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<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.-->
'''Essence Belts''' were first introduced at [[Duskruin]] in August 2022 at the [[BVShop:Essencetials|Essencetials]] shop.
The essence belts will unlock special abilities and magical benefits depending on which essences are loaded into their pockets. The belt will hold one essence off the shelf, two essences at Tier 2, and a total of three essences at Tier 3.


The current essences allowed are: Air, Earth, Fire, and Water.
== placeholder from original release post==


First and foremost, I want to give a big hats off and shout out to GM Mestys. The man, the myth, the legend. He's a coding ninja, has unlimited patience, and I'm pretty sure he's got two brains. Without him, these belts wouldn't be possible!



From the creators of the handheld pylons, comes the Essence Belts! You’ll find them in the shop called the Essencetials!

The Essence Belts may be freely altered, as long as it makes sense to have pockets/compartments, and the description must include runes along its surface, either in the short, long or show description.

The essence belts will unlock special abilities and magical benefits depending on which essences are loaded into their pockets. The belt will hold one essence off the shelf, two essences at Tier 2, and a total of three essences at Tier 3.


The belts may hold up to 1000 charges of each essence. (i.e 1000 fire, 1000 air, etc). '''Regular elemental essences will add 25 charges'''. Greater elemental essences will add 250 charges.
The belt may be charged by DROPing specific alchemy ingredient essences into it. The current essences allowed are: Air, Earth, Fire, and Water.


{{stub}}
The belts may hold up to 1000 charges of each essence. (i.e 1000 fire, 1000 air, etc). Regular elemental essences will add 25 charges. Greater elemental essences will add 250 charges.
{{TOC limit|2}}
{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier= <!-- REQUIRED: Must be entered as Tier # or Tree (Name) --> Tier 1
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
|analyze= <!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. -->The dark mithril belt may be freely altered, but it must make sense that it can have pockets/compartments of some kind, and must include the description of runes along its surface, in either the short or long or show description to match the item's messaging.


The dark mithril belt is an Essence Belt, which can be charged by DROPping specific alchemy ingredient essences into it to grant its bearer unique abilities. The belt will accept the following essences: air, earth, fire, water.
If you have more than 1 essence loaded in the belt, you can WHISPER BELT <ELEMENT> to toggle which essence is active in the belt. Only those abilities will be usable, until you toggle to the next essence. Each Essence Ability has a separate cooldown per element. The Magic and Resistance abilities share cooldowns across elements.
slot 1: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence. The active element will determine the behavior of the belt's abilities.


The belt is currently tier 1 of 4, which means that it can accommodate up to 1 essence slot. An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed. The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special). It will also respond to the following verbs: TAP.
You can POKE BELT to remove the active essence, but its charges will be fully discarded.
|inspect= <!-- ONLY to be used when an item has a custom INSPECT to it. -->
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
|itemverbtable= <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->Yes
}}
{| {{verbtable|90}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader}}
! scope="col" |Verb
! scope="col" style="width:45%"|First
! scope="col" style="width:45%"|Third
|-
! scope="row" role="rowheader"|DROP
| {{addmetext}}
| {{addmetext}}
|-
! scope="row" role="rowheader"|WHISPER
| {{addmetext}}
| {{addmetext}}
|-
! scope="row" role="rowheader"|POKE
| {{addmetext}}
| {{addmetext}}
|-
! scope="row" role="rowheader"|PUSH
| You brush a finger along your belt, quickly tracing a faint rune. Flecks of <color> energy swirl up and churn around you before dissolving into your skin.
| Flecks of <color> energy swirl up and churn around <Name> before dissolving into <his/her> skin.
|-
! scope="row" role="rowheader"|PULL
| You touch your belt and an arc of <color> energy leaps up from a rune along its edge and flows into your hands.
| An arc of <color> energy suddenly leaps up from <Name>'s belt and flows into <his/her> hands.
|-
! scope="row" role="rowheader"|RUB
| {{addmetext}}
| {{addmetext}}
|-
! scope="row" role="rowheader"|TAP
| You tap a rune on your dark leather belt and suddenly a myriad of <color> energy swirls up and around you, crackling all along your arms and hands before dissolving.
| A myriad of <color> energy springs to life around <Name>, crackling all along <his/her> arms and hands before dissolving.
|}
{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier= <!-- REQUIRED: Must be entered as Tier # or Tree (Name) --> Tier 2
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
|analyze= <!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. -->&nbsp;&nbsp;slot 1: none
slot 2: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence. The active element will determine the behavior of the belt's abilities.


The belt is currently tier 2 of 4, which means that it can accommodate up to 2 essence slots. An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed. The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special). It will also respond to the following verbs: TAP, TOUCH.
PUSH BELT for Resistance buff. (Based on active essence)
|inspect= <!-- ONLY to be used when an item has a custom INSPECT to it. -->
PULL BELT for Attack bonus. (Based on active essence)
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
RUB BELT for Special ability. (Based on active essence)
|itemverbtable= <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->Yes
}}
{| {{verbtable|90}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader}}
! scope="col" |Verb
! scope="col" style="width:45%"|First
! scope="col" style="width:45%"|Third
|-
! scope="row" role="rowheader"|TOUCH
| You touch a rune on your dark leather belt and your hands begin to glow with a <color> light, pulsing with intensity.
| <Name>'s hands spark with a <color> light and begin to glow with intensity.
|}
{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier= <!-- REQUIRED: Must be entered as Tier # or Tree (Name) --> Tier 3
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
|analyze= <!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. -->&nbsp;&nbsp;slot 1: none
slot 2: none
slot 3: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence. The active element will determine the behavior of the belt's abilities.


The belt is currently tier 3 of 4, which means that it can accommodate up to 3 essence slots. An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed. The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special). It will also respond to the following verbs: TAP, TOUCH, TURN.
In addition, zesty messaging at Tier 1 (OTS) is TAP, Tier 2 is TOUCH, and Tier 3 is TURN.
|inspect= <!-- ONLY to be used when an item has a custom INSPECT to it. -->
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
|itemverbtable= <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->Yes
}}
{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader|90}}
! scope="col" |Verb
! scope="col" style="width:45%"|First
! scope="col" style="width:45%"|Third
|-
! scope="row" role="rowheader"|TURN
| You touch a rune on your dark leather belt and wild tendrils of <color> energy thrash around your body, whipping about and causing the air to crackle.
| Suddenly, wild tendrils of <color> energy thrash around <Name>'s body, whipping about and causing the air to crackle.
|}
{{itemtier <!-- Copy/Paste x #Tier for item as needed. -->
|tier= <!-- REQUIRED: Must be entered as Tier # or Tree (Name) --> Tier 4
|itemsummary= <!-- Brief explanation of what this tier does, if any. -->
|analyze= <!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. -->The dark mithril belt may be freely altered, but it must make sense that it can have pockets/compartments of some kind, and must include the description of runes along its surface, in either the short or long or show description to match the item's messaging.


The dark mithril belt is an Essence Belt, which can be charged by DROPping specific alchemy ingredient essences into it to grant its bearer unique abilities. The belt will accept the following essences: air, earth, fire, water, regeneration, vitality, body, mind, soul.
Air Essence Benefits:
slot 1: none
slot 2: none
slot 3: none
slot 4: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence. The active element will determine the behavior of the belt's abilities.


The belt is currently tier 4 of 4, which means that it can accommodate up to 4 essence slots, the last of which can be occupied by a superior essence (regeneration, vitality, body, mind, soul). An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed. The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special). It will also respond to the following verbs: TAP, TOUCH, TURN.
Reactive Lightning Flares - Cost: 5 Air charges per flare instance.
|inspect= <!-- ONLY to be used when an item has a custom INSPECT to it. -->
Resistance (Push) – 50% Lightning Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Air charges.
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. -->
Magic Bonus (Pull) – AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Air charges per activation (5/10/15). This AS bonus applies to the following: Minor Shock, Major Shock, Hand of Tonis, and Physical Ranged Attack.
|itemverbtable= <!-- Answer YES if there are verbs associated with this tier. If not, leave blank. -->
Ability: Hover (Rub) – Temporarily allows user to hover in the air. It is a AoE SMR attack that applies Disengaged status up to 10 enemies. Duration: 20 seconds. Cooldown: 60 minutes. Cost: 20 Air charges.
}}
==Additional Information==
'''Air Essence Benefits:'''


* Reactive Lightning Flares - Cost: 5 Air charges per flare instance.
Earth Essence Benefits:
* Resistance (Push) – 50% Lightning Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Air charges.
* Magic Bonus (Pull) – AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Air charges per activation (5/10/15). This AS bonus applies to the following: Minor Shock, Major Shock, Hand of Tonis, and Physical Ranged Attack.
* Ability: Hover (Rub) – Temporarily allows user to hover in the air. It is a AoE SMR attack that applies Disengaged status up to 10 enemies. * Duration: 20 seconds. Cooldown: 60 minutes. Cost: 20 Air charges.


'''Earth Essence Benefits:'''
Reactive Vibration Flares - Cost: 5 Earth charges per flare instance.
Resistance (Push) - 50% Impact Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Earth charges.
Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Earth charges per activation (5/10/15). This AS bonus applies to the following: Hurl Boulder, Physical Melee Attack
Ability: Field of Dirt (Rub) – This ability summons a field of spinning dirt and rock around the wearer, blocking the next 1/2/3 (increased per Tier) instances of damage against the user. Duration: 30 seconds (T1), 60 seconds (T2), 90 seconds (T3). Cooldown: 60 minutes. Cost: 20 Earth charges.


* Reactive Vibration Flares - Cost: 5 Earth charges per flare instance.
Fire Essence Benefits:
* Resistance (Push) - 50% Impact Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Earth charges.
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Earth charges per activation (5/10/15). This AS bonus applies to the following: Hurl Boulder, Physical Melee Attack
* Ability: Field of Dirt (Rub) – This ability summons a field of spinning dirt and rock around the wearer, blocking the next 1/2/3 (increased per Tier) instances of damage against the user. Duration: 30 seconds (T1), 60 seconds (T2), 90 seconds (T3). Cooldown: 60 minutes. Cost: 20 Earth charges.


'''Fire Essence Benefits:'''
Reactive Fire Flares - Cost: 5 Fire charges per flare instance.
Resistance (Push) - 50% Fire Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Fire charges.
Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Fire charges per activation (5/10/15). This AS bonus applies to the following: Minor Fire, Major Fire, Fire Spirit, Balefire.
Ability: Cauterize (Rub) – This ability summons a wave of fire essence to wash over the user’s body and remove all bleeding effects while restoring 20 HP at T1, 40 HP at T2, and 60 HP at T3. It does not remove the wounds. Duration: Instant. Cooldown: 60 minutes (T1), 45 minutes (T2), 30 minutes (T3). Cost: 10 Fire charges.


* Reactive Fire Flares - Cost: 5 Fire charges per flare instance.
Water Essence Benefits:
* Resistance (Push) - 50% Fire Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Fire charges.
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Fire charges per activation (5/10/15). This AS bonus applies to the following: Minor Fire, Major Fire, Fire Spirit, Balefire.
* Ability: Cauterize (Rub) – This ability summons a wave of fire essence to wash over the user’s body and remove all bleeding effects while restoring 20 HP at T1, 40 HP at T2, and 60 HP at T3. It does not remove the wounds. Duration: Instant. Cooldown: 60 minutes (T1), 45 minutes (T2), 30 minutes (T3). Cost: 10 Fire charges.


'''Water Essence Benefits:'''
Reactive Cold Flares - Cost: 5 Water charges per flare instance.
Resistance (Push) - 50% Cold Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Water charges.
Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Water charges per activation (5/10/15). This AS bonus applies to the following: Minor Water, Minor Cold, Major Cold, Minor Steam, Holy Bolt, Moonbeam.
Ability: Frozen Crest (Rub) – This summons a wave of jagged ice that is an AoE SMR knockdown/damage attack. Duration: Instant. Cooldown: 5 minutes (T1), 4 minutes (T2), 3 minutes (T3). Cost: 20 Water charges.


* Reactive Cold Flares - Cost: 5 Water charges per flare instance.
* Resistance (Push) - 50% Cold Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Water charges.
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Water charges per activation (5/10/15). This AS bonus applies to the following: Minor Water, Minor Cold, Major Cold, Minor Steam, Holy Bolt, Moonbeam.
* Ability: Frozen Crest (Rub) – This summons a wave of jagged ice that is an AoE SMR knockdown/damage attack. Duration: Instant. Cooldown: 5 minutes (T1), 4 minutes (T2), 3 minutes (T3). Cost: 20 Water charges.


'''Essence of Body Benefits:'''
Examples:


* Reactive Unbalance Flares – Cost: 5 Body charges per flare instance.
Below, I load earth essence into the belt, toggle to fire, cauterize my wounds, toggle to earth, throw up a spinning field of rocks, toggle to air and then hover out of the reach of nearby enemies.
* Resistance (Push) – +25% Damage Resistance (Crush, Slash, Puncture) for 30 seconds. Cooldown: 30 mins. Cost: 15 Body charges.
* Magic Bonus (Pull) – +10 Stamina Regeneration. Duration: 120 Seconds. Cooldown: 30 mins. Cost: 10 Body charges.
* Ability: Body Heat (Rub) – This ability allows the wearer to create sudden burst of fiery energy, causing it to explode outward around them and towards several targets (up to 5). SMR attack with 65% chance of causing Immolation damage over time effect. Cooldown: 60 mins. Cost: 15 body charges


'''Essence of Mind Benefits:'''


* Reactive Grapple Flares – Cost: 5 Mind charges per flare instance.
>put earth in my belt
* Resistance (Push) – +10 points of Crit Padding for 30 seconds. Cooldown: 30 mins. Cost: 15 mind charges.
You press a small rune on the side of your earth and a narrow compartment opens up, releasing a small puff of smoke. As you place your essence of earth into the pocket, there is a flash of green light, and the compartment closes tight.
* Magic Bonus (Pull) – +30 AS to Telekinesis (1206) and +18 CS to Thought Lash (1210), Mindwipe (1225) and Torment (718). Duration: 120 seconds. Cooldown: 30 minutes. Cost: 10 Mind charges.
* Ability: Mind Over Matter (Rub) – This ability is an SMR attack which will let loose a radius blast of mental essence energy and has a chance of Sleeping, Stunning, or Blinding up to 5 targets as it assaults their mental functions. Cooldown: 60 mins. Cost: 15 Mind charges.


'''Essence of Soul Benefits:'''
>whisper belt fire
You whisper faintly and the air around you begins to thicken as a wave of heat washes over your body and dark orange threads of energy swirl across the surface of your belt.
Roundtime: 3 sec.


* Reactive Disruption Flares – Cost: 5 Soul charges per flare instance.
>rub my belt
* Resistance (Push) - +50% Disruption Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Soul charges.
You press a small rune on your belt and sparks of fiery energy burst into existence all around you, igniting a rippling wave of fire that washes over your body. Your wounds become cauterized and the bleeding subsides.
* Magic Bonus (Pull) - +20 Mana Regeneration. Duration: 120 seconds. Cooldown: 30 mins. Cost: 10 Soul charges.
Roundtime: 10 sec.
* Ability – Mana Well (Rub) – This ability allows the wearer to call forth a sudden burst of mana from all around them, tapping into the flows of essence and absorbing it. The wearer gets a boost of +50 Mana. Cooldown: 60 mins. Cost: 15 Soul charges.


'''Essence of Vitality Benefit:'''
>whisper belt earth
You whisper faintly and the earth beneath you rumbles for a moment as dark green threads of energy swirl across the surface of your belt.
Roundtime: 3 sec.


* Reactive Vacuum Flares – Cost: 5 Vitality charges per flare instance.
>rub my belt
* Resistance (Push) - +50 Unbalance Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Vitality charges.
You press a small rune on your belt and sparks of deep green energy burst into existence all around you as jagged chunks of dirt and rock erupt from the ground, rapidly spinning around you.
* Magic Bonus (Pull) - +10 bonus to STR and CON. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Vitality charges.
Cast Roundtime 3 Seconds.
* Ability – Spark of Life (Rub) – This ability allows for the wearer to have full restoration of Health, Mana, and Spirit upon activation once Resurrected. This only applies if resurrected or decays, not if the wearer departs. Cooldown: 120 mins. Cost: 20 Vitality charges.


'''Essence of Regeneration Benefit:'''
>whisper belt air
You whisper faintly and the air around you begins to thicken, glimmering for a moment as light blue threads of energy swirl across the surface of your belt.
Roundtime: 3 sec.


* Reactive Plasma Flares – Cost: 5 Regeneration charges per flare instance.
>rub belt
* Resistance (Push) - +50 Plasma Resistance for 30 seconds. Cooldown: 30 mins. Cost: 15 Regeneration charges.
You press a small rune on your belt and sparks of light blue energy burst into existence all around you, swirling about and lifting you up into the air.
* Magic Bonus (Pull) - +20 HP Regeneration. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Regeneration charges.
[SMR result: 147 (Open d100: 73, Bonus: 20)]
* Ability – Baptism of Fire (Rub) – This ability allows the wearer to send a soothing wave of heat that washes over the wearer and their entire group. It will restore 20 HP every 2 seconds for 10 seconds, for a total of 100 HP. Cooldown: 60 mins. Cost: 20 Regeneration charges.
You create enough distance between yourself and a luminous small woodland arachnid to stay out of its reach!
[SMR result: 67 (Open d100: 28)]
You manage to create some distance between yourself and a Taladorian knight, but remain in reach!
[SMR result: 139 (Open d100: 21, Bonus: 20)]
You create enough distance between yourself and a glistening blood golem to stay out of its reach!
Cast Roundtime 3 Seconds.


==See Also==
Costs:
* [[/saved posts|Saved posts]]
Belt – 25k Bloodscrip
* [[Hand-held Pylon]]
Tier 2 Voucher – 25k Bloodscrip
</td><td>
Tier 3 Voucher – 25k Bloodscrip
{{iteminfo
|type= <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" --> Mechanical
|itemclass= <!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" --> Accessory
|itemtype= <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". --> Waist-worn belt
|alter= <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --> Unknown
|ld= <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --> Unknown
|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". -->
|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. -->
|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".-->
|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.-->
|releasevenue= <!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --> Duskruin Arena
|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. -->
|tiered= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> Yes
|tiersnumber= <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --> 3
|unlock= <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.--> Certificate
|legendary= <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). -->
|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. -->
|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. -->
|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= -->
|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. -->
|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". -->
|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. -->
|hideable= <!-- OPTIONAL: Enter "Yes" if an item is hideable in inventory. If no, leave blank. -->
|hide= <!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable. This should indicate HOW it hides, whether by a verb or simply by being WORN. -->
|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. -->
|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. -->
|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. -->
|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. -->
|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. -->
}}
{{itemverb
|verb= <!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.--> DROP
|verb2= POKE
|verb3= PULL
|verb4= PUSH
|verb5= RUB
|verb6= TAP
|verb7= TOUCH
|verb8= TURN
|verb9= WHISPER
}}
</td></tr></table>

Latest revision as of 19:44, 10 March 2023

Essence Belts were first introduced at Duskruin in August 2022 at the Essencetials shop. The essence belts will unlock special abilities and magical benefits depending on which essences are loaded into their pockets. The belt will hold one essence off the shelf, two essences at Tier 2, and a total of three essences at Tier 3.

The current essences allowed are: Air, Earth, Fire, and Water.

The belts may hold up to 1000 charges of each essence. (i.e 1000 fire, 1000 air, etc). Regular elemental essences will add 25 charges. Greater elemental essences will add 250 charges.

UncutGem.pngThis article is a Stub. You can help GSWiki by expanding it.


Tier 1

Analyze

The dark mithril belt may be freely altered, but it must make sense that it can have pockets/compartments of some kind, and must include the description of runes along its surface, in either the short or long or show description to match the item's messaging.

The dark mithril belt is an Essence Belt, which can be charged by DROPping specific alchemy ingredient essences into it to grant its bearer unique abilities.  The belt will accept the following essences: air, earth, fire, water.
  slot 1: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt's abilities.

The belt is currently tier 1 of 4, which means that it can accommodate up to 1 essence slot.  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP.

Usage

Verb First Third
DROP This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
WHISPER This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
POKE This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
PUSH You brush a finger along your belt, quickly tracing a faint rune. Flecks of <color> energy swirl up and churn around you before dissolving into your skin. Flecks of <color> energy swirl up and churn around <Name> before dissolving into <his/her> skin.
PULL You touch your belt and an arc of <color> energy leaps up from a rune along its edge and flows into your hands. An arc of <color> energy suddenly leaps up from <Name>'s belt and flows into <his/her> hands.
RUB This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
TAP You tap a rune on your dark leather belt and suddenly a myriad of <color> energy swirls up and around you, crackling all along your arms and hands before dissolving. A myriad of <color> energy springs to life around <Name>, crackling all along <his/her> arms and hands before dissolving.

Tier 2

Analyze

  slot 1: none
  slot 2: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt's abilities.

The belt is currently tier 2 of 4, which means that it can accommodate up to 2 essence slots.  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP, TOUCH.

Usage

Verb First Third
TOUCH You touch a rune on your dark leather belt and your hands begin to glow with a <color> light, pulsing with intensity. <Name>'s hands spark with a <color> light and begin to glow with intensity.

Tier 3

Analyze

  slot 1: none
  slot 2: none
  slot 3: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt's abilities.

The belt is currently tier 3 of 4, which means that it can accommodate up to 3 essence slots.  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP, TOUCH, TURN.

Usage

Verb First Third
TURN You touch a rune on your dark leather belt and wild tendrils of <color> energy thrash around your body, whipping about and causing the air to crackle. Suddenly, wild tendrils of <color> energy thrash around <Name>'s body, whipping about and causing the air to crackle.

Tier 4

Analyze

The dark mithril belt may be freely altered, but it must make sense that it can have pockets/compartments of some kind, and must include the description of runes along its surface, in either the short or long or show description to match the item's messaging.

The dark mithril belt is an Essence Belt, which can be charged by DROPping specific alchemy ingredient essences into it to grant its bearer unique abilities.  The belt will accept the following essences: air, earth, fire, water, regeneration, vitality, body, mind, soul.
  slot 1: none
  slot 2: none
  slot 3: none
  slot 4: none
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt's abilities.

The belt is currently tier 4 of 4, which means that it can accommodate up to 4 essence slots, the last of which can be occupied by a superior essence (regeneration, vitality, body, mind, soul).  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP, TOUCH, TURN.

Additional Information

Air Essence Benefits:

  • Reactive Lightning Flares - Cost: 5 Air charges per flare instance.
  • Resistance (Push) – 50% Lightning Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Air charges.
  • Magic Bonus (Pull) – AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Air charges per activation (5/10/15). This AS bonus applies to the following: Minor Shock, Major Shock, Hand of Tonis, and Physical Ranged Attack.
  • Ability: Hover (Rub) – Temporarily allows user to hover in the air. It is a AoE SMR attack that applies Disengaged status up to 10 enemies. * Duration: 20 seconds. Cooldown: 60 minutes. Cost: 20 Air charges.

Earth Essence Benefits:

  • Reactive Vibration Flares - Cost: 5 Earth charges per flare instance.
  • Resistance (Push) - 50% Impact Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Earth charges.
  • Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Earth charges per activation (5/10/15). This AS bonus applies to the following: Hurl Boulder, Physical Melee Attack
  • Ability: Field of Dirt (Rub) – This ability summons a field of spinning dirt and rock around the wearer, blocking the next 1/2/3 (increased per Tier) instances of damage against the user. Duration: 30 seconds (T1), 60 seconds (T2), 90 seconds (T3). Cooldown: 60 minutes. Cost: 20 Earth charges.

Fire Essence Benefits:

  • Reactive Fire Flares - Cost: 5 Fire charges per flare instance.
  • Resistance (Push) - 50% Fire Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Fire charges.
  • Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Fire charges per activation (5/10/15). This AS bonus applies to the following: Minor Fire, Major Fire, Fire Spirit, Balefire.
  • Ability: Cauterize (Rub) – This ability summons a wave of fire essence to wash over the user’s body and remove all bleeding effects while restoring 20 HP at T1, 40 HP at T2, and 60 HP at T3. It does not remove the wounds. Duration: Instant. Cooldown: 60 minutes (T1), 45 minutes (T2), 30 minutes (T3). Cost: 10 Fire charges.

Water Essence Benefits:

  • Reactive Cold Flares - Cost: 5 Water charges per flare instance.
  • Resistance (Push) - 50% Cold Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Water charges.
  • Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Water charges per activation (5/10/15). This AS bonus applies to the following: Minor Water, Minor Cold, Major Cold, Minor Steam, Holy Bolt, Moonbeam.
  • Ability: Frozen Crest (Rub) – This summons a wave of jagged ice that is an AoE SMR knockdown/damage attack. Duration: Instant. Cooldown: 5 minutes (T1), 4 minutes (T2), 3 minutes (T3). Cost: 20 Water charges.

Essence of Body Benefits:

  • Reactive Unbalance Flares – Cost: 5 Body charges per flare instance.
  • Resistance (Push) – +25% Damage Resistance (Crush, Slash, Puncture) for 30 seconds. Cooldown: 30 mins. Cost: 15 Body charges.
  • Magic Bonus (Pull) – +10 Stamina Regeneration. Duration: 120 Seconds. Cooldown: 30 mins. Cost: 10 Body charges.
  • Ability: Body Heat (Rub) – This ability allows the wearer to create sudden burst of fiery energy, causing it to explode outward around them and towards several targets (up to 5). SMR attack with 65% chance of causing Immolation damage over time effect. Cooldown: 60 mins. Cost: 15 body charges

Essence of Mind Benefits:

  • Reactive Grapple Flares – Cost: 5 Mind charges per flare instance.
  • Resistance (Push) – +10 points of Crit Padding for 30 seconds. Cooldown: 30 mins. Cost: 15 mind charges.
  • Magic Bonus (Pull) – +30 AS to Telekinesis (1206) and +18 CS to Thought Lash (1210), Mindwipe (1225) and Torment (718). Duration: 120 seconds. Cooldown: 30 minutes. Cost: 10 Mind charges.
  • Ability: Mind Over Matter (Rub) – This ability is an SMR attack which will let loose a radius blast of mental essence energy and has a chance of Sleeping, Stunning, or Blinding up to 5 targets as it assaults their mental functions. Cooldown: 60 mins. Cost: 15 Mind charges.

Essence of Soul Benefits:

  • Reactive Disruption Flares – Cost: 5 Soul charges per flare instance.
  • Resistance (Push) - +50% Disruption Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Soul charges.
  • Magic Bonus (Pull) - +20 Mana Regeneration. Duration: 120 seconds. Cooldown: 30 mins. Cost: 10 Soul charges.
  • Ability – Mana Well (Rub) – This ability allows the wearer to call forth a sudden burst of mana from all around them, tapping into the flows of essence and absorbing it. The wearer gets a boost of +50 Mana. Cooldown: 60 mins. Cost: 15 Soul charges.

Essence of Vitality Benefit:

  • Reactive Vacuum Flares – Cost: 5 Vitality charges per flare instance.
  • Resistance (Push) - +50 Unbalance Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Vitality charges.
  • Magic Bonus (Pull) - +10 bonus to STR and CON. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Vitality charges.
  • Ability – Spark of Life (Rub) – This ability allows for the wearer to have full restoration of Health, Mana, and Spirit upon activation once Resurrected. This only applies if resurrected or decays, not if the wearer departs. Cooldown: 120 mins. Cost: 20 Vitality charges.

Essence of Regeneration Benefit:

  • Reactive Plasma Flares – Cost: 5 Regeneration charges per flare instance.
  • Resistance (Push) - +50 Plasma Resistance for 30 seconds. Cooldown: 30 mins. Cost: 15 Regeneration charges.
  • Magic Bonus (Pull) - +20 HP Regeneration. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Regeneration charges.
  • Ability – Baptism of Fire (Rub) – This ability allows the wearer to send a soothing wave of heat that washes over the wearer and their entire group. It will restore 20 HP every 2 seconds for 10 seconds, for a total of 100 HP. Cooldown: 60 mins. Cost: 20 Regeneration charges.

See Also

Essence Belt Information
Type Mechanical
Item Classification Accessory
Item(s) Applied to Waist-worn belt
Alterable Unknown
Light/Deep Unknown
Original Release Venue Duskruin Arena
Tiered Yes
Number of Tiers 3
How to Unlock Certificate
Item Verbs
DROP POKE PULL PUSH
RUB TAP TOUCH TURN
WHISPER