Spirit Beast

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Spirit Beasts premiered at Ebon Gate 2014. Similar to 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.

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.

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 (pendants) or in Ilixil's shop at Ebon Gate.

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.

Statistics

Specific Spirit Beast stats article

Initial stats for any Spirit Beast can be seen by LOOKing at the talisman containing the beast. The descriptive ranges for stats and growth rates are as follows:

STATISTICS
Stat Description 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)
Saffron (common)
Health A measure of the beast's life force. Crimson
STAT RANGES
Descriptor Range
Pathetic Under 100
Low 100 to 115
Moderate 115 to 130
Above Average 130 to 145
High 145 to 160
Very High 160 to 175
Extraordinary 175 to 190
Monumental 190 to 210
Godlike 210+
GROWTH RATE
Descriptor + per Level
Slowly 1
Measured 2
Quickly 3
Very rapid 4

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:

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

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 TELL {BEAST} TO ATTACK command.

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.

Common

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.

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.

Legendary

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.

Binding

In order to bind a Spirit Beast, you'll need a talisman, purchased at my shop, Ilixil's Bestiary. (You may remember Ilixil, the extremely unfortunate scientist, from that time that he got devoured by his pet shade-skinks. He got better.) More than that, you're going to need to prepare that talisman. Preparing a talisman isn't hard if you have a bit of Magic Item Use training, but the good news is that anyone can do the preparation for you. But how do you prepare a talisman?

Blood. Lots of blood. You're going to have to go out and slaughter creatures that have blood. The stronger they are, the better the quality of their blood will be. That means that beasts from the Rift are going to provide you with some amazing quality life-liquid, and kobolds are... well, not. You can collect this blood using syringes and vials that I also sell. Noticing a trend here?

Once you have a vial full of blood, you're going to pour it on your talisman. If you're exceptionally bad with magical items, your talisman's probably going to break at this point.****** Otherwise, you'll either succeed famously or not do so well. Good news: you can try again. You won't even need to buy a new vial!

Now you're going to have to find a beast. The good news is that common beasts, the first type that you'll be able to bind, are everywhere. Most of the wilds around your various towns have a few different options. Every beast has its own strengths and weaknesses, which we'll go into soon enough. You can invoke your talisman anywhere to see if you can find a Spirit Beast there.

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.

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.

Fighting

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.

Your creature's going to settle into a stance as soon as it begins the fight: Turtle, Wolf, Serpent, Hare, or Crane.

Turtle is strong against Hare and Crane; is weak against Serpent and Wolf.
Wolf is strong against Hare and Turtle; is weak against Crane and Serpent.
Serpent is strong against Turtle and Wolf; is weak against Crane and Hare.
Hare is strong against Serpent and Crane; is weak against Wolf and Turtle.
Crane is strong against Wolf and Serpent; is weak against Hare and Turtle.

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.

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.

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!

Customizations

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.

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.

Common spirit beasts

Originally compiled by Eruheran

Town Spirit Beasts
Broken Lands (WL) hyena, jackal
Cysaegir butterfly, aelotoi guardsman
Ebon Gate swamp witch, mire wight, giant mantis, skeletal warrior
Four Winds Isle snapping turtle, great tortoise, capuchin monkey, seagull
Icemule Trace thyril, penguin, timber wolf, vereri, silverback orc, snowcat
Pinefar arctic wolverine, seeker, glacei, fox, snowy owl
River's Rest aardvark, pale crab, chimera, krolvin, pirate
Shadow Valley (WL) mare, pony, stallion
Solhaven shan, lobster, fenghai, roa'ter, daggerbeak, hound, alleycat
Ta'Illistim griffin, moulis sapling, yeti, kiramon
Ta'Vaalor hawk, fanged rodent, urgh, wolfshade, bobcat, grass snake
Teras tsark, water elemental, fire elemental, cinder wasp, wind wraith
Wehnimer's Landing kobold, rat, rolton, goblin, thrak, manticore
Zul Logoth krynch, bat, whelk

Spirit beast enhancives

Stat Fluid color
Power Indigo
Defense Emerald
Speed Gold
Insight Violet
Accuracy Mauve - also Saffron for common
Health Crimson
Clear
enhancives
Black

Spirit Beasts 2.1

Category: Game Design Discussions
Topic: Spirit Beasts
Message #: 56
Author: GS4-AUCHAND
Date: 03/14/2015 03:23 PM EDT
Subject: Spirit Beasts 2.1: Arenas!

Editor's note: Talondown Arena information appears on that page. Only Spirit Beast system info here.

Armaments, beast experience potions, and common and uncommon Spirit Beast enhancements are all available for purchase or winning at the Talondown Arena!

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.

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.

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.

Experience 'til next is now shown on Spirit Beast talismans!

Spirit Beasts 2.0

Category: Game Design Discussions
Topic: Spirit Beasts
Message #: 15
Author: GS4-AUCHAND
Date: 03/06/2015 07:16 PM EST
Subject: Spirit Beasts 2.0 Release

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:

  • Clearer Info - Numerical values now exist for all Spirit Beast stats, accompanied by rough values appropriate for in-character discussion.
  • Combat - It's been rebalanced around recent fight tracking to even out the gaps between certain overperforming and underperforming spirit beasts.
  • 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.
  • 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.
  • Fight Notifications - RUBbing your talisman while it's worn will now tune you in to receive fight notifications as they happen across Elanthia.
  • New Spirit Beast Elements - Wild Magic (strong against spirit, weak against elements) and Rift Armament (strong against elements, weak against spirit).
  • 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.
  • 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.
  • Classes - Beasts are now sorted into classes: Humanoids, Beasts, Elementals, Arthropods, and Aberrations. This is ultra-important for armaments!

Auchand


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