User:VANKRASN39/flare sandbox: Difference between revisions

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(→‎Category B Flares: save progress)
(→‎Category B Flares: save progress)
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==Category B Flares==
==Category B Flares==
Category B flares, as officially defined by [[item properties]], are categorized into three groups: common, uncommon, and rare. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]].
Category B flares, as officially defined by [[item properties]], are categorized into three groups: common, uncommon, and rare. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]. They might also be called "traditional flares" for which presence of the flare means an item cannot be blessed.


===Common Flares===
===Common Flares===
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|-
|-
![[Lightning critical table|Lightning]]
![[Lightning critical table|Lightning]]
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. ''See also [[feras]]''
|style="white-space:nowrap"|Hybrid Elemental
|style="white-space:nowrap"|Hybrid Elemental
|-
|-
!style="white-space:nowrap"|[[Acuity flare|Acuity]] 1x-4x
!style="white-space:nowrap"|[[Acuity flare|Acuity]] 1x-4x
|Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x)
|Runestaff-only flares that give temporary bonuses of 5 [[AS]]/3 [[CS]] per X (up to 10X) upon triggering
|Runestaff
|Runestaff
|-
|-
![[Mana flare|Mana]] +1-+2
![[Mana flare|Mana]] +1-+2
|Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+)
|Runestaff-only flares that return a specific amount of [[mana]] (from 1-5) depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares)
|Runestaff
|Runestaff
|}
|}
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|Sorcerous
|Sorcerous
|-
|-
!Holy water flares
!Holy water
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave as acid on undead and (harmless but visible) water on living creatures
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave as acid on undead and (harmless but visible) water on living creatures
|Spiritual
|Spiritual
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|Spiritual
|Spiritual
|-
|-
!style="white-space:nowrap"|Acuity flares 5x-6x
!style="white-space:nowrap"|Acuity 5x-6x
|Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x)
|
|Runestaff
|Runestaff
|-
|-
!Mana flares +3-+4
!Mana +3-+4
|Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+)
|
|Runestaff
|Runestaff
|}
|}
===Rare Flares===
===Rare Flares===
Rare flares include mechanical, force, and high level mana and acuity. The designation also included scripted flares that also take up the Category B property.
:*Acuity flares 7x-10x
{| {{prettytable}} width=75%
|- bgcolor=lightblue
!Flare||Description||Type
|-
![[Crush critical table|Crushing]]
|Applicable only to rods
|Mechanical
|-
![[Puncture critical table|Piercing]]
|Applicable only to spikes
|Mechanical
|-
![[Slash critical table|Slashing]]
|Applicable only to blades
|Mechanical
|-
![[Grapple critical table|Grapple]]
|Tendril of force. Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals
|Force
|-
![[Unbalance critical table|Unbalance]]
|Burst of force. Have a very high likelihood of knocking down a target
|Force
|-
!Acuity 7x-10x
|Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x)
|Runestaff
|-
!Mana +5
|Returns 5 mana upon triggering (even upon casting defensive spells)
|Runestaff
|-
![[Greater elemental flare|Greater elemental]]
|Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once
|Script
|-
![[Realm flare|Realm]]
|Flares change based on the [[realm]] where the wielder is hunting
|Script
|-
![[Rotating flare|Rotating]]
|Give the wielder a choice of whatever flares are built into the weapon.
|Script
|}
==Category C Flares==
Category C flares, as officially defined by [[item properties]], are

:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana.
:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana.
:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.
:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.
:*[[Chronomage flares]]
:*[[Chronomage flares]]

:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.

:*[[Greater elemental flare]]s - Script, adds a chance for an additional double-flare to certain types of flaring weapons. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once. Also a few flashy verb traps and can change eye color temporarily for an hour with a two-hour cooldown.
:*[[Ironwright's holy flares]] - Ironwright's script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.
:*[[Ironwright's holy flares]] - Ironwright's script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.
:*[[Knockout flare]]s - {{#section:knockout flare|intro}}
:*[[Knockout flare]]s - {{#section:knockout flare|intro}}

:*Mana flares +5
:*Mechanical flares - These flares do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they are blades, spikes, or rods, respectively.
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.
:*[[Polearm rebalancing flares]] - Also known a "poleaxe flares." They inflict a critical from the crush table as damage when they flare, and have the potential for a second "flare" which trips the target. If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second "flare". If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second "flare". It is possible to [[bless]] weapons with this flare (that would be blessable without it).
:*[[Polearm rebalancing flares]] - Also known a "poleaxe flares." They inflict a critical from the crush table as damage when they flare, and have the potential for a second "flare" which trips the target. If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second "flare". If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second "flare". It is possible to [[bless]] weapons with this flare (that would be blessable without it).

:*[[Realm flare]]s - Special merchant flares that change based on where the wielder is hunting.
:*Rotating flares - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon.
:*[[Rotflares]]
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on "black alloy" weapons.
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on "black alloy" weapons.

:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target.
:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered.
:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered.


===Feras Weapons===
==Category D Flares==
*[[Rotflares]]
{{main|Feras}}
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.


==Methods of Obtaining Flares==
==Methods of Obtaining Flares==

Revision as of 22:08, 13 September 2017

Flares are a common attribute that armor, shields, and weapons throughout Elanthia possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that common flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaffs.

Category B Flares

Category B flares, as officially defined by item properties, are categorized into three groups: common, uncommon, and rare. Rare flares are typically only offered through special merchant services, rather than through the treasure system. Flares can be determined empirically or through a bard loresong. They might also be called "traditional flares" for which presence of the flare means an item cannot be blessed.

Common Flares

Common flares include all flares that can be obtained via Elemental Blade (411) and low level mana and acuity runestaff flares.

Flare Description Type
Cold Also known as "water" or "ice" flares, these flares are effective on fire-type creatures Elemental
Fire Effective on cold-type or water-type creatures, as well as trolls and most undead. Most forms of trolls take double damage Elemental
Vacuum Also known as "void" or "air" flares, these flares are found on coraesine weapons Elemental
Vibration Also known as "earth" flares, these flares are effective on earth-type creatures, such as pyrothags Elemental
Lightning Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. See also feras Hybrid Elemental
Acuity 1x-4x Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x) Runestaff
Mana +1-+2 Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+) Runestaff

Uncommon Flares

Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.

Flare Description Type
Acid Hybrid Elemental
Steam Not heavily sought after due to an overall inferior critical table. Effective on undead Hybrid Elemental
Disintegration Similar to Disintegrate (705) Sorcerous
Disruption Similar to Mana Disruption (702), can be found in greater black ora weapons Sorcerous
Holy water Available only through Bless Item (304) and sometimes permablessing, these flares behave as acid on undead and (harmless but visible) water on living creatures Spiritual
Plasma Effective on undead, available through Consecrate (1604) Spiritual
Acuity 5x-6x Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x) Runestaff
Mana +3-+4 Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+) Runestaff

Rare Flares

Rare flares include mechanical, force, and high level mana and acuity. The designation also included scripted flares that also take up the Category B property.

Flare Description Type
Crushing Applicable only to rods Mechanical
Piercing Applicable only to spikes Mechanical
Slashing Applicable only to blades Mechanical
Grapple Tendril of force. Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals Force
Unbalance Burst of force. Have a very high likelihood of knocking down a target Force
Acuity 7x-10x Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x) Runestaff
Mana +5 Returns 5 mana upon triggering (even upon casting defensive spells) Runestaff
Greater elemental Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once Script
Realm Flares change based on the realm where the wielder is hunting Script
Rotating Give the wielder a choice of whatever flares are built into the weapon. Script

Category C Flares

Category C flares, as officially defined by item properties, are

  • Blink weapon - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana.
  • Bubble flares - Provide the wielder with temporary damage padding for approximately one minute. Padding levels range from heavy to phenomenal.
  • Chronomage flares


  • Ironwright's holy flares - Ironwright's script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.
  • Knockout flares -
  • Poison flares - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.
  • Polearm rebalancing flares - Also known a "poleaxe flares." They inflict a critical from the crush table as damage when they flare, and have the potential for a second "flare" which trips the target. If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second "flare". If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second "flare". It is possible to bless weapons with this flare (that would be blessable without it).
  • Shadowdeath flares - These flares do only blood-loss type damage, no wounds. Only found on "black alloy" weapons.
  • Vial flares - Produces a vial that returns a small amount of mana, health, or spirit (depending on the type) when triggered.

Category D Flares

Methods of Obtaining Flares

Flares can be added to weapons that do not previously have flares by a variety of methods. There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless Item (304) (when cast by a cleric with 40 or more ranks in the Cleric Base), or the minor elemental spell Elemental Blade (411). Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.

Premium subscribers can add one standard flare from awarded Premium points at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points.

Armor Flares

Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker. However, certain combat maneuvers will implement these flares in an offensive manner, such as sweep, bearhug, and shield bash. Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used. Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses Sweep, the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.

Reactive flares can be added to shields and armor, but not piece armor, through the Premium points system.

Resources