Spirit Beast/saved posts

The official GemStone IV encyclopedia.
< Spirit Beast
Revision as of 10:30, 8 June 2015 by VANKRASN39 (talk | contribs) (saved posts from original page)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Oct 2014 Updates

Category: Quests/Sagas/Events
Topic: Ebon Gate Festival
Message #: 6969
Author: GS4-AUCHAND
Date: 10/19/2014 12:29 AM EDT
Subject: Spirit Beasts Updates

I'm starting a running thread for any improvements to the Spirit Beasts system that will be coming out over the next few days, as players find bugs and quirks.

The following fixes and updates have been rolled out for Spirit Beasts:

  • Blood vials should now be POURable without a target to remove any blood that's in them
  • Last names should no longer be appearing as part of the stance checks
  • Potions to clear enhancements are now available in Ilixil's Bestiary
  • Improved the granularity of stat descriptions in the LOOK of talismans
  • Level-based stat growth is now reflected in the LOOK of talismans
  • Fixed a typo in air elemental vs. elemental messaging

A note on creature stats:

I've gotten a few questions emailed to me about how Spirit Beasts are statted. For the most part, the stat descriptions available from your creatures' talismans should be sufficient to determine its strengths and weaknesses, but in the interest of satisfying hungry minds, I'll spill the following. All Spirit Beasts begin with base level 1 stats ranging from 90 to 140 points, and can have stat growth levels from 1 to 4 points per level. In a talisman's LOOK, the (base stat + (stat growth * level)) is presented as a rough estimate of the stat, using the following criteria:

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+

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. This means that when I was statting them out, I had that number of points to play with, with the stipulations that the stat numbers did not go above 130 or under 90, and the stat growth did not go over 3 or under 1.

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 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 cool stuff. Doing the math, a legendary beast's maximum enhanced stat could reach 220 provided that they started at 140 and had a growth potential of 4.

Enhanced stats are not counted in the LOOK of your Spirit Beast talisman.

A note on leveling beasts:

There are diminishing experience returns for playing the same player multiple times in a row in order to discourage scripting. Spreading the wealth is a good idea.

Auchand

Category: Quests/Sagas/Events
Topic: Ebon Gate Festival
Message #: 7323
Author: GS4-AUCHAND
Date: 10/20/2014 5:37 AM EDT
Subject: Re: Spirit Beasts Updates

Some more updates:

  • Fixed a problem with stance information getting unset (this was causing people to see their last names or garbage information in place of stances; please email me at gs4-auchand@play.net if this persists!)
  • Insight now provides a chance to auto-switch to counter your opponent
  • Slightly raised the value of Defense
  • Slightly increased penalty for being in the wrong stance when attacking
  • Horses can now be bound in the Shadow Lands
  • Two beasts can now be bound in Cysaegir
  • Roltons now use the 'Stampede' special attack instead of 'False Security'
  • Cinder Wasps now have access to the 'Stinging Swarm' special attack instead of 'Sky Rend'
  • Foxes can now be bound in Pinefar
  • Hounds can now be bound in Solhaven

Auchand

Category: Quests/Sagas/Events
Topic: Ebon Gate Festival
Message #: 7356
Author: GS4-AUCHAND
Date: 10/20/2014 8:40 PM EDT
Subject: Re: Spirit Beasts Updates
  • Adjustments have been made to how both Insight and Speed benefits are calculated, improving both stats because they were undervalued versus creatures of corresponding Defense or Power.
  • Ebon Gate creatures added! Swamp witches, mire wights, giant mantises, and skeletal warriors are now available on the Ebon Gate grounds.
  • Owls have been added to Pinefar.
  • Manticores have been added to Wehnimer's Landing.

Auchand

Category: Quests/Sagas/Events
Topic: Ebon Gate Festival
Message #: 7356
Author: GS4-AUCHAND
Date: 10/20/2014 8:40 PM EDT
Subject: Re: Spirit Beasts Updates
  • Wolves are now Timber Wolves.
  • Timber Wolves and Wolfshades have access to the new "We Are Pack" special ability instead of "Bestial Fury."
  • Hyenas and Jackals added to the Broken Lands.
  • Spirit Beasts can now be bound on Four Winds Isle: snapping turtles, great tortoises, capuchin monkeys, and seagulls.

Auchand

Category: Quests/Sagas/Events
Topic: Ebon Gate Festival
Message #: 7444
Author: GS4-AUCHAND
Date: 10/22/2014 12:30 AM EDT
Subject: Re: Spirit Beasts Updates

>do we need more blood for each tier as we go along (tier being common to uncommon to legendary) (the one I dont mind finding out on my own)

Nope. Same amount of blood. Don't let someone unskilled with MIU handle the pour, though, as they can still break!

>do they all share the same original enhancements since we just pour the flacons on the talisman itself? (The main question I have since I want to be sure I buy more flacons if that is the case)

Enhancements are stored separately. The ones for sale at EG only work on common spirit beasts.

>The potions sound like an excellent general alchemy item to me.

I agree. I don't have any sway over the alchemy system, but I'll suggest it.

>Are the talismans destroyed sometimes on failure? Should I grab a few for the future?

>No, they aren't destroyed.

The only time a talisman can be destroyed is if someone with insufficient MIU pours blood on it.

>1. Does losing still progress them? If not, can it, at least a little?

I don't plan on incentivizing losing at this time. I might eventually. They seem to be gaining levels fast enough already.

>2. Is it weighted by level? So if my level 10 rolton beats a level 1 mantis, do I get much less progression for it, and vice versa?

It is weighted by level. The good news is that reverse weighting is true as well, so if you defeat a beast that's much higher in level, you'll get more exp.

>Also could we PLEASE declare the locations of the legendary spirit beasts an in game puzzle/secret and keep it off the boards?

I would like that as well. Due to the incredible difficulty of finding them, I think I may release a compendium that gives rough clues, but we'll see how hard finding the Uncommon Beasts is for more people.

>I am guessing that Rift beasts would fall in the uncommon or rare type categories

There aren't any beasts in the Rift, but I imagine there will be.

Auchand

Category: Quests/Sagas/Events
Topic: Ebon Gate Festival
Message #: 7461
Author: GS4-AUCHAND
Date: 10/22/2014 12:17 PM EDT
Subject: Re: Spirit Beasts Updates
  • Spirit Battles are now allowed in sanctuaries, but not sanctuaries that are in town.
  • Spirit Battles are now allowed in town.
  • Fixed an issue that was causing artificially long levels. Like, really long. All experience gained will still count toward your leveling progress.
  • Updated the LOOK on talismans to include customization information about Spirit Beasts.
  • To make the Guard and Strike duality more useful, Guard and Strike commands are no longer visible to one's opponents. In addition, guarding will now restore a small percentage of your beast's health per attacking turn. The bonus for defending and penalty to attacking while guarding have both been increased slightly. As a note, Guard and Strike only affect standard attacks.
  • Added a check to POURing vials and potions that requires that the recipient item be held in your other hand.

Auchand

Category: Quests/Sagas/Events
Topic: Ebon Gate Festival
Message #: 7602
Author: GS4-AUCHAND
Date: 10/25/2014 2:10 AM EDT
Subject: Re: Spirit Beasts Updates

Catscratch Fever Update!

  • The new "Catscratch Fever" special ability is applied to all common and uncommon cats.
  • Added alleycats around Solhaven, snowcats around Icemule, bobcats in Ta'Vaalor.
  • Added two uncommon cats--a warcat and a tomcat.
  • Added one legendary cat, a very special warcat.
  • Added seven new uncommon beasts.
  • Adjusted the look of talismans, especially when customized.
  • Made it easier to find common beasts using INVOKE. Uncommon and legendaries still have a significant chance not to show and may require a multiple checks in the same room or area.
  • A few beasts have gained/lost/changed elemental alignment to be more in-line with original guidelines (i.e. most (but not all) flying creatures are attuned to air.)

Auchand

Teaser

Category: Quests/Sagas/Events
Topic: Ebon Gate Festival
Message #: 6969
Author: GS4-AUCHAND
Date: 10/09/2014 10:11 PM EDT
Subject: Ebon Gate Teaser: Spirit Beasts

>invoke talisman
You focus your thoughts on a small glass 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 rat spirit.
Roundtime: 15 sec.

>attune talisman
You tighten your grip on a small glass talisman, willing it to attune to the presence of the rat spirit lingering in the area.
Roundtime: 2 sec.

>offer talisman
You hold out your clay talisman and reach out with your mind, calling to the rat 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 simple 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.
Roundtime: 17 sec.

Why, it's almost like I should try and challenge someone else with one of these spirits!

>point talisman at paidreg
You challenge Paidreg to a Spirit Battle, offering your 1st train rat up against his 1st train roa'ter! (Paidreg has 45 seconds to respond by POINTing his clay talisman back at you.)

Paidreg accepts your challenge to a Spirit Battle!

You raise your clay talisman skyward and call out to the spirit dwelling within. The ephemeral spirit of a twitchy giant rat erupts forth in a blaze of energy and begins advancing on Paidreg, who counters a moment later by thrusting his clay talisman toward you. The spectral form of a plump red roa'ter crackles into existence, rising to defend him!
The battle will begin in 10 seconds.

The spirits begin to clash with one another!

Your giant rat snaps at Paidreg's red roa'ter!
A weak strike!
...13 damage!
A twitchy giant rat gathers a bit of energy from fighting.

What do you folks think? Want to know more?