Cursed Armor
|
Tier
|
Cost
|
Affinity |
Boost |
Backlash |
Cult Perk
|
OTS |
30,000 |
0-500 |
Chance to flare Calm when hit successfully by a foe |
Random hard RT up to 10 seconds |
1x/day Hypnosis (HANG)/Possession (POUND) using mana, not spirit. (2x/day upon full affinity)
|
Tier 2 |
70,000 |
0-1000 |
Chance to flare +5 DS (per unlock tier) upon attack attempt |
Chance of -5 DS (per unlock tier) upon attack attempt |
1x/day Healing (HOLD) using mana, not spirit (2x/day upon full affinity)
|
Tier 3 |
200,000 |
0-3000 |
+3 TD (per unlock tier) to Tier 2's boost) |
Random head injury and hard RT |
1x/day Mana Regen (WAVE) for 10 min (2x/day upon full affinity)
|
Tier 4 |
500,000 |
0-4000 |
Chance of +20 AS/+12 CS upon attack/cast attempt |
-12 TD to Tier 2 backlash, 1 spirit drained if armor is not fed (persists with full affinity) |
1x/day Darkness (SURRENDER) (2x/day upon full affinity)*
|
Total: |
800,000
|
Elven Armor
|
Tier
|
Cost
|
Ability
|
Details
|
OTS |
5,000 |
Magic Affinity |
Spells cast to permanently improve this armor, such as Enchant or Ensorcell, are more easily incorporated into it. Those spells gain a +10 bonus per tier to success rolls.
|
Tier 2 |
25,000 |
2: Elven Spell Barrier |
Casting while in this armor will generate a protection shield of +5 Bolt DS/+3 TD per tier for 8 seconds (duration refreshable).
|
Tier 3 |
50,000 |
3: Spell Alacrity |
Casting spells in this armor is occasionally swifter. You have a 1% chance per tier of having your casting time reduced by 1 second (to a minimum cast RT of 1 second) every time you cast a spell.
|
Tier 4 |
120,000 |
4: Casting Fluidity |
Casting spells in this armor is easier. You gain a reduction of 1% (flat) in base spell hindrance for all circles of magic.
|
Total: |
200,000
|
Mana-Infused Armor
|
Tier
|
Cost
|
Details
|
OTS |
1,000 |
At this tier, it is standard armor with some special messaging verbs. As with Sigil Staves, these special verbs make use of settings that are customizable via a willing GALD merchant and can be viewed in the armor's ANALYZE.
|
Tier 1 |
50,000 |
At this tier, up to 300 mana can be INFUSED into the leather in advance of a hunt, with training in Mana Control. This can be done while wearing the armor if currently in a sanctified area; in the field, the armor must be removed and then infused while being held. When attacked, there is a standard flare chance to receive 1d5 mana. The mana gained by the wearer is lost by the armor.
|
Tier 2 |
100,000 |
At this tier, up to 350 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Mana Shield effect with a 25% chance to activate when receiving damage. Grants 2d20 damage padding for that instance of damage received. For every point of damage absorbed by the shield, 1 point of mana is lost from the armor.
|
Tier 3 |
150,000 |
At this tier, up to 400 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Arcane Aegis ability - a manually triggered (via RUB) and more powerful version of Mana Shield that also provides critical padding equal to half of the damage padding. Lasts for 120 seconds, has a 60 minute cooldown, and costs 25 mana from the armor plus the ongoing cost for the damage absorbed.
|
Tier 4 |
175,000 |
At this tier, up to 450 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Mana Tap ability - manually triggered (via TAP) to drain 50 mana from the armor and adds it to the wearer's mana while also energizing the wearer to grant +25 AS/+15 CS for 3 minutes. 15 minute cooldown. Ambient messaging can be toggled on and off (PROD).
|
Tier 5 |
200,000 |
At this tier, up to 500 mana can be INFUSED into the leather in advance of a hunt. In addition to the above unlocks, the user gains the Arcane Expulsion ability. Manually triggered (via SIGIL), it can be activated when incapacitated (stunned, webbed, bound, in roundtime) but not while unconscious. It attempts to forcibly move all creatures out of the room (into a random adjacent room) and subjects them to 20 seconds of roundtime upon success of an SMRv2 attack using the wearer's Magic Item Use ranks to calculate the strength of the attack. It can be used 2x a day, resets at midnight, and costs 50 mana from the armor.
|
Total: |
676,000
|
Parasite Armor
|
Tier
|
Cost
|
Details
|
OTS |
10,000 |
Allows the owner to store health into their armor that they can tap into for parasite abilities. Building this up also increases affinity.
Affinity 1 - Provides a chance on being hit using the standard flare rate to lash out using SMR2 to root your attacker. The root lasts for a random duration of 5 seconds + affinity.
|
Tier 1 |
50,000 |
Parasitic Blood Match - Affinity 2. Upon being attacked, and if the player is missing more than 10% of their health, the armor can return shared blood to the owner from the reserves at a loss, 2 blood per 1 health, for a maximum of (affinity * 5). This effect can only occur once every 5 minutes.
|
Tier 2 |
100,000 |
Parasitic Bulwark - Affinity 4. Upon being cast at, the parasite armor has a chance to create an anti-magic bulwark. The Bulwark provides temporary TD and bolt DS for 10 seconds per affinity. (Maximum of 90 seconds). This effect cannot occur more than once every 5 minutes.
|
Tier 3 |
150,000 |
Parasitic Defense and Parasitic Armaments - Affinity 8. Upon being attacked the parasite armor has a chance to shield the wearer’s body in a crystallized portion of the parasite to brace against attacks, providing critical padding.
|
Total: |
310,000
|
Sprite Armor
|
Tier
|
Cost
|
Details
|
OTS |
10,000 |
-
|
Tier 1 |
5,000 |
-
|
Tier 2 |
35,000 |
-
|
Tier 3 |
75,000 |
-
|
Total: |
125,000
|
Valence Armor
|
Tier
|
Cost
|
Details
|
OTS |
25,000 |
Ability: Lash of Lorae'tyr (Passive) - Reactive Disintegration flares + RT.
Special Ability: Volley of the Verlok (KNOCK) - Only available when used in conjunction with a Valence Weapon. Releases a number of SMR attacks on a target, based on the average total tiers unlocked between the armor and weapon. Inflicts Blindness on the target. Cooldown: 30 minutes.
|
Tier 2 |
30,000 |
Ability: Surge of the Rift (PUSH) - HP/Mana regen buff for 15 minutes. (+5 per tier, maximum +20 HP/Mana). Cooldown: 60 minutes.
|
Tier 3 |
50,000 |
Ability: Shroud of Shien'tyr (PULL) - Summon Darkness and bestow a defensive effect. Adds a Darkness effect in the room and hides the player with a +25 DS/+15 TD defensive effect. Cooldown: 10 minutes, reduced to 5 minutes at Tier 4.
|
Tier 4 |
150,000 |
Ability: Light of Kol Tar'sken (BESEECH) - Continual Evasiveness for 10 seconds. Cooldown: 2x/day, resets at midnight.
|
Total: |
255,000
|
Weapon Scripts:
Sigil Staff
|
Tier
|
Cost
|
OTS |
1,000
|
Tier 2 |
10,000
|
Tier 3 |
50,000
|
Tier 4 |
100,000
|
Tier 5 |
250,000
|
Total: |
411,000
|
Optional 6 Scroll Spells |
30,000
|
Shields:
Animalistic Spirit Shields
|
Tier
|
Cost
|
Tier
|
Cost
|
Tier
|
Cost
|
OTS |
10,000 |
Savage Power (T1) |
10,000 |
Revenge Flare |
30,000
|
Tier 2 Flare |
15,000 |
Savage Power (T2) |
10,000 |
Wild Backlash |
20,000
|
Tier 3 Flare |
15,000 |
Savage Power (T3) |
10,000 |
- |
-
|
Tier 4 Flare |
15,000 |
Savage Power (T4) |
10,000 |
- |
-
|
- |
- |
Savage Power (T5) |
10,000 |
- |
-
|
Total: |
55,000 |
Total: |
50,000 |
Max Total: |
155,000
|
|
Energy Shields
|
Tier
|
Cost
|
OTS |
40,000
|
Tier 1 |
40,000
|
Tier 2 |
80,000
|
Tier 3 |
120,000
|
Total: |
280,000
|
Cloaks:
Dramatic Drapery
|
Tier
|
Cost
|
OTS |
1000
|
Tier 2 |
10000
|
Tier 3 |
50000
|
Tier 4 |
50000
|
Tier 5 |
200000
|
Total: |
311,000
|
Night Shroud Cloaks
|
Tier
|
Cost
|
OTS |
7,500
|
Tier 1 |
20,000
|
Tier 2 |
40,000
|
Tier 3 |
60,000
|
Tier 4 |
80,000
|
Tier 5 |
100,000
|
Total: |
307,500
|
|
|