Elven Armor/saved posts

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Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12628
Author: GS4-OSCURO
Date: 1/22/2021
Subject: Elven Armor

Through ancient secrets and master craftsmanship, elves have made armor that more easily allows for spellcraft. This special armor script is only available on armor crafted of eahnor, vaalorn, (these two available off the shelf) or high steel (special releases) and only on studded leather or heavier armors.

Tier 1: 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.
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).
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.
4: Casting Fluidity - Casting spells in this armor is easier. You gain a reduction of 1% in base spell hindrance for all circles of magic.

Unlocked verbs: bow, clean, push, pull, rub, tap

Although of elven craft, the armor is usable by adventurers of any heritage. The fluff verbs have unique messaging for members of each elven house, the Faendryl, the Dhe'nar, sylvans, half-elves of other lineages, and non-elves. Messaging courtesy of the talents of GMs Valyrka and Xynwen.

GameMaster Oscuro

Discord Message Link: https://discord.com/channels/226045346399256576/542443483294728192/816313213506813983
Author: GameMaster Oscuro
Date: 3/2/2021

The ones I posted on the wiki are correct. It's +10/+20/+30/+40 to all spells that modify it (currently 925, 735, and soon 620). This overwrites the listed difficulty in lore songs. The one listed in loresongs would be if there was a non-magical way to modify the armor (such as a future Warrior WPS service). The way the gear difficulty for item scripts system works is there's an overall difficulty set, then each spell can overwrite that as needed. Loresong doesn't report the per-spell value, just the global difficulty setting. Sorry it's confusing, but it's definitely working as intended as can be seen when you do a test cast of 925/735.