Duskruin Teaser - Essence Belts! 08/12/2022 12:06 AM CDT
First and foremost, I want to give a big hats off and shout out to GM Mestys. The man, the myth, the legend. He's a coding ninja, has unlimited patience, and I'm pretty sure he's got two brains. Without him, these belts wouldn't be possible!



From the creators of the handheld pylons, comes the Essence Belts! You’ll find them in the shop called the Essencetials!

The Essence Belts may be freely altered, as long as it makes sense to have pockets/compartments, and the description must include runes along its surface, either in the short, long or show description.

The essence belts will unlock special abilities and magical benefits depending on which essences are loaded into their pockets. The belt will hold one essence off the shelf, two essences at Tier 2, and a total of three essences at Tier 3.

The belt may be charged by DROPing specific alchemy ingredient essences into it. The current essences allowed are: Air, Earth, Fire, and Water.

The belts may hold up to 1000 charges of each essence. (i.e 1000 fire, 1000 air, etc). Regular elemental essences will add 25 charges. Greater elemental essences will add 250 charges.

If you have more than 1 essence loaded in the belt, you can WHISPER BELT <ELEMENT> to toggle which essence is active in the belt. Only those abilities will be usable, until you toggle to the next essence. Each Essence Ability has a separate cooldown per element. The Magic and Resistance abilities share cooldowns across elements.

You can POKE BELT to remove the active essence, but its charges will be fully discarded.

PUSH BELT for Resistance buff. (Based on active essence)
PULL BELT for Attack bonus. (Based on active essence)
RUB BELT for Special ability. (Based on active essence)

In addition, zesty messaging at Tier 1 (OTS) is TAP, Tier 2 is TOUCH, and Tier 3 is TURN.

Air Essence Benefits:

Reactive Lightning Flares - Cost: 5 Air charges per flare instance.
Resistance (Push) – 50% Lightning Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Air charges.
Magic Bonus (Pull) – AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Air charges per activation (5/10/15). This AS bonus applies to the following: Minor Shock, Major Shock, Hand of Tonis, and Physical Ranged Attack.
Ability: Hover (Rub) – Temporarily allows user to hover in the air. It is a AoE SMR attack that applies Disengaged status up to 10 enemies. Duration: 20 seconds. Cooldown: 60 minutes. Cost: 20 Air charges.

Earth Essence Benefits:

Reactive Vibration Flares - Cost: 5 Earth charges per flare instance.
Resistance (Push) - 50% Impact Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Earth charges.
Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Earth charges per activation (5/10/15). This AS bonus applies to the following: Hurl Boulder, Physical Melee Attack
Ability: Field of Dirt (Rub) – This ability summons a field of spinning dirt and rock around the wearer, blocking the next 1/2/3 (increased per Tier) instances of damage against the user. Duration: 30 seconds (T1), 60 seconds (T2), 90 seconds (T3). Cooldown: 60 minutes. Cost: 20 Earth charges.

Fire Essence Benefits:

Reactive Fire Flares - Cost: 5 Fire charges per flare instance.
Resistance (Push) - 50% Fire Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Fire charges.
Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Fire charges per activation (5/10/15). This AS bonus applies to the following: Minor Fire, Major Fire, Fire Spirit, Balefire.
Ability: Cauterize (Rub) – This ability summons a wave of fire essence to wash over the user’s body and remove all bleeding effects while restoring 20 HP at T1, 40 HP at T2, and 60 HP at T3. It does not remove the wounds. Duration: Instant. Cooldown: 60 minutes (T1), 45 minutes (T2), 30 minutes (T3). Cost: 10 Fire charges.

Water Essence Benefits:

Reactive Cold Flares - Cost: 5 Water charges per flare instance.
Resistance (Push) - 50% Cold Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Water charges.
Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Water charges per activation (5/10/15). This AS bonus applies to the following: Minor Water, Minor Cold, Major Cold, Minor Steam, Holy Bolt, Moonbeam.
Ability: Frozen Crest (Rub) – This summons a wave of jagged ice that is an AoE SMR knockdown/damage attack. Duration: Instant. Cooldown: 5 minutes (T1), 4 minutes (T2), 3 minutes (T3). Cost: 20 Water charges.


Examples:

Below, I load earth essence into the belt, toggle to fire, cauterize my wounds, toggle to earth, throw up a spinning field of rocks, toggle to air and then hover out of the reach of nearby enemies.


>put earth in my belt
You press a small rune on the side of your earth and a narrow compartment opens up, releasing a small puff of smoke. As you place your essence of earth into the pocket, there is a flash of green light, and the compartment closes tight.

>whisper belt fire
You whisper faintly and the air around you begins to thicken as a wave of heat washes over your body and dark orange threads of energy swirl across the surface of your belt.
Roundtime: 3 sec.

>rub my belt
You press a small rune on your belt and sparks of fiery energy burst into existence all around you, igniting a rippling wave of fire that washes over your body. Your wounds become cauterized and the bleeding subsides.
Roundtime: 10 sec.

>whisper belt earth
You whisper faintly and the earth beneath you rumbles for a moment as dark green threads of energy swirl across the surface of your belt.
Roundtime: 3 sec.

>rub my belt
You press a small rune on your belt and sparks of deep green energy burst into existence all around you as jagged chunks of dirt and rock erupt from the ground, rapidly spinning around you.
Cast Roundtime 3 Seconds.

>whisper belt air
You whisper faintly and the air around you begins to thicken, glimmering for a moment as light blue threads of energy swirl across the surface of your belt.
Roundtime: 3 sec.

>rub belt
You press a small rune on your belt and sparks of light blue energy burst into existence all around you, swirling about and lifting you up into the air.
[SMR result: 147 (Open d100: 73, Bonus: 20)]
You create enough distance between yourself and a luminous small woodland arachnid to stay out of its reach!
[SMR result: 67 (Open d100: 28)]
You manage to create some distance between yourself and a Taladorian knight, but remain in reach!
[SMR result: 139 (Open d100: 21, Bonus: 20)]
You create enough distance between yourself and a glistening blood golem to stay out of its reach!
Cast Roundtime 3 Seconds.

Costs:
Belt – 25k Bloodscrip
Tier 2 Voucher – 25k Bloodscrip
Tier 3 Voucher – 25k Bloodscrip


-GM Kenstrom-
Waylayer of Wehnimer's Landing
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Re: Duskruin Teaser - Essence Belts! 08/12/2022 08:30 AM CDT
Omg these belts are amazing.
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Re: Duskruin Teaser - Essence Belts! 08/12/2022 09:18 AM CDT
1) Can you load the SAME element into multiple slots?
2) Is the cooldown "by element" [so, "earth is cooling down"], or "by slot" [slot #1--earth--is cooling down, slot #2--also earth--is available]?
3) Seriously, you can't add another tier so someone could have all four [4], like the pylons?
4) Can you add "whisper pylon element" to the zing-y pylons, allowing us to set which element starts the cycle of "pew pew!"? (Like facing cold creatures, and want to have "fire" happen first of however many you have it expanded to.)
5) Any kind of interaction/bonus/benefit when using a pylon?
6) AS benefit only, for attacks? Nothing for CS, even at only 60% as normally happens?
7) Wearing-off messaging for Air/Earth rub? Or it appears in "spell active", either as a Spell or as a Buff, I would think? Both?
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Re: Duskruin Teaser - Essence Belts! 08/12/2022 09:58 AM CDT
1. No, there's only 1 essence allowed per slot. So you can load up to 1000 charges of Air in slot 1, but that is the max hold for 1 essence. It'll block you from adding more once you reach the limit. But that's why there's multiple slots unlocked with higher tiers, so you can add up to 1000 Air, 1000 Fire, 1000 Water, etc as an example.

2. The cooldown is split in different ways. The Special Abilities each have their own separate cooldown per element. For example, you can toggle to Air, rub the belt and hover, then immediately toggle to Earth, rub the belt and throw a swirling ring of rocks around yourself, then toggle to Fire and rub your belt and immediately stop all of your bleeding effects (but wounds remain.) However, the Cooldown for the Resistances, and the Magic/Melee attack bonus is the same cooldown shared across all elements. So if you are toggled to Air, activate Lightning Resistance, you cannot toggle to Fire and activate Fire Resistance until the belt cools down.

3. Future expansion of the belt is in the planning stages already. Nothing is officially approved yet mind you, but some ideas are additional essences, additional slots, special abilities based on combination of essences, set bonuses with the handpylons, CS/TD and other benefits, etc. Again, nothing is approved yet, but the gears are already turning.

4. Good idea on the handheld pylons. I'll make a note for revisiting it in the future.

5. Not yet, but see #3.

6. Also see #5, which leads to #3, hehe.

7. Yes, there is wearing-off messaging for the air/earth abilities.

-GM Kenstrom-
Waylayer of Wehnimer's Landing
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Re: Duskruin Teaser - Essence Belts! 08/12/2022 12:39 PM CDT
2) You're right, I left out "by item" (the belt is in cooldown, none of the slots will work). Thanks for the correction!

So, "pull" (for the AS adds) is a single "per item" cooldown.
But "rub" (for the Special ability) is, by your description of the action, a "per slot" cooldown.

Honestly, I was looking at loading up all three slots with Earth, to completely negate a possible nine (3 + 3 + 3) sources of damage. Earth is by FAR the element that pops the most Greater Essences in the Landing, so pretty easy to beef up from the Alchemist's back room table.
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