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{{TOCright}}'''Spirit Beasts''' are the spiritual essences of creatures that have dwelled in a given locale. Skilled characters can bind them to a talisman, which can be used by anyone to make them fight other Spirit Beasts to gain levels and become more powerful. The {{boldmono|[[BEAST (verb)|BEAST]]}} command is the main way to interact with the Spirit Beast system. It is '''highly''' recommended to read through {{boldmono|BEAST HELP}} to get an understanding of how Spirit Beasts work. The full content is also available '''[[/Walkthrough|here]]'''.
{{work-in-progress}}
'''Spirit Beasts''' premiered at Ebon Gate 2014. Similar to [[siegery (saved post)|siegery]], but with much more depth, spirit beasts battle one another like Pokemon<TM>. See [[spirit beast stats]] for more information about specific beasts.


GM Auchand redeveloped Spirit Beasts shortly after their debut and introduced [[Talondown Arena]] aboard [[The Firebird]] airship for players to battle each other and [[NPC]] Spirit Beast masters.
The Spirit Beast system premiered at [[Ebon Gate]] 2014. It is a strategic game, similar to [[siegery]], but with much more depth. [[User:GS4-AUCHAND|GM Auchand]] redeveloped Spirit Beasts shortly after their debut and introduced [[Talondown Arena]] aboard [[The Firebird]] airship for players to battle each other and [[NPC]] Spirit Beast masters. The system received a major overhaul again in July 2020.


If you are looking information on a specific Spirit Beast, please see [[Spirit Beast stats]].
Spirit Beasts are the spiritual essences of creatures that have dwelled in a given locale. Enterprising players can bind them to a talisman and make them fight for you to gain levels and become more powerful.


For information on Spirit Beast battling, please see [[Spirit Beast Battle Guide]].
==Talismans==
The talismans are available off-the-shelf, are neck-worn, and can be altered. Each talisman can hold three beasts: one common, one uncommon, and one legendary. A common beast much reach its twentieth level before the talisman can take an uncommon beast. Likewise, an uncommon beast much reach level 20 before the talisman can hold a legendary beast. Talismans can be purchased on [[The_Firebird#Marks_of_the_Beast|The Firebird]] (pendants) or in Ilixil's shop at [[Ebon Gate]].


==Catching Your First Spirit Beast==
Common beasts are easy to find; locations are listed below and on the [[Spirit Beast stats]] page. Uncommon beasts are a bit harder to find, lurking in special locales. Legendary beasts only exist in a single place (i.e. room). These will take some serious hunting to find.


=== Buying a Talisman ===
==Statistics==
Before you can begin capturing and participating in Spirit Beast battles, you will need a Spirit Beast talisman. A talisman can be purchased from the shop ''Marks of the Beast'' in [[Talondown Arena]] (formerly aboard [[The Firebird]]) for 25,000 silvers. All talismans sold in the shop are identical in function. Each player can store 100 different Spirit Beasts, and the talismans are interchangeable. All talismans are wearable and all {{boldmono|BEAST}} commands can be used without needing it in your hand.
:''Specific [[Spirit Beast stats]] article''
Initial stats for any Spirit Beast can be seen by [[LOOK]]ing at the talisman containing the beast. The descriptive ranges for stats and growth rates are as follows:
<table><tr valign="top"><td width="420px">
{| class="wikitable" {{prettytable|1=line-height:1.3em;}}
|+STATISTICS
! Stat ||width="250px"| Description ||width="120px"| Enhancive Color
|-
| Power || The strength of a beast's attacks. || Indigo
|-
| Defense || The ability of a beast to defend itself. || Emerald
|-
| Speed || How fast a beast is. || Gold
|-
| Insight || How well a beast can determine its opponent's tactics. This is important! || Violet
|-
| Accuracy || The likelihood a beast is going to hit with its normal attacks. || Mauve (all)<br>Saffron (common)
|-
| Health || A measure of the beast's life force. || Crimson
|}
'''''Black potions will clear enhancives.'''''</td>
<td width="200px">
{| class="wikitable" {{prettytable|1=line-height:1.3em;}}
|+STAT RANGES
! Descriptor || Range
|-
|align="right"| Pathetic|| Under 100
|-
|align="right"| Low|| 100 to 115
|-
|align="right"| Moderate|| 115 to 130
|-
|align="right"| Above Average|| 130 to 145
|-
|align="right"| High|| 145 to 160
|-
|align="right"| Very High|| 160 to 175
|-
|align="right"| Extraordinary|| 175 to 190
|-
|align="right"| Monumental|| 190 to 210
|-
|align="right"| Godlike|| 210+
|}</td>
<td>
{| class="wikitable" {{prettytable|1=line-height:1.3em;}}
|+GROWTH RATE
! Descriptor || + per Level
|-
|align="right"| Slowly || 1
|-
|align="right"| Measured || 2
|-
|align="right"| Quickly || 3
|-
|align="right"| Very rapid || 4
|}</td></tr></table>


=== Finding Spirit Beasts ===
In addition, many creatures are aligned to an element and the alignment will affect how that beast does in battles vs. other aligned beasts according to this chart:
Now that you have your talisman, you can begin searching for Spirit Beasts to capture. To do so, use the {{boldmono|BEAST SENSE}} command to search the room you are in. However, you will not be able to find Spirit Beasts in a "civilized" room. This usually applies to any room that is part of a town. You will see the following message if the room cannot contain Spirit Beasts.
{| class="wikitable sortable" {{prettytable|1=line-height:1.3em;}}
|+ELEMENTS
! Element||Weakest Against||Weak Against||Strong Against||Strongest Against
|-
| Fire ||Water||Earth||Air||Spirit
|-
| Water ||Spirit ||Air||Earth||Fire
|-
| Earth ||Air ||Water||Fire||Spirit
|-
| Air ||Spirit ||Fire||Water||Earth
|-
| Spirit ||Fire ||Earth||Water||Air
|-
| Wild Magic ||Elements ||-||-||Spirit
|-
| Rift Armament ||Spirit ||-||-||Elements
|}


<pre{{log2}}>
Finally, all common and uncommon beasts have a special attack (1 of 14). Uncommon beasts may have special abilities, and legendary beasts all have special abilities. These are accessed using the <tt>TELL {BEAST} TO ATTACK</tt> command.
>beast sense
You focus your thoughts on a small copper talisman. The surroundings feel too civilized to hold any spiritual energy.
</pre>


On the other hand, finding an "uncivilized" room is as easy as stepping outside the gates of the town. Using {{boldmono|BEAST SENSE}} in this kind of room will get you a message:
{| class="wikitable" {{prettytable|1=line-height:1.3em;}}
|+ SPECIAL ABILITIES
! Attack Name || Description
|-
| Primitive Strike|| Used by most uncivilized humanoids.
|-
| Bestial Fury|| Used by beasts.
|-
| Rage of the Elements|| Default elemental special.
|-
| Drain Life|| Used by undead.
|-
| Sky Rend|| Used by birds.
|-
| False Security|| Used by adorable creatures.
|-
| Ambush|| This one is really self-explanatory, no?
|-
| Swordplay|| Used by armed creatures.
|-
| Fierce Strike|| A generic attack, usually used by uncommons and rares with once-per-battle stuff.
|-
| Stampede|| Used by hooved creatures.
|-
| Stinging Swarm|| Used by bugs.
|-
| Witchcraft|| Drain Life for living beings.
|-
| We Are Pack!|| Used by wolves.
|-
| Catscratch Fever|| Used by cats.
|}


<pre{{log2}}>
====Common====
>beast sense
Common Spirit Beasts have base level 1 stats ranging from 90 to 130 and have a growth potential from 1 to 3 points per level. This means that, at maximum, a common spirit beast with a fully potion-enhanced stat, maximum stat growth, and with a 130 base stat can achieve a 170, or "very high" rating for that stat. They have a stat pool of 635 points and a growth pool of 12 points, but the stat numbers do not go above 130 or under 90, and stat growth does not go over 3 or under 1.
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.
====Uncommon====
Uncommon Spirit Beasts have a stat pool of 645 points and a growth pool of 14 points. They have a stat range from 90-140 and a growth range of 1-4 points. In addition, some (but not all) of them have access to unique abilities instead of the common ones.


You detect the presence of a common tsark spirit.
====Legendary====
You detect the presence of a common wind wraith spirit.
Legendary Spirit Beasts have a stat pool of 655 points and a growth pool of 16 points. They have a stat range from 90-140 and a growth range of 1-4 points, but they all have unique special abilities like Sympathy, Bleed, Airwall, Bone Shield, and more. A legendary beast's maximum enhanced stat could reach 220 provided that they started at 140 and had a growth potential of 4.
You detect the presence of a common fire elemental spirit.
You detect the presence of a common water elemental spirit.
Roundtime: 9 sec.
</pre>


You have a ~20% chance to find each specific common Spirit Beast that exists in the room. Uncommon and Legendary Spirit Beasts are more difficult to find. In fact, if you are unlucky, you may not sense any at all.
==Binding==
:''[[Spirit_Beast_(saved_posts)#Instructions|Original instructions]] provided by Brian, Sepher's player''


<pre{{log2}}>
===Step 1: Purchase===
R>beast sense
;Obtain necessary items
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, but cannot quite manage to attune yourself to the spirits here.
*Talisman(s)
Roundtime: 12 sec.
*Vial(s)
</pre>
*Syringe


Don't be disheartened, just use {{boldmono|BEAST SENSE}} again! Sometimes it can take multiple tries to find the beast you are looking for. It is possible to see Uncommon and Legendary Spirit Beasts before you have the ability to capture them.
Put vial on syringe and make it readily available during hunt. Vials and syringes are reusable. Multiple vials are recommended.
===Step 2: Blood===
Collect blood by killing creatures and DRAW their blood with the syringe. The higher the level of the creature, the better the blood will be. This is important as it makes offering a talisman to a beast easier. Leopards in the Gyldemar Forest yield "moderate" quality blood while war griffins in OTF yield "incredible" quality blood.


Once you have found a beast that you want, use {{boldmono|BEAST ATTUNE {name}}} to select the Spirit Beast for capture, followed by {{boldmono|BEAST CAPTURE}} to add the Spirit Beast to your collection. There are not checks involved with {{boldmono|ATTUNE}} or {{boldmono|CAPTURE}}.
The process of drawing blood is thus:


<pre{{log2}}>
#Kill the creature
>beast attune water elemental
#<tt>[[KNEEL]]</tt>
You tighten your grip on your copper talisman, attuning yourself to the presence of the water elemental spirit lingering in the area. You sense its trepidation at the possibility of being captured!
#<tt>DRAW {CREATURE} WITH SYRINGE</tt>
Roundtime: 15 sec.
</pre>


<pre{{log2}}>
It looks like this:
R>beast capture
<pre{{log2}}>K>draw leo with syr
You hold out your copper talisman and extend your thoughts to encompass the water elemental spirit lingering in the area. Sudden warmth draws your attention to your hand, where motes of ghostly radiance spark over the surface of your talisman. The spirit drifts closer to you, its outline glowing as it nears.
You draw some of a mastodonic leopard's blood into your syringe. The leopard shrivels and decays away
until naught but dust is left.
Roundtime: 3 secs.</pre>

'''Repeat this process 9 more times to completely fill a vial.''' A full vial (10 kills) is needed to prepare your talisman. [[LOOK]] at the syringe to see how much blood has been collected.


Golden lightning crackles between the two of you, and a thrill of new sensation echoes up your arm and through your body as the spirit merges with your form.
*1-3 doses
:A small crystal vial is locked into place within the syringe. A bit of sluggish war griffin blood sloshes inside, deep red in color.
*4-6 doses
:A small crystal vial is locked into place within the syringe. It is about half full of dark red war griffin blood.
*7-9 doses
:A small crystal vial is locked into place within the syringe. The syringe is mostly full of war griffin blood.
*10 doses
:A small crystal vial is locked into place within the syringe. The syringe is full to the brim with war griffin blood, which appears to be of incredible quality.


It is an average specimen of its kind.
Note that the quality of the blood cannot be seen until the vial is full. Also, in the somewhat likely event of a failure, another full vial may be needed to prepare the talisman. Multiple vials are recommended.


The water elemental seems to be cautiously optimistic about your bond.
===Step 3: Prepare Talisman===
Once the vial is full, <tt>UNLOCK MY SYRINGE</tt> and <tt>POUR MY VIAL ON MY TALISMAN</tt>.


(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)
Moderate [[Magic Item Use]] training is required to prepare a talisman, but anyone can do the preparation; talismans are not attuned to the purchaser.
</pre>


'''After capturing a Spirit Beast you must wait 15 minutes before you can sense or capture another.''' Trying to do so before the cooldown expires will yield this message:
<div {{prettydiv}}>'''If you have low MIU your talisman CAN break and you'll lose it AND have to buy a new one and start over. It's best to have someone high level with high MIU do the pour for you.'''</div>


;Success
<pre{{log2}}>
<pre{{log2}}>
>beast sense
>pour my vial on my talis
Your senses are dulled by your recent brush with the spirit world. You will need to wait another 14 minutes and 50 seconds before your senses have recovered.
You pour the mastodonic leopard blood in your vial over the surface of a rippled clay talisman. A faint thrum of a sensation akin to stirring awareness answers from within the blood-drenched talisman. The blood seeps into the surface of your talisman, and a feeling of faint satisfaction wells up from within.
The vial is now empty.</pre>
</pre>


Once you have captured a Spirit Beast, you can view its information by using {{boldmono|BEAST SELECT {name}}} to select the beast from your collection followed by {{boldmono|BEAST INFO}}.
;Failure
<pre{{log2}}>>pour my via on my tali
You pour the triton radical blood in your vial over the surface of a painted clay talisman. A faint thrum of a sensation akin to stirring awareness answers from within the blood-drenched talisman. As quickly as it came, it flickers out like a dying candle, and the blood beads on the surface of the the talisman as it rejects your offering.</pre>


<pre{{log2}}>
;Major Failure (Talisman breaks)
>beast info
<pre{{log2}}>>pour my via on my tali
You pour the troll king blood in your vial over the surface of a simple red and white orb. A faint thrum of sensation akin to stirring awareness answers from within the blood-drenched orb. Cracks form all over the surface of a simple red and white orb just seconds before it crumbles away in your hands. Perhaps you just weren't skilled enough to prepare the orb, but now, you'll never know for sure. The blood on your hands commingles with the dusty remnants of the orb as if to compound your miserable failure. You get the feeling you just aren't skilled enough to prepare the vial. </pre>


The Spirit Beast is a common water elemental of 1 training with the following traits:
===Step 4: Find a Beast===
Now the talisman is ready to take on a spirit beast, but one must be found. '''Using <tt>INVOKE TALISMAN</tt> will show what beasts are around, if any'''. Invoking the prepared talisman in a single room multiple times may get different results each time.


General Traits
;Messaging
<pre{{log2}}>You focus your thoughts on a rippled clay talisman, attempting to align yourself with the spirits floes within the area, but fail to detect anything at all.
Roundtime: 15 sec.</pre>


Exp. to Next: 301
;Same room, different results
Class: Elemental
Element: Water
Rarity: Common
Loyalty: High
Quality: Average


Stats
<pre{{log2}}>You focus your thoughts on a rippled clay talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.
Primary Base Bonus Total Secondary
------- ---- ----- ----- ---------
Power: 109 0 109 ==> none
Defense: 129 0 129 ==> Health Points: 145, Focused Defense: 71.12%
Insight: 108 0 108 ==> Stance Detect: 77.00%, Flash of Insight: 8.92%
Accuracy: 90 0 90 ==> Hit Rate: 80.11%, Critical Strike: 5.45%
Speed: 89 0 89 ==> Surge of Speed: 6.97%, Evasion: 2.19%


Appearance and Attacks
You detect the presence of a common griffin spirit.
You sense the presence of at least one spirit whose nature you cannot discern.
Roundtime: 15 sec.</pre>


Description: a bubbling water elemental
====Common Spirit Beast Locations====
Examine: All that distinguishes the elemental from a pool of water is
:''Originally compiled by Eruheran''
the faint blue glow suffusing its depths. Well, that and the
{| {{prettytable}}
fact that it is walking upright in a vaguely humanoid shape.
| align="center" style="background:#f0f0f0;"|'''Town'''
Bubbles and froth adorn its amorphous 'neck' like a necklace
| align="center" style="background:#f0f0f0;"|'''Spirit Beasts'''
of pearls.
|-
| Broken Lands (WL)||[[Spirit_beast_stats#hyena|hyena]], [[Spirit_beast_stats#jackal|jackal]]
|-
| Cysaegir||[[Spirit_beast_stats#butterfly|butterfly]], [[Spirit_beast_stats#aelotoi_guardsman|aelotoi guardsman]]
|-
| Ebon Gate||[[Spirit_beast_stats#swamp_witch|swamp witch]], [[Spirit_beast_stats#mire_wight|mire wight]], [[Spirit_beast_stats#giant_mantis|giant mantis]], [[Spirit_beast_stats#skeletal_warrior|skeletal warrior]]
|-
| Four Winds Isle||[[Spirit_beast_stats#snapping_turtle|snapping turtle]], [[Spirit_beast_stats#great_tortoise|great tortoise]], [[Spirit_beast_stats#capuchin_monkey|capuchin monkey]], [[Spirit_beast_stats#seagull|seagull]]
|-
| Icemule Trace||[[Spirit_beast_stats#thyril|thyril]], [[Spirit_beast_stats#penguin|penguin]], [[Spirit_beast_stats#timber_wolf|timber wolf]], [[Spirit_beast_stats#vereri|vereri]], [[Spirit_beast_stats#silverback_orc|silverback orc]], [[Spirit_beast_stats#snowcat|snowcat]]
|-
| Pinefar||[[Spirit_beast_stats#arctic_wolverine|arctic wolverine]], [[Spirit_beast_stats#seeker|seeker]], [[Spirit_beast_stats#glacei|glacei]], [[Spirit_beast_stats#fox|fox]], [[Spirit_beast_stats#snowy_owl|snowy owl]]
|-
| River's Rest||[[Spirit_beast_stats#aardvark|aardvark]], [[Spirit_beast_stats#pale_crab|pale crab]], [[Spirit_beast_stats#chimera|chimera]], [[Spirit_beast_stats#krolvin|krolvin]], [[Spirit_beast_stats#pirate|pirate]]
|-
| Shadow Valley (WL)||[[Spirit_beast_stats#mare|mare]], [[Spirit_beast_stats#pony|pony]], [[Spirit_beast_stats#stallion|stallion]]
|-
| Solhaven||[[Spirit_beast_stats#shan|shan]], [[Spirit_beast_stats#lobster|lobster]], [[Spirit_beast_stats#fenghai|fenghai]], [[Spirit_beast_stats#roa.27ter|roa'ter]], [[Spirit_beast_stats#daggerbeak|daggerbeak]], [[Spirit_beast_stats#hound|hound]], [[Spirit_beast_stats#alleycat|alleycat]]
|-
| Ta'Illistim||[[Spirit_beast_stats#griffin|griffin]], [[Spirit_beast_stats#moulis_sapling|moulis sapling]], [[Spirit_beast_stats#yeti|yeti]], [[Spirit_beast_stats#kiramon|kiramon]]
|-
| Ta'Vaalor||[[Spirit_beast_stats#hawk|hawk]], [[Spirit_beast_stats#fanged_rodent|fanged rodent]], [[Spirit_beast_stats#urgh|urgh]], [[Spirit_beast_stats#wolfshade|wolfshade]], [[Spirit_beast_stats#bobcat|bobcat]], [[Spirit_beast_stats#grass_snake|grass snake]]
|-
| Teras||[[Spirit_beast_stats#tsark|tsark]], [[Spirit_beast_stats#water_elemental|water elemental]], [[Spirit_beast_stats#fire_elemental|fire elemental]], [[Spirit_beast_stats#cinder_wasp|cinder wasp]], [[Spirit_beast_stats#wind_wraith|wind wraith]]
|-
| Wehnimer's Landing||[[Spirit_beast_stats#kobold|kobold]], [[Spirit_beast_stats#rat|rat]], [[Spirit_beast_stats#rolton|rolton]], [[Spirit_beast_stats#goblin|goblin]], [[Spirit_beast_stats#thrak|thrak]], [[Spirit_beast_stats#manticore|manticore]]
|-
| Zul Logoth||[[Spirit_beast_stats#krynch|krynch]], [[Spirit_beast_stats#bat|bat]], [[Spirit_beast_stats#whelk|whelk]]
|}
===Step 5: Attune Talisman===
Once you've successfully invoked a talisman, you can attune it to a specific beast. Finally, once you're sure you've found the beast of your dreams (or at least one that's mildly acceptable) you'll offer the talisman to the beast. Only a prepared talisman can be offered. Anyone can bind a beast, but it will definitely help a bit if you have some [[Spiritual Lore, Summoning]] skill.


Armament: none
Found something you like? Great. '''Now you have to ATTUNE TALISMAN to bring the spirit beast within the reach of your talisman so you can offer it.'''


Attack 1: shoots a stream of water toward
That looks like:
Attack 2: hurls globes of water toward
Flavor Message: glowing bright blue


Special: Rage of the Elements. A technique frequently used by
<pre{{log2}}>You tighten your grip on a rippled clay talisman, willing it to attune to the presence of the griffin spirit lingering in the area.
elementals. The user's aura flares and it unleashes a potent
Roundtime: 2 sec.</pre>
stream of enemy at its foe. Deals standard special ability
damage. Costs 3 Special Charges.
</pre>


'''You may only have one version of a Spirit Beast in your collection at a time'''. You must {{boldmono|BEAST EXPEL}} the Spirit Beast before you can capture another one of the same type.
===Step 6: Offer Talisman===
'''And finally, you OFFER TALISMAN to bind the beast to your talisman.''' I managed a couple failures on this and was told that one is major and one is minor, so I'll show those two as well as the success messaging. It is highly recommended to KNEEL before OFFERing.


===Removing a Spirit Beast===
Minor failure:
If you are searching a Spirit Beast with a higher Quality or if your collection is getting too big, you can use {{boldmono|BEAST EXPEL}} to remove a Spirit Beast from your collection. '''Make sure to use {{boldmono|BEAST SELECT}} first to ensure you release the correct Spirit Beast'''.
<div {{log}}>You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. A stray thought causes you to lose your focus, and the blood seeps back into the talisman.<br>
Roundtime: 14 sec.</div>


<pre{{log2}}>
Major failure (I had to reapply blood to the talisman after this):
>beast expel
<div {{log}}>You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that evaporates into the air, and you sense that the spirit you are trying to summon is little pleased with your offering.<br>
Expelling your water elemental will remove it from your collection and it will not be recoverable by any means. If you're sure you want to do this, enter BEAST EXPEL again within 30 seconds.
Roundtime: 20 sec.</div>
>beast expel
With a wrenching feeling of sorrow, you release your water elemental into the environs.
</pre>


Once expelled in this manner, that Spirit Beast is gone for good and you will need to capture a new version if you want another one.
Success:
<div {{log}}>You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that illuminates a shrouded form hanging in the air before you. The spirit drifts closer to a charred clay talisman, its outline glowing as it nears. Golden light spills from the surface of the talisman, consuming the spirit. A thrill of satisfaction echoes up your arm and through your body.<br>
Roundtime: 18 sec.</div>


Alternatively, you can use a Spirit Beast cage or Spirit Beast enchiridion to externally store the beast. To do so, first purchase either from the shop ''Sold Souls'' on [[The Firebird]] and hold the item in your hand. Finally, use {{boldmono|BEAST EXPEL {object}}} to place the Spirit Beast inside.
And that's it. Now you've got a spirit beast to fight with. If you look at your talisman, you should see something like this:


<pre{{log2}}>
'''REPLACE EXAMPLE WITH CURRENT ITERATION'''
>get my enchiridion
<pre{{log2}}>It's clay talisman that binds the spirits of the dead. What more do you want?
You remove a beast-marked leather enchiridion from in your viper skin toolkit.


>open enchiridion
A rippled clay talisman is currently attuned to a spectral griffin of 1 train.
You open a beast-marked leather enchiridion to the cover page.


>turn enchiridion
Its Power is moderate and will grow quickly.
You carefully turn to the 1st page of your enchiridion. The page is blank.
Its Defense is low and will grow slowly.
Its Speed is moderate and will grow quickly.
Its Insight is moderate and will grow at a measured pace.
Its Accuracy is moderate and will grow at a measured pace.
Its Health is moderate and will grow slowly.


>beast expel enchiridion
It is attuned to the element of air.</pre>
You breathe gently onto a beast-marked leather enchiridion, and as you do, an uneasy sensation forms in the pit of your belly. Silvery mist whisks from your lungs, forming into the shape of a spectral water elemental, which slowly sinks into the surface of your enchiridion.
</pre>


Should you want to add the creature back to your collection, use {{boldmono|BEAST OFFER {object}}} while holding the item.
==Enhancing and battling==
'''At this point, you may also enhance your spirit beast with the flacons sold in the same shop you bought you talismans at.''' Each spirit beast can be enhances a maximum of 20 times, and as of now there is no way to undo what you enhance, so be careful.


<pre{{log2}}>
'''To make your beast fight, you have to POINT TALISMAN AT character and they must do the same to you. This initiates a match.
>beast offer enchiridion
You focus intently on the current page of the enchiridion. Its ink begins to flow and ebb, pulsing as it takes on radiance and life. Tendrils of glowing smoke rise from the page, assuming the spectral form of a water elemental. Its form drifts toward you and merges with yours.


(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)
The commands you can give your spirit beast once the battle has started look are: ATTACK, GUARD, STRIKE, and SWITCH.'''
</pre>


You can store multiple Spirit Beasts of the same type externally and Spirit Beasts stored this way do not count as part of your collection. This means you can capture another Spirit Beast of that type with not problem.
:Attack: This uses your creatures special move. You must store up energy (this is automatically gained as your beast progresses through the fight) to use this move.


===Play with your Spirit Beast===
:Guard: Basically a defensive stance. You can use it to give you extra time to figure out how you want to fight your enemy.
{{boldmono|BEAST MANIFEST}} allows you to create a non-combat pet that will perform various fluff actions that are visible to everyone in the room. You can only manifest one Spirit Beast at a time in this manner and the creature will follow its owner from room to room. The manifestation will last a few minutes but you can "dismiss" the manifestation to cause it to fade away sooner if needed. It will disperse early if taken into a room that disallows spell-casting or if it senses a Spirit Beast battle.


==Spirit Beast Information==
:Strike: An offensive stance. Your beast will automatically continue it's basic attack in this mode.


===Level & Experience===
:Switch: You can alternate between five different stance -- Turtle, Wolf, Serpent, Hare, or Crane -- each with their own merit. I'll leave this for everyone to figure out, since I barely have it figure out myself.
Your Spirit Beast will gain levels as it fights. A Spirit Beast will start at level 1 and can grow to a maximum of level 20. As a Spirit Beast levels up, its Primary Stats will increase by a small amount depending on the beast's Class.


It takes a certain amount of experience to rise to the next level. Beasts gain experience from participating in Spirit Battles with opponents. Experience gain is increased when battling higher-leveled Spirit Beasts, and diminished against lower-leveled Spirit Beasts. Experience gain is increased within Training Bouts. White Spirit Beast ampoules provide Spirit Beast experience.
Finally, Ilixil came out and battled with us as well as answered some questions. Here are some of the things he said spirit beasts (he was volunteering information based on what was happening during fights, and just in general, so there's not really any discernible order for each piece of information; I'll make notes where I think they're necessary):


===Class===
<div {{log}}>Ilixil says, "I should mention that legendary beasts have unique abilities."
A classification of Spirit Beasts based on innate traits. The current classes are '''Humanoid''', '''Beast''', '''Elemental''', '''Arthropod''', '''Aberration''', '''Undead''', and '''Beastman'''. The class of a Spirit Beast will determine how its Primary Stats grow:


{| class="wikitable sortable" {{prettytable|1=line-height:1.3em;}}
Re: Casilla asked how soon you can use the beasts again after you've lost/completed a match<br>
|+STAT GROWTH
Ilixil says, "You can use them immediately again."
! Class
! style="text-align:center; background:#F49D9D" | Power
! style="text-align:center; background:#FFA07A" | Defense
! style="text-align:center; background:#DAA520" | Insight
! style="text-align:center; background:#C3F2DD" | Accuracy
! style="text-align:center; background:#9CD6F8" | Speed
|-
| Humanoid || 3 || 3 || 3 || 3 || 3
|-
| Beast || 3 || 2 || 4 || 2 || 4
|-
| Elemental || 3 || 3 || 2 || 4 || 3
|-
| Arthropod || 2 || 4 || 3 || 4 || 2
|-
| Aberration || 4 || 2 || 2 || 3 || 4
|-
| Undead || 4 || 3 || 3 || 3 || 2
|-
| Beastman || 3 || 3 || 4 || 2 || 3
|}
===Element===
Many beasts are aligned to an element, the spiritual world, or wild magic, and that alignment will affect how that beast does in battles vs. other aligned beasts according to this chart:


{| class="wikitable sortable" {{prettytable|1=line-height:1.3em;}}
Ilixil says, "You'll have to get a common to twenty trains, bind an uncommon, get it to twenty trains, and then get a legendary."
|+ATTUNEMENT
! Element||Weakest Against||Weak Against||Strong Against||Strongest Against
|-
| Unaligned || - || - || - || -
|-
| Fire || Water || Earth || Air || Spirit
|-
| Water || Spirit || Air || Earth || Fire
|-
| Earth || Air || Water || Fire || Spirit
|-
| Air || Spirit || Fire ||Water || Earth
|-
| Spirit || Fire || Earth || Water || Air
|-
| Wild Magic || Elements || - || - || Spirit
|-
| Rift Armament || Spirit || - || - || Elements
|}


===Armaments===
Ilixil says, "I'll probably craft a potion that will allow you to remove bad pours."
Spirit Beast armaments are restricted by class as described below:
{| class="wikitable sortable" {{prettytable}}
! Class||Armament
|-
|Humanoid||Ring
|-
|Beast||Collar
|-
|Elemental||Rune
|-
|Arthropod||War-paint
|-
|Aberration||Rune
|-
|Undead||Sigil
|-
|Beastman||Fetish
|}


===Rarity===
Ilixil says, "Because... it would be a shame to have to get rid of your talisman and train a whole new beast because of a poor choice."
Spirit Beasts have a rarity denoting how difficult they are to find. There are no differences stat-wise between rarities.


* '''Common''' - Found throughout a given realm. If you can use {{boldmono|BEAST SENSE}} in a room, you will be able to find beasts of this rarity.
Ilixil says, "When that time comes, I'll be customizing beasts in various ways."


* '''Uncommon''' - Found in a small range of linked rooms such as a hunting ground or similar area. You can begin capturing uncommon Spirit Beasts once you’ve captured 10 common Spirit Beasts.
Re: someone was making suggestions for beasts:<br>
Ilixil says, "If there are beasts that the talismans cannot yet sense, I am always open to suggestions."


* '''Legendary''' - Found in a single specific room. Said room will most likely have some sort of special meaning or significance to the spirit beast in question. You can start capturing legendary Spirit Beasts once you’ve captured 25 total common or uncommon Spirit Beasts.
Re: the talismans<br>
Ilixil says, "I will say that these are magicked to detect the spiritual floes around all of the major towns, so far."


It is not necessary to have 10 or 25 beasts in your collection, and beasts transferred from other players via cage or enchiridion will not count towards your Beasts Captured total.
Ilixil says, "I believe you might find a silverback near Icemule."


===Loyalty===
Casilla asks, "Do spirits switch stances on their own if their insight is high enough?"
Your Spirit Beast becomes more loyal when it wins fights, and it loses loyalty to you when it’s defeated. Loyalty doesn’t change in Training Bouts. When your Spirit Beast’s loyalty hits “waning”, it’s probably wise to buy or collect blood from creatures using a syringe and vial from [[The Firebird]] so you can {{boldmono|BEAST OFFER}} the vial to your Spirit Beast.


Collect blood by killing creatures and {{boldmono|[[DRAW (verb)|DRAW]]}} their blood with the syringe. The higher the level of the creature, the better the blood will be. Leopards in the Gyldemar Forest yield "moderate" quality blood while war griffins in OTF yield "incredible" quality blood.
Speaking to Casilla, Ilixil says, "They do not."


The process of drawing blood is thus:
Speaking to Casilla, Ilixil says, "That is, however, an intriguing suggestion."


#Kill the creature
Re: beast enhancive potions<br>
#<tt>{{boldmono|[[KNEEL (verb)|KNEEL]]}}</tt>
Laelithonel asks, "So common spirit only needs one dose of a certain potion?"
#<tt>{{boldmono|DRAW {CREATURE} WITH SYRINGE}}</tt>


It looks like this:
Speaking to Laelithonel, Ilixil says, "The potions are not necessary. They merely allow you more control over your beast's strengths and weaknesses."
<pre{{log2}}>
>K>draw radical with syringe
You draw some of a triton radical's blood into your syringe. The radical shrivels slightly.
Roundtime: 3 secs.
</pre>


'''Repeat this process 3 more times to completely fill a vial.''' A full vial (4 kills) is needed to prepare your talisman. {{boldmono|[[LOOK (verb)|LOOK]]}} at the syringe to see how much blood has been collected. Note that the quality of the blood cannot be seen until the vial is full.
Japhrimel asks, "If we get a spirit can we remove it? or would we need a new talisman?"


===Quality (Skill)===
Speaking to Japhrimel, Ilixil says, "There is no way to remove a spirit currently, I'm afraid. Some of my future plans..."
Naturally captured Spirit Beasts vary just a tad in their quality. The Skill value of a Spirit Beast provides a small boost to all Primary Stats. Upon capture, a Spirit Beast will have a Skill between +1 and +10. The Skill value cannot be seen directly but is reflected in the "Quality" of the beast. The Quality of a captured Spirit Beast can be either '''Unimpressive''', '''Average''', '''Robust''', or '''Perfect'''. Please use the table below for quick reference:


{| class="wikitable sortable" {{prettytable|1=line-height:1.3em;}}
Ilixil says, "Well."
! Quality || Skill Value
|-
| Unimpressive || +1 - +3
|-
| Average || +4 - +6
|-
| Robust || +7 - +9
|-
| Perfect || +10
|-
| Extraordinary || +15
|}


Currently, Quality can only be changed with '''a radiant bestial soulstone''' which increases the Spirit Beast's quality to '''Extraordinary'''. Some merchants can enhance a Spirit Beast, boosting all of their Primary Stats by 5 per service to a maximum of +20 to all stats:
Ilixil says, "Future plans are future plans."


<pre{{log2}}>
Ilixil chuckles.
Class: Beast
Element: Unattuned
Rarity: Common
Loyalty: Exceptional
Quality: Perfect
Merchant Bonus: 5 to all stats
</pre>


===Primary Stats===
Ilixil says, "At any rate, I would rather enjoy it if there were a way to reimburse people for putting effort into training a spirit they decide they do not want."


* '''Power''' - Determines how much damage your Spirit Beast does with autoattacks. Power does not have any secondary stats associated with it. Spirit Beasts with very low Power will hit less often as well.
Re: someone sancted<br>
Ilixil says, "They will not, by the way, fight in places that are sanctuaries."


* '''Defense''' - Mitigates damage from an enemy’s autoattacks. Defense, along with level, is also responsible for calculating your Spirit Beast’s '''Health Points'''. When your Spirit Beast uses the {{boldmono|FORTIFY}} command, it gains an additional layer of defense that allows it to block enemy autoattacks at a rate equal to its '''Focused Defense''' secondary stat.
Speaking quietly to Ilixil, Demyse says, "Have thoughts turned inward for future experimentings? As in some of the most powerful creatures in this world aren't beasts or animal.. but those which stand as adventurers of Elanthia."


* '''Insight''' - Insight is a measure of how good your Spirit Beast is at reading the field of battle and picking up when it’s in an inferior stance to its opponent. Its first secondary stat, '''Stance Detect''', is the rate at which your Spirit Beast will successfully detect its opponent’s stance and switch to counter it when you give the {{boldmono|DETECT}} command. Insight also informs your beast’s '''Flash of Insight''' chance, which is the likelihood on any given turn that the beast will freely auto-switch to counter an opponent’s superior stance without needing a command from you.
Speaking to Demyse, Ilixil says, "Some of the creatures are not beasts."


* '''Accuracy''' - Your Spirit Beast’s Accuracy is all about its precision in combat. It informs '''Hit Rate''', which is the likelihood of your Spirit Beast to hit with autoattacks, and '''Critical Strike''', which is the Spirit Beast’s chance to do extra damage on any given autoattack.
Speaking to Ilixil, Riend says, "You can customize the look of your creature, if I recall correctly. Is this option fairly open or must it remain the same type of creature it was to begin with?"


* '''Speed''' - While all Spirit Beasts have the same base roundtime, Speed gives your Spirit Beast the chance to gain a '''Surge of Speed''', which drastically reduces the roundtime before its next turn. It also dictates your Spirit Beast’s '''Evasion''', which is a flat chance to dodge any autoattack that might have otherwise hit.
Ilixil says, "It'll have to remain roughly similar to that creature."


==Spirit Battles==
Ilixil says, "A rat will have to remain some sort of rodent."
There are a couple of ways to get into a Spirit Battle. You can challenge other players. If no players want to engage in bestial carnage, you can use portals in or near a number of towns to travel to the Talondown Arena, a crossrealm zone aboard [[The Firebird]] that features [[NPC]] beastmasters and a few fun challenges for burgeoning beast tamers.


When you find someone willing to fight, be they man or machine, you’ll use {{boldmono|BEAST CHALLENGE {person}}} to initiate the challenge. They can then {{boldmono|BEAST CHALLENGE ACCEPT}} to begin a Spirit Battle.
Ilixil says, "I'm more likely to be all right with it if it's merely a cosmetic change."


Spirit Battles can’t begin in rooms where magic is not allowed, some merchant rooms, or in places where there is already a Spirit Battle going.
Ilixil says, "There is a Sheruvian legendary beast, I know."


On a successful challenge, your Spirit Beasts will erupt into being. One of the Spirit Beasts will begin in a stance superior to the other’s, giving it an immediate advantage. One will also have a Speed advantage. These are partially random, but Insight and Speed play roles in determining the victor, respectively.
Ilixil says, "She..."


After a few seconds, in which you can give your Spirit Beast an opening command, the Spirit Battle begins.
Ilixil says, "...is unpleasant."


===Battle Commands===
Ilixil says, "Now, in addition to standard tactics..."
During a Spirit Battle, your goal is to give your Spirit Beast commands that will lead it toward success. Some commands cost Action Points, and others do not. Your Spirit Beast only gets 6 Action Points per battle, so use them carefully to get a leg up on your opponent. The commands are:


{| class="wikitable sortable" {{prettytable|1=line-height:1.3em;}}
Ilixil says, "...elemental attunement can definitely change a fight."
! Command || Cost || Effect
|-
| ATTACK || none || Cancels other commands and tells a Spirit Beast to autoattack as normal instead. Has a chance of activating critical strikes, armament abilities, and can miss/be blocked. You should only ever need to issue this command if you give another command by mistake.
|-
| DETECT || none || Orders your Spirit Beast to detect its opponent’s stance and switch accordingly. Chance of success is based on your Spirit Beast’s Insight. Has a significantly lower roundtime than other commands.
|-
| FORTIFY|| 1AP || Your Spirit Beast gains a chance to block autoattacks equal to its Focused Defense chance for 3 rounds.
|-
| HEAL || 1AP || Restores a number of health points based on a percentage of your beast’s maximum health scaling with current health, best used when near defeat.
|-
| LASH || 1AP || Does guaranteed light damage to an enemy based on level. Your Spirit Beast also gains a Special Ability charge.
|-
| SPECIAL || xSC || Expends x Special Ability charges to perform a powerful maneuver that differs by Spirit Beast. Standard special damage scales with level.
|}


Success in a Spirit Battle is all about keeping your Spirit Beast alive long enough to take out its opponent. Since Spirit Beasts can’t regain Action Points and always autoattack if they’ve been given nothing else to do, there’s a war of attrition in each fight.
Ilixil says, "That's not something that you can change about your beast, mind."


Your Spirit Beast is always in a stance. The stances themselves are not important, except to know that each counters two other stances and is countered by two other stances. If you notice your Spirit Beast doing less damage and taking more damage from autoattacks, you’ll want to weave a {{boldmono|BEAST COMMAND DETECT}} in with whatever else you’re doing, or you risk allowing the fight to snowball out of your control.
Casilla asks, "Do I have to attune it? Does it find an element on its own?"


If you’re having trouble finding someone with a Spirit Beast of like level to challenge you, you may want to enable {{boldmono|BEAST MATCH}}. If you and your opponent have {{boldmono|BEAST MATCH}} enabled before making your challenge, both Spirit Beasts will perform at the level of the lower one.
Speaking to Casilla, Ilixil says, "Attunements are indelible."


===[[Talondown Arena]]===
You say, "They're innate to the creatures, if they have one."
Formerly located in the belly of [[The Firebird]], a roving airship, the Talondown is a cross-realm zone that allows you to Spirit Battle with NPCs of different skill levels. The Talondown introduces some other considerations of which players should be aware:


Redsteel Marks - Redsteel marks are a type of currency that allows you to purchase items from the arena cashier, including Spirit Beast ampoules, gem pouches, and Spirit Beast armaments. Use {{boldmono|BEAST STATUS}} to view balance.
Casilla says, "So this guy [kiramon] is just neutral."
Talondown Arena Level - Your Talondown Arena level determines how challenging your NPC opponents will be. At level 1, they’ll take it easy on you. Fights with NPCs at level 7 are brutal, and will only be winnable by the most dedicated Spirit Beast enthusiasts.


There are four types of fight available through the Talondown Arena:
Ilixil nods at Casilla.


'''Blood Matches''' - In Blood Matches, you put your life on the line every time that you step into the fighting pit. Your Spirit Beast’s health is tied to your own in these fights. On a defeat, there’s a good chance that your body will give out, killing you and costing you a deed. There are healers and empaths employed by the Talondown, but you’ll still suffer the effects of resurrection sickness afterward. You have about a 10% chance of winning Spirit Beast-centric prizes with each Blood Arena win. You can engage in Blood Matches against fellow players or NPCs.
Ilixil says, "So, it's worth noting that again, it can be a hindrance or a help."</div>


'''Listed Fights''' - Listed Fights pit players against champion NPC trainers for a fabulous prize that is awarded at the end of the week. The goal of listed fights is to win as many fights as possible against other players in the arena. The catch is that once you are defeated three times, you’re out for the week and your score can’t further improve. Listed Fights are account-bound, so if you’ve already participated on one character, you can’t participate on a different one until next week. Listed match trainers all use level 20 Spirit Beasts, with no BEAST MATCHing. Your entry token is removed upon entry and returned if you win.
And done! Someone post this stuff on kp.org, would ya? Thanks! (editor's note: you're welcome, subheadings added by me)


'''Weekly Challenge''' - Each week, seven NPC trainers are selected at random. Your challenge is to defeat all of them in order of ascending difficulty. These trainers do not level match, unlike the ones in Blood Matches or Training Bouts, so you may have to get your Spirit Beast to maximum level of 20 before you stand a chance against these higher-level trainers. Each trainer uses their own favorite Spirit Beast, so if you fail to defeat one, you can select a different Spirit Beast of your own that might better counter the trainer’s standing choice. If you defeat all seven trainers, you’ll earn a significant prize in the form of a '''gilded lockbox''' and a hefty chunk of character experience in the process. Weekly Challenges are only against NPCs.
''>The commands you can give your spirit beast once the battle has started look are: ATTACK, GUARD, STRIKE, and SWITCH. -Me


'''Training Bouts''' - Training Bouts are the only arena fight type that costs silvers. This is because Training Bouts award additional Spirit Beast experience, meaning that your Spirit Beast will level faster. You can engage in Training Bouts against fellow players or NPCs. Each training bout costs 1000 silver and grants an additional 100 beast experience for a victory.
Oh, and you '''TELL''' it to do these things.


=== Rewards ===
Kind of important.
Battling with your Spirit Beast awards you a small amount of experience. The first 10 times that you participate in a Spirit Beast battle, you will earn 150 experience for winning or 75 experience for losing. Talondown Arena provides additional rewards for taking part in Listed Fights or the Weekly Challenge:


* The top 3 Listed Fight players for the week are awarded a '''gilded lockbox''' the following Monday.
==Fighting==
* Each master defeated in the Weekly Challenge awards you 150 additional experience. Defeating all 7 masters earns you a '''gilded lockbox.'''
* There is a low (1%?) chance upon winning any Talondown Area battle that you will be awarded '''a stack of redsteel marks''' contining 200-600 marks.


The entire reason you want to bind a Spirit Beast is so that you can have it fight other people's Spirit Beasts, right? So you'd best get good at fighting. When you summon your beast, it's going to start attacking its opponent at will. But this isn't just a matter of strength against strength! No, sir. You need to guide your beast in order to have it do its best.


'''Gilded Lockbox''' - This impressive prize can be REDEEMed at the Talondown Arena Cashier once earned. Players have one week to REDEEM their lockboxes or they will be lost at the start of the new week on Monday. The lockbox contains the following:
Your creature's going to settle into a stance as soon as it begins the fight: Turtle, Wolf, Serpent, Hare, or Crane.


* A stack of 200-600 Redsteel Marks. You must BREAK the stack to redeem them.
Turtle is strong against Hare and Crane; is weak against Serpent and Wolf.<br>
* Several random high level gems (possibily from [[Reim]]) worth 10k to 25k silvers.
Wolf is strong against Hare and Turtle; is weak against Crane and Serpent.<br>
* A random weapon, shield, armor, or accessory. This item is randomly enchanted by the treasure system and can possess flares, padding, or [[enhancive|enhancives]].
Serpent is strong against Turtle and Wolf; is weak against Crane and Hare.<br>
* You'll receive 1,250 field experience upon redeeming the lockbox:
Hare is strong against Serpent and Crane; is weak against Wolf and Turtle.<br>
<pre>
Crane is strong against Wolf and Serpent; is weak against Hare and Turtle.
G>redeem
A snooty green goblin says, "Yeah, yeah, I gotcher winnings right here!"


He hands you a talon-stamped gilded lockbox.
Your creature's Insight may give you a glimpse at what stance your opponent's beast is in, but otherwise you're going to have to watch the fight and try to adjust your tactics accordingly. If it seems like your beast is taking a lot of damage and doing very little, you may want to switch to an opposing stance.


A vivid memory of recent Spirit Battles overcomes you, and you feel enriched by the experience.
Oh, but it's not as simple as that. If things are going especially bad, you can tell your creature to guard, which means that it will take much less damage at the cost of being poor at attacks. This can be a lifesaver if you're taking a pounding and need some time to figure out how to turn things around. When you're ready to go back on the offensive, tell your creature to strike.
</pre>


==Augmenting Your Spirit Beast==
And then there are special attacks! Every beast has a special ability. You should only tell your beast to attack when you're certain that you're in a stance stronger than your opponent's, as special attacks are much more damaging then. They won't do much, and some won't work at all, if you're in a same or inferior stance!
There are a number of available items to modify and care for your Spirit Beasts. Some of these items can be purchased for silver while other require Redsteel Marks.


==Customizations==
=== Ampoules ===
Ampoules (or potions) come in seven different types which alter Primary Stats or grant experience. You can have a maximum of +10 bonus to any given stat, and a maximum of +20 bonus in total. Reset potions can only be if you have at least one bonus applied. Experience ampoules can be used as long as your Spirit Beast is not yet level 20.
{| class="wikitable sortable" {{prettytable|1=line-height:1.3em;}}
! Color || Effect
|-
| Red || +1 Power
|-
| Orange || +1 Defense
|-
| Yellow || +1 Insight
|-
| Green || +1 Accuracy
|-
| Blue || +1 Speed
|-
| Black || Reset stat potion boosts
|-
| White || Bonus experience
|-
|}


===Armaments===
You can customize a lot about your beast! There are potions for sale in my shop that allow you to improve the traits of your beast. These can help you improve already good traits (like making a beast with a lot of Power really, really strong) or shore up ones that your beast lacks (such as enhancing the Insight on a beast that's not very aware). There's a limit on how much potions can do, but I might be convinced to do a little more for you. Wink wink, nudge nudge.
Armaments are "equipment" that can be used by a Spirit Beast. Spirit Beast armaments often feature a stat tradeoff, meaning that they’ll lower some stats and raise others. The tradeoff is always a net positive. Armaments can do unusual things like suppress your Spirit Beast’s elemental attunement or give it the ability to resist death.


Spirit Beasts can only use one armament at a time. Armaments can be equipped and disarmed from your Spirit Beast so long as you’re not engaged in a Spirit Battle or challenge.
I can also work on your beast's appearance. You want your twitchy giant rat to look like a snarling fanged rodent? I can do it. Want it to look like a snake? Probably not. I can change its basic appearance and the greater detail when you look at it while it's fighting for you. But that's not all! I can even change what its special attack looks like, within reason.


Armaments come in three tiers: Lesser, Sturdy, and Potent. Lesser armaments can be worn by any Spirit Beast that meets the armor piece’s specific requirements, which can be determined by {{boldmono|LOOK}}ing at it. Sturdy armaments require a Spirit Beast to be at least level 10, and Potent armaments require level 20.
==Spirit Beasts 2.1==
{{saved-post
| category = Game Design Discussions
| topic = Spirit Beasts
| messagenum = 56
| author = GS4-AUCHAND
| date = 03/14/2015 03:23 PM EDT
| subject = Spirit Beasts 2.1: Arenas!
}}<i>Editor's note: '''[[Talondown Arena]]''' information appears on that page. Only Spirit Beast system info here.</i>


===Cages and Enchiridions===
Armaments, beast experience potions, and common and uncommon Spirit Beast enhancements are all available for purchase or winning at the Talondown Arena!
Cages and enchiridions provide external storage for Spirit Beasts. By using {{boldmono|BEAST EXPEL {object}}} while one is held in hand, a Spirit Beast will be removed from the user collection and placed in the object. These objects can be given to others, allowing a way to trade Spirit Beasts between players.


Cages can hold a single Spirit Beast and can only be used once. Enchiridions can hold up to 10 and have unlimited uses. {{boldmono|[[ANALYZE (verb)|ANALYZE]]}} each item for usage commands.
Max Speed bonus now allows your beast to attack once every 7 seconds, up from 5. This was to compensate for the overwhelming speed of high-level fights, which were becoming a hindrance to strategizing even for experienced players. Speed ranks have been adjusted accordingly.


===Shops===
To positively readjust the value of Speed, extremely high levels of Speed now qualify beasts for the "Blinding Speed" buff, which begins as a passive 3% boost to attack avoidance and climbs from there.
Redsteel Marks can be spent in Talondown Area by purchasing wares from '''a snooty green goblin''' with {{boldmono|ORDER}} or {{boldmono|INQUIRE WARES}}.


{| class="wikitable sortable" {{prettytable|1=line-height:1.3em;}}
Accuracy has now been considerably improved. Base special attack damage has been reduced slightly, but it is now boosted by Accuracy. Beasts with average levels of Accuracy should see no noticeable damage change, but those with high Accuracy will see more damage out of their special attacks. Furthermore, Accuracy now provides a chance to do more--but still reduced--damage while guarding.
! Color || Cost || Effect
|-
| a tiny ancient armament || 350 redsteel marks || Random armament, weighted towards currently selected beast. CLEAN to reveal.
|-
| a sturdy ancient armament || 1,050 redsteel marks || Random armament, weighted towards currently selected beast. CLEAN to reveal.
|-
| an ornate ancient armament || 3,500 redsteel marks || Random armament, weighted towards currently selected beast. CLEAN to reveal.
|-
| a small burlap pouch || 250 redsteel marks || Contains several gems totaling about 10k to 20k silver (limit 5 per day)
|-
| a liquid-filled red ampoule || 400 redsteel marks || +1 Power
|-
| a liquid-filled orange ampoule || 400 redsteel marks || +1 Defense
|-
| a liquid-filled yellow ampoule || 400 redsteel marks || +1 Insight
|-
| a liquid-filled green ampoule || 400 redsteel marks || +1 Accuracy
|-
| a liquid-filled blue ampoule || 400 redsteel marks || +1 Speed
|-
| a liquid-filled black ampoule || 200 redsteel marks || Reset stat potion boosts
|-
| a small liquid-filled white ampoule || 200 redsteel marks || +250 beast xp
|-
| a large liquid-filled white ampoule || 400 redsteel marks || +500 beast xp
|-
| a huge liquid-filled white ampoule || 2,000 redsteel marks || +2,000 beast xp
|-
| a beast-marked leather enchiridion || 2,500 redsteel marks ||
|-
| a radiant bestial soulstone || 20,000 redsteel marks || increases Spirit Beast's quality
|-
|}


The items available rotate every few hours. The armaments and gem pouches will always be available along with 3 random ampoules. There is only a small number of ampoules of each type available per rotation which is shared across all players. After a total of 7(?) purchases of a specific ampoule, it will be out of stock until it shows up again when the stock rotates. Armaments and gem pouches never run out stock but a player can only buy gem pouches 5 times per day.
Experience 'til next is now shown on Spirit Beast talismans!


{{Festshop
==Spirit Beasts 2.0==
|shopname=Sold Souls
{{saved-post
|look=a brass-marked claret door
| category = Game Design Discussions
|location=From Firebird entrance, west, south, south, go door
| topic = Spirit Beasts
}}
| messagenum = 15
<!--==={{{ [Sold Souls] }}}===-->===Sold Souls===
| author = GS4-AUCHAND
{{RoomDescription|
| date = 03/06/2015 07:16 PM EST
|roomname=Sold Souls, Salesroom
| subject = Spirit Beasts 2.0 Release
|desc=Cabochon soulstones dangle from braided silver chains fastened to the ceiling, bits of emerald light glinting in their milky depths. Bathed in their glow, a single branching ebony stand holds the only wares for sale on beds of night-hued velvet. The sounds of the ship seem dimly muted, as if coming through swaddling cloth, though no such cloth exists to excuse the diminution. You also see a brass-marked claret door.
}}Some avid players of Spirit Beasts have noticed changes to their talismans today. There are quite a few updates as part of the 2.0 release, but the most pertinent one's you'll be seeing right now are:
|exits= none}}
<blockquote>
{{Container|
|container=On the ebony stand:}}
{| {{prettytable}}
| a beast-marked leather enchiridion || Weight: <1 pound ||
| <div class="mw-customtoggle-abeastmarkedleatherenchiridion" style="text-decoration: underline">analyze, show description</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-abeastmarkedleatherenchiridion">'''Analyze:'''<br>This is a Spirit Beast enchiridion meant for holding multiple Spirit Beasts. You can OPEN and CLOSE it. Once open, you can TURN and FLIP through the enchiridion to see what Spirit Beasts are stored inside. Spirit Beasts can be stored in this item through the use of BEAST EXPEL {object} and then added to a player's collection via BEAST OFFER {object} when on a page that contains a Spirit Beast. If you end up with stretches of blank pages in between the stored beasts, try giving the enchiridion a good SHAKE to remove the spaces between pages.<br></div>
| 100000
|-
| a fragile rainbow glaes cage || Weight: <1 pound ||
| <div class="mw-customtoggle-afragilerainbowglaescage" style="text-decoration: underline">analyze, show description</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-afragilerainbowglaescage">'''Analyze:'''<br>This is a Spirit Beast cage meant for holding a single Spirit Beast. If this item is filled with a Spirit Beast (typically through BEAST EXPEL {object}), the Spirit Beast can be transfered to and added to another player's collection via BEAST OFFER {object}. You can LOOK at this item to determine whether or not there is a beast inside. If it's dirty, try CLEANing it to reveal the Spirit Beast it holds!"</div>
| 5000
|-
|}
</blockquote>


*'''Clearer Info''' - Numerical values now exist for all Spirit Beast stats, accompanied by rough values appropriate for in-character discussion.


{{Festshop
*'''Combat''' - It's been rebalanced around recent fight tracking to even out the gaps between certain overperforming and underperforming spirit beasts.
|shopname=Marks of the Beast
|look=a cross-hatched burnt sienna door
|location=From Talondown entrance, north, go door
}}
<!--==={{{ [Marks of the Beast] }}}===-->===Marks of the Beast===
{{RoomDescription|
|roomname=Marks of the Beast, Showroom
|desc=Bone fetishes dangle from the wood plank ceiling, swaying slightly and clacking together in the heavy, incense-laden air. Held aloft by a faceless stone idol near the entrance, a shallow bowl of polished flowstone holds glittering baubles within. Beyond the stolid guardian is a tiered rack made of widowwood. Like the golvern-inlaid hatch behind it, its flat surfaces are carved with leaping beasts. You also see a cross-hatched burnt sienna door.
|exits= none}}
<blockquote>
{{Container|
|container=On the flowstone bowl:}}
{| {{prettytable}}
| a small brass talisman || Weight: <1 pound ||
| <div class="mw-customtoggle-asmallbrasstalisman" style="text-decoration: underline">analyze, show description</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-asmallbrasstalisman">'''Analyze:'''<br>You analyze the brass talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."


The creator has also provided the following information:
*'''Spirit Beast Armaments''' - You'll now be able to collect and use armaments for your Spirit Beasts. These come in three different levels: Lesser, Sturdy, and Potent armaments. More powerful armaments can do things like allow your beast access to new skills; all armaments will modify its stats in new and interesting ways. PUT armaments in your talisman to add them, DISARM the talisman to remove them.
You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE. It will also allow you to receive notifications when a Spirit Beast battle begins nearby.


You get no sense of whether or not the talisman may be further lightened.<br></div>
*'''Level-matching''' - You can now FLIP your talisman and it will level match for lower-level beasts. Beasts will gain experience according to their actual levels, meaning that experienced Spirit Beast gladiators can help their friends gain experience more quickly.
| 25000
|-
| a small silver talisman || Weight: <1 pound ||
| <div class="mw-customtoggle-asmallsilvertalisman" style="text-decoration: underline">analyze, show description</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-asmallsilvertalisman">'''Analyze:'''<br>You analyze the silver talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."


The creator has also provided the following information:
*'''Fight Notifications''' - RUBbing your talisman while it's worn will now tune you in to receive fight notifications as they happen across Elanthia.
You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE. It will also allow you to receive notifications when a Spirit Beast battle begins nearby.


You get no sense of whether or not the talisman may be further lightened.<br></div>
*'''New Spirit Beast Elements''' - Wild Magic (strong against spirit, weak against elements) and Rift Armament (strong against elements, weak against spirit).
| 25000
|-
| a small copper talisman || Weight: <1 pound ||
| <div class="mw-customtoggle-asmallcoppertalisman" style="text-decoration: underline">analyze, show description</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-asmallcoppertalisman">'''Analyze:'''<br>You analyze the copper talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."


The creator has also provided the following information:
*'''New Spirit Beast Special Abilities''' - Frailty (weak against criticals), Troll's Tenacity (has a chance to struggle for life), and Leech (has a chance to drain health on normal attacks), all acquired through equipment.
You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE. It will also allow you to receive notifications when a Spirit Beast battle begins nearby.


You get no sense of whether or not the talisman may be further lightened.<br></div>
*'''Replacement Potions''' - Tired of your Spirit Beast? No problem! They can now be modified with replacement potions, which will trade out your existing beast with another of the same rarity level. All mechanical enhancements will be maintained. All physical customizations are removed by these.
| 25000
|-
|}
{{Container|
|container=On the widowwood rack:}}
{| {{prettytable}}
| a thin silver syringe || Weight: <1 pound ||
| <div class="mw-customtoggle-athinsilversyringe" style="text-decoration: underline">analyze, show description</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-athinsilversyringe">'''Analyze:'''<br>You analyze the silver syringe and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."


The creator has also provided the following information:
*'''Classes''' - Beasts are now sorted into classes: Humanoids, Beasts, Elementals, Arthropods, and Aberrations. This is ultra-important for armaments!
Syringes and vials of this type are meant for use with the Spirit Beasts system.
PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood. All blood should come from the same type of creature or you'll have to POUR the vial out to clean it. When you're done filling up a vial, UNLOCK the syringe to remove it. You can LOOK at the vial or syringe at any time to see their status. You can OFFER blood to Spirit Beasts who are disloyal to win their affection back. These items should not be altered in any way.


You get no sense of whether or not the syringe may be further <br></div>
Auchand
| 15000
|-
| a small crystal vial || Weight: <1 pound ||
| <div class="mw-customtoggle-asmallcrystalvial" style="text-decoration: underline">analyze, show description</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-asmallcrystalvial">'''Analyze:'''<br>You analyze the crystal vial and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."


The creator has also provided the following information:
Syringes and vials of this type are meant for use with the Spirit Beasts system.
PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood. All blood should come from the same type of creature or you'll have to POUR the vial out to clean it. When you're done filling up a vial, UNLOCK the syringe to remove it. You can LOOK at the vial or syringe at any time to see their status. You can OFFER blood to Spirit Beasts who are disloyal to win their affection back. These items should not be altered in any way.

You get no sense of whether or not the vial may be further lightened.<br></div>
| 1000
|-
|}
</blockquote>


==Resources==
==Resources==
*[[/saved posts|Saved Posts]]
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Spirit%20Beasts/view Officials folder]
*[[Spirit Beast (saved posts)]]
*[[Spirit Beast stats]]
*[[The Firebird]]
*[[Talondown Arena]]
*[[EGShop:Ilixil's Bestiary|Ilixil's Bestiary Ebon Gate shop]]
*[[Spirit Beast Battle Guide]]
*[[Spirit Beast Battle Guide/Status Effects|Status Effects]]
*[[/Walkthrough|Walkthrough]]



[[category:Games]]
[[Category:Games]]

Latest revision as of 11:25, 8 August 2023

Spirit Beasts are the spiritual essences of creatures that have dwelled in a given locale. Skilled characters can bind them to a talisman, which can be used by anyone to make them fight other Spirit Beasts to gain levels and become more powerful. The BEAST command is the main way to interact with the Spirit Beast system. It is highly recommended to read through BEAST HELP to get an understanding of how Spirit Beasts work. The full content is also available here.

The Spirit Beast system premiered at Ebon Gate 2014. It is a strategic game, similar to siegery, but with much more depth. GM Auchand redeveloped Spirit Beasts shortly after their debut and introduced Talondown Arena aboard The Firebird airship for players to battle each other and NPC Spirit Beast masters. The system received a major overhaul again in July 2020.

If you are looking information on a specific Spirit Beast, please see Spirit Beast stats.

For information on Spirit Beast battling, please see Spirit Beast Battle Guide.

Catching Your First Spirit Beast

Buying a Talisman

Before you can begin capturing and participating in Spirit Beast battles, you will need a Spirit Beast talisman. A talisman can be purchased from the shop Marks of the Beast in Talondown Arena (formerly aboard The Firebird) for 25,000 silvers. All talismans sold in the shop are identical in function. Each player can store 100 different Spirit Beasts, and the talismans are interchangeable. All talismans are wearable and all BEAST commands can be used without needing it in your hand.

Finding Spirit Beasts

Now that you have your talisman, you can begin searching for Spirit Beasts to capture. To do so, use the BEAST SENSE command to search the room you are in. However, you will not be able to find Spirit Beasts in a "civilized" room. This usually applies to any room that is part of a town. You will see the following message if the room cannot contain Spirit Beasts.

>beast sense
You focus your thoughts on a small copper talisman.  The surroundings feel too civilized to hold any spiritual energy.

On the other hand, finding an "uncivilized" room is as easy as stepping outside the gates of the town. Using BEAST SENSE in this kind of room will get you a message:

>beast sense
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.

You detect the presence of a common tsark spirit.
You detect the presence of a common wind wraith spirit.
You detect the presence of a common fire elemental spirit.
You detect the presence of a common water elemental spirit.
Roundtime: 9 sec.

You have a ~20% chance to find each specific common Spirit Beast that exists in the room. Uncommon and Legendary Spirit Beasts are more difficult to find. In fact, if you are unlucky, you may not sense any at all.

R>beast sense
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, but cannot quite manage to attune yourself to the spirits here.
Roundtime: 12 sec.

Don't be disheartened, just use BEAST SENSE again! Sometimes it can take multiple tries to find the beast you are looking for. It is possible to see Uncommon and Legendary Spirit Beasts before you have the ability to capture them.

Once you have found a beast that you want, use BEAST ATTUNE {name} to select the Spirit Beast for capture, followed by BEAST CAPTURE to add the Spirit Beast to your collection. There are not checks involved with ATTUNE or CAPTURE.

>beast attune water elemental
You tighten your grip on your copper talisman, attuning yourself to the presence of the water elemental spirit lingering in the area.  You sense its trepidation at the possibility of being captured!
Roundtime: 15 sec.
R>beast capture
You hold out your copper talisman and extend your thoughts to encompass the water elemental spirit lingering in the area.  Sudden warmth draws your attention to your hand, where motes of ghostly radiance spark over the surface of your talisman.  The spirit drifts closer to you, its outline glowing as it nears.

Golden lightning crackles between the two of you, and a thrill of new sensation echoes up your arm and through your body as the spirit merges with your form.

It is an average specimen of its kind.

The water elemental seems to be cautiously optimistic about your bond.

(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)

After capturing a Spirit Beast you must wait 15 minutes before you can sense or capture another. Trying to do so before the cooldown expires will yield this message:

>beast sense
Your senses are dulled by your recent brush with the spirit world.  You will need to wait another 14 minutes and 50 seconds before your senses have recovered.

Once you have captured a Spirit Beast, you can view its information by using BEAST SELECT {name} to select the beast from your collection followed by BEAST INFO.

>beast info

The Spirit Beast is a common water elemental of 1 training with the following traits:

General Traits

      Exp. to Next:   301
             Class:   Elemental
           Element:   Water
            Rarity:   Common
           Loyalty:   High
           Quality:   Average

Stats
            Primary  Base  Bonus  Total      Secondary
            -------  ----  -----  -----      ---------
             Power:   109      0    109  ==> none
           Defense:   129      0    129  ==> Health Points: 145, Focused Defense: 71.12%
           Insight:   108      0    108  ==> Stance Detect: 77.00%, Flash of Insight: 8.92%
          Accuracy:    90      0     90  ==> Hit Rate: 80.11%, Critical Strike: 5.45%
             Speed:    89      0     89  ==> Surge of Speed: 6.97%, Evasion: 2.19%

Appearance and Attacks

       Description:   a bubbling water elemental
           Examine:   All that distinguishes the elemental from a pool of water is 
                      the faint blue glow suffusing its depths.  Well, that and the 
                      fact that it is walking upright in a vaguely humanoid shape.  
                      Bubbles and froth adorn its amorphous 'neck' like a necklace 
                      of pearls.

          Armament:   none

          Attack 1:   shoots a stream of water toward
          Attack 2:   hurls globes of water toward
    Flavor Message:   glowing bright blue

           Special:   Rage of the Elements.  A technique frequently used by 
                      elementals.  The user's aura flares and it unleashes a potent 
                      stream of enemy at its foe.  Deals standard special ability 
                      damage.  Costs 3 Special Charges.

You may only have one version of a Spirit Beast in your collection at a time. You must BEAST EXPEL the Spirit Beast before you can capture another one of the same type.

Removing a Spirit Beast

If you are searching a Spirit Beast with a higher Quality or if your collection is getting too big, you can use BEAST EXPEL to remove a Spirit Beast from your collection. Make sure to use BEAST SELECT first to ensure you release the correct Spirit Beast.

>beast expel
Expelling your water elemental will remove it from your collection and it will not be recoverable by any means.  If you're sure you want to do this, enter BEAST EXPEL again within 30 seconds.
>beast expel
With a wrenching feeling of sorrow, you release your water elemental into the environs.

Once expelled in this manner, that Spirit Beast is gone for good and you will need to capture a new version if you want another one.

Alternatively, you can use a Spirit Beast cage or Spirit Beast enchiridion to externally store the beast. To do so, first purchase either from the shop Sold Souls on The Firebird and hold the item in your hand. Finally, use BEAST EXPEL {object} to place the Spirit Beast inside.

>get my enchiridion
You remove a beast-marked leather enchiridion from in your viper skin toolkit.

>open enchiridion
You open a beast-marked leather enchiridion to the cover page.

>turn enchiridion
You carefully turn to the 1st page of your enchiridion.  The page is blank.

>beast expel enchiridion
You breathe gently onto a beast-marked leather enchiridion, and as you do, an uneasy sensation forms in the pit of your belly.  Silvery mist whisks from your lungs, forming into the shape of a spectral water elemental, which slowly sinks into the surface of your enchiridion.

Should you want to add the creature back to your collection, use BEAST OFFER {object} while holding the item.

>beast offer enchiridion
You focus intently on the current page of the enchiridion.  Its ink begins to flow and ebb, pulsing as it takes on radiance and life.  Tendrils of glowing smoke rise from the page, assuming the spectral form of a water elemental.  Its form drifts toward you and merges with yours.

(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)

You can store multiple Spirit Beasts of the same type externally and Spirit Beasts stored this way do not count as part of your collection. This means you can capture another Spirit Beast of that type with not problem.

Play with your Spirit Beast

BEAST MANIFEST allows you to create a non-combat pet that will perform various fluff actions that are visible to everyone in the room. You can only manifest one Spirit Beast at a time in this manner and the creature will follow its owner from room to room. The manifestation will last a few minutes but you can "dismiss" the manifestation to cause it to fade away sooner if needed. It will disperse early if taken into a room that disallows spell-casting or if it senses a Spirit Beast battle.

Spirit Beast Information

Level & Experience

Your Spirit Beast will gain levels as it fights. A Spirit Beast will start at level 1 and can grow to a maximum of level 20. As a Spirit Beast levels up, its Primary Stats will increase by a small amount depending on the beast's Class.

It takes a certain amount of experience to rise to the next level. Beasts gain experience from participating in Spirit Battles with opponents. Experience gain is increased when battling higher-leveled Spirit Beasts, and diminished against lower-leveled Spirit Beasts. Experience gain is increased within Training Bouts. White Spirit Beast ampoules provide Spirit Beast experience.

Class

A classification of Spirit Beasts based on innate traits. The current classes are Humanoid, Beast, Elemental, Arthropod, Aberration, Undead, and Beastman. The class of a Spirit Beast will determine how its Primary Stats grow:

STAT GROWTH
Class Power Defense Insight Accuracy Speed
Humanoid 3 3 3 3 3
Beast 3 2 4 2 4
Elemental 3 3 2 4 3
Arthropod 2 4 3 4 2
Aberration 4 2 2 3 4
Undead 4 3 3 3 2
Beastman 3 3 4 2 3

Element

Many beasts are aligned to an element, the spiritual world, or wild magic, and that alignment will affect how that beast does in battles vs. other aligned beasts according to this chart:

ATTUNEMENT
Element Weakest Against Weak Against Strong Against Strongest Against
Unaligned - - - -
Fire Water Earth Air Spirit
Water Spirit Air Earth Fire
Earth Air Water Fire Spirit
Air Spirit Fire Water Earth
Spirit Fire Earth Water Air
Wild Magic Elements - - Spirit
Rift Armament Spirit - - Elements

Armaments

Spirit Beast armaments are restricted by class as described below:

Class Armament
Humanoid Ring
Beast Collar
Elemental Rune
Arthropod War-paint
Aberration Rune
Undead Sigil
Beastman Fetish

Rarity

Spirit Beasts have a rarity denoting how difficult they are to find. There are no differences stat-wise between rarities.

  • Common - Found throughout a given realm. If you can use BEAST SENSE in a room, you will be able to find beasts of this rarity.
  • Uncommon - Found in a small range of linked rooms such as a hunting ground or similar area. You can begin capturing uncommon Spirit Beasts once you’ve captured 10 common Spirit Beasts.
  • Legendary - Found in a single specific room. Said room will most likely have some sort of special meaning or significance to the spirit beast in question. You can start capturing legendary Spirit Beasts once you’ve captured 25 total common or uncommon Spirit Beasts.

It is not necessary to have 10 or 25 beasts in your collection, and beasts transferred from other players via cage or enchiridion will not count towards your Beasts Captured total.

Loyalty

Your Spirit Beast becomes more loyal when it wins fights, and it loses loyalty to you when it’s defeated. Loyalty doesn’t change in Training Bouts. When your Spirit Beast’s loyalty hits “waning”, it’s probably wise to buy or collect blood from creatures using a syringe and vial from The Firebird so you can BEAST OFFER the vial to your Spirit Beast.

Collect blood by killing creatures and DRAW their blood with the syringe. The higher the level of the creature, the better the blood will be. Leopards in the Gyldemar Forest yield "moderate" quality blood while war griffins in OTF yield "incredible" quality blood.

The process of drawing blood is thus:

  1. Kill the creature
  2. KNEEL
  3. DRAW {CREATURE} WITH SYRINGE

It looks like this:

>K>draw radical with syringe
You draw some of a triton radical's blood into your syringe.  The radical shrivels slightly.
Roundtime: 3 secs.

Repeat this process 3 more times to completely fill a vial. A full vial (4 kills) is needed to prepare your talisman. LOOK at the syringe to see how much blood has been collected. Note that the quality of the blood cannot be seen until the vial is full.

Quality (Skill)

Naturally captured Spirit Beasts vary just a tad in their quality. The Skill value of a Spirit Beast provides a small boost to all Primary Stats. Upon capture, a Spirit Beast will have a Skill between +1 and +10. The Skill value cannot be seen directly but is reflected in the "Quality" of the beast. The Quality of a captured Spirit Beast can be either Unimpressive, Average, Robust, or Perfect. Please use the table below for quick reference:

Quality Skill Value
Unimpressive +1 - +3
Average +4 - +6
Robust +7 - +9
Perfect +10
Extraordinary +15

Currently, Quality can only be changed with a radiant bestial soulstone which increases the Spirit Beast's quality to Extraordinary. Some merchants can enhance a Spirit Beast, boosting all of their Primary Stats by 5 per service to a maximum of +20 to all stats:

             Class:   Beast
           Element:   Unattuned
            Rarity:   Common
           Loyalty:   Exceptional
           Quality:   Perfect
    Merchant Bonus:   5 to all stats

Primary Stats

  • Power - Determines how much damage your Spirit Beast does with autoattacks. Power does not have any secondary stats associated with it. Spirit Beasts with very low Power will hit less often as well.
  • Defense - Mitigates damage from an enemy’s autoattacks. Defense, along with level, is also responsible for calculating your Spirit Beast’s Health Points. When your Spirit Beast uses the FORTIFY command, it gains an additional layer of defense that allows it to block enemy autoattacks at a rate equal to its Focused Defense secondary stat.
  • Insight - Insight is a measure of how good your Spirit Beast is at reading the field of battle and picking up when it’s in an inferior stance to its opponent. Its first secondary stat, Stance Detect, is the rate at which your Spirit Beast will successfully detect its opponent’s stance and switch to counter it when you give the DETECT command. Insight also informs your beast’s Flash of Insight chance, which is the likelihood on any given turn that the beast will freely auto-switch to counter an opponent’s superior stance without needing a command from you.
  • Accuracy - Your Spirit Beast’s Accuracy is all about its precision in combat. It informs Hit Rate, which is the likelihood of your Spirit Beast to hit with autoattacks, and Critical Strike, which is the Spirit Beast’s chance to do extra damage on any given autoattack.
  • Speed - While all Spirit Beasts have the same base roundtime, Speed gives your Spirit Beast the chance to gain a Surge of Speed, which drastically reduces the roundtime before its next turn. It also dictates your Spirit Beast’s Evasion, which is a flat chance to dodge any autoattack that might have otherwise hit.

Spirit Battles

There are a couple of ways to get into a Spirit Battle. You can challenge other players. If no players want to engage in bestial carnage, you can use portals in or near a number of towns to travel to the Talondown Arena, a crossrealm zone aboard The Firebird that features NPC beastmasters and a few fun challenges for burgeoning beast tamers.

When you find someone willing to fight, be they man or machine, you’ll use BEAST CHALLENGE {person} to initiate the challenge. They can then BEAST CHALLENGE ACCEPT to begin a Spirit Battle.

Spirit Battles can’t begin in rooms where magic is not allowed, some merchant rooms, or in places where there is already a Spirit Battle going.

On a successful challenge, your Spirit Beasts will erupt into being. One of the Spirit Beasts will begin in a stance superior to the other’s, giving it an immediate advantage. One will also have a Speed advantage. These are partially random, but Insight and Speed play roles in determining the victor, respectively.

After a few seconds, in which you can give your Spirit Beast an opening command, the Spirit Battle begins.

Battle Commands

During a Spirit Battle, your goal is to give your Spirit Beast commands that will lead it toward success. Some commands cost Action Points, and others do not. Your Spirit Beast only gets 6 Action Points per battle, so use them carefully to get a leg up on your opponent. The commands are:

Command Cost Effect
ATTACK none Cancels other commands and tells a Spirit Beast to autoattack as normal instead. Has a chance of activating critical strikes, armament abilities, and can miss/be blocked. You should only ever need to issue this command if you give another command by mistake.
DETECT none Orders your Spirit Beast to detect its opponent’s stance and switch accordingly. Chance of success is based on your Spirit Beast’s Insight. Has a significantly lower roundtime than other commands.
FORTIFY 1AP Your Spirit Beast gains a chance to block autoattacks equal to its Focused Defense chance for 3 rounds.
HEAL 1AP Restores a number of health points based on a percentage of your beast’s maximum health scaling with current health, best used when near defeat.
LASH 1AP Does guaranteed light damage to an enemy based on level. Your Spirit Beast also gains a Special Ability charge.
SPECIAL xSC Expends x Special Ability charges to perform a powerful maneuver that differs by Spirit Beast. Standard special damage scales with level.

Success in a Spirit Battle is all about keeping your Spirit Beast alive long enough to take out its opponent. Since Spirit Beasts can’t regain Action Points and always autoattack if they’ve been given nothing else to do, there’s a war of attrition in each fight.

Your Spirit Beast is always in a stance. The stances themselves are not important, except to know that each counters two other stances and is countered by two other stances. If you notice your Spirit Beast doing less damage and taking more damage from autoattacks, you’ll want to weave a BEAST COMMAND DETECT in with whatever else you’re doing, or you risk allowing the fight to snowball out of your control.

If you’re having trouble finding someone with a Spirit Beast of like level to challenge you, you may want to enable BEAST MATCH. If you and your opponent have BEAST MATCH enabled before making your challenge, both Spirit Beasts will perform at the level of the lower one.

Talondown Arena

Formerly located in the belly of The Firebird, a roving airship, the Talondown is a cross-realm zone that allows you to Spirit Battle with NPCs of different skill levels. The Talondown introduces some other considerations of which players should be aware:

Redsteel Marks - Redsteel marks are a type of currency that allows you to purchase items from the arena cashier, including Spirit Beast ampoules, gem pouches, and Spirit Beast armaments. Use BEAST STATUS to view balance. Talondown Arena Level - Your Talondown Arena level determines how challenging your NPC opponents will be. At level 1, they’ll take it easy on you. Fights with NPCs at level 7 are brutal, and will only be winnable by the most dedicated Spirit Beast enthusiasts.

There are four types of fight available through the Talondown Arena:

Blood Matches - In Blood Matches, you put your life on the line every time that you step into the fighting pit. Your Spirit Beast’s health is tied to your own in these fights. On a defeat, there’s a good chance that your body will give out, killing you and costing you a deed. There are healers and empaths employed by the Talondown, but you’ll still suffer the effects of resurrection sickness afterward. You have about a 10% chance of winning Spirit Beast-centric prizes with each Blood Arena win. You can engage in Blood Matches against fellow players or NPCs.

Listed Fights - Listed Fights pit players against champion NPC trainers for a fabulous prize that is awarded at the end of the week. The goal of listed fights is to win as many fights as possible against other players in the arena. The catch is that once you are defeated three times, you’re out for the week and your score can’t further improve. Listed Fights are account-bound, so if you’ve already participated on one character, you can’t participate on a different one until next week. Listed match trainers all use level 20 Spirit Beasts, with no BEAST MATCHing. Your entry token is removed upon entry and returned if you win.

Weekly Challenge - Each week, seven NPC trainers are selected at random. Your challenge is to defeat all of them in order of ascending difficulty. These trainers do not level match, unlike the ones in Blood Matches or Training Bouts, so you may have to get your Spirit Beast to maximum level of 20 before you stand a chance against these higher-level trainers. Each trainer uses their own favorite Spirit Beast, so if you fail to defeat one, you can select a different Spirit Beast of your own that might better counter the trainer’s standing choice. If you defeat all seven trainers, you’ll earn a significant prize in the form of a gilded lockbox and a hefty chunk of character experience in the process. Weekly Challenges are only against NPCs.

Training Bouts - Training Bouts are the only arena fight type that costs silvers. This is because Training Bouts award additional Spirit Beast experience, meaning that your Spirit Beast will level faster. You can engage in Training Bouts against fellow players or NPCs. Each training bout costs 1000 silver and grants an additional 100 beast experience for a victory.

Rewards

Battling with your Spirit Beast awards you a small amount of experience. The first 10 times that you participate in a Spirit Beast battle, you will earn 150 experience for winning or 75 experience for losing. Talondown Arena provides additional rewards for taking part in Listed Fights or the Weekly Challenge:

  • The top 3 Listed Fight players for the week are awarded a gilded lockbox the following Monday.
  • Each master defeated in the Weekly Challenge awards you 150 additional experience. Defeating all 7 masters earns you a gilded lockbox.
  • There is a low (1%?) chance upon winning any Talondown Area battle that you will be awarded a stack of redsteel marks contining 200-600 marks.


Gilded Lockbox - This impressive prize can be REDEEMed at the Talondown Arena Cashier once earned. Players have one week to REDEEM their lockboxes or they will be lost at the start of the new week on Monday. The lockbox contains the following:

  • A stack of 200-600 Redsteel Marks. You must BREAK the stack to redeem them.
  • Several random high level gems (possibily from Reim) worth 10k to 25k silvers.
  • A random weapon, shield, armor, or accessory. This item is randomly enchanted by the treasure system and can possess flares, padding, or enhancives.
  • You'll receive 1,250 field experience upon redeeming the lockbox:
G>redeem
A snooty green goblin says, "Yeah, yeah, I gotcher winnings right here!"

He hands you a talon-stamped gilded lockbox.

A vivid memory of recent Spirit Battles overcomes you, and you feel enriched by the experience.

Augmenting Your Spirit Beast

There are a number of available items to modify and care for your Spirit Beasts. Some of these items can be purchased for silver while other require Redsteel Marks.

Ampoules

Ampoules (or potions) come in seven different types which alter Primary Stats or grant experience. You can have a maximum of +10 bonus to any given stat, and a maximum of +20 bonus in total. Reset potions can only be if you have at least one bonus applied. Experience ampoules can be used as long as your Spirit Beast is not yet level 20.

Color Effect
Red +1 Power
Orange +1 Defense
Yellow +1 Insight
Green +1 Accuracy
Blue +1 Speed
Black Reset stat potion boosts
White Bonus experience

Armaments

Armaments are "equipment" that can be used by a Spirit Beast. Spirit Beast armaments often feature a stat tradeoff, meaning that they’ll lower some stats and raise others. The tradeoff is always a net positive. Armaments can do unusual things like suppress your Spirit Beast’s elemental attunement or give it the ability to resist death.

Spirit Beasts can only use one armament at a time. Armaments can be equipped and disarmed from your Spirit Beast so long as you’re not engaged in a Spirit Battle or challenge.

Armaments come in three tiers: Lesser, Sturdy, and Potent. Lesser armaments can be worn by any Spirit Beast that meets the armor piece’s specific requirements, which can be determined by LOOKing at it. Sturdy armaments require a Spirit Beast to be at least level 10, and Potent armaments require level 20.

Cages and Enchiridions

Cages and enchiridions provide external storage for Spirit Beasts. By using BEAST EXPEL {object} while one is held in hand, a Spirit Beast will be removed from the user collection and placed in the object. These objects can be given to others, allowing a way to trade Spirit Beasts between players.

Cages can hold a single Spirit Beast and can only be used once. Enchiridions can hold up to 10 and have unlimited uses. ANALYZE each item for usage commands.

Shops

Redsteel Marks can be spent in Talondown Area by purchasing wares from a snooty green goblin with ORDER or INQUIRE WARES.

Color Cost Effect
a tiny ancient armament 350 redsteel marks Random armament, weighted towards currently selected beast. CLEAN to reveal.
a sturdy ancient armament 1,050 redsteel marks Random armament, weighted towards currently selected beast. CLEAN to reveal.
an ornate ancient armament 3,500 redsteel marks Random armament, weighted towards currently selected beast. CLEAN to reveal.
a small burlap pouch 250 redsteel marks Contains several gems totaling about 10k to 20k silver (limit 5 per day)
a liquid-filled red ampoule 400 redsteel marks +1 Power
a liquid-filled orange ampoule 400 redsteel marks +1 Defense
a liquid-filled yellow ampoule 400 redsteel marks +1 Insight
a liquid-filled green ampoule 400 redsteel marks +1 Accuracy
a liquid-filled blue ampoule 400 redsteel marks +1 Speed
a liquid-filled black ampoule 200 redsteel marks Reset stat potion boosts
a small liquid-filled white ampoule 200 redsteel marks +250 beast xp
a large liquid-filled white ampoule 400 redsteel marks +500 beast xp
a huge liquid-filled white ampoule 2,000 redsteel marks +2,000 beast xp
a beast-marked leather enchiridion 2,500 redsteel marks
a radiant bestial soulstone 20,000 redsteel marks increases Spirit Beast's quality

The items available rotate every few hours. The armaments and gem pouches will always be available along with 3 random ampoules. There is only a small number of ampoules of each type available per rotation which is shared across all players. After a total of 7(?) purchases of a specific ampoule, it will be out of stock until it shows up again when the stock rotates. Armaments and gem pouches never run out stock but a player can only buy gem pouches 5 times per day.

a brass-marked claret door, From Firebird entrance, west, south, south, go door

Sold Souls

[Sold Souls, Salesroom]
Cabochon soulstones dangle from braided silver chains fastened to the ceiling, bits of emerald light glinting in their milky depths. Bathed in their glow, a single branching ebony stand holds the only wares for sale on beds of night-hued velvet. The sounds of the ship seem dimly muted, as if coming through swaddling cloth, though no such cloth exists to excuse the diminution. You also see a brass-marked claret door.
Obvious exits: none

On the ebony stand:

a beast-marked leather enchiridion Weight: <1 pound
analyze, show description
Analyze:
This is a Spirit Beast enchiridion meant for holding multiple Spirit Beasts. You can OPEN and CLOSE it. Once open, you can TURN and FLIP through the enchiridion to see what Spirit Beasts are stored inside. Spirit Beasts can be stored in this item through the use of BEAST EXPEL {object} and then added to a player's collection via BEAST OFFER {object} when on a page that contains a Spirit Beast. If you end up with stretches of blank pages in between the stored beasts, try giving the enchiridion a good SHAKE to remove the spaces between pages.
100000
a fragile rainbow glaes cage Weight: <1 pound
analyze, show description
Analyze:
This is a Spirit Beast cage meant for holding a single Spirit Beast. If this item is filled with a Spirit Beast (typically through BEAST EXPEL {object}), the Spirit Beast can be transfered to and added to another player's collection via BEAST OFFER {object}. You can LOOK at this item to determine whether or not there is a beast inside. If it's dirty, try CLEANing it to reveal the Spirit Beast it holds!"
5000


a cross-hatched burnt sienna door, From Talondown entrance, north, go door

Marks of the Beast

[Marks of the Beast, Showroom]
Bone fetishes dangle from the wood plank ceiling, swaying slightly and clacking together in the heavy, incense-laden air. Held aloft by a faceless stone idol near the entrance, a shallow bowl of polished flowstone holds glittering baubles within. Beyond the stolid guardian is a tiered rack made of widowwood. Like the golvern-inlaid hatch behind it, its flat surfaces are carved with leaping beasts. You also see a cross-hatched burnt sienna door.
Obvious exits: none

On the flowstone bowl:

a small brass talisman Weight: <1 pound
analyze, show description
Analyze:
You analyze the brass talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE. It will also allow you to receive notifications when a Spirit Beast battle begins nearby.

You get no sense of whether or not the talisman may be further lightened.
25000
a small silver talisman Weight: <1 pound
analyze, show description
Analyze:
You analyze the silver talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE. It will also allow you to receive notifications when a Spirit Beast battle begins nearby.

You get no sense of whether or not the talisman may be further lightened.
25000
a small copper talisman Weight: <1 pound
analyze, show description
Analyze:
You analyze the copper talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE. It will also allow you to receive notifications when a Spirit Beast battle begins nearby.

You get no sense of whether or not the talisman may be further lightened.
25000

On the widowwood rack:

a thin silver syringe Weight: <1 pound
analyze, show description
Analyze:
You analyze the silver syringe and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: Syringes and vials of this type are meant for use with the Spirit Beasts system. PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood. All blood should come from the same type of creature or you'll have to POUR the vial out to clean it. When you're done filling up a vial, UNLOCK the syringe to remove it. You can LOOK at the vial or syringe at any time to see their status. You can OFFER blood to Spirit Beasts who are disloyal to win their affection back. These items should not be altered in any way.

You get no sense of whether or not the syringe may be further
15000
a small crystal vial Weight: <1 pound
analyze, show description
Analyze:
You analyze the crystal vial and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that "The item type should not change."

The creator has also provided the following information: Syringes and vials of this type are meant for use with the Spirit Beasts system. PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood. All blood should come from the same type of creature or you'll have to POUR the vial out to clean it. When you're done filling up a vial, UNLOCK the syringe to remove it. You can LOOK at the vial or syringe at any time to see their status. You can OFFER blood to Spirit Beasts who are disloyal to win their affection back. These items should not be altered in any way.

You get no sense of whether or not the vial may be further lightened.
1000

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