lost | 1 min. | Upon successful parrying, 25% chance to enter next defensive stance | 10 sec. | Bow, Clap, Curtsy, Ponder, Whisper (works with Ranger ability) |
4 | AoE Gust Attack, SMR2 Attack for up to 3 + Tier target, putting them into RT and lowering their stance | 10 min. | Upon parrying and in RT, 25% chance to enter next defensive stance during RT, then revert when player's RT has expired | 10 sec. | Point, Pose, Push, Pull, Wave |
5 | AoE Thunder Attack, SMR2 Attack for up to 3 + Tier target, putting them into RT and causing them to drop any prepared spell | 10 min. | 30 seconds (activated), enter the next defensive stance after attacking. | 10 min. | Nudge, Tilt, Toss, Twitch, Twist |
Access to Dance of the Sparrow chain |
Tier 4 - dual wielding benefit expanded - If you parry while you are in RT and in, say, offensive stance, then this will move you into forward stance, then once the RT is over, move you back to offensive.
Tier 5 - dual wielding benefit expanded - Activated with nudge, within 30 seconds every time you attack your stance will be shifted by 1 tier instantly. You can manually re-stance as desired. Please note, this will never drop you into a full defensive stance. This has a 10-minute cool down once it expires.
Customizing Your Fan - Mechanically
You may enchant, ensorcel, or add flares to your fan.
It innately comes with air flares when it is open and lightning when it is closed, but can only have a single flare-type added to it.
Customizing your Fan Cosmetically
Closed: You may change the article and adjective, as well as the show and/or long description.
Open: You may change the article and adjective, as well as the show and/or long description.
Please note: The above should make sense together.
The Entire Fan can have the following customized:
Prominent Color
Prominent Design
Panel Material
Slat/Blade Material
A Peek Into the Fluffy Verbs
flip my fan
Balancing the handle of your open steel fan on your fingertips, you give the device a barely perceptible nudge that flips it in the air. In a blue blur, the fan tumbles twice, only to land back where it started.
curtsy fan
Moving your right foot behind your left, you dip into a demure curtsy while coquettishly fluttering your steel fan in front of your face.
close my fan
Flicking your left wrist, you close your steel fan with a small clap as its blades click together.
curtsy fan
Bobbling a quick curtsy, you offer a small smile as you twirl your closed steel fan around by the loop on the end of its handle.
point my fan
You point your closed steel fan at a space in front of you with an air of expectation.
point fan at wyrd
You point your closed steel fan at a vapid air wyrdling and then at a space in front of you with an air of expectation.
whisper
Leaning into you, Thandiwe shields her mouth with her open steel fan.
Thandiwe whispers, "Testing."
Leaning into SoandSo, Thandiwe shields her mouth with her open steel fan and whispers something inaudible.
~*~ Thandiwe ~*~
SGM of Events
Daybringer
Topic: Duskruin Arena
Message #: 13334
Author: GS4-RETSER
Date: 2021-08-09
Subject: TEASER: Daybringer
Hey everyone, coming this Duskruin is a new weapon line called Daybringer.
This is a fiery undead slaying weapon. It is currently only available to held weapons like OHE/OHB/THW/Runestaves. It is a script based flare and can still receive things like a bless and will need one to hit the undead.
The weapon uses fire flares against the living and plasma against the dead. The strength scales slightly with the unlock as well as unlocks other abilities. The fire flares are weaker than the plasma flares.
Tier 1
Daybringer Flares
Daylight (Store daylight)
Cauterize (Stop bleeders)
Tier 2
Daybringer Flares
Daylight (Store daylight)
Cauterize (Stop bleeders)
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)
Magic Charging ( Allows the wielder to charge their weapon with magic. )
Tier 3
Daybringer Flares
Daylight (Store daylight)
Cauterize (Stop bleeders)
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)
Magic Charging ( Allows the wielder to charge their weapon with magic. )
Daylight Infusion (Self heal on a cooldown)
Tier 4
Daybringer Flares
Daylight (Store daylight)
Cauterize (Stop bleeders)
Daylight Infusion (Self heal on a cooldown)
Daylight Anomaly (Summons a globe of sunlight to assist the wielder)
Daylight Infusion (Self heal on a cooldown)
Daybringer (Periodic damage & Healing)
Double Flares
While fighting the undead the weapon has a chance to flare twice, this draws upon the power stored within the weapon.
Cost: 5 energy per flare
Tier 1: Chance to double flare 5%
Tier 2: Chance to double flare 10%
Tier 3: Chance to double flare 15%
Tier 4: Chance to double flare 20%
Daylight
Allows the wielder to store solar energy into the weapon for use with other abilities. This only works outside and during the day. The weapon will have a gem that the wielder can customize.
Cooldown: 2 Minutes
Tier 1: Gem holds 100
Tier 2: Gem holds 150
Tier 3: Gem holds 200
Tier 4: Gem holds 250
Energy Gains
5 + (Tier * 5) per use.
Magic Charging
The wielder can cast Fire Spirit (111), Searing Light (135), Light 205, or Sunburst (609) at the weapon to charge the gem within the weapon.
Cooldown: 2 Minutes
Tier 1: Gem holds 100
Tier 2: Gem holds 150
Tier 3: Gem holds 200
Tier 4: Gem holds 250
Energy Gains
(Tier * 5 + 5) * (2 for 111)
(Tier * 5 + 5) * (3 for 609, 135, and 205)
Daylight Infusion
Allows the wielder to use energy from the weapon to heal themself for 25 energy to heal 25 health.
Cooldown: 30 minutes
Cost: 25 Energy
Cauterize
Allows the wielder to coat the weapon in a magical flame allowing them to cauterize a bleeding wound with its flames.
Cooldown: 15 Minutes
Cost: 20 energy
Daylight Anomaly
Draws from the power stored within the weapon to create an anomaly that follows the wielder around. The wielder can only summon one anomaly. While active, the anomaly has a couple of functions based on the tier.
Duration: Tier * 2 (4 minutes to 8 minutes)
Cost: 100 Energy
Cooldown: 1 hour
Tier 2: Follows the wielder and will restore 15 health, 10 mana, 5 stamina once every 30 seconds.
Tier 3: Has a standard flare chance when the wielder of the weapon attacks to provide an additional flare at a quarter of the strength of the normal flares.
Tier 4: Has a chance (25%) to bind an undead enemy for 2-5 seconds once every 20 seconds following a maneuver check using level.
Daybringer
Duration: 2 Minutes.
Cooldown: 1 hour
Cost: 100 Energy
Consecrates the ground beneath the wielder causing periodic fire damage to the living or plasma damage to the undead. It pulses once every 15 seconds as long as the wielder is present, the weapon is in their hands, and the wielder is living. The ground damage is that of a flare. The consecrated ground can only hit a random number of targets, 3 to 7 enemies. The consecration will also heal those joined to the wielder for 5 health, 3 mana, and 1 stamina per damage cycle. You can only be healed by one Daybringer at a time.
Pricing is not yet available and the item is still in QC. There is a chance some things may change before it is released. It SHOULD make an appearance this Duskruin.
Retser, SGM
Topic: Duskruin Arena
Message #: 13375
Author: GS4-RETSER
Date: 2021-08-09
Subject: TEASER: Daybringer
Some snippits:
>glance
You glance down to see a dull broadsword in your right hand and nothing in your left hand.
>push broad
You place your hand against your broadsword. A collection of white and crimson flames spiral down the length of your broadsword, setting it ablaze.
Roundtime: 2 sec.
Retser raises his broadsword high overhead and point it at the skies above. A soft glow surrounds the broadsword which settles into a golden topaz on its surface.
Retser gestures at a fiery broadsword.
Retser's magic is quickly absorbed by the broadsword as it seeps into a golden topaz on its surface.
Fire flares against the living.
Retser swings a fiery broadsword at an Ithzir adept!
AS: +454 vs DS: +221 with AvD: +36 + d100 roll: +24 = +293
... and hits for 157 points of damage!
Wicked slash slices open the Ithzir adept's chest!
Heart and lungs pureed!
Sickening!
A wave of crimson-colored flames lash out from Retser's a fiery broadsword at an Ithzir adept's left eye!
... 15 points of damage!
Burst of flames to left eye incinerates eyelid. Gruesome.
Plasma flares against the dead
Retser swings a fiery broadsword at an ethereal humanoid!
AS: +454 vs DS: +101 with AvD: +36 + d100 roll: +62 = +451
... and hits for 183 points of damage!
Attack whistles right through the chest!
It's like fighting fog!
A torrent of white-colored plasma bursts forth from Retser's a fiery broadsword at an ethereal humanoid's chest!
... 45 points of damage!
Strong hit to the chest!
Tendrils of mist explode as the strike passes right through.
Plasma flares against the dead
Retser swings a fiery broadsword at an ethereal humanoid!
AS: +454 vs DS: +101 with AvD: +36 + d100 roll: +62 = +451
... and hits for 183 points of damage!
Attack whistles right through the chest!
It's like fighting fog!
A torrent of white-colored plasma bursts forth from Retser's a fiery broadsword at an ethereal humanoid's chest!
... 45 points of damage!
Strong hit to the chest!
Tendrils of mist explode as the strike passes right through.
Cauterize your wounds at the cost of light.
rub broad
You flick your broadsword away from your body as it douses itself in a white flame. The flames leap from your broadsword and onto your chest, cauterizing your wound.
Roundtime: 3 sec.
Heal yourself at the cost of light.
touch broad
You hold your broadsword outward and attempt to channel its energy. Crimson flames leap playfully between you and your broadsword. You are healed!
Roundtime: 3 sec.
Retser swings a fiery broadsword at an ethereal humanoid!
AS: +454 vs DS: +98 with AvD: +36 + d100 roll: +8 = +400
... and hits for 165 points of damage!
A mighty attack shatters the left hand into a thousand fragments.
To your horror, the fragments turn to vapor and reform the hand.
The white light bursts into magical flames!
A white-colored beam of light erupts from the white light at an ethereal humanoid's left hand!
... 30 points of damage!
The ethereal humanoid's hand explodes from the brutal strike!
Trails of ether spurt high into the air in all directions.
Anomaly Summon
>lower broad
You lower your broadsword to the ground, a white and crimson ball of light coalesces in front of you.
The white light zips up to you.
Roundtime: 3 sec.
Retser, SGM
Topic: Duskruin Arena
Message #: 13512
Author: GS4-RETSER
Date: 8/16/2021
Subject: Daybringer Updates
I've added two messages for a little QOL to the Daybringer. I've also increases the BIND undead chance from 25% to 50% from the Anomaly.
If your weapon isn't activated and you're still swinging it you'll see the following message.
The <Weapon> looks ready to be unleashed.
Second, if your weapon doesn't have enough light and it attempts to double flare you'll see the following message.
Your <Weapon> dims visibly as <gem> flickers.
Retser, SGM
Topic: Duskruin Arena
Message #: 13910
Author: GS4-RETSER
Date: 9/5/2021
Subject: Daybringer Update
I added a new verb to the DAYBRINGER. It may need to go away, but we'll see.
The verb is POKE. This will let you turn on auto-activate when pulling your weapon out of a container.
Retser, SGM
Discord Message Link: https://discord.com/channels/226045346399256576/594009933763051549/1009933141684801668
Author: Retser
Date: 8/18/2022
Hello Everyone! I have EXCELLENT news regarding the DAYBRINGER and NIGHTBRINGER!
If you currently own a max unlocked (Tier 4) Daybringer OR nightbringer you can purchase an Off The Shelf (Tier 1) of the opposing type and COMBINE them into one. This will unlock the ability to fluidly move between the DAYBRINGER and NIGHTBRINGER forms. The customizations are stored on each side of the weapon. If you purchased the opposing type, unlocked it in hopes of having both, and have a max unlocked version please ASSIST for a refund.
To clarify, you don't need to unlock both.
You have a daybringer OR nightbringer at max unlock. Buy an off the shelf one of the other versions, combine them.
Does not need to be the same base.
Yes, same abilities, same cooldowns.
Yes, if an area is predominately undead, you can use it against the undead. or the same situation for living With the appropraite side AND DOUBLE THE CUSTOMIZATION
VanityWear
Topic: Duskruin Arena
Message #: 13377
Author: GS4-NAIONNA
Date: 8/9/2021
Subject: You're So Vain - Duskruin August 2021
If you're interested in enhancing more than just your inner diva, this may be for you! Check out 'You're So Vain' for the latest in fashionable clothing line that does a bit more than enhance how you look. Each piece can be unlocked, and when worn together, multiplies the benefits! We have socks! We have gloves! We have coats and we have hats! Here's a sneak peek at a few items:
FancySchmancy Smarty'Pants removes a fancy coat from in his Vanity Wear satchel.
FancySchmancy Smarty'Pants slips the coat over his shoulders and arranges it artfully about his frame. Inspecting the garment carefully, he nods in satisfaction and gets an oddly dreamy expression as he looks to be contemplating himself.
FancySchmancy Smarty'Pants casually unfastens his coat with a flick of his wrist and slips out of the garment with deliberate grace.
FancySchmancy Smarty'Pants removes some fancy socks from in his Vanity Wear satchel.
FancySchmancy Smarty'Pants bends one knee and then the other, flexing his feet as he slips on his socks and gives them a good tug to ensure proper fit. A huge grin crosses his face and he appears ready to dance a jig!
FancySchmancy Smarty'Pants tugs his socks off of his feet and looks disappointed almost immediately.
Happy shopping!
Thanks,
~Naionna
Topic: Duskruin Arena
Message #: 13459
Author: GS4-NAIONNA
Date: 2021-08-013
Subject: You're So Vain - Duskruin August 2021 - Full Details
Now that we've arrived, I'd like to share the full details of the new Vanity Wear for Duskruin in the You're So Vain shop!
Each piece comes with a few verbs OTS and +2 enhancive to the base stat assigned to it. A waiver is available to unlock each piece to T2 which allows for the enhancives to increase when worn with other unlocked Vanity Wear pieces - you will need to purchase 1 unlock per piece. If you wear 2 unlocked pieces together, the enhancive increases to +3 for each one that is unlocked for example. Wearing all 4 pieces, unlocked to T2, will have an end result of +5 for each enhancive. They have 50 charges each and can be recharged. They may be altered normally at a willing merchant.
Item | Container Capacity | Stat | Cost |
Socks | 2 lbs | Agility | 2,500 scrip |
Gloves | 20 lbs | Strength | 2,500 scrip |
Hat | 20 lbs | Influence | 2,500 scrip |
Coat | 200 lbs | Constitution | 5,000 scrip |
Unlock Waiver | - | - | 25,000 scrip |
Hope you enjoy them!
~Naionna
Pocketed Shield Updates
Topic: Duskruin Arena
Message #: 14344
Author: GS4-LANADRIEL
Date: 8/12/2021
Subject: Fancy Stance Dance!
Khaladon's old pocketed shields have been updated yet again! While using STANCE VERBOSE with a pocketed shield unlocked to tier 2, you and your comrades can now enjoy special messaging when you change your stance! This enhanced stance dance was made possible by GMs Thandiwe and Estild.
Unlock certificates and shields will be available in Get Thee Behind Me, a shop created by Xayle!
~ Lanadriel
Dramatic Drapery
Topic: Duskruin Arena
Message #: 13641
Author: GS4-ESTILD
Date: 8/23/2021
Subject: Dramatic Drapery
In the next few days, [Sigil Shop, Storage] will open up in the [Sigil Shop] and offer Dramatic Drapery garments for sale.
Analyze
>analyze my cloak
You analyze your burnt velvet cloak and sense that the creator has provided the following information: This is a tier 5 Dramatic Drapery. Tier 1: Sigil - Unique actions, and the ability to draw a special sigil in your vicinity. Base 6 minute cooldown, reduced by 1 minute per tier. 2: Flourish - Extravagantly gesture and throw the folds of the cloak around yourself, temporarily becoming invisible for 10 seconds. Base 30 minute cooldown, reduced by 5 minutes per tier. 3: Masquerade - Conceal your attire fully beneath the dramatic folds of your drapery, and confound dispel attempts to strip your least desirable wards first. Base 30 minute cooldown, reduced by 5 minutes per tier. Setting: Unnatural Writhing 4: Grandiose Travel - Enhance the theatrics of your movement as you amble from place to place. Even while invisible! Setting: Motes of Light 5: Wondrous Weave - Your drapery will flare with protective magics to help you defend against maneuvers. Unlocked verbs: close, cover, open, pull, push, raise, rub, shake, sigil, turn Customization settings: Material: velvet Color: violet Cover Type: collar Cover Adjective: crystal-beaded Sigil Article: an intricate Sigil Color: violet (defaults to the cloak color if not set) Sigil Noun: sigil Alteration Guidelines: Aesthetically, the garment can be any kind of cloak, cape, or long, loose coat or robe. It billows, it swirls, it drapes, so nothing short or cut close. The material can be heavy like leather or canvas, but it must be pliable. Dramatic Drapery does not have fastenings to secure it. Any buttons or clasps would be nonfunctional and decorative. Keep customizations to a few words to best flow with the messaging that uses them. One is ideal, two or three may be acceptable. Color customizations should only be describing a color itself, not a quality. 'Peacock blue' is fine, 'brilliant peacock blue' is not. Covering customizations should be an adjective describing the hood, cowl, or collar. Sigil customizations are limited to 15 characters each (15/15/15) for the article, color (adjective), and noun. You might be able to have a talented merchant lighten the burnt velvet cloak for you or deepen its pockets.
Verbs
>remove my cloak At your touch, a faint violet light wells from the velvet beneath your fingers. The burnt velvet cloak releases its hold and falls from your shoulders with a susurrant sigh. >wear my cloak With a buoyant swirl of velvet, you throw your burnt velvet cloak around yourself. It settles and clings to your shoulders, draping fluidly with no obvious fastening. >close my cloak You seal your burnt velvet cloak with a touch, threads of violet light stitching it closed under the slide of your fingertips. >open my cloak You brush your fingertips along a seam of your burnt velvet cloak. The threads there take on a lucent violet glow and unravel, allowing the edges to part and the cloak to hang open. >pull my cloak You tug sharply at the crystal-beaded collar of your burnt velvet cloak to give yourself some breathing room. >push my cloak You adjust the crystal-beaded collar of your burnt velvet cloak and smooth it into place. >turn my cloak As you turn, your burnt velvet cloak flares and billows with more drama than can be attributed to the force of your movement. Luminous violet plumes ripple and dance across the velvet from hem to shoulders, fading as the drape of the cloak settles. >put pendant in my cloak You slip a black coral pendant beneath your burnt velvet cloak and into one of several concealed pockets. >get pendant from my cloak You retrieve a black coral pendant from one of the concealed pockets lining your burnt velvet cloak.
Sigil
Messaging changes based upon the combination of also having a Sigil Staff or Mana-Infused Armor.
>sigil cloak Focusing on the air before you, you reach out with your will. Your burnt velvet cloak ripples and sways, the velvet lifting as though windblown. Lines of violet power leap from it and etch themselves upon the emptiness in an intricate collection of angles, arcs, and whorls, until they form an intricate violet sigil emblazoned on the air. >look [Wehnimer's, Land's End Rd.] Vigilant guardsmen scrutinize the citizens and travelers arriving and departing through the wide gateway spanning the land route into Wehnimer's Landing. The frenetic pace of the city to the south is a far cry from the deceptive calm of the wilds of Elanith outside. Two daunting towers survey the countryside and protect the town, flanking the road to the east and west. You also see an intricate violet sigil emblazoned on the air. Obvious paths: south, west >kneel sigil You fall to your knees before an intricate violet sigil emblazoned on the air! >lie sigil You collapse to the ground in a heap, one arm outstretched, and the light of the sigil casts a violet sheen across your prone form. >pose sigil You strike a dramatic pose, choosing your position carefully to take full advantage of the violet-tinted atmospheric lighting. >raise sigil You throw your arms forcefully skyward, and your garments flare and snap as though caught in a sudden gale. >snap sigil You slowly raise one hand toward the violet sigil and, with deliberate timing, snap your fingers. >wave sigil You slice your hand sharply through the air, leaving a short-lived violet streak in its wake to punctuate the force of your gesture. >kick sigil An intricate violet sigil emblazoned on the air is not substantial enough to do that. > [Areawide Firework] >light sigil You focus your will upon the violet sigil, your eyes narrowed to mere slits. Violet threads peel away from it and go spiraling upward as its structure unravels explosively! Wisps of light stream from an intricate violet sigil emblazoned on the air, trailing translucent threads behind as they accelerate into the sky. The threads broaden and merge into a scintillating beam, pearlescent at its core and a hazy violet at its perimeter. As the beam snaps out of existence, violet starbursts shatter into wavering sparks high overhead. Third Person, outside in the same area when the sigil is lit: Wisps of violet light gather overhead, streaming up from below in threads that build and merge into a single, scintillating beam with a pearlescent core. Abruptly, the beam snaps out of existence, and simultaneously, violet starbursts shatter across the heavens. Sparks waver across the beam's hazy afterimage as they fall, fading into nothing before they reach the ground.
Flourish
First Person: >raise my cloak You grasp the edges of your burnt velvet cloak and fling up your arms with a theatrical flourish! The velvet surges around you in a tight spiral, shimmering and growing transparent as it does so. Your skin tingles with arcane feedback from your invocation of invisibility, but you know the concealment won't last long. I>spell active You currently have the following active effects: Spells: No spells found. Cooldowns: Flourish (Dramatic Drapery) ............. 00:05:00 Buffs: Flourish of Invisibility (Dramatic ..... 00:00:10 Debuffs: No debuffs found. I>[10 seconds later] The transparency of your burnt velvet cloak stutters once, twice, then its color fills back in at speed as your invisibility falls. Third Person: Estild flings his arms skyward with a flourish! The velvet of his cloak surges with the motion, coruscating with violet light. With one final flash of brilliance, he is gone! >[10 seconds later] A distortion on the air flickers oddly, then swiftly resolves into the visible form of Estild.
Masquerade
Third Person: >look Estild You see Estild the Evoker. He appears to be a Human. He is tall. He appears to be extremely young. He has piercing grey-green eyes and tanned skin. He has very short, dark brown hair. He is in good shape. The velvet of his cloak writhes unnaturally about him, concealing his form. Other options: [2] Violet-sheened velvet billows about him, obscuring all else. [3] His form is concealed within the folds of an ebon burnt velvet cloak patterned with sheer runic shapes. [4] Enshrouded as he is within an ebon burnt velvet cloak patterned with sheer runic shapes, naught else of his attire can be seen. [5] Little can be seen of his attire, only a dark silhouette enveloped by an ebon burnt velvet cloak patterned with sheer runic shapes. First Person, toggle: >shake my cloak You give your burnt velvet cloak a subtle shake, and it writhes unnaturally, enveloping you in deep, concealing folds of velvet. [1] >shake my cloak You give your burnt velvet cloak a subtle shake, and it billows with a violet sheen, enveloping you in deep, concealing folds of velvet. [2] >shake my cloak You give your burnt velvet cloak a subtle shake, and it drapes about you in deep, concealing folds of velvet. [3] >shake my cloak You give your burnt velvet cloak a subtle shake, and it enshrouds you in deep, concealing folds of velvet. [4] >shake my cloak You give your burnt velvet cloak a subtle shake, and it casts your attire in deep shadow, enveloping you in deep, concealing folds of velvet. [5] >shake my cloak You give your burnt velvet cloak a subtle shake, and it shifts and settles into a more natural drape that reveals your attire beneath. [off]
Masquerade Dispel
An Ithzir seer suddenly opens its eyes and stares directly at you! A cerulean haze distorts the air around you, confounding an Ithzir seer's spell! The light blue glow leaves you. You are coated in a hazy film.
To somewhat clarify on how it works, the "least desirable" spells are removed first. Every spell is given a "desirability rating" that is based off a number of factors such as Minor vs. Major vs. Profession spell circle, spell level, and duration remaining. Certain spells like Iron Skin (1202) are weighted higher (treated as a level 20 spell), Spirit Barrier (102) (treated as a level 10 spell) or lower, such as Fasthr's Reward (115) and Blink (1215) (both are treated as a level 5 spell).
Grandiose Travel
Estild dissolves into motes of violet light that flow east. > Motes of violet light flow in and resolve into Estild. Other options: [2]: Thin, violet lines of energy creep along the ground ahead of Estild, heading east. > Thin, violet lines of energy creep in along the ground, with Estild following close behind. [3]: Estild strolls east, leaving a fading trail of violet footprints behind. > Estild strolls in, leaving a trail of rapidly fading violet footprints. [4]: Estild stalks east, framed by a shifting, sourceless violet glow. > Estild stalks in, framed by a shifting, sourceless violet glow. [5]: Estild flounces east amidst a diffuse cloud of violet glitter. > Estild flounces in amidst a diffuse cloud of violet glitter. First Person, toggle: >rub my cloak You surreptitiously rub the velvet between your fingers, deliberately brushing over specific runes and sigils in sequence. As light blooms within the arcane figures, tiny motes of violet light flow along the folds of your cloak before winking out. [1] >rub my cloak You surreptitiously rub the velvet between your fingers, deliberately brushing over specific runes and sigils in sequence. As light blooms within the arcane figures, thin lines of violet energy creep among the folds of your cloak before fading away. [2] >rub my cloak You surreptitiously rub the velvet between your fingers, deliberately brushing over specific runes and sigils in sequence. As light blooms within the arcane figures, tiny violet footprints meander along the folds of your cloak before trailing out of sight. [3] >rub my cloak You surreptitiously rub the velvet between your fingers, deliberately brushing over specific runes and sigils in sequence. As light blooms within the arcane figures, a shifting violet glow rolls through the folds of your cloak before dimming into obscurity. [4] >rub my cloak You surreptitiously rub the velvet between your fingers, deliberately brushing over specific runes and sigils in sequence. As light blooms within the arcane figures, a few specks of violet glitter drift along the folds of your cloak before disappearing from sight. [5] >rub my cloak You surreptitiously rub the velvet between your fingers, deliberately brushing over specific runes and sigils in sequence. The arcane figures dim, their glow extinguishing with a final flicker. [off]
Wondrous Weave
A shan ranger nods at you! Dozens of long thorns suddenly grow out from the ground underneath your feet! Branching filaments of power snap outward from your burnt velvet cloak in a lambent violet corona! [SMR result: 18 (Open d100: 94, Penalty: 20)] You manage to jump out of the way!
Set Bonus
This cloak is considered to be a part of the Sigil Staff and Mana-Infused Armor set, which provides a chance to root a target when attacking as a set bonus. The % chance is equal to the total tiers of all 3 pieces of equipment (2-15%). Any combination of 2 out of the 3 items in the set will work to first enable the bonus, but having 3 out of 3 will provide the most benefit.
Pricing |
---|
T1: 1,000 bloodscrip |
T2: 10,000 bloodscrip |
T3: 50,000 bloodscrip |
T4: 50,000 bloodscrip |
T5: 200,000 bloodscrip |
As noted in much of the messaging and ANALYZE, there's numerous references to the color and fabric of the garment. Those options can be customized by any merchant. A huge thanks to GameMaster Gyres for all their hard work on the customization options and messaging for these items!
GameMaster Estild
Topic: Duskruin Arena
Message #: 13645
Author: GS4-ESTILD
Date: 8/23/2021
Subject: Dramatic Drapery
KRAKII
Some questions:
- It looks like essentially all of the "interaction with set items" is fluff/messaging related, correct?
[Compare vs. Animalistic Headgear.]
- Most of the things that refer to "cooldown reduced per tier" seem to be 30 minutes with -5/tier. Since everything is at least Tier1... does that mean "25 minutes" is the answer? And for Tier5, "5 minutes" is the answer?
- BardSong durations are essentially never going to be >11 minutes (barring some bizarre Erithian build with a crap-ton of stat Enhancives), so does the Masquerade Dispel wind up going after them disproportionately?
- Can you quantify the degree of maneuver defense provided by Tier5? (Honestly, I am looking at it as "311k bloodscrip for CMan help.)
[Compare vs. Shield Cape, for example, flat #Tier percentage to block attacks.]
* If point1 is accurate & point4 is "comparatively slim", would you consider a Set-Boost for combined Tier-power of Staff & Armor?
1) My apology - I did forget to reference the set bonus.
Set Bonus: This cloak is considered to be a part of the Sigil Staff and Mana-Infused Armor set, which provides a chance to root a target when attacking as a set bonus. The % chance is equal to the total tiers of all 3 pieces of equipment (2-15%). Any combination of 2 out of the 3 items in the set will work to first enable the bonus (on any attack/spell), but having 3 out of 3 will provide the most benefit.
2) Correct, it would technically start at 25 minutes.
3) Bard spellsongs are treated as having a 2 hour duration for spells for the calculation, but since they're also profession spells, they're weighed higher than Minor Elemental.
4) It's standard flare chance (same as weapons) to receive a static +20 bonus (not affected by diminishing returns).
GameMaster Estild
Topic: Duskruin Arena
Message #: 13651
Author: GS4-ESTILD
Date: 8/23/2021
Subject: Dramatic Drapery
KRAKII
If I understand your "desirability" clarifications, it seems like I can do things like:
- run 101, 103, 202, 401, and 503 at "just one cast" to keep them down below the 2-hour threshold of BardSongs, and make them that much more likely to be hit?
- (and since 103 & 202 are other-cast as "just one cast" by default, that isn't too tough to engineer);
- keep AirWall/102 stacked up in the 2:30-4:00 range like I normally do, so that it counts as a longer-duration 10th level spell to be that much less "desirable"?
You don't really need to worry about duration. It's the smallest factor by a significant margin:
250 points per spell level x spell circle mod (1x for Minor, 2x for Major, and 3x for Profession spell circles) + 1 point per minute duration remaining
However, keep in mind, dispels will generally target the same sphere spells first, so even with the above rules, it will still override some of that logic.
KRAKII
As I understand it, the Tier3 Masquerade would be able to trigger every 15 minutes (4/hour) at the point that you buy it, down to as quickly as 5 minutes (12/hour) if the cloak is maxed out, correct? (With a stop at 10 minutes [6/hour] along the way, at Tier4?)
- And it does this automatically, no user interaction required to turn it on/activate it? (Other than wearing the Drapery.)
- Presumably, it triggers for the first spell AFTER Arcane Decoy/1701 fires off, correct?
- In the case of the mass-dispel effects (be it getting hit by Kroderine, a cast from a Sigil Staff, 230 or 530), does the Masquerade trigger for "the incoming effect [in its entirety]", or for "The First Thing Trying To Dispel"?
Yes, the Masquerade dispel ability is only a 5 minute cooldown at T5. It's automatic. Arcane Decoy (1701) is always removed first. I'd have to check on multiple dispel flares, but at least for Mass Dispel spells (Spiritual Abolition (230) and Elemental Disjunction (530)), Masquerade applies to all the spells that are dispelled in that single cast.
GameMaster Estild