Greater Shadow Death

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Auchand: To answer Vishra's questions about GSD weapons:

GSD weapons have a script flare called Darkrasp. Darkrasp deals HP damage to an enemy and applies Feeble. When Darkrasp triggers, it grants you a benefit called Profane Bargain, which gives your next attack an AS bonus based on the weapon's current Satiety.
Auchand: At Tier 4, Profane Bargain gives you an SMR Defense buff based on Satiety that lasts for 15 seconds after every flare.
Auchand: At Tier 5, Profane Bargain can also put you into hiding.




The morning star is a Greater ShadowDeath weapon of Tier 5.

The product of a perverse and corrupting ritual, the star feeds upon the life essence of foes to gain Satiety, which empowers its wielder and its own unsavory abilities.  The star has the following capabilities:

    Darkrasp:            When not at 0 Satiety, the weapon has a chance to flare with inky
                         black tendrils that will deal concussion damage and apply Feeble
                         to the target and grant the wielder a boost to Attack Strength
                         on their next attack based on the weapon's current Satiety.
                         Cost: 1 Satiety

    Umbral Crescent:     When WAVEd, the weapon performs an area of effect attack affecting
                         up to 1 creature per Tier; on a failed SMR test, the creature takes
                         health damage and the weapon generates 5 Satiety per target hit.
                         Cooldown: 1 min

    Predator's Lure:     When TURNed, the weapon forces up to 5 unengaged hostile creatures
                         within adjacent rooms to make a Mental MDR test; on a failure, they
                         are drawn into the wielder's room.
                         Cost: 5 Satiety; Cooldown: 3 min

    Black Transfusion:   The wielder can INFUSE {#} spirit into the weapon, generating 5
                         Satiety per spirit infused.
                         Cooldown: 5 min

    Umbral Dread:        Umbral Crescent also applies the Horrified condition to affected
                         creatures.

    Shadowgate:          The wielder can TOSS their weapon.  It will search for another
                         transport-eligible room in the area with at least one hostile
                         creature and no other adventurers.  The player and, if they are
                         leading a group, their group, will teleport to the room.
                         Cost: 10 Satiety, Cooldown: 3 min

    Improved Darkrasp:   Darkrasp flares enhance the wielder's senses and reflexes,
                         granting a bonus to SMR defense for 15 seconds based on Satiety.

    Malison of Unmaking: The user can CLENCH their weapon, causing their next successful
                         attack with it to afflict their target with a disruptive curse.
                         The target must make an SMR test every 2 seconds for the next 10
                         seconds, taking Disruption damage on failed tests.
                         Cost: 5 Satiety; Cooldown: 2 min

    Gloomform:           The wielder can RAISE their weapon, empowering themself with
                         darkness.  During this time, the weapon behaves as if it is
                         at maximum Satiety for 1 minute, during which Darkrasp's flare
                         chance is increased.  Abilities do not consume Satiety while
                         Gloomform is active.
                         Cost: 50 Satiety; Cooldown: 5 min

    Hungering Gate:      3 seconds after being activated, the wielder's Shadowgate will
                         detonate.  Up to 3 creatures must make an SMR test or take
                         Disruption damage and be Terrified.

    Apex Darkrasp:       Darkrasp flares have a chance to hide the wielder.

Additionally, the morning star has the following fluff abilities:

    TOUCH
    SNAP {target}
    TILT
    GAZE
    LISTEN
    PULL (produces shadow orbs)
    HUG (meld your weapon with your body)
    SUMMON (retrieve your weapon)

You might be able to have a talented merchant lighten the morning star for you.

Highlights/Additional Info:
1) These are 7x base and have acid in addition to the Darkrasp flares.  The weapon provides a passive AS bonus up to +25 based on how sated it is.  Your first attack after a Darkrasp flare or the AoE Umbral Crescent ability can increase your AS by up to another +25 when fully sated.  As mentioned above, the Darkrasp flares also give you a solid SMR bonus for 15 seconds
2) Darkrasp flares seem to do up to 100 damage and apply Feeble  (50% penalty to EBP) and have a chance to hide you at T5
3) Predator's Lure can bring up to 5 creatures from neighboring rooms into your own room, and Shadowgate will take you to a nearby room with creatures but not players (and then hit them with an AoE 3 seconds later)
4) The disruptive curse from Malison of Unmaking is more powerful than mindwrack flares (Usually 50-70 per 2 second tic)
5) Pulling these weapons will create neat shadow orbs you can RP with
6) Much like T3 Briar, It's very easy to keep the base +25 AS bonus up (well +23/+24) most of the time