Flares are a common property that many weapons throughout Elanthia possess. They can do from 1 to 60 damage, averaging about 20 damage per flare, depending upon a random selection.
Types of Flares
Flares are often categorized into three groups: common elemental flares, uncommon flares, and special or rare flares. Special flares are typically only offered through special merchant services, rather than through the treasure system. Flares can be determined empirically or through a bard loresong
- Acid flares - The most widely effective of the common flares.
- Cold flares - aka "water" or "ice" flares. Effective on fire-type creatures.
- Fire flares - Effective on cold-type or water-type creatures, as well as trolls and most undead. Most forms of trolls take double damage.
- Vibration flares - aka "earth" flares. Effective on earth-type creatures, such as pyrothags.
- Lightning flares - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.
- Acuity flares - Runestaff only flares give temporary bonuses of 5 AS/3 CS per X (up to 10X) upon triggering.
- Disruption flares - Can be found in the Seen on Tsanah's black ora weapons
- Holy Water flares - Available only through Holy Blade and behaves as Acid on undead and (harmless but visible) water on living creatures.
- Mana flares - Runestaff only and will flare a specific amount of mana (from 1-5) depending on how potent the flares are. Special merchants can increase the potency of mana flares to up to 5 mana per flare. Mana flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).
- Plasma flares - Effective on undead. Also, sanctify bestows plasma flares on non-flaring non-weighted weapons.
- Steam flares - Not heavily sought after due to an overall inferior critical table.
- Vacuum flares - Often referred to as void flares or "air" flares. These are found on coraesine weapons.
- Disintegration flares - Similar to Sorcerer spell Disintegrate - 705.
- Bubble flares - Provide the wielder with temporary damage padding for approximately one minute. Padding levels range from heavy to phenomenal.
- Grapple flares - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.
- Jovn's mechanical flares - These do slashing, piercing, and crushing damage, depending on if they're blades, spikes, or rods, respectively.
- Knockout flare - Can only be added to crushing weapons. Triggers with a very high likelihood but only against the head.
- Rotating flares - Special merhcant flares which can change. They exist in a variety of combinations. Depending upon the item, they flares may change based on realm, or by a selection script.
- Mana vial flares - The caster regains a small amount of mana when triggered. Particularly powerful when combined with the Rapid Fire and Minor Shock spells. Similar "health vial" and "spirit vial" variants have been released as well .
- Poison flares - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.
- Shadowdeath flares - These do only blood-loss type damage. No wounds. Only found on "black alloy" weapons.
- Unbalance flares - Have a very high likelihood of knocking down a target.
- Polearm rebalancing flares - Also known a "poleaxe flares." They inflict a critical from the same table as the main attack (crush, pierce, slash), and have the potential for a second "flare" which trips the target. It is possible to bless weapons with this flare (that would be blessable without it).
- Main article: Feras
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are Lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.
Methods of Obtaining Flares
Flares can be added to weapons that do not previously have flares by a variety of methods. There are some methods that do not require a merchant, such as the paladin spell, Sanctify; the cleric spell, Holy Blade (when cast by a cleric with 40 or more ranks in the Cleric Circle); or the minor elemental spell, Elemental Blade. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.
Premium subscribers can add one standard flare from awarded Premium points at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points.
Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker. However, certain combat maneuvers will implement these flares in an offensive manner, such as sweep, bearhug, and shield bash. Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etcetera). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used. Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses Sweep, the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.
Reactive flares can be added to shields and armor, but not piece armor, through the Premium points system.