Post:Duskruin - Dispensers - 07/21/2023 - 08:19

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Duskruin - Dispensers · on 07/21/2023 08:19 11572
Greetings!

You will find [a wraith dispenser], [a droplet dispenser], [a mage dispenser], [a flame dispenser], and [a whirlwind dispenser] in Drathrok's Assemblage, Dispenser Central at the Duskruin quest grounds. You can SHOP and purchase an origami "ticket" from any dispenser for 200 bloodscrip. The ticket's noun is aligned to the pin on the container for the grand prize set from that dispenser. You can purchase as many tickets as you wish from all dispensers during the course of the event. Each ticket purchased will increase your odds of winning that dispenser's random draw.

Toward the end of the Duskruin event, at 4pm ET on Sunday, July 30th, all dispenser ticket sales will stop. After that, TWO winners will be selected from EACH dispenser and they will BOTH win a copy of the grand prize. Winner 1 and Winner 2 will be selected in the following manner:

Winner 1 will be the player with the highest individual ticket total from that dispenser. In the event of a tie, there will be a random draw between the group of highest ticket holders. Winner 1's tickets will then be removed from the pool.

Winner 2 will be drawn at random from the entire remaining pool of all tickets purchased from that dispenser. You do not need to be present or even logged in at the time of this drawing to be selected as Winner 2. The live drawing will occur at approximately 8:30pm (Prime), 8:45pm (Plat), and 9pm (TF) ET on Sunday, July 30th.

If you do not win a grand prize from an individual dispenser, then all of your tickets purchased from that dispenser will instead count toward a memory orb prize which will gain 25% drain per ticket you purchased. This singular memory orb prize is created based on all tickets purchased across all dispensers from this event, excluding any dispenser you win a grand prize from.

Examples:
1 ticket = 25%; 1 use at 25% drain
2 tickets = 50%; 1 use at 50% drain
3 tickets = 75%; 1 use at 75% drain
4 tickets = 100%; 1 use at 100% drain
5 tickets = 125%; 1 use at 100% drain and 1 use 25% drain
14 tickets = 350%; 3 uses at 100% drain and 1 use at 50% drain
52 tickets = 1300%; 13 uses at 100% drain
143 tickets = 3575%; 35 uses at 100% drain and 1 use at 75% drain

The memory orb can be activated to immediately drain field experience into ranks. The orb will always try to drain 100% when activated, and it will not be destroyed until the balance is completely used up. The orb will be unaligned at first, and you can TURN it to a specific skill of your choosing before its first use. After you select the skill for the orb it will remain aligned to that skill and cannot be changed again.

The memory orb prize can be retrieved using the CLAIM MEMORYORB command, which will be set up and available within 24 hours of the grand prize drawings. We will post here again when the updated CLAIM MEMORYORB is available after the event.

You can read the ledger on each dispenser throughout the event to see current ticket totals for that dispenser.


The Grand Prize Sets

~Shadow Sands Set~
a khiynit backpack pinned with a shadow-black crystal wraith
Standard back-worn bag that contains...
a carved sandstone insignia set with a polished nightstone
Nightstone item for invisibility (unlimited charges and no cooldown)
a shadowy black khiynit arm pouch clasped with a maelstone sphere
99-capacity dirt pouch that is also a Thief confidence regen item without room messaging

~Blood Sands Set~
a khiynit pack pinned with a blood-red crystal droplet
Standard back-worn bag that contains...
a bloodmarrow skull set with magnificent Teiro's Hate rubies in each eye socket
Full power and duration Blood Staunch spell casting device (1 hr cooldown)
a bloodmarrow coat mimicking a gruesomely exposed cadaverous ribcage
T6 bone armor + T3/G2 blood flare

~Mystic Sands Set~
a khiynit rucksack pinned with a blue crystal mage
Standard back-worn bag that contains...
a sandskin robe decked in cambrinth suns hung from Velakan starsteel chains
T2 leather robe + T6/G2 sand flare + 250 capacity worn cambrinth
a Velakan starsteel pike staff wrapped with a sandskin grip
T2 pike staff + T6/G2 Interference Flare + wind wpn that can throw enemy mobs from the room (1 hr cooldown)

~Fire Sands Set~
a khiynit satchel pinned with a crimson crystal flame
Standard shoulder-worn bag that contains...
a stormtouched mesquite desert longbow
T7 longbow
a sandskin quiver embellished with a pattern of Velakan starsteel filigree flames
Can generate a stack of 20 Desert Flame arrows (T8 break-on-strike) every 2.3 days

~Shifting Sands Set~
a khiynit bag pinned with a sandy crystal whirlwind
Standard shoulder-worn bag that contains...
a long cloak of shifting sands bound with a Musparan gold sapphire
Oversized cloak-type container with unique noun. Verby item based on magic sands design theme.
a sinuous wyrm of rough-cut sandstone
General worn stun hider


ADDITIONAL ITEM INFO

>tap backp
You tap a khiynit backpack pinned with a shadow-black crystal wraith that you are holding.

>look backp
Alternating bands of lighter and darker shades of brown show across the slightly textured fabric like shifting desert sands.

>app backp
The khiynit backpack is a container, and can be opened and closed.
The khiynit backpack is fairly soft.
It appears that the khiynit backpack can be worn on the back.
You are certain that the khiynit backpack weighs exactly 60 stones.
You are certain that the khiynit backpack is worth exactly 3437500 Kronars.

>tap my pouch
You tap a shadowy black khiynit arm pouch clasped with a maelstone sphere that you are holding.

>look my pouch
Masterfully dyed in a rarely seen palette of darkened hues, the textured fabric retains characteristic alternating bands in lighter and darker shades of black that appear to shift like desert sands under a moonless midnight sky.

>app my pouch
The arm pouch is pocketed, and can be opened and closed.
The arm pouch is incredibly pliant.
It appears that the arm pouch can be worn on the upper arm.
You are certain that the arm pouch weighs exactly 10 stones.
You are certain that the arm pouch is worth exactly 5312500 Kronars.

>study my pouch
Studying the a shadowy black khiynit arm pouch clasped with a maelstone sphere, you believe you could PUSH it to release some dirt, PUT dirt IN it to add dirt, or RUMMAGE to check the dirt levels.

>rumm my pouch
You examine your arm pouch carefully, determining that it is almost full of dirt!

>push my pouch
You push the release catch on your arm pouch, releasing some dirt into your hand.

>get insig
You pick up a carved sandstone insignia set with a polished nightstone.

>look insig
Etched with a whirlwind motif like a raging desert sandstorm, the spiraling design of the setting mirrors the indiscernible depths of blackness within the stone which seems to shift and swirl whenever it is stared at directly.

>app insig careful
It appears that the sandstone insignia can be worn around the neck.
You are certain that the sandstone insignia weighs exactly 5 stones.
You are confident that the sandstone insignia could be worth about a small mint in Kronars.

>touch insig
You touch your sandstone insignia and fade from view.

>touch insig
You touch your sandstone insignia and become visible once more.

>touch insig
You touch your sandstone insignia and fade from view.

>tap my pack
You tap a khiynit pack pinned with a blood-red crystal droplet that you are holding.

>look my pack
Alternating bands of lighter and darker shades of brown show across the slightly textured fabric like shifting desert sands.

>app my pack
The khiynit pack is a container, and can be opened and closed.
The khiynit pack is fairly soft.
It appears that the khiynit pack can be worn on the back.
You are certain that the khiynit pack weighs exactly 60 stones.
You are certain that the khiynit pack is worth exactly 3437500 Kronars.

>tap my coat
You tap a bloodmarrow coat mimicking a gruesomely exposed cadaverous ribcage that you are holding.

>look my coat
Snaking lines in variable shades of red form a network like winding arteries and veins upon the surface of the ash grey bone torso casing. Tattered strips of sandskin leather are applied to the coat like rotting flesh that has been battered and bruised by a desert storm. A layer of brown khiynit lines the interior, offering a level of padding to the wearer and appearing like shifting desert sands that spill over from the edges of the bone.

>app my coat careful

The bloodmarrow coat is light armor.

The coat looks like it offers protection for the following areas:

right arm
left arm
chest
abdomen
back

You feel certain that a bloodmarrow coat mimicking a gruesomely exposed cadaverous ribcage appears to impose noticeable (8/15) maneuvering hindrance and light (3/15) stealth hindrance, offering:
great (9/15) protection and very good (8/17) damage absorption for puncture attacks.
very great (10/15) protection and good (7/17) damage absorption for slice attacks
. extreme (11/15) protection and high (9/17) damage absorption for impact attacks.
very good (6/15) protection and somewhat fair (4/17) damage absorption for fire attacks.
very good (6/15) protection and fair (5/17) damage absorption for cold attacks.
very high (8/15) protection and good (7/17) damage absorption for electrical attacks.

If you were only wearing a bloodmarrow coat mimicking a gruesomely exposed cadaverous ribcage, you could expect your maneuvering to be minimally hindered (2/14) and your stealth to be barely hindered (1/14).

You are certain that the bloodmarrow coat is extremely resistant to damage (15/18) and is in pristine condition (100%).

The bloodmarrow coat is fairly soft.
It appears that the bloodmarrow coat can be worn like a shirt or robe.
You are certain that the bloodmarrow coat weighs exactly 216 stones.
You wonder if the bloodmarrow coat is probably worth around a small mint in Kronars.

>focus my coat
You take the coat in your hands and focus carefully upon it.
You sense a matrix formed using Elemental mana, commonly referred to as the Armor Living Flare enchantment.
The enchantment appears to be masterfully-crafted has moderate potency, demonstrates central complexity, and is very precise. This enchantment is of Lesser grade, and was modified to bonus magnitude. The matrix appears to be somewhat thick and the lines are perfectly clear.
Roundtime: 6 seconds.

You pick up a bloodmarrow skull set with magnificent Teiro's Hate rubies in each eye socket.

>look skull
Ashen grey bone is consumed by a network of snaking lines in variable shades of red like winding arteries and veins. Mirroring the aesthetic in contrasting hues, the impressively proportioned magenta stones interlaced with veins of black fill each large eye socket to haunting effect. Strips of sandskin leather applied to the exterior mimic rotting flesh that has been battered and bruised by a desert storm.

>app my skull careful
You are certain that the bloodmarrow skull weighs exactly 5 stones.
You wonder if the bloodmarrow skull is worth around 11718750 Kronars.

>focus my skull
You focus your magical senses on a bloodmarrow skull set with magnificent Teiro's Hate rubies in each eye socket.
The bloodmarrow skull has a definite magic pattern, which is apparently a spell.
You recognize the pattern as a manifestation of Life magic.
The pattern appears to be the Blood Staunching spell.
There is enough energy built up to invoke the spell.
Roundtime: 2 sec.

>study my skull
You recognize that the skull is a spellcasting device. The skull will produce a magical effect under its own power if properly triggered, leaving your own talent out of the equation. Tales of humble heroes producing spectacular magic because of a trinket find their anchor in reality here. There are few limits on the size or shape of spellcasting devices. Wands, rattles, staves and charms are common, but masterful enchanters have used pebbles or even dried flowers as the device's physical vessel. Most spellcasting devices contain a core of specially treated cambrinth to house the enchantment's charge, but a free-standing charge -- magical energy that simply hangs within its spell pattern -- is possible, at the cost of longevity.
While the skull takes no spellcasting skill to work, invoking it is not effortless. Spellcasting devices require, at the very least, elaborate gesturing to function (a safety mechanism). Complex magic requires suitably complex preparations, often related to the realm of magic being used. It is not rare for a device to be keyed to the invoker's pulse, emotional state, bodily stance, surface thoughts or even prayfulness. The mixture of knowledge and discipline required to invoke these devices off hand demands practice.
You figure the simplest way to describe how to trigger it is "pointing it at your target, shaking it at your target, waving it at your target or invoking it."

>invoke skull
You hold the bloodmarrow skull in your hand and close your eyes in concentration.
A sudden sensation of warmth spreads through your body, settling itself between your shoulders.

>pow
You reach out with your weak senses and see bright (3/3) streams of roiling Elemental mana coursing through the area.
You sense the Blood Staunching spell upon you, which will last for about thirty-nine roisaen.

>get rucks
You pick up a khiynit rucksack pinned with a blue crystal mage.

>look my rucks
Alternating bands of lighter and darker shades of brown show across the slightly textured fabric like shifting desert sands.

>app my rucks careful
The khiynit rucksack is a container, and can be opened and closed.
The khiynit rucksack is fairly soft.
It appears that the khiynit rucksack can be worn on the back.
You are certain that the khiynit rucksack weighs exactly 60 stones.
You are certain that the khiynit rucksack is worth exactly 3437500 Kronars.

>tap my robe
You tap a sandskin robe decked in cambrinth suns hung from Velakan starsteel chains that you are holding.

>look my robe
In a haunting inversion of reality, the suns appear intentionally crafted from pieces of dark ashen cambrinth with minimal reddish highlights. Their pitch hue displays in stark contrast to the glossy, silvery-white chains from which they hang, swaying with the slightest movement atop an expanse like grains of sand across the desert.

>app my robe careful

The sandskin robe is light armor.

The robe looks like it offers protection for the following areas:

right leg
left leg
chest
abdomen
back

You feel certain that a sandskin robe decked in cambrinth suns hung from Velakan starsteel chains appears to impose mild (6/15) maneuvering hindrance and light (3/15) stealth hindrance, offering:
very good (6/15) protection and moderate (6/17) damage absorption for puncture attacks.
very good (6/15) protection and moderate (6/17) damage absorption for slice attacks.
good (5/15) protection and moderate (6/17) damage absorption for impact attacks.
very good (6/15) protection and moderate (6/17) damage absorption for fire attacks.
moderate (4/15) protection and low (3/17) damage absorption for cold attacks.
low (2/15) protection and poor (2/17) damage absorption for electrical attacks.

If you were only wearing a sandskin robe decked in cambrinth suns hung from Velakan starsteel chains, you could expect your maneuvering to be minimally hindered (2/14) and your stealth to be minimally hindered (2/14).

You are certain that the sandskin robe is appreciably susceptible to damage (7/18) and is in pristine condition (100%).

The sandskin robe is moderately soft.
It appears that the sandskin robe can be worn like a shirt or robe.
You are certain that the sandskin robe weighs exactly 112 stones.
You are certain that the sandskin robe holds exactly 250 mana.
You are unable to determine the value of the sandskin robe.

>focus my robe
You take the robe in your hands and focus carefully upon it.
You sense a matrix formed using Elemental mana, commonly referred to as the Armor Living Flare enchantment.
The enchantment appears to be masterfully-crafted has excellent potency, demonstrates central complexity, and is amazingly precise. This enchantment is of Lesser grade, and was modified to bonus proc chance. The matrix appears to be very thick and the lines are perfectly clear.

The sandskin robe has yet to be charged.

>tap my staff
You tap a Velakan starsteel pike staff wrapped with a sandskin grip that you are holding.

>look my staff
A glossy white obsidian-like spine menacingly twists its way from the tip of the cloudbark haft. The leather binding that weapon's grip bears a naturally tan camouflage and subtle texture like fine grains of sand.

>app my staff careful

A Velakan starsteel pike staff wrapped with a sandskin grip is a quarter staff pole-ranged weapon.
A Velakan starsteel pike staff wrapped with a sandskin grip trains the stave skill.

You are certain that it could do:
fair (5/28) puncture damage
low (3/28) slice damage
fair (5/28) impact damage
no (0/28) fire damage
no (0/28) cold damage
no (0/28) electric damage

The pike staff is poorly (3/17) designed for improving the force of your attacks.

You are certain that the staff is soundly (8/17) balanced and is fairly (5/17) suited to gaining extra attack power from your strength.

You are certain that the pike staff is appreciably susceptible to damage (7/18) and is in pristine condition (100%).

The pike staff is made with metal.
You are certain that the pike staff weighs exactly 44 stones.
You wonder if the pike staff is probably worth around a small mint in Kronars.

>study my staff
You're sure that you've mastered the ability to toss and and wave the pike staff to great affect.

>focus my staff
You take the staff in your hands and focus carefully upon it.
You sense a matrix formed using Elemental mana, commonly referred to as the Interference Weapon Flare enchantment.
The enchantment appears to be masterfully-crafted has excellent potency, demonstrates central complexity, and is amazingly precise. This enchantment is of Lesser grade, and was modified to bonus proc chance. The matrix appears to be very thick and the lines are perfectly clear.
Roundtime: 6 seconds.

>wave staff
With very little wind up, you swing the pike staff in a massive arc before you. The air ripples with thunder in its wake as a powerful shockwave radiates outwards!

The blast squarely hits the small peccary and throws it north!
A small peccary is flung north!
Roundtime: 7 seconds.

>get satch
You pick up a khiynit satchel pinned with a crimson crystal flame.

>look my satch
Alternating bands of lighter and darker shades of brown show across the slightly textured fabric like shifting desert sands.

>app my satch
The khiynit satchel is a container, and can be opened and closed.
The khiynit satchel is fairly soft.
It appears that the khiynit satchel can be slung over one shoulder.
You are certain that the khiynit satchel weighs exactly 60 stones.
You are certain that the khiynit satchel is worth exactly 3437500 Kronars.

>tap my longb
You tap a stormtouched mesquite desert longbow that you are holding.

>look my longb
The reddish-brown desert wood appears considerably darkened by age, slightly obscuring blackened dendritic fractals snaking across it. Fiery red highlights are painted among the pattern, highlighting their presence and creating the illusion of flame spanning the length of the bow.

>app my longb
A stormtouched mesquite desert longbow is a long bow type weapon.
A stormtouched mesquite desert longbow trains the bow skill.

The desert longbow is very well (10/17) designed for improving the force of your attacks.

You are certain that the longbow is extremely well (11/17) balanced and is extremely well (11/17) suited for adding attack power from its draw strength.
The longbow appears set for a draw strength that is somewhat low (3/7) for a bow of this type.
The longbow does not appear to have an adjustable draw strength.

For an unskilled commoner, this longbow typically takes 3-4 seconds to load, weighted towards the longer loading time.

You are certain that the desert longbow is practically invulnerable to damage (18/18) and is in pristine condition (100%).

It appears that the desert longbow can be slung over one shoulder.
You are certain that the desert longbow weighs exactly 35 stones.
You guess that the desert longbow is probably worth around a small mint in Kronars.
Roundtime: 8 seconds.

>tap my quiver
You tap a sandskin quiver embellished with a pattern of Velakan starsteel filigree flames that you are holding.

>look my quiver
Showing a high gloss like slivery-white obsidian, the roiling inferno rests atop leather dyed a deep shade of red yet still retains hints of a naturally tan camouflage and subtle texture like fine grains of sand.

>app my quiver careful
The sandskin quiver is a container, and can be opened and closed.
It appears that the sandskin quiver can be worn on the thigh.
You are certain that the sandskin quiver weighs exactly 25 stones.
You are certain that the sandskin quiver is worth exactly 4062500 Kronars.
Roundtime: 16 seconds.

>measure quiver with yards
You compare your sandskin quiver with the iron yardstick several times and are certain the interior length measures eleven spans, the interior width measures three spans, the interior height measures three spans and the quiver appears capable of holding about 300 stones of weight.
Roundtime: 5 sec.

>wear my quiver
You attach a sandskin quiver embellished with a pattern of Velakan starsteel filigree flames to your thigh.

>rub my quiver
Brushing your fingers along a sandskin quiver embellished with a pattern of Velakan starsteel filigree flames, a brief flash of light emanates from inside.

>look in my quiver
In the sandskin quiver you see some Desert Flame arrows.

>count arrows in quiver
You count some Desert Flame arrows in the quiver and see there are twenty left.

>get arrows in quiver
You get some Desert Flame arrows from inside your sandskin quiver.

>app my arrows careful
This appears to be ammunition for bows.

You are certain that it could do:
somewhat moderate (6/28) puncture damage
somewhat heavy (8/28) slice damage
somewhat fair (4/28) impact damage
somewhat moderate (6/28) fire damage with affinity for random attacks
no (0/28) cold damage
no (0/28) electric damage

You are certain that the Desert Flame arrows are extremely weak and easily damaged (1/18) and are in pristine condition (100%).

You are certain that the Desert Flame arrows weighs exactly 10 stones.
You are certain that the Desert Flame arrows are worth exactly 8750 Kronars.

>tap bag
You tap a khiynit bag pinned with a sandy crystal whirlwind that you are holding.

>look bag
Alternating bands of lighter and darker shades of brown show across the slightly textured fabric like shifting desert sands.

>app bag careful
The khiynit bag is a container, and can be opened and closed.
The khiynit bag is fairly soft.
It appears that the khiynit bag can be slung over one shoulder.
You are certain that the khiynit bag weighs exactly 60 stones.
You are certain that the khiynit bag is worth exactly 3437500 Kronars.

>tap my sands
You tap a long cloak of shifting sands bound with a Musparan gold sapphire that you are holding.

>look my sands
Constantly swirling in abstract shapes of mystical construction, the amorphous mass always returns to the form of a sweeping cloak composed of long tendrils of sand surrounding the central stone designed to hover above the wearer's throat. The featured pale blue gemstone exhibits hints of gold within its depths.

>app my sands careful
The shifting sands is pocketed.
The shifting sands is fairly soft.
It appears that the shifting sands can be draped over the shoulders.
You are certain that the shifting sands weighs exactly 20 stones.
You are certain that the shifting sands is worth exactly 4375000 Kronars.

>measure my sands with my yards
You compare your shifting sands with the iron yardstick several times and are certain the interior length measures fifteen spans, the interior width measures ten spans, the interior height measures five spans and the sands appears capable of holding about 1000 stones of weight.
Roundtime: 5 sec.

WEAR
first person
You carefully place a Musparan gold sapphire near the base of your neck, releasing the gem to hover in place as the shifting sands surround it settle to form a cloak around you.
third person
Lawlite carefully places a Musparan gold sapphire near the base of his neck, releasing the gem to hover in place as the shifting sands surrounding it settle to form a cloak around him.

TURN
first person
You sweep a cloak of shifting sands in front of yourself, causing a sandstorm to erupt around you as ambient light reflects off countless individual grains in a dazzling display.
third person
Lawlite sweeps a cloak of shifting sands in front of himself, causing a sandstorm to erupt around him as ambient light reflects off countless individual grains in a dazzling display.

RAISE
first person
You leap into the air, your imposing Elothean figure briefly hovering in place through the buffeting currents created by a long cloak of shifting sands bound with a Musparan gold sapphire.
third person
Lawlite leaps into the air, his imposing Elothean figure briefly hovering in place through the buffeting currents created by a long cloak of shifting sands bound with a Musparan gold sapphire.

REMOVE
first person
You gently remove a Musparan gold sapphire from hovering at the base of your neck, causing long tendrils of shifting sands to unwrap from around you as well.
third person
Lawlite gently removes a Musparan gold sapphire from hovering at the base of his neck, causing long tendrils of shifting sands to unwrap from around him as well.

>tap my wyrm
You tap a sinuous wyrm of rough-cut sandstone that you are holding.

>look my wyrm
Veins of Musparan gold sapphire run through the serpentine creature.

>app my wyrm
It appears that the sandstone wyrm can be worn.
You are certain that the sandstone wyrm weighs exactly 5 stones.
You are certain that the sandstone wyrm is worth exactly 62500 Kronars.

You are stunned!

A storm of swirling sands briefly surrounds you, shielding you from view and depositing you discretely in the shadows as the maelstrom fades.


GM Lawlite

This message was originally posted in Events and Happenings in DragonRealms' Elanthia / Paid Events / Quests, by DR-LAWLITE on the play.net forums.