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==[[Mana-Infused Armor]]==
==[[Mana-Infused Armor]]==
{{#section:Mana-Infused Armor/saved posts|savedpost}}
{{#section:Mana-Infused Armor/saved posts|savedpost}}

==[[Plague Overcoat]]==
{{#section:Plague Overcoat/saved posts|savedpost}}


{{DEFAULTSORT: Saved posts 2020-02}}
{{DEFAULTSORT: Saved posts 2020-02}}

Revision as of 11:07, 13 January 2022

General Information

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11303
Author: SIMU-WYROM
Date: 12/20/2019
Subject: Duskruin in 2020

As 2020 approaches, we are looking at new improvements for the arena. I feel like the heist and sewers are in a much better place after last run's updates.

When Duskruin Arena was originally created, I tried to make it challenging and fun for all professions and levels. The original concept was not intended to always be victorious due to the random elements that could happen during the matches. Hazards, tougher boss, bad luck, etc. But as more and more runs went on, certain professions started to outshine the rest. Tweaks happened here and there to try to level the playing field. The biggest changes were how scoring happened. Originally, (the slow version, the first ever run) lasting a long time was called the "showman" bonus, which meant you wanted to last a long time to score the best. The second run (and subsequent runs), how much time you had left and how well you dodged hazards played a role in how much bloodscrip you earned. As of last run, these factors no longer directly play into your score and bloodscrip. So why do they still exist?

Starting in February, we're going to remove hazards and the timer. In its place, the difficulty is just going to ramp up the longer you take. This way slower builds aren't immediately at a huge disadvantage because they can't finish. We're going to bring back the "showman" bonus so people who do last a long time can get a small bump in bloodscrip. It won't be a lot (tentatively +1 to +25 depending on time factors), but you will be rewarded for having to go against a more difficult arena match up. Those who still zip through it will get the best overall rewards though.

I'll be going into more details about this in January, with examples, but I wanted to let you know about it before we get into next year. Overall, this change is aimed to get more people to accomplish the arena while not taking away from anything else.


Wyrom, PM

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11307
Author: SIMU-WYROM
Date: 12/20/2019
Subject: Duskruin in 2020

>>I'm missing a piece of the rationale, I think. You want the slowest characters/players, the ones who are most likely struggling, to face even more difficulty as the rounds progress? It's not penalty enough that they generate bloodscrip way slower than the speedy ones?

Slower builds have absolutely no chance at finishing the arena currently. As of right now, those who can't complete the arena can't earn more than 216 bloodscrip. That's the most bloodscrip (per last run) you can earn if you time out on the last creature. So instead of the penalty being you lose, the penalty for taking too long will be that you just have to fight longer.

It's a bit early to show off everything, as I'm still in the process of finishing the updates, but the goal is to give multiple reward paths based on how you finish. It's not a huge change for those who can already finish the arena quickly. But for those who can never complete it due to timing out, they'll actually have a shot.


Wyrom, PM

Mechanical Cartridge Vambraces

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11282
Author: GS4-NAIJIN
Date: 12/11/2019
Subject: Some Mechanical Vambraces

Hey all,

I've been working on my first item release and they should be available for the next Duskruin Arena! These mechanical vambraces allow you to remain unarmed while making attacks and, once unlocked, will work with two-weapon combat as well as letting you parry attacks while unarmed.

>wear vambraces
You slide the mechanical vambraces over your arms and tighten the straps to ensure a proper fit.
R>glance
You glance down at your empty hands.
>jab troll
You make a precise attempt to jab a hunter troll!
You have decent positioning against a hunter troll.
UAF: 220 vs UDF: 150 = 1.466 * MM: 98 + d100: 35 = 178
... and hit for 11 points of damage!
Double jab to upper and lower back momentarily unbalances it.
Strike leaves foe vulnerable to a followup grapple attack!
Roundtime: 3 sec.
R>kill troll
You flick your hand downward forcing the steel spike from your mechanical vambraces.
You thrust with a serrated steel spike at a hunter troll!
AS: +232 vs DS: +85 with AvD: +19 + d100 roll: +97 = +263
... and hit for 21 points of damage!
Strike through the palm!
You raise your hand and the spike snaps back into place with a click.
Roundtime: 4 sec.
HR>amb troll left leg
You flick your hand downward forcing the steel spike from your mechanical vambraces.
You leap from hiding to attack!
You thrust with a serrated steel spike at a hunter troll!
AS: +232 vs DS: +85 with AvD: +19 + d100 roll: +83 = +249
... and hit for 69 points of damage!
Minor puncture to the left leg.
You raise your hand and the spike snaps back into place with a click.
Roundtime: 5 sec.
>pull vambraces
You free the steel spike and remove it from your mechanical vambraces.
Roundtime: 2 sec.
>raise spike
You raise your steel spike in triumph!
>push spike
You slide the steel spike into your mechanical vambraces and it clicks into place.
Roundtime: 2 sec.

The spike inside is an actual weapon limited to certain bases and can accept all manners of improvement. Finally, auction quality unlocks will be available to allow you to parry while remaining unarmed.

A hunter troll claws at you!
You skillfully interpose your vambraces between yourself and the incoming strike, deflecting it harmlessly to the side!

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11284
Author: GS4-NAIJIN
Date: 12/11/2019
Subject: Some Mechanical Vambraces

> Are the vambraces themselves considered UAC gear?
No, they are a functional armor accessory worn on the arms.

> Arm greaves?
Yes.

> Do upgrades to the spike (Enchant, flare, weighting) happen to the vambraces & vice versa?
Yes.

> Do you have to 'pull vambrace' twice in order to get one for each hand in Two-Weapon Combat?
No, only one weapon can be removed. Removing the weapon is intended to show it off or to have alters done. You hand the weapon directly to the merchant working on them. In combat situations you should leave the weapon in the vambraces.

> Or do you need two different vambraces, one left-side & one right-side?
No, one pair of vambraces is worn. The noun itself cannot be altered and must always remain vambraces.

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11292
Author: GS4-NAIJIN
Date: 12/11/2019
Subject: Some Mechanical Vambraces

> So the item knows--based on trained skill?--whether or not to trigger the left-hand attack (with the same spike properties both times)?

TWC has to be unlocked and won't be used without a certificate unlock. At that point it will always use TWC. If it ends up being an issue I could add a skill check in there before activation as well.

> Does it take into account the "only train a single rank" to get the free +5DS that many Monk guides advocate?

In combat they function identical to any other weapon so, presumably, yes though I did not test it explicitly.

> What weapon type is the spike considered? (Probably 'dagger'?)

Right now they can be a sai, dagger, or short sword. After some discussion on Discord I'm considering crowbill, katar, and possibly a few others.

> Given that it's a worn item even when you attack with the spike, is it subject to Disarm-style (hitting adamantine, or bouncing on Brace/1214, or an actual 'CMan Disarm') results?

It's immune to disarm attempts via DISARM but still susceptible to other forms from contact (hard-skin, adamantine, etc). If disarmed you'll need to RECOVER the weapon and return it to the vambraces for it to be functional again.

> Given that it's worn/not-carried, is it vulnerable to Weapon Fire/915?

They're immune to weapon fire since you're not actually holding a weapon.

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11297
Author: GS4-NAIJIN
Date: 12/16/2019
Subject: Some Mechanical Vambraces

> These look amazing. I needed some top end vambraces too and this looks like my next project. Can we alter the noun of the weapon in the vambraces?

No, the noun is fixed based on weapon type.

> Will these work with Mstrike?

Yes.

> Also, any update on whether or not the weapon inside the vambraces can be a katar?

Current list is: sai, dagger, main gauche, short sword, katar.

> Can you make them work with a hook knife, it would basically look just like shredder from tennage mutant ninja turtles

It would still look like a "blade" just like every other bladed object. Currently, sai is the only weapon type allowed to be a spike.

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11451
Author: GS4-NAIJIN
Date: 1/29/2019
Subject: Some Mechanical Vambraces

I've got a bit more information now that I've updated them in preparation for Duskruin:

  • I've actually updated the script to be a pair of vambraces that accept cartridges that change how the vambraces work. If you're thinking in modern gaming terms I call them mods. This first release is a weapon mod. All unlocks (if the mod has any) will be done to the modification itself so you are free to buff the vambraces however you see fit and they will gladly accept any current and future modification. You can almost think of mods as fusion orbs in that any pair of vambraces will accept them so you can trade them to your hearts desire. Some ideas I have for future mods include a mounted crossbow, grappling hooks to assist with climbing, mechanical fins to assist with swimming, etc. None of these have been started at all but are just a few examples of something that could happen. I'm also open to ideas.
  • The TWC unlock has been postponed for a later date. If these vambraces are popular enough I fully intend on adding it for the next Duskruin.
  • They will not work with UCS gloves because the weapon is physically in your hand while attacking even though you as a player don't notice it. The only requirement is that your right hand be empty otherwise the weapon will not function.
  • A new shop for these is being created. The vambraces will be unlimited and cost 1K BS, the weapon mod will be limited to 30 total and cost 5K BS, the auction quality parry unlock is limited to 2 and will cost 200K BS. The parry unlock is particularly strong giving you, effectively, partial benefit of 1214 without having to know the spell. Also, please realize that I'm breaking the foundations of combat (attacking without a weapon in hand) and the limit is in place to ensure everything goes smoothly.
  • They won't accept scripted upgrades but I could probably get that working with enough begging and love.

- Naijin

Mana-Infused Armor

Category: Paid Events; Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11337
Author: Assistant Senior GameMaster Estild
Date: 01/06/2020 12:33 PM CST
Subject: Mana-Infused Armor


At the next Duskruin run (in February,) a new armor script will debut, titled Mana-Infused Armor. Characters are able to infuse up to 150 mana into it, subject to their Mana Control (requires 100% skill for 100% of the mana to be infused). Only the character who infused it can make use of its benefits. If a new character infuses it, all the previously stored mana is lost. The armor must be held when infused or can be worn if you're on a natural earthnode.

>infuse leather with 50
You concentrate and channel your mana into your double leather. Tendrils of grey-green energy pulse outward from its core with the power of your infusion. You sense it has a total of 150 mana.
>infuse leather with 50
You concentrate and channel your mana into your double leather. Coruscating grey-green sparks well up from its surface in a spectacular display. You sense it has a total of 150 mana.

Notes: First message is when 50 mana was infused. Second message is when it was already full. The color of the energy defaults to your eye color, but can be customized by any willing merchant.

Tier 0: Various fluff verb traps.

Tier 1, Reactive Mana Flares: When cast at by a like level creature (offensive spells), standard flare chance for the wearer to gain 1d(spell level / 4, min 1, max 5) mana. The mana gained by the wearer is lost from the armor.

An Ithzir seer suddenly opens its eyes and stares directly at you!
CS: +411 - TD: +323 + CvA: +17 + d100: +34 == +139
Warding failed!
You shudder and twist in intense pain!
... 72 points of damage!
Roundtime: 6 sec.

* * As the seer completes its spell, grey-green light bleeds from your double leather and you feel 2 mana surge into you! * *

Note: The color of the light defaults to your eye color, but can be customized by any willing merchant.

Tier 2: Mana Shield: 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.

A triton magus claws at you!
A nebulous grey-green latticework springs up from the surface of your double leather and shields you from some of the damage!
AS: +431 vs DS: +68 with AvD: +35 + d100 roll: +20 = +418
... and hits for 63 points of damage!
Strike to left arm shatters elbow and severs forearm!
You are stunned for 8 rounds!

Notes: The adjective before the color is determined by the wearer's highest lore category (elemental = crackling, spiritual = nebulous, sorcerous = wraithlike, and mental = translucent), but can be customized by any willing merchant. The color defaults to your eye color, but can be customized by any willing merchant.

Tier 3, Arcane Aegis: A manually triggered 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 cost 25 mana from the armor plus the ongoing cost for the damage absorbed.

>rub leather
Diffuse bands of grey-green luminescence spread outward from your double leather in response to your will, buttressing the air around you.
Cast Roundtime 3 Seconds.

A Vvrael destroyer's eyes swell with anti-mana as it readies for a mighty strike!
A Vvrael destroyer claws at you!
Without warning, the air immediately surrounding you grows thick with flickering grey-green lines. They swiftly surround you, tracing the shape of a warding sigil that flares brightly.
AS: +444 vs DS: +46 with AvD: +35 + d100 roll: +69 = +502
... and hits for 126 points of damage!
Spectacular slash!
Your left arm is neatly amputated!
You are stunned for 8 rounds!

[After 120 seconds]
Dim grey-green lines of energy flicker one last time about you before fading away.

Note: The color defaults to your eye color, but can be customized by any willing merchant.

Tier 4, Mana Tap: Drains 50 mana from the armor and adds it to the wearer's mana. 15 minute cooldown.

>tap leather
As you draw upon the mana infused within your double leather, nebulous tendrils of spiritual energy course along the leather and sink below its surface. Your eyes glow brightly for a moment as you feel an upwelling of magical energy.
[You gain 50 mana!]
Cast Roundtime 3 Seconds.

Note: The descriptors for the energy are determined by the wearer's highest lore category (elemental = crackling tendrils of elemental, spiritual = nebulous tendrils of spiritual, sorcerous = wraithlike tendrils of sorcerous, and mental = translucent tendrils of psychic), but can be customized by any willing merchant.

Tier 5, Arcane Expulsion: A manually triggered ability that can be activated when incapacitated (but not while unconscious or during roundtime). Requires the armor to have at least 50 mana, and uses all available mana from the armor and wearer to forcibly move all creatures out of the room (into a random adjacent room, or if none, subjects them to 20 seconds of roundtime). A SMRv2 attack using the wearer's MIU ranks to calculate the strength of the attack. Can be used 2x a day, resets at midnight.

[Old Ta'Faendryl, East Woods]
A tall, regal oak stands watch here over a bend in the path where the beaten trail skirts around several large boulders. A circle of stones surrounds a small firepit near a low outcropping of rocks. Apparently some weary traveler paused here for a moment of rest. You also see an Ithzir adept, a gremlock, an Ithzir herald, an Ithzir janissary and an Ithzir seer.
Obvious paths: east, southwest
>
>beseech leather
You strain and reach for the energies coursing through your double leather, and they surge outward in a rippling wave of grey-green force to aid you!
[SMR result: 136 (Open d100: 9)]
An Ithzir adept is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes!
[SMR result: 249 (Open d100: 94)]
A gremlock is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes!
[SMR result: 176 (Open d100: 36)]
An Ithzir herald is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes!
[SMR result: 192 (Open d100: 60)]
An Ithzir janissary is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes!
[SMR result: 173 (Open d100: 42)]
An Ithzir seer is overwhelmed by the rippling shockwave and collapses in a swirl of dusty flakes!
Cast Roundtime 3 Seconds.
>
>look
[Old Ta'Faendryl, East Woods]
A tall, regal oak stands watch here over a bend in the path where the beaten trail skirts around several large boulders. A circle of stones surrounds a small firepit near a low outcropping of rocks. Apparently some weary traveler paused here for a moment of rest.
Obvious paths: east, southwest

Tier 0 will be sold off the shelf as 4x armor in every type. Tiers 1-5 will be unlock certificates, with scaling costs and limited stock, similar to Sigil Staves. The T5 unlock certificate will not be sold off the shelf and instead will be randomly spun for at a predetermined date and time for those that have the available bloodscrip.

GameMaster Estild

Category: Paid Events; Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11475
Author: Assistant Senior GameMaster Estild
Date: 01/31/2020 01:26 PM CST
Subject: Re: Mana-Infused Armor


Based upon some feedback, I'm going to raise the maximum amount of mana that can be infused into the armor. In addition, the Tier 4 Mana Tap ability, in addition to returning mana, will also grant the wearer +25 AS/15 CS for 3 minutes.

There will also be the set bonus for using both the Sigil Staff and Mana-Infused Armor at the same time. +1% chance per combined tiers of both to flare the Sigil of Binding effect(+root) when attacking.

Lastly, below is some of the fluff messaging for the armor. As noted before, the "grey-green" is the character's eye color, but can be customized by any willing merchant.

>bow robe
Grey-green light blooms from your silver-hued robe's core as you cross your forearm over your chest and execute a short bow.

>clean robe
With slow, measured strokes, you run your palms over the surface of your silver-hued robe. Grey-green energy gathers in your wake, dissolving the detritus of combat.

>cover robe
You rest your hand over the grey-green core centered in the chest of your silver-hued robe and bask in its radiant warmth.

>fidget robe
You spend a moment fiddling with your silver-hued robe. Tiny glimmers of grey-green luminescence, hardly pinpricks, rise to meet your touch.

>knock on robe
You pound your clenched fist twice against your shoulder, sending luminous grey-green waves rolling across the surface of your silver-hued robe.

>touch robe
You drum your fingers on your silver-hued robe. With every strike of your fingertips, a ripple of muted grey-green light wells up from its surface.

>wave robe
You sweep an arm through the air, and a diffuse grey-green haze colors the air in the wake of your movement.

>turn robe
You turn sharply on your heel. Faint tendrils of grey-green light curl around you in the wake of your movement.

GameMaster Estild

Category: Paid Events; Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11574
Author: Assistant Senior GameMaster Estild
Date: 02/07/2020 12:51 PM CST
Subject: Re: Mana-Infused Armor


Here are some final details on the mana-infused armor. It now holds a base of 250 mana and that can additional 50 mana for every tier (so 500 total). The Reactive Mana Flares (T1) can trigger from any attack against the wearer, not just spells. The Arcane Expulsion (T5) ability can also be activated while in roundtime, only requires 50 mana (from the armor), and does not affect the wearer's mana.

ANALYZE details:

>analyze my robe
You analyze your silver-hued robe and sense that the item is largely free from merchant alteration restrictions.
The creator has also provided the following information:
This is tier 5 Mana-Infused Armor.
Tier
0: a standard robe with some special messaging
1: Reactive Mana Flares - when attacked, there is a standard flare chance for the wearer to gain 1d5 mana. The mana gained by the wearer is lost from the armor.
2: Mana Shield - 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.
3: Arcane Aegis - A manually triggered (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.
4: Mana Tap - A manually triggered ability (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).
5: Arcane Expulsion - A manually triggered ability (SIGIL) that can be activated when incapacitated (but not while unconscious). Attempts to forcibly move all creatures out of the room (into a random adjacent room) and subjects them to 20 seconds of roundtime. A SMRv2 attack using the wearer's Magic Item Use ranks to calculate the strength of the attack. Can be used 2x a day, resets at midnight, and costs 50 mana from the armor.
Unlocked verbs: bow, clean cover, fidget, infuse, knock, touch, turn, wave, rub, prod, tap, sigil
The robe can have the color and adjective of its energy/light customized with a descriptive word or phrase. Various messaging will include these custom settings.
The current setting is:
color: (Unset, will default to grey-green - your eye color.)
adjective: (Unset, will default to a value based upon your magical lore training)
phrase: (Unset, will default to a value based upon your magical lore training)
The phrase should also be prefixed with the adjective.
Customization should remain simple, nothing so complex as to require a comma.
Examples of functional customization choices:
colors: red, orange, yellow, green, blue, indigo, violet
adjective: crackling, nebulous, wraithlike, translucent
phrase: crackling tendrils of elemental, nebulous tendrils of spiritual, wraithlike tendrils of sorcerous, translucent tendrils of psychic
In each case, these words/phrases will be placed in front of words like "energy" and "light". Try to keep it to five words or less.
You can tell that the robe is as light as it can get.


Mana-infused armor has an Ensorcell and Enchant penalty that scales based upon the tier of the armor:

Tier Difficulty
0 100
1 100
2 150
3 200
4 200
5 200

The WPS penalty is also based upon the tier of the armor, similar to the Ensorcell/Enchant thresholds.

The cost and number of unlock certificates for the armor will be:

Description Cost # Available
T0 armor 1,000 bloodscrip Unlimited
T1 unlock 50,000 bloodscrip 40
T2 unlock 100,000 bloodscrip 20
T3 unlock 150,000 bloodscrip 10
T4 unlock 175,000 bloodscrip 5
T5 unlock 200,000 bloodscrip 2

Both the T5 Sigil Staff and T5 Mana-Infused Armor certificates will not be in sold in a shop. They will be randomly spun for at a predetermined date/time next week (TBD, will be announced).

GameMaster Estild

Category: Paid Events; Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 12001
Author: Senior GameMaster Estild
Date: 08/12/2020 11:30 AM CDT
Subject: Sigil Staff and Mana-Infused Armor - Apply to existing (HESS)


Hey Everyone!

We will be selling two certificates for each script line (Sigil Staff and Mana-Infused Armor) to allow for it to be applied to an existing, scriptless runestaff or armor (respectively). This is allowed on weapons with 15 CER or lower. Some restrictions may apply.

The weapon script will be applied at T1 (One unlock) and still need to be unlocked further. The service will cost 250k Bloodscrip (as of this time, subject to change).

The certificates will be sold in the HESS Shop. Good luck!

Estild, SGM

Plague Overcoat

Category: Paid Events: Adventures, Quests, and SimuCoins
Topic: Duskruin Arena
Message #: 11428
Author: GS4-THANDIWE
Date: 1/21/2020
Subject: Sable Quietus

Hello!

The fine people that run the Sable Quietus have expanded their wares once more. They have introduced a waxed leather overcoat to their inventory.

This overcoat has 2 tiers and interacts with both items, the cowl and the mask, that are sold there.

OTS w/ mask and cowl worn

(close) Working upward, Thandiwe fastens the irregular ivory toggles of her waxed leather overcoat. She lifts her chin to attend to the final toggle just under her grey shoebill mask and then smoothes her slate grey cowl over it.
(fidget) Thandiwe fidgets with the folds of her slate grey cowl, careful to arrange it around the lines of her grey shoebill mask and then smoothing it across the shoulders of her waxed leather overcoat. (pull) Extending her right arm, Thandiwe tugs the sleeve of her waxed leather overcoat further down to cover her wrist. (random right/left)
(open) Reaching beneath her slate grey cowl and just under the chin of her grey shoebill mask, Thandiwe unfastens the irregular ivory toggles of her waxed leather overcoat and opens it up.
(remove) Thandiwe slips out of her waxed leather overcoat and takes a moment to adjust her grey shoebill mask before arranging her slate grey cowl to hide its straps.
(wear) Shrugging her waxed leather overcoat on, Thandiwe carefully lays the collar against her neck and briefly fiddles with the straps of her grey shoebill mask before laying her slate grey cowl in a drape over the top.

OTS w/ mask only

(close) Working upward, Thandiwe fastens the irregular ivory toggles of her waxed leather overcoat, carefully attending to the last one under the chin of her grey shoebill mask.
(fidget) Thandiwe fidgets with the straps of her grey shoebill mask, ensuring herself that they are safely tucked behind the collar of her waxed leather overcoat.
(pull) - Unchanged
(open) Lifting the chin of her grey shoebill mask, Thandiwe unfastens the irregular ivory toggles of her waxed leather overcoat at the neck and opens up the garment.
(remove) Thandiwe carefully slips out of her waxed leather overcoat and then checks the straps of her grey shoebill mask.
(wear) Thandiwe pulls her waxed leather overcoat on, tugging the collar in place to hide the straps of her grey shoebill mask.

OTS w/ cowl only

(close) Working upward, Thandiwe fastens the irregular ivory toggles of her waxed leather overcoat and then takes a moment to smooth her slate grey cowl over the neckline.
(fidget) Thandiwe fidgets with the folds of her slate grey cowl and draws the edges closer to the neckline of her waxed leather overcoat.
(pull) Unchanged
(open) Reaching beneath her slate grey cowl, Thandiwe unfastens the irregular ivory toggles of her waxed leather overcoat and opens it up.
(remove) Thandiwe slips out of her waxed leather overcoat and rearranges her slate grey cowl around her neck.
(wear) Thandiwe pulls her waxed leather overcoat on, careful to arrange her slate grey cowl over the collar.

OTS w/o mask and/or cowl

(close) Working upward, Thandiwe fastens the irregular ivory toggles of her waxed leather overcoat.
(fidget) Thandiwe nervously fidgets with the collarless neckline of her waxed leather overcoat.
(pull) Unchanged
(open) Starting at the collarless neckline, Thandiwe unfastens the irregular ivory toggles of her waxed leather overcoat.
(remove) With a casual shrug, Thandiwe slips out of her waxed leather overcoat.
(wear) Slipping her arms into the sleeves of her waxed leather overcoat, Thandiwe pulls the garment up over her shoulders and arranges the collar to lay flat against her neck.

Tier 2 - Additional usages for verbs: Clean, Dust, Pinch, and Rub

Customizing - The only alteration restriction is that they must remain some kind of coat that has toggles and sleeves. The toggles can be further customized

The Plague Overcoat has also been added to the light/deep notes.


~*~ Thandiwe ~*~
ASGM of Events