Item properties: Difference between revisions

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{{TOCright}}
During RtCF 2013 Run 2, in an effort to improve humanity's grasp of armor and weapon abilities, the good people of the GREEDY MOFOS AIM Blast chat room gathered together and collaborated to form the '''Charts of Clarity'''. By consulting these charts and meditating upon their received wisdom, players can better understand what kinds of items will be eligible for further enhancements.
==Official Information==
:<small>Provided by GM Finros 7 March 2014. See the [[/saved posts|saved posts]] for the unedited version.</small>
<!--DO NOT EDIT THE MECHANICAL INFORMATION IN THIS SECTION IF YOU ARE NOT SURE THE INFORMATION IS OFFICIAL. OFFICIAL MEANS INFORMATION DIRECTLY FROM A DEVELOPMENT GM. PLEASE INCLUDE A LINK TO OR DESCRIPTION OF THE REFERENCE IN YOUR EDIT SUMMARY-->
This information is best used to determine what properties can definitely not be combined with each other. There is no guarantee that any two (or more) particular properties may be combined onto a single item at an event, or ever, even where this post indicates that it is technically possible. This information is not to be used as a justification to protest when turned down for a service.


Take care to read the caveats following the list of properties; some apparent exceptions to the rules are explained. Any property marked with a "[*]" has a specific note associated with it.
Once birthed from the mind of Kitsun!<br>
Once entrusted to the endlessly pasted clipboard of Metadi!<br>
Behold ye now as the Charts of Clarity are fully revealed to the world in an act of selfless charity.


This listing is divided into four categories. [[#Category A|Category A]] consists of properties which every piece of gear has. [[#Category B|Category B]] consists of properties that are all mutually exclusive to each other. [[#Category C|Category C]] consists of properties that are independent of each other, and of properties in any other category. [[#Category D|Category D]] consists of scripts. Properties that apply only to weapons or armor are marked as such; otherwise assume that the property can apply to both (though it may come into play through different means). [[Shield]]s are considered [[armor]] unless specifically disclaimed.
==Weapon==

===Category A===
{{big|Present on all equipment; magnitude may vary in some cases}}
*Appearance
*[[Enchantment]] (usually 0-50, can also be negative)
*Ability/inability to attack/affect magical creatures [*]
*[[Sanctified]]/non-sanctified status
*[[Forging]] modifiers (if forged by a player)
*[[Material]] properties [*]

===Category B===
{{big|Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases}}
*Damage [[padding]] [armor, but not shields]
*Damage [[weighting]] [weapons]
*Critical padding [armor, but not shields]
*Critical weighting [weapons]
*Defensive bonus from weapons (commonly known as "Defender weapons") [weapons]
*Offensive bonus from armor [armor]
*Magical defense (TD) [armor]
*[[Minor Elemental Edging (902)]] [weapons]
*Temporary [[Bless Item (304)|blessing]], with or without holy water flares
*Conventional [[permabless]]ing (e.g. not [[undead bane]])
*Fire [[flare]]s
*Cold flares
*Lightning flares
*Acid flares
*Vibration (earth, impact) flares
*Disintegration flares
*Disruption flares
*Vacuum (void) flares
*Plasma flares
*Steam flares
*Unbalance (burst of force) flares
*Grapple (tendril of force) flares
*Dispel flares
*Mechanical (three varieties: slash, puncture, crush) flares
*Mana flares [weapons *runestaffs]
*Acuity flares [weapons *runestaffs]

===Category C===
{{big|Any number may be present; magnitude may vary in some cases; may be temporary or permanent in some cases}}
*[[Enhancive item|Enhancives]]
*[[Resistance]]s [armor]
*[[Bane weapon|Creature Bane]] [*]
*Spikes [armor]
*[[Ensorcell]]ment
*[[Weapon Bonding]] (either spell or cman) [weapons]

===Category D===
{{big|Only ONE may be present}}
*Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of Sorrow.

===Notes===
{{big|Regarding [*] marks in the above list:}}
*The ability to attack/affect magical creatures is only partially implemented with regard to armor and shields. Some offensive maneuvers require magical gear, others do not. This will likely be made consistent in requiring magical gear, over the long term.
*Material properties are relatively new in Gemstone. Modern gear made out of particular materials, such as [[adamantine]] or [[black ora]], are likely to have their special abilities as an inherent property. Older gear may use a script to accomplish similar effects, which of course occupies the script ability of the equipment.
*Creature Bane items may grant damage/critical padding/weighting or flares, separate from anything in Category B. Only one Creature Bane foe type and one Creature Bane effect may be present.

The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.

If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.

==Unofficial Information==
While the above is official and applies to all types of items, many players have found it useful to break items down by type and '''item slot'''. The lists of scripts are not complete.
===Weapon===
{| {{Prettytable||text-align:left}}
{| {{Prettytable||text-align:left}}
! align="left" width = 160px | Slot
! align="left" width = 160px | Slot
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|2. Primary || [[Weighting]], [[Flares]], [[defender weapon|Defender]], [[Zelnorn]], [[Kroderine]], [[Permablessed]]
|2. Primary || [[Weighting]], [[Flares]], [[defender weapon|Defender]], [[Zelnorn]], [[Kroderine]], [[Permablessed]]
|-
|-
|3. [[Script]] || [[blink weapon|Blink]], [[splitting weapon|Splitter]], [[Fusion]], Disarm Returning, [[wand-holding runestaff]], [[Armor and Weapon Moods (saved post)|Weapon Moods (Dhyne)]], [[Loresong]], [[Bubble flares]], [[Rotflares]], [[Knockout flare]]s, [[Poleaxe flares]], [[Nerve staff]]
|3. [[Script]] || [[blink weapon|Blink]], [[splitting weapon|Splitter]], [[Fusion]], Disarm Returning, [[wand-holding runestaff]], [[Armor and Weapon Moods (saved post)|Weapon Moods (Dhyne)]], [[Bubble flares]], [[Rotflares]], [[Knockout flare]]s, [[Poleaxe flares]], [[Nerve staff]]
|-
|-
|Both Primary and Combat || [[Coraesine]], [[greater elemental flare]]s, [[realm flare]]s
|Both Primary and Combat || [[Coraesine]], [[greater elemental flare]]s, [[realm flare]]s
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|}
|}


==Armor==
===Armor===


{| {{Prettytable||text-align:left}}
{| {{Prettytable||text-align:left}}
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|2. Primary || [[Padding]], [[Flares]], [[TD bonus]], [[Zelnorn]], [[Kroderine]]
|2. Primary || [[Padding]], [[Flares]], [[TD bonus]], [[Zelnorn]], [[Kroderine]]
|-
|-
|3. Script || [[Fusion]], [[Armor and Weapon Moods (saved post)|Armor Moods (Dhyne)]], [[Loresong]], [[Voln armor]], [[Ithziri armor]]
|3. Script || [[Fusion]], [[Armor and Weapon Moods (saved post)|Armor Moods (Dhyne)]], [[Voln armor]], [[Ithziri armor]]
|- style="height: 10px;"
|- style="height: 10px;"
|4. Resistances<ref>Allows all but no overlap</ref> || [[Resistance|Permanent]], Warrior, [[Resist Nature (620)|Ranger (No Metal)]], Vulnerabilities<ref>If a cap is being applied, vulnerabilities subtract from it.</ref>
|4. Resistances<ref>Allows all but no overlap</ref> || [[Resistance|Permanent]], Warrior, [[Resist Nature (620)|Ranger (No Metal)]], Vulnerabilities<ref>If a cap is being applied, vulnerabilities subtract from it.</ref>
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|}
|}


==Shields==
===Shields===


{| {{Prettytable||text-align:left}}
{| {{Prettytable||text-align:left}}
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|2. Primary || [[Flares]], [[TD bonus]], [[Zelnorn]], [[Kroderine]]
|2. Primary || [[Flares]], [[TD bonus]], [[Zelnorn]], [[Kroderine]]
|-
|-
|3. Script || [[Fusion]], [[Armor and Weapon Moods (saved post)|Armor Moods (Dhyne)]], [[Loresong]]
|3. Script || [[Fusion]], [[Armor and Weapon Moods (saved post)|Armor Moods (Dhyne)]]
|-
|-
|Both Primary and Combat || [[Banshee flares]], [[Shield harness]]
|Both Primary and Combat || [[Banshee flares]], [[Shield harness]]
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<references />
<references />


==Nota Bene==
===Nota Bene===
Regardless of the mechanical functioning, actual services given to players are '''always''' subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that '''you''' get to do it.
Regardless of the mechanical functioning, actual services given to players are '''always''' subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that '''you''' get to do it.

Blackswan plate has both a loresong and fusion slots so take the armor info with a grain of salt.


==See Also==
==See Also==
*[[/saved posts|Saved posts]]
*[[Item properties and special abilities (saved posts)‎]]


[[category: Merchant Services| ]]
[[category: Merchant Services| ]]
[[Category: Functional Scripts| ]]
[[Category: Functional Scripts| ]]
[[Category: Item Mechanics]]
[[Category: Item Mechanics| ]]

Revision as of 13:58, 27 June 2017

Official Information

Provided by GM Finros 7 March 2014. See the saved posts for the unedited version.

This information is best used to determine what properties can definitely not be combined with each other. There is no guarantee that any two (or more) particular properties may be combined onto a single item at an event, or ever, even where this post indicates that it is technically possible. This information is not to be used as a justification to protest when turned down for a service.

Take care to read the caveats following the list of properties; some apparent exceptions to the rules are explained. Any property marked with a "[*]" has a specific note associated with it.

This listing is divided into four categories. Category A consists of properties which every piece of gear has. Category B consists of properties that are all mutually exclusive to each other. Category C consists of properties that are independent of each other, and of properties in any other category. Category D consists of scripts. Properties that apply only to weapons or armor are marked as such; otherwise assume that the property can apply to both (though it may come into play through different means). Shields are considered armor unless specifically disclaimed.

Category A

Present on all equipment; magnitude may vary in some cases

  • Appearance
  • Enchantment (usually 0-50, can also be negative)
  • Ability/inability to attack/affect magical creatures [*]
  • Sanctified/non-sanctified status
  • Forging modifiers (if forged by a player)
  • Material properties [*]

Category B

Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases

  • Damage padding [armor, but not shields]
  • Damage weighting [weapons]
  • Critical padding [armor, but not shields]
  • Critical weighting [weapons]
  • Defensive bonus from weapons (commonly known as "Defender weapons") [weapons]
  • Offensive bonus from armor [armor]
  • Magical defense (TD) [armor]
  • Minor Elemental Edging (902) [weapons]
  • Temporary blessing, with or without holy water flares
  • Conventional permablessing (e.g. not undead bane)
  • Fire flares
  • Cold flares
  • Lightning flares
  • Acid flares
  • Vibration (earth, impact) flares
  • Disintegration flares
  • Disruption flares
  • Vacuum (void) flares
  • Plasma flares
  • Steam flares
  • Unbalance (burst of force) flares
  • Grapple (tendril of force) flares
  • Dispel flares
  • Mechanical (three varieties: slash, puncture, crush) flares
  • Mana flares [weapons *runestaffs]
  • Acuity flares [weapons *runestaffs]

Category C

Any number may be present; magnitude may vary in some cases; may be temporary or permanent in some cases

Category D

Only ONE may be present

  • Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of Sorrow.

Notes

Regarding [*] marks in the above list:

  • The ability to attack/affect magical creatures is only partially implemented with regard to armor and shields. Some offensive maneuvers require magical gear, others do not. This will likely be made consistent in requiring magical gear, over the long term.
  • Material properties are relatively new in Gemstone. Modern gear made out of particular materials, such as adamantine or black ora, are likely to have their special abilities as an inherent property. Older gear may use a script to accomplish similar effects, which of course occupies the script ability of the equipment.
  • Creature Bane items may grant damage/critical padding/weighting or flares, separate from anything in Category B. Only one Creature Bane foe type and one Creature Bane effect may be present.

The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.

If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.

Unofficial Information

While the above is official and applies to all types of items, many players have found it useful to break items down by type and item slot. The lists of scripts are not complete.

Weapon

Slot Enhancements Include
1. Base Enchant Inherent, Wizard Enchanted
2. Primary Weighting, Flares, Defender, Zelnorn, Kroderine, Permablessed
3. Script Blink, Splitter, Fusion, Disarm Returning, wand-holding runestaff, Weapon Moods (Dhyne), Bubble flares, Rotflares, Knockout flares, Poleaxe flares, Nerve staff
Both Primary and Combat Coraesine, greater elemental flares, realm flares
4. Bane (weapon) Undead Bane, Giantbane, Trollbane, Magicbane
5. Inherent Metal Adamantine, Kroderine, White ora, Eonake
6. Forged Quality Player Forging (Perfect, Superior, Fine) - cannot go with fusion
7. Enhancive Enhancive or premium enhancive
8. Ensorcell Temporary or Permanent

Armor

Slot Enhancements Include
1. Base Enchant Inherent, Wizard Enchanted
2. Primary Padding, Flares, TD bonus, Zelnorn, Kroderine
3. Script Fusion, Armor Moods (Dhyne), Voln armor, Ithziri armor
4. Resistances[1] Permanent, Warrior, Ranger (No Metal), Vulnerabilities[2]
5. Bane TBD
6. Inherent Metal Adamantine, Kroderine, Zelnorn
7. Spikes Spikes
8. Enhancive Enhancive or premium enhancive
9. Ensorcell Permanent

Shields

Slot Enhancements Include
1. Base Enchant Inherent, Wizard Enchanted
2. Primary Flares, TD bonus, Zelnorn, Kroderine
3. Script Fusion, Armor Moods (Dhyne)
Both Primary and Combat Banshee flares, Shield harness
4. Resistances Permanent, Vulnerabilities
5. Bane Undead Bane
6. Inherent Metal Adamantine, Kroderine, Zelnorn
7. Spikes Spikes
8. Enhancive Enhancive or premium enhancive
9. Ensorcell Permanent
  1. Allows all but no overlap
  2. If a cap is being applied, vulnerabilities subtract from it.

Nota Bene

Regardless of the mechanical functioning, actual services given to players are always subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that you get to do it.

See Also