Fusion orb
| Fusion orb Information | |
|---|---|
| Category | Mechanical |
| Class | Miscellaneous |
| Related Scripts | Adamantine bar, Fusion gear |
| Verbs Used |
|---|
| DRAW |
The fusion orb is a mechanical script that applies to miscellaneous items, and is part of the Fusion items family of scripts. They have enhancive properties on them which can be utilized when inserted into slots present on fusion gear. Certain enhancive items found in the treasure system can be converted into fusion orbs via the automated Fusion Shaman NPC.
Analyze
This section has not been added yet; please add to it now!
Usage Information
| Verb | First | Third |
| DRAW | This section has not been added yet; please add to it now! | This section has not been added yet; please add to it now! |
Additional Information
Creating Orbs
- Main article: Fusion Shaman
Currently, fusion orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a fusion orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhancive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with 'global' and 'local' restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. Crumbly enhancives may be extracted and the resulting orb will be non-crumbly (persistent).
There are three types of fusion orbs:
- T3: "old-style" fusion orbs carry the full bonus of the extracted property and do not degrade with time. However, when manually prying a T3 orb out of an armament, there is a chance that it may be damaged and become a T2 orb. Because the fusion shaman no longer offers T3 orb creation, it is highly recommended that player characters not try to manually pry T3 orbs.
- T2: "new-style" fusion orbs carry the full bonus of the extracted property initially, but will degrade at a rate of 4% a month (real time) to a maximum degradation of 50%. For example, +10 would lose 0.4 bonus points per month (becoming effective only when a full -1 value is reached, so only after 3 months in the case of the +10 item would any degradation of the bonus actually occur). It would take 13 months to reach max degradation in most cases. Values of 1 would round down to 0. Presently, the fusion shaman will only create orbs of this type.
- T1: Prying new-style orbs will have a chance to damage the orb, similar to old-style. When damaged it becomes a T1 orb, which will uncap the max degradation (i.e. can degrade to zero in all cases). Further damage would increase degradation rate by 1% per month per damage cycle.
There are special merchant services that may be offered from time to time to safely pry orbs or to refurbish a T2 or T1 orb back to its maximum bonus. The merchant will not convert the orb to a T3. This service should not be considered regular upkeep; by design the T2 orb extraction is meant to only give half the enhancive effect of the original item as a permanent bonus.
Adding and Removing Orbs
Once the orb is created, it may be PUT into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb.
When the charges are depleted, a careful PRY may remove the fusion orb from the armament. RUB the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes the orb to be degraded down one type (T3 to T2, or T2 to T1).
In the past, orbs may become "loose" after some time and could be safely pried; this is no longer the case.
Draining charges:
>exhale my staff You blow gently on a faenor-banded silvery lor staff. Cinders of multicolored energy wash off of the staff's surface, joining with the breeze in glimmering pirouettes. [EXHALE on a faenor-banded silvery lor staff again within 30 seconds to exhaust its enhancive charges.] >exhale my staff You take a deep breath and blow on a faenor-banded silvery lor staff. A cloud of glimmering lights explodes off of the staff, whisking away with a mournfully musical sound. Two spherical depressions adorn the silvery lor staff, approximately the size and shape of a small gem. The chambers currently hold a muffin-marked dark indigo orb, and a sprite-marked dark indigo orb. The chamber surrounding a muffin-marked dark indigo orb is alive with steady radiance. >pry my staff You carefully pry a muffin-marked dark indigo orb out of your silvery lor staff.
Charges
When an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the Adventurer's Guild or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges. Fusion items will cost 125% the value in Bounty Points to recharge, or 150% in silvers (during the time of the year when silver recharging is offered).
Orbs may only be switched when the armament has no enhancive charges. Characters may EXHALE twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits).
Fusion orbs alone do not enhance anything and do not hold charges; they are only used to impart the specific bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original enhancive trait are carried with the fusion orb and will be present when placed in a fusion armament.