Ithzir Armor/saved posts: Difference between revisions

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(started Ithziri armor)
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Revision as of 22:17, 6 December 2013

These saved posts are not completely in order. The post with the most helpful information is first.

Category: Quests/Sagas/Events
Topic: Ebon Gate Festival
Message #: 5079
Author: GS4-VARULV
Date: 09/24/2013 04:50 AM
Subject: Re: Ithziri Armor

Here's the breakdown I gave to the Plat folks a few days ago:

Instead of unlocking in a straight line set of tiers, this armor will now offer choices. Existing base armor (previously called Tier 1) will be considered Tier 0. One unlock (previously Tier 2) will be considered a Tier 1 unlock of the Charges tree. Tier 3 unlocked existing armor will be considered a Tier 3 unlock of the Charges tree. Previous tiers must be unlocked before later tiers are available.

General:

  • Base functionality remains at 3 charges / day.
  • Each upgrade increases the max daily armor charges by 1.
  • Cost in charges is listed below for each ability

Escape Flare Chance Tree:
Tier 0 (default): 20%
Tier 1: 35%
Tier 2: 50%
Tier 3: 65%
Tier 4: 80%

Status Condition Tree:
Tier 1: Remove one random condition from the following list when the armor's escape ability triggers: stunned, prone/sitting/kneeling, blind. [1 armor charge]
Tier 2: Add web, bind, and rooted to the list of potential conditions in Tier 1. [1 armor charge]
Tier 3: Manually invoke (BESEECH) the status clear ability to manually remove a random condition, adding sleep, poison, and disease to the above. [2 armor charges]
Tier 4: Manually invoke (BESEECH) the status clear ability to remove ALL of the above conditions. [3 armor charges]

Healing Tree:
Tier 1: Manually (SHRUG) invoke to heal an amount HPs equal to 50% of max health. [2 armor charges]
Tier 2: Tier 1 + reduce all bleeding effects by half, rounding down. 2 armor charges]
Tier 3: Tier 2 + reduce severity of worst injury by 1 rank. [3 armor charges]
Tier 4: Tier 2 + reduce severity of all injuries by 1 rank. [3 armor charges]

Charges Tree:
Tier 1: Additional 3 max charges to the armor, as per old Tier 2.
Tier 2: Adds a short-duration sanctuary effect (90 seconds) to the arrival room upon a triggered escape. [1 charge]
Tier 3: Triggered escape ability takes player to safe room, as per old Tier 3. [2 charges]
Tier 4: Escape ability can be manually triggered (SLAP) to escape to safe room. A new exit from the room will take the player to a local fog location. [3 charges]

~V