Tier 1
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Pure Coraesine Weapons
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Service: Creation of a +30 bladed weapon to the winner's specifications, crafted from pure coraesine
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Available slots: 1
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Method of Choosing: Auction
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Eligibility: Weapon must have a blade, but cannot be a katana or a claidhmore. Naginatas may be made, but will be +10 instead of +30. Possible weapon bases include: backsword, bastard sword, broadsword, dagger, falchion, katar, longsword, main gauche, estoc, rapier, scimitar, short sword, whip-blade, awl-pike, naginata, flamberge, two handed sword, hook-knife, jack-blade, knuckle-blade, sai, tiger claw, and troll claw.
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Restrictions and notes: Weapon will be immediately and permanently attuned to the winner and cannot be transferred. Coraesine is a semi-sentient metal particularly associated with the Faendryl, whose Palestra warriors would use coraesine to combat demons that have escape the control of their summoners. A coraesine weapon requires the owner to use it over time while hunting near level creatures so it can bond with its new owner. Before a specific level of bond is formed, the weapon may refuse to swing at the target or strike at its owner. The bond will lapse over time unless it is at its highest level, and certain levels of bonding is required to unlock certain abilities. Coraesine weapons can be expected to be incredibly difficult, if not impossible, to ensorcell. Coraesine is compatible with the unarmed combat system.
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Pure Coraesine Weapon Abilities
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- Air flares which can be triggered during an mstrike.
- Ball Morph allows the weapon to be transformed into an orb of coraesine.
- Call Wind may be used as often as the bearer wishes, but it requires that the bearer has a full supply (greater than zero) of mana and that all of the mana be spent.
- Double strikes will be unlocked at the highest levels, and allow a character to strike a single target twice with no added roundtime. They can be triggered during an mstrike.
- Hand of Tonis effect, which can be used 3x/day. It appears similar to the Fury ability in older pure coraesine weapons, which gave bonuses to CS as the character leveled, making the ability useful even to squares. It is also hinted to be useful in clearing clouds.
- Haste may be used twice per day.
- Idle messaging
- Thorns of the Wind allows the weapon to lash out at anyone who was not attuned to it if that character attempted to pick it up, resulting in injury and forcing them to drop the weapon. It can be turned off if desired.
- Tornado Flares conjure up a squall of air that damages the target and sometimes carries it into another room. This flare can be triggered during an mstrike.
- Wind's Whisper will send an apparition of the weapon's bearer to a designated location if the owner should die. The owner must be wielding the weapon and have set the location beforehand in the same realm. The apparition will not notify of the owner's location, only alert of their death.
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Example of Ball Morph
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You raise the coraesine wakizashi, causing the swirling orb-shaped sigil engraved upon its blade to flicker rapidly with blue-white light. The glow spreads forth from the sigil until the entire wakizashi appears to be made of nothing more than a bright light.
Immediately, the glowing wakizashi curls inward on itself like a current of wind and coalesces into a small orb of coraesine, its glow giving way to the swirled metal.
You glance down to see a grey-swirled coraesine orb in your right hand and nothing in your left hand.
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Example of Call Wind
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You run your finger down the coraesine wakizashi's blade, tracing the circumference of the grey-blue vortex sigil engraved upon its surface. After a moment, the sigil's edges begin to pulse with a pale white glow.
A lesser ice giant furrows its icy brow.
You raise your coraesine wakizashi over your head, channeling your power into it as you close your eyes to maintain focus. You feel yourself lifted into the air as a howling gale of wind surrounds you...
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
A lesser ice giant is knocked over by the wind.
The wind then subsides.
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Example of a Double Strike
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You swing a coraesine wakizashi at a greater construct!
AS: +698 vs DS: +192 with AvD: +7 + d100 roll: +87 = +600
... and hit for 78 points of damage!
Blow to head!
You feel the coraesine wakizashi respond to your will, and suddenly it flares up with a blazing white-grey aura! Vicious winds curl around you in a spiraling vortex, increasing your momentum as you let loose a lightning-quick strike!
You swing a coraesine wakizashi at a greater construct!
AS: +698 vs DS: +148 with AvD: +7 + d100 roll: +99 = +656
... and hit for 77 points of damage!
Well aimed shot, punctures upper arm!
Roundtime: 4 sec.
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Example of Haste
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You stab your coraesine wakizashi into the air, and the world seems to shift and blur around the edges of its blade as it fluidly slices upwards. Its edges ripple with a grey-white light, and you feel currents of wind begin to tighten around you, speeding up your movements significantly...
You begin to notice the world slow down around you. Strange.
You swing a coraesine wakizashi at a greater ice giant!
AS: +683 vs DS: +62 with AvD: +21 + d100 roll: +65 = +707
... and hit for 131 points of damage!
Strike to the eye penetrates skull, ocular fluid sprays widely!
The ice giant cries out in cold agony one last time and dies.
Roundtime: 4 sec.
Roundtime changed to 2 seconds.
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Example of Tornado Flare
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You swing a coraesine wakizashi at a greater construct!
AS: +698 vs DS: +198 with AvD: +7 + d100 roll: +48 = +555
... and hit for 77 points of damage!
Right leg mangled horribly.
The greater construct is knocked to the ground!
- A massive vortex of shrapnel-laden air coalesces around a greater construct! *
... 15 points of damage!
Downward slash across the greater construct's left thigh!
Gouges bone!
The vortex carries a greater construct off to the north!
Roundtime: 4 sec.
And in the room that it was gusted into...
A greater construct lands in the room with a THUD!
... 10 points of damage!
Light blow to back.
... 15 points of damage!
Nice blow to left leg!
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Example of Wind's Whisper
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Tamuz just arrived.
Tamuz raises his coraesine wakizashi, its surface exploding in tiny feather-like slivers of white-grey light. After a moment, the luminous feathers fall to the ground and seem to become absorbed into it.
Tamuz just went northeast.
>look
[Town Square Central]
This is the heart of the main square of Wehnimer's Landing. The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith. At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree. The oak is tall and straight, and it is apparent that the roots run deep. You also see some stone benches with some stuff on it.
You hear a faint, keening cry carried on the wind. Shortly after, a shroud of mist coalesces into a vague apparition of Tamuz -- his features blank and expressionless as if he were dead.
And from the wielder's point of view...
>whine
You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
Your coraesine wakizashi begins to flicker and pulse rapidly, and your vision is swept away by the power of the wakizashi as it reaches desperately toward your designated safehaven...
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Spirit Bows
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Service: Gloves and gauntlets that can be used to summon bows seemingly made from energy, powered by the wielder's mana and/or spirit
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Available slots: 1
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Method of Choosing: Raffle
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Eligibility: Raffle will require some amount of ranged weapons training to enter.
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Restrictions and notes:Glove or gauntlet will be created from scratch by the merchant, which will generate a bow of energy. Winner will be able to customize the appearance of the glove or gauntlet, type of bow (short, composite, long) as well as the color of the energy comprising the bow and its ammunition.
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Information from 2006 EG spirit bows: raise the gauntlet to create the bow, which is 5x in enchantment. Bow is maintained by draining mana from the bearer every minute or so, and uses the bearer's "energy" to create ammunition as bolts of light. Bolts have a single chance to flare plasma against the living, and two chances against the undead. Clench the gauntlet to heighten the power channeled into the bow (so-called "god mode") that can only be done once every two hours. When in heightened power, the bow enhances strength, aura and influence, but also drains spirit to use. All bolts flare each time the attack hits, and the force of the attack is stronger than normal. Dropping, swapping, or wearing the bow causes it to dissipate, and if done so when in its heightened state, will cause severe injuries to the bearer's weapon hand and arm.
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Example of Use
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You are holding a tenebrous black scaled gauntlet in your right hand.
>wear gauntlet
A faint pulse of shadowy black energy shimmers around the black scaled gauntlet as you slide it over your left hand.
>raise gauntlet
You raise your clenched fist above your head, causing crackling arcs of shadowy black energy to streak forth from either end of your black scaled gauntlet. The energy quickly stabilizes, forming a shadowy black bow centered on your left hand.
Your shadowy black bow pulses softly.
>fire
You draw back on the force between the limbs of your bow, drawing upon your power to create a crackling shadowy black bolt of energy.
You fire a crackling shadowy black bolt of energy at a fire mage!
AS: +373 vs DS: +155 with AvD: +34 + d100 roll: +14 = +266
... and hit for 77 points of damage!
Blow shatters knee and severs lower leg!
A fire mage screams and falls to the ground!
The bolt of energy dissipates into tiny shadowy black particles.
>clench gauntlet
As you tighten your grip around a crackling shadowy black composite bow, you feel a sudden rush of power surge through your left arm, demolishing the damping force within the conduit connecting you to the bow! You feel the power begin to siphon away the very essence of your life!
Your life essence continues to drain away into the shadowy black bow!
>fire
You draw back on the force between the limbs of your bow, drawing upon your power to create a crackling shadowy black bolt of energy.
You fire a crackling shadowy black bolt of energy at a fire mage!
AS: +448 vs DS: +89 with AvD: +34 + d100 roll: +70 = +463
... and hit for 139 points of damage!
Deft strike to the back cracks vertebrae!
- Your bolt of energy suddenly bursts, scattering into particles of shadowy black plasma! **
... 30 points of damage!
The fire mage's eye blackens and pops leaving a smoking hole behind!
Erratic fibers of shadowy black essence dance their way up and down the insubstantial form of your bow.
>drop bow
Overexerted from the enormous surge of power through your left arm, you feel your muscles scream with pain, accompanied by a number of shattered bones! Crackling bands of shadowy black energy flow down the limbs of your shadowy black bow as they recede into the confines of your black scaled gauntlet.
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Ethereal String
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Service: Attaching this string to an appropriate weapon makes it into a "returner" and gives it the ability to increase AS at the coast of mana and stamina when raised
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Available slots: 1
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Method of Choosing: Raffle
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Eligibility: Raffle will require some amount of thrown weapon training to enter.
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Restrictions and notes: Type of weapon is limited to hammer, handaxe, discus, quoit, javelin, or dagger. They cannot be scripted in any way. They can have special properties though such as weighting, banes, enhancive, etc.
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Duping Quiver
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Service: A quiver which will copy any arrow that is placed into it an unlimited amount of times.
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Available slots: 1
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Method of Choosing: Auction
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Hidden Weapons Bracer
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Service: Bracer-type item that can fire various items as ammunition and conceal a small metal-bladed weapon
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Available slots: 1
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Method of choosing: Raffle/Spin
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Eligibility: Bracer will be created by the merchant.
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Restrictions and notes: Ammunition includes lockmastery trap components, smooth stones, vials of sneezing powder, brimstone gems and vials of weapon poison. Cursed items cannot be used. Success on use depends on stats and skills, particularly dexterity, perception, and the target's level. Bracer can overheat and/or require repair after prolonged use. Firing ammunition requires an empty hand on the same side as the arm on which the bracer is worn. Bracer can be adjusted to be worn on either the left or right arm. Bracer cannot be used in CvC situations and will not attack friendly creatures, like defender NPCs or town militia. Bracer is wristworn and, naturally, functional. It has a very short custom loresong. Bracer can be ANALYZEd for more information.
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Bracer Analyze (Including Usage Information)
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You analyze your leather vambrace and sense that the item is largely free from merchant alteration restrictions.
The creator has also provided the following information:
This item can be altered, keeping in mind parts of the show description are part of the script and cannot be changed. This also supports having both a long and a show description.
Usage Instructions:
The leather vambrace can be loaded with certain ammo, such as lockmastery trap components, smooth stones, sneezing vials, and brimstone gems. (ed - It also now accepts vials of weapon poison.) It can also discreetly store a small metal-bladed weapon. If its user is not very dexterous, they can jam the ammo while loading it. It will then need to be unloaded. Its user can also unload a loaded vambrace at any time, but it will result in destroying any ammo. No ammo can be recovered once loaded, included jammed ammo.
Once loaded, the vambrace can be pointed at a target to shoot the ammo at it. The user will undergo a series of checks to perception and dexterity, as well as taking the target creature's level into account. If successful, the target will be damaged. Failure will result in the vambrace misfiring and/or backfiring. The ammo is destroyed on contact and cannot be recovered.
Each type of ammo will cause the vambrace to overheat at different levels. If the vambrace isn't used for an hour and hasn't overheated, it will cool down. But once it overheats, its user will need to wait an hour before fixing it. Occasionally, the firing pin will break, requiring a steel spring to fix it.
To fire the vambrace, it will require an empty hand. It can switch which forearm it is worn on by turning it. A highly perceptive user will have much better success when using the vambrace, as well as being able to aim a lot better. It also has a narrow slit at the base of the vambrace where a small metal-bladed weapon can be stored. By pushing and pulling the bracer, its handler can quickly access this weapon.
In StormFront, the item's drop down menu provides all the commands to interact with the vambrace in its own submenu.
You get no sense of whether or not the vambrace may be further lightened.
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Unlocked Chrism Holder
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Service: A fully unlocked chrism holder with +2 enhancive bonus to spirit recovery
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Available slots: 2
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Method of choosing: Raffle/Spin
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Eligibility: It appears that the holder may be provided by the merchant.
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Restrictions and notes: Chrism holders are items that hold chrism-blessed gems. When the wearer dies, they can look at the holder to release the chrism for use. A fully unlocked chrism holder, however, applies the chrism to the dead body directly, without needing a cleric to apply the gem to the corpse. There is also a 25% chance that the holder retains the chrism gem for another use.
No skill training is needed to make use of the enhancive. The enhancive will behave like almost any other, having charges that will deplete with use over time.
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Impure Coraesine Weapons
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Service: Creation of a +30 bladed weapon to the winner's specifications, crafted from impure coraesine
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Available Slots: 3
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Method of choosing: Raffle/Spin
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Eligibility: Weapon must have a blade, but cannot be a katana or claidhmore. Naginatas may be made, but will be +10 instead of +30. Possible weapon bases include: backsword, bastard sword, broadsword, dagger, falchion, katar, longsword, main gauche, estoc, rapier, scimitar, short sword, whip-blade, awl-pike, naginata, flamberge, two handed sword, hook-knife, jack-blade, knuckle-blade, sai, tiger claw, and troll claw.
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Restrictions and notes: Weapon will be immediately and permanently attuned to the winner and cannot be transferred. Coraesine is a semi-sentient metal particularly associated with the Faendryl, whose Palestra warriors would use coraesine to combat demons that have escape the control of their summoners. A coraesine weapon requires the owner to use it over time while hunting near level creatures so it can bond with its new owner. Before a specific level of bond is formed, the weapon may refuse to swing at the target or strike at its owner. The bond will lapse over time unless it is at its highest level, and certain levels of bonding is required to unlock certain abilities. Coraesine weapons can be expected to be incredibly difficult, if not impossible, to ensorcell. Coraesine is compatible with the unarmed combat system.
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Impure Coraesine Weapon Abilities
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- Air flares which can be triggered during an mstrike.
- Ball Morph allows the weapon to be transformed into an orb of coraesine.
- Double strikes will be unlocked at the highest levels and allow a character to strike a single target twice with no added roundtime. They can be triggered during an mstrike.
- Idle messaging
- Thorns of the Wind allows the weapon to lash out at anyone who was not attuned to it if that character attempted to pick it up, resulting in injury and forcing them to drop the weapon. It can be turned off if desired.
- Wind's Whisper will send an apparition of the weapon's bearer to a designated location if the owner should die. The owner must be wielding the weapon and have set the location beforehand in the same realm. The apparition will not notify of the owner's location, only alert of their death.
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Example of Ball Morph
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You raise the coraesine wakizashi, causing the swirling orb-shaped sigil engraved upon its blade to flicker rapidly with blue-white light. The glow spreads forth from the sigil until the entire wakizashi appears to be made of nothing more than a bright light.
Immediately, the glowing wakizashi curls inward on itself like a current of wind and coalesces into a small orb of coraesine, its glow giving way to the swirled metal.
You glance down to see a grey-swirled coraesine orb in your right hand and nothing in your left hand.
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Example of a Double Strike
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You swing a coraesine wakizashi at a greater construct!
AS: +698 vs DS: +192 with AvD: +7 + d100 roll: +87 = +600
... and hit for 78 points of damage!
Blow to head!
You feel the coraesine wakizashi respond to your will, and suddenly it flares up with a blazing white-grey aura! Vicious winds curl around you in a spiraling vortex, increasing your momentum as you let loose a lightning-quick strike!
You swing a coraesine wakizashi at a greater construct!
AS: +698 vs DS: +148 with AvD: +7 + d100 roll: +99 = +656
... and hit for 77 points of damage!
Well aimed shot, punctures upper arm!
Roundtime: 4 sec.
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Example of Wind's Whisper
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Tamuz just arrived.
Tamuz raises his coraesine wakizashi, its surface exploding in tiny feather-like slivers of white-grey light. After a moment, the luminous feathers fall to the ground and seem to become absorbed into it.
Tamuz just went northeast.
>look
[Town Square Central]
This is the heart of the main square of Wehnimer's Landing. The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith. At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree. The oak is tall and straight, and it is apparent that the roots run deep. You also see some stone benches with some stuff on it.
You hear a faint, keening cry carried on the wind. Shortly after, a shroud of mist coalesces into a vague apparition of Tamuz -- his features blank and expressionless as if he were dead.
And from the wielder's point of view...
>whine
You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
Your coraesine wakizashi begins to flicker and pulse rapidly, and your vision is swept away by the power of the wakizashi as it reaches desperately toward your designated safehaven...
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Self Mana Item Creation
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Service: Create an item that casts a spell with the users own mana when rubbed
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Available slots: 5
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Method of Choosing: 2 Auction, 3 Raffle/Spin
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Eligibility: Self mana will go on a pre-made magical item. The activator will be RUB, and they will cost double mana.
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Restrictions and notes: Available spells are:
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Self Mana Item Spells
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117 - Spirit Strike
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202 - Spirit Shield
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211 - Bravery
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303 - Prayer of Protection
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414 - Elemental Defense III
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503 - Thurfel's Ward
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508 - Elemental Bias
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509 - Strength
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513 - Elemental Focus
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602 - Resist Elements
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606 - Phoen's Strength
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611 - Mass Colors
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613 - Self Control
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905 - Prismatic Guard
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911 - Mass Blur
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913 - Melgorehn's Aura
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1204 - Foresight
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1208 - Mindward
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1215 - Blink
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1706 - Flaming Aura
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1711 - Mystic Focus
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Defensive Bonus (DB) Item Creation/Enchanting
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Service: Adding +5 DB to an existing non-DB item, or increasing the enchant of an existing DB item by +5
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Available slots: 5
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Method of choosing: 2 Auction, 3 Raffle/Spin
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Eligibility: Items cannot be a weapon or piece of armor, and cannot be worn from one or both ears, under shoes, under chestworns, in the hair, or as a pin. Items may or may not have an existing DB bonus.
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Restrictions and notes: DB items are not explicitly armor pieces that add directly to a character's DS when worn. Examples of DB items include cloaks, belts, boots, bowties, and so on. When inspected, the item will appear to be armor that will protect the wearer in general.
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Undead Bane
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Service: Add undead bane to a weapon with either weighting (+8) or flares
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Available Slots: 5
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Method of choosing: 2 Auction, 3 Raffle/Spin
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Eligibility: Weapons only, including UAC handwraps and footwraps. Though shields technically can accept the bane property, they are not eligible at this time. Items with existing banes may be eligible, provided that the new bane type is identical to the existing type, and new bane weighting is stacked on existing bane weighting.
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Restrictions and notes: The bane property can work with nearly all existing properties, including weighting, flares, scripts, defender bonuses, or scripted hard-coded enchants. It does not, however, work with runestaves, ranged weapons, or items such as spirit bows or mist ring armor that is continually re-created from a hard-coded pattern. Flares that may be added include fire, disintegration, disruption, unbalance, grapple, ice, electricity, impact, acid, vacuum, plasma, steam.
Undead bane will allow a weapon to strike the undead without requiring a blessing, but it is not functionally the same as permablessing.
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Weight Reducing
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Service: Add a script to a container that reduces the weight of all contents by 50%.
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Available Slots: 5
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Method of choosing: 2 Auction, 3 Raffle/Spin
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Eligibility: Can be added to any existing container.
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Restrictions and notes: Containers that are far outside the normal capacity will not be eligible. The weight reducing script is compatible with many existing scripts but not all of them.
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Self-Charging Rune Tattoos
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Service: A tattoo placed upon the arm that allows a spell to be invoked like a scroll a certain number of times per day, without needing a scroll in hand
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Slots per run: 5
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Method of choosing: 2 Auction, 3 Raffle/Spin
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Eligibility: Must have an arm free to receive the tattoo.
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Restrictions and notes: Depending on the spell chosen, tattoos can be invoked 3, 4, or 5x/day. Only two rune tattoos (self-charging and/or temporary) can be worn at any time. Mechanics for duration and other spell variables appear to be identical to invoking any other scroll. Wins are not transferrable. The winner must be the one to take the tattoo.
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Available Spells for 5x/day
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101 - Spirit Warding I
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102 - Spirit Barrier
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103 - Spirit Defense
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104 - Disease Resistance
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105 - Poison Resistance
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106 - Spirit Fog
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107 - Spirit Warding II
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108 - Stun Relief
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109 - Dispel Invisibility
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110 - Unbalance
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111 - Fire Spirit
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112 - Water Walking
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113 - Undisease
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114 - Unpoison
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115 - Fasthr's Reward
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117 - Spirit Strike
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118 - Web
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119 - Spirit Dispel
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120 - Lesser Shroud
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201 - Calm
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202 - Spirit Shield
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203 - Manna
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204 - Unpresence
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205 - Light
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206 - Darkness
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207 - Purify Air
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209 - Untrammel
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210 - Silence
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212 - Interference
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213 - Minor Sanctuary
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214 - Bind
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216 - Frenzy
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301 - Prayer of Holding
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302 - Smite
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303 - Prayer of Protection
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304 - Bless Item
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305 - Preservation
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306 - Holy Bolt
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307 - Benediction
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308 - Well of Life
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309 - Neutralize Curse
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310 - Warding Sphere
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311 - Blind
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312 - Fervent Reproach
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314 - Relieve Burden
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315 - Remove Curse
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317 - Divine Fury
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401 - Elemental Defense I
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402 - Presence
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403 - Lock Pick Enhancement
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404 - Disarm Enhancement
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405 - Elemental Detection
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406 - Elemental Defense II
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407 - Unlock
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408 - Disarm
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409 - Elemental Blast
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410 - Elemental Wave
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411 - Elemental Blade
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412 - Weapon Deflection
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413 - Elemental Saturation
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414 - Elemental Defense III
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415 - Elemental Strike
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416 - Piercing Gaze
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417 - Elemental Dispel
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501 - Sleep
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502 - Spell Store
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503 - Thurfel's Ward
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504 - Slow
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505 - Hand of Tonis
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506 - Haste
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507 - Elemental Deflection
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508 - Elemental Bias
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509 - Strength
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510 - Hurl Boulder
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511 - Floating Disk
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512 - Ice Patch
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513 - Elemental Focus
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514 - Stone Fist
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516 - Mana Leech
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518 - Cone of Lightning
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601 - Natural Colors
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602 - Resist Elements
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603 - Foraging
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604 - Skinning
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605 - Whispering Willow
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606 - Phoen's Strength
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607 - Sounds
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608 - Camouflage
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609 - Sun Burst
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610 - Tangleweed
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611 - Mass Colors
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612 - Breeze
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613 - Self Control
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615 - Call Swarm
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617 - Sneaking
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701 - Blood Burst
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702 - Mana Disruption
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703 - Corrupt Essence
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704 - Phase
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705 - Disintegrate
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706 - Mind Jolt
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707 - Eye Spy
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708 - Limb Disruption
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709 - Quake
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710 - Energy Maelstrom
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711 - Pain
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712 - Cloak of Shadows
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713 - Balefire
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715 - Curse
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716 - Disease
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718 - Torment
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719 - Dark Catalyst
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901 - Minor Shock
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902 - Minor Elemental Edge
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903 - Minor Water
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904 - Minor Acid
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905 - Prismatic Guard
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906 - Minor Fire
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907 - Major Cold
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908 - Major Fire
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909 - Tremors
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910 - Major Shock
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911 - Mass Blur
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912 - Call Wind
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913 - Melgorehn's Aura
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914 - Sandstorm
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915 - Weapon Fire
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916 - Invisibility
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917 - Boil Earth
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919 - Wizard's Shield
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1001 - Holding Song
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1002 - Vibration Chant
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1004 - Purification Song
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1005 - Lullabye
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1008 - Stunning Shout
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1013 - Song of Unravelling
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1015 - Song of Depression
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1016 - Song of Rage
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1101 - Heal/Harm
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1102 - Limb Repair
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1103 - System Repair
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1104 - Head Repair
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1105 - Organ Repair
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1106 - Bone Shatter
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1107 - Adrenal Surge
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1108 - Empathy
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1110 - Empathic Assault
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1111 - Limb Scar Repair
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1112 - System Scar Repair
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1113 - Head Scar Repair
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1114 - Organ Scar Repair
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1115 - Wither
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1201 - Force Orb
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1202 - Iron Skin
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1203 - Powersink
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1204 - Foresight
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1205 - Soothing Word
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1207 - Force Projection
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1208 - Mindward
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1209 - Dragonclaw
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1210 - Thought Lash
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1211 - Confusion
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1214 - Brace
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1215 - Blink
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1218 - Mental Dispel
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1601 - Mantle of Faith
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1602 - Pious Trial
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1603 - Faith's Clarity
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1604 - Purify
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1605 - Arm of the Arkati
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1606 - Dauntless
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1607 - Rejuvenation
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1608 - Guiding Light
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1610 - Higher Vision
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1615 - Divine Strike
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1619 - Faith Shield
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1701 - Arcane Decoy
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1704 - Stun Cloud
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1706 - Flaming Aura
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1707 - Minor Steam
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1708 - Mystic Impedance
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1709 - Minor Cold
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1710 - Major Acid
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1711 - Mystic Focus
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1712 - Spirit Guard
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1713 - Death Cloud
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1715 - Firestorm
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1718 - V'tull's Fury
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Available Spells for 4x/day
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116 - Locate Person
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208 - Living Spell
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211 - Bravery
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217 - Mass Interference
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219 - Spell Shield
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225 - Transference
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313 - Prayer
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316 - Censure
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418 - Mana Focus
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419 - Mass Elemental Defense
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519 - Immolation
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616 - Spike Thorn
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618 - Mobility
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619 - Mass Calm
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717 - Evil Eye
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918 - Duplicate
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1118 - Herb Production
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1217 - Vision
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1219 - Vertigo
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1609 - Divine Shield
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1611 - Patron's Blessing
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1614 - Aura of the Arkati
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1617 - Zealot
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1720 - Arcane Barrier
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Available Spells for 3x/day
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125 - Call Lightning
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515 - Rapid Fire
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1616 - Vigor
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Spell Knowledge Adding
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Service: Add enhance knowledge of a spell to an item
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Available slots: 5
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Method of choosing: 2 Auction, 3 Raffle/Spin
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Eligibility: Knowledge of 211 - Bravery, 513 - Elemental Focus, 606 - Phoen's Strenght, 1606 - Dauntless or 1612 - Champion's Might can be added to any item of the winner's choice.
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Restrictions and notes: No skill training is needed to make use of the spell knowledge. The enhancive allows the character to prepare and cast the spell as if it is known through spell training. The enhancive will behave like almost any other, having charges that will deplete with use over time. The enhancive can be used to imbed the spell into items, but it's reported that it will quickly strip the enhancive charges.
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Script Adding
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Service: Adding Tier 4 Voln Armor scripts to armor, greater elemental flares to weapons or entangling flares to a bola or net
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Available slots: 10
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Method of choosing: Raffle/Spin
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Eligibility: Armor must be totally unscripted, including fusion or any fluff scripts. Greater elemental flares can go on any weapon, including UAC gear and runestaves. Entangling flares are bola or net only.
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Restrictions and notes: Voln armor is a set of scripts specifically geared towards characters converted to Voln or in the Order of Voln. The scripts have both fluff messaging and mechanical benefits, and can be unlocked to higher tiers for greater benefits. Armor with baseline functionality will be sold in the shop Caravan Consignments, and there are three higher tiers for a total of four tiers. Most functions and scripts will only work for members of Voln and/or those converted to Voln, but some fluff scripts will work for anyone not converted to Luukos.
Voln armor is considered a functional script. Armor with this script cannot be ensorcelled, by design, but it does not prevent or raise the difficulty of player enchanting. Voln armor can also take padding and flares.
Voln Armor Abilities
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Tier 1
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DS Flares: Against the undead, Voln members get a 15% chance for the armor to flare for additional DS equal to armor enchant, minimum 10 and maximum 50. Add 5% chance if the wearer is a Voln Master and/or converted to Voln, for a potential total 25% chance of flare.
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Fluff Verbs: Available to anyone not converted to Luukos.
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Tier 1 Messaging
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Bow: You forcefully cross one arm over your rolaren full plate, and offer a formal bow.
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Bow with Armor Concealer: You forcefully cross one arm over your chest, and offer a formal bow.
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Bow at Person: You forcefully cross one arm over your rolaren full plate, and offer Tamuz a formal bow.
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Tap: You lift your chin slightly and, in a display of solidarity, tap your fist against your rolaren full plate twice in quick succession.
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Tap with Armor Concealer: You lift your chin slightly and, in a display of solidarity, tap your fist against your chest twice in quick succession.
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Tap at Person: You lift your chin slightly toward Tamuz and, in a display of solidarity, tap your fist against your rolaren full plate twice in quick succession.
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Stare: You bow your head and stare grimly at your rolaren full plate, lost deep within your own thoughts.
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Stare with Armor Concealer: You bow your head and stare grimly at your chest, lost deep within your own thoughts.
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Clutch: You stare outward, your expression black and tinged with melancholy, as you clutch the rolaren full plate at your breast.
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Clutch with Armor Concealer: You stare outward, your expression black and tinged with melancholy, as you clutch the long tunic at your breast.
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Tier 2
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AutoNeed: Automatic Symbol of Need upon death at half favor cost. Must know the Symbol to activate, and can be toggled on/off.
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Sheer Fear Resist: Passive +10 resistance to Sheer Fear against undead.
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Fluff Verbs: Available to anyone not converted to Luukos.
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Tier 2 Messaging
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AutoNeed (has since been changed): As your last breath is ripped from your lungs, your failing eyes lock onto one last sight: Above you stands the Paladin Voln, blade drawn and ready. He offers you a single nod, his curt manner and fathomless eyes somehow reassuring even as death pulls you into the dark. As your body stills, you go with the knowledge that Voln himself guards your soul from undeath, that you might continue to walk His path. This time.
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AutoNeed Third Person (has since been changed): As <person> breathes his/her last, you perceive a faint silhouette standing over his/her form, unbending and poised to defend him/her. The image is gone without a trace before you can even be certain that you saw it at all.
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Kneel While Standing: In an extreme display of respect, you fall to one knee and bow your head in reverence.
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Kneel at Person While Standing: In an extreme display of respect, you fall to one knee and bow your head in reverence of Taeliryn.
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Tier 3
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Phantom Crit Padding: When the DS flare activates, armor will receive phantom crit padding as well. Padding amount equals half of armor enchant, minimum 5 and maximum 25.
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Locate Undead: Locate undead nearby, for a small favor cost.
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Fluff Verbs: Available only to members of the Order of Voln.
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Tier 3 Messaging
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Exhale With Weapon or Runestaff: You tense slightly as the spiritual force of your <armor> swells, its powerful current manifesting as a flash of brilliant light. As you exhale, the light coalesces in your right hand, bathing your <weapon/runestaff> in white-hot radiance.
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Exhale With Shield but No Weapon or Runestaff: You tense slightly as the spiritual force of your <armor> swells, its powerful current manifesting as a flash of brilliant light. As you exhale, the light coalesces in your left hand, bathing your <shield> in white-hot radiance.
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Exhale With No Shield, Weapon, or Runestaff: You tense slightly as the spiritual force of your <armor> swells, its powerful current manifesting as a flash of brilliant light. As you exhale the light coalesces around you, bathing you in white-hot radiance.
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Push: Every bone in your body seems to ache as you shift your stance, ever stoic. Lifting a wearied hand, you press your palm down over your heart, and silently turn your thoughts toward your devotion to Voln's path. In response, a hazy white glow rises from your <armor> and spreads, bathing you in a rejuvenating light that leaves you stronger and steadier in its wake.
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Tier 4 (Auction Quality)
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Sheer Fear Resist: An additional +10 to the already existing bonus gained at tier 2.
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AutoReturn: 2x/day Symbol of Return at full cost that works while stunned, immobile, or webbed. Must know the Symbol.
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Fluff Verbs: Usable only once per week, allows other people to hear a random message from one of three message sets depending on the status of the hearer.
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Tier 4 Messaging
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First Person: Focusing intently on your spiritual connection to the Paladin, you lightly trace the outline of a shield upon your <armor>. No sooner than the sigil is complete do you fall into a brief trancelike state, remaining only vaguely aware of a stern voice echoing at the edges of your consciousness.
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Third Person, Seen by Luukos Converts: <Person> focuses intently as <he/she> lightly traces the outline of a shield on <his/her> <armor>. No sooner than the sigil is complete does <he/she> fall into a brief trancelike state, <his/her> lips moving as though in silent prayer. As <his/her> breathless orison continues, an unnatural hum fills the air and a stern voice, heard only within the chamberof your mind, intones, "Tread cautiously, servant of the dark one. The laws of mortals cannot grant you amnesty from my justice."
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Third Person, Seen by Voln Converts or Members of Voln: <Person> focuses intently as <he/she> lightly traces the outline of a shield on <his/her> <armor>. No sooner than the sigil is complete does <he/she> fall into a brief trancelike state, <his/her> lips moving as though in silent prayer. As <his/her> breathless orison continues, an unnatural hum fills the air and a stern voice, heard only within the chamberof your mind, intones, "Beware the Snake and his abominations, for his lies are the path to ruin."
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Third Person, Seen by All Others: <Person> focuses intently as <he/she> lightly traces the outline of a shield on <his/her> <armor>. No sooner than the sigil is complete does <he/she> fall into a brief trancelike state, <his/her> lips moving as though in silent prayer. As <his/her> breathless orison continues, an unnatural hum fills the air and a stern voice, heard only within the chamberof your mind, intones, "Follow me and you may know true purpose on this great crusade, the Eternal Struggle."
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Permanent Portal Pass - Platinum Only
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Service: Receive a permanent portal pass that allows travel through the platinum portals without a ticket
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Available slots: 5
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Method of choosing: First come, first serve
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Eligibility: 5 Platinum attendees may trade their Tier 1 prize for a permanent portal pass on a first come, first served basis.
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Restrictions and notes: Portal passes must be attuned before use. They can be re-attuned every 30 days.
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Tier 2
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Weighting/Sighting
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Service: Adds the equivalent of heavy weighting or sighting (+10) to a single weapon
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Available slots: 20
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Method of choosing: 5 Auction, 15 Raffle/Spin
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Eligibility: Weighting may only be added to melee weapons, including unarmed combat gear. Sighting may only be added to bows. No special abilities such as flares or TD bonuses will be allowed. Scripts that provide a mechanical advantage might count as a special ability, but fluff scripts will not interfere. Chain spears are eligible, while Ironwright (blessing) flares are not. Items with a functional script might be capped at 6x.
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Restrictions and notes: Sighting cannot be added to ammo creating bows. Weighting may not be added to unlimited weapons bandoleers.
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Padding
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Service: Adds the equivalent of heavy padding (+10) to a single suit of armor
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Available slots: 10
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Method of choosing: 3 Auction, 7 Raffle/Spin
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Eligibility: Only armor without flares or TD addition may be padded. Existing padding on armor can be increased.
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Restrictions and notes: Items which create armor are typically hard coded and cannot have padding added.
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TD Adding
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Service: Add +10 TD to an armor or shield
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Available slots: 10
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Method of choosing: Raffle/Spin
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Eligibility: The total TD + Enchant bonus can exceed +50 for this event
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Restrictions and notes: TD boosting cannot be placed on an item that already has weighting, padding, flares and the like.
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Creature Banes
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Service: Adding a creature bane, excluding undead, providing additional weighting (+12) or a flare
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Available slots: 10
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Method of choosing: 3 Auction, 7 Raffle/Spin
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Eligibility: Weapons only, including UAC handwraps and footwraps. Though shields technically can accept the bane property, they are not eligible at this time. Items with existing banes may be eligible, provided that the new bane type is identical to the existing type, and new bane weighting is stacked on existing bane weighting.
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Restrictions and notes: The bane property can work with nearly all existing properties, including weighting, flares, scripts, defender bonuses, or scripted hard-coded enchants. It does not, however, work with runestaves, ranged weapons, or items such as spirit bows or mist ring armor that is continually re-created from a hard-coded pattern. Flares that may be added include fire, disintegration, disruption, unbalance, grapple, ice, electricity, impact, acid, vacuum, plasma, steam.
Choose your own bane includes any known creature type as well as the following creature groups:
Extraplanar: Ithzir, Vvrael, raving lunatics, n'ecares, vaespilon, earth elementals, water elementals, fire elementals, ice elementals, fallen crusaders, soul siphons, infernal lichs, cerebralites, rift crawlers, and fetish masters. Oh, and ki-lins too!
Magical: ice elementals, water elementals, earth elementals, glacei, stone sentinels, many types of golems, dark vorteces, pyrothags, stone mastifs, csetairi, vor'tax, caedera, cyclops, wood sprites, mezics, fenghai, krynches, dhu goleras, shrickhen, moulis, lich qyn'arj, storm griffins, constructs, and rift crawlers.
Orcs/Trolls/Giants covers their Grimswarm varieties as well. Grimswarm covers essentially any critter that has "Grimswarm" in its name, but not other hated foes.
Bandit can be chosen and applies to all bandit types associated with bandit and escort tasks for the adventurer's guild.
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Tier 3
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Enchanting
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Service: Adding +5 bonus to weapons or armor
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Available slots: 50
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Method of choosing: Room Order
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Eligibility: Weapons and armor. DB items can only be enchanted with the DB enchanting service, not the weapon and armor enchanting service.
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Restrictions and notes: Maximum final enchant appears to be 10x. Currently there are no restrictions on weighting, padding, or flares, but existing properties and enchants will affect the service price. Scripted items will be taken on a case-by-case basis.
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Tier 4
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Defender Bonuses
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Service: Adding an ability to a weapon such that it increases the wielder's DS by 10 (2x) when held
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Available slots: 10
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Method of choosing: 1 Auction, 9 Raffle/Spin
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Eligibility: Items with existing defender properties or fluff scripts are eligible. The defender property is not compatible with permablessing, weighting, UCS weapons, ranged weapons, flares, scripted flares (such as Iasha or Ironwright), scripted weighting (such as racial weapons), zelnorn, kroderine, combat scripts not on the approved list, or other properties that take the same slot on a weapon as the defender ability.
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Restrictions and notes: Defender bonus takes the weighting/flare slot on a weapon. If someone who wins defender prefers they can get epic deepening instead.
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Armor Resistances
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Service: Adding up to +30 total resistances to a piece of armor, which reduces damage taken from specified sources
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Available slots: 15
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Method of choosing: Raffle/Spin
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Eligibility: Items with existing resistances or vulnerabilities are eligible. Adding resistances can be used to reduce or eliminate existing vulnerabilities.
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Restrictions and notes: Resistances are specifically keyed to reduce types of damage taken, such as crushing, slashing, puncture, specific elements, and so on. Winners may choose up to three types of damage types to apply resistances to, but an item may only have a final total of +30, regardless of existing resistances. Resistances can be present on an item alongside almost any other armor enhancement such as flares, padding, combat scripts, or enhancives.
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Epic Deepening
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Service: Deepening an item until its capacity meets a specific weight threshold
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Slots per run: 25
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Method of choosing: Raffle/Spin
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Eligibility: Items with scripts that prevent deepening will not be eligible. Weightless containers may possibly be eligible, provided they are not at their maximum and the script allows for deepening, among other factors.
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Restrictions and notes: Items will have varying capacities depending on where it is worn. Cloakworn and backworn items will hold 200 and shoulderworn 80. Beltworn, headworn, legworn and chestworn items will hold 60. Everything else will hold 20.
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Tier 5
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Flares
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Service: Add flares to a weapon, armor or shield
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Slots per run: 50
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Method of choosing: Room Order
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Mana (+1 rank), acuity (+2 ranks), fire, cold, lightning, impact, acid, vacuum, plasma, steam, disintegrate, disruption, unbalance, grapple, slash, puncture,crush, knockout, and poleaxe. If you have a permablessed weapon without holy water flares, we'll add that to the list. Only holy water flares are possible.
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Restrictions and notes: Flares cannot be added to an item that has weighting, padding, TD or defender. Only polearm weapons and quarterstaves are eligible for poleaxe flares. Only blunt weapons and blackjacks are eligible for knockout flares. Mana and acuity flares are runestaff only.
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Door Prizes
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Sunday night, before we close up. A few wisps/amulets, climate wear garments, pirate harnesses/bandoliers, gambling kits, gory weapons, and pelt bags will be spun off. Everything fully unlocked, but stock descriptions. If you have an item and wish it to just be unlocked, that can be arranged. These aren't part of the tiered give aways. Just some reverse door prizes. Stuff that was given out during the prize tickets last year that never made it out!
The cloaks will have feature concealing ability. The pirate harnesses and climate wear will have 16 verbs. Gambling kits will have the special games. If you want to turn your mundane cloak into a climate wear cloak, sure. Fluff scripts can be stripped.
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