View Full Version : 4x black ora maul, mana disrupt flares and mana regen bonuses
WRoss
06-10-2006, 03:26 PM
So its your good old black ora in action here. This maul is a full 4x in enchant
and 8lbs. It has mana regeneration enhancements. Though singing will not tell how much it gives. It has mana disrupt flares as well as all the typical black ora actions. Though one thing I've noticed is that occasionally the flares knock down the target automatically (these are not crit knock downs, but rather a flare that knocks it down). Here are some examples:
You swing a black ora maul at an arctic titan!
AS: +297 vs DS: +125 with AvD: +42 + d100 roll: +40 = +254
... and hit for 105 points of damage!
Lucky shot rips through bone and muscle sending right leg flying.
** As you land your blow, the shadows surrounding the black ora maul begin to swirl like a miniature vortex. The greenish-black essence batters the arctic titan! **
It is wrenched to the ground in a sickening thud!
... 10 points of damage!
The arctic titan's vertebrae vibrate causing extreme pain.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
You swing a black ora maul at an arctic titan!
AS: +312 vs DS: +215 with AvD: +42 + d100 roll: +61 = +200
... and hit for 60 points of damage!
Left kneecap smashed into pulp.
The arctic titan is knocked to the ground!
** As you attack the arctic titan, the shadows surrounding your black ora maul swirl off and strike! **
... 20 points of damage!
Rib bones snap and protrude from the arctic titan's chest.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
You swing a black ora maul at an arctic titan!
AS: +312 vs DS: +138 with AvD: +42 + d100 roll: +21 = +237
... and hit for 83 points of damage!
Hard blow breaks the femur!
** As you attack the arctic titan, the shadows surrounding your black ora maul swirl off and strike! **
... 50 points of damage!
The arctic titan's spinal fluid boils, rupturing spinal cord.
Roundtime: 6 sec.
You swing a black ora maul at an arctic titan!
AS: +297 vs DS: +207 with AvD: +42 + d100 roll: +89 = +221
... and hit for 71 points of damage!
Stomach ripped open by mighty blow!
The arctic titan is stunned!
** As you land your blow, the shadows surrounding the black ora maul begin to swirl like a miniature vortex. The greenish-black essence batters the arctic titan! **
It is wrenched to the ground in a sickening thud!
... 15 points of damage!
Minor muscle tearing on the arctic titan's right leg.
Roundtime: 6 sec.
You swing a black ora maul at an arctic titan!
AS: +297 vs DS: +102 with AvD: +42 + d100 roll: +27 = +264
... and hit for 75 points of damage!
Right hand mangled horribly.
** As your black ora maul connects with the arctic titan, a low hiss is heard and the shadows strike with greenish-black essence fangs! **
... 30 points of damage!
Bones shatter in the arctic titan's shield arm.
Roundtime: 6 sec.
You swing a black ora maul at a frost giant!
AS: +312 vs DS: +101 with AvD: +35 + d100 roll: +23 = +269
... and hit for 117 points of damage!
Right hip pulped, severing the leg.
** As you land your blow, the shadows surrounding the black ora maul begin to swirl like a miniature vortex. The greenish-black essence batters the frost giant! **
It is wrenched to the ground in a sickening thud!
... 10 points of damage!
Strike to the frost giant's back causes minor spasms.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
poke maul
You run a finger down the shadows enveloping your maul. The shadows writhe and surround your hand momentarily in a fiercely cold embrace, then recede to surround the maul.
XXX runs a finger down the shadows enveloping his maul. The shadows writhe and surround his hand in a macabre embrace, then recede to surround the maul.
touch maul
You touch the black ora maul cautiously. The shadows swirl around your hand, caressing it.
XXX touches his black ora maul hesitantly. The shadows swirl and wrap around his hand in a familiar caress.
wave maul
As you wave the black ora maul in the air, the shadows swirl off the black ora maul obscuring you from view momentarily. A sibilant hiss is heard from within the gloom.
As XXX waves the black ora maul around, shadows swirl from it, momentarily obscuring XXX from view. A sibilant hiss is heard from within the gloom.
raise maul
As you raise your black ora maul, the shadows swirl upward and race off of it and ascend high above, darkening the room. After a moment, they recede and return to the maul which flickers with pulses of greenish-black essence.
As XXX raises his black ora maul, the shadows swirl upward and race off of it and ascend high above, darkening the room. After a moment, they recede and return to the maul which flickers with pulses of greenish-black essence.
It has a few other scripts that change the longer you hold it in your hand. Contact me with offers
MB: 12m BO: 15m
drigore
06-10-2006, 03:32 PM
Forgot to take the name out of the second wave script, about half way through. Since you made all the xxx's might as well finish the job.
DaLynched1
06-10-2006, 04:50 PM
What's the mana regen bonus?
Isn't there a spirit regen penalty?
WRoss
06-13-2006, 11:01 PM
There is no spirit regen penalty. I am having to field test it to be able to tell the mana bonus, the previous owner told me a number though I would rather figure it out on my own
WRoss
06-27-2006, 02:02 PM
Ok its taken me forever, but it appears to give 4-5 mana per pulse. It actually fluctuates between the two so I'm not sure what that means. But there ya go
StrayRogue
06-27-2006, 02:03 PM
Can it be disarmed?
KrolvinScout
06-27-2006, 02:21 PM
Can it be disarmed?
If I remember correctly, yes they can be disarmed. It's been ages since I owned a Black Ora Maul. Had one when they were first released, but I seem to recall people being able to disarm them. But then I was an old ass Paladin, who bonded with it to test out some things, and it came to me anyhow.
However as a side note, they are cursed to your hand, meaning they are stuck there until you A) Uncurse it to stow it away B) Pour a pure potion on it to stow it away....Oh, and I hear they love being blessed ;)
WRoss
06-27-2006, 02:22 PM
I'll get someone to try and disarm it and let you know
StrayRogue
06-27-2006, 02:24 PM
However as a side note, they are cursed to your hand, meaning they are stuck there until you A) Uncurse it to stow it away B) Pour a pure potion on it to stow it away....Oh, and I hear they love being blessed ;)
Yeah, thats why I was curious as to whether it could be disarmed.
KrolvinScout
06-27-2006, 03:04 PM
Yeah, thats why I was curious as to whether it could be disarmed.
yeah, I'm pretty sure even though that is the case, they were still disarmable...I seem to recall being 99.5% sure of it.
Khariz
06-27-2006, 06:35 PM
Yes, I can 100% confirm they can be disarmed. I just sold my 5x black ora maul the other day and used it in disarming reps all the time.
Heres the thing though, when its disarmed, its still considered attached to your hand, so when you pick it back up after being disarmed, you still can't sheath it without an uncurse.
Does that make sense?
KrolvinScout
06-27-2006, 06:43 PM
Yes, I can 100% confirm they can be disarmed. I just sold my 5x black ora maul the other day and used it in disarming reps all the time.
Heres the thing though, when its disarmed, its still considered attached to your hand, so when you pick it back up after being disarmed, you still can't sheath it without an uncurse.
Does that make sense?
yes, since Black Ora is cursed. Once you pick it back up, zing...It's cursed to your hand again..Or anyone else who picks it up for that matter.
Khariz
06-28-2006, 09:34 AM
yes, since Black Ora is cursed. Once you pick it back up, zing...It's cursed to your hand again..Or anyone else who picks it up for that matter.
Not exactly. That's what I was trying to get across in my post. Let me explain.
These neat little black ora weapon have what you might call a "curse-free grace period". You can take it out of the sheath and hold it around for a good 15 seconds before the weapon script takes hold and causes the weapon to curse itself to your hand. It bypasses the grace period if you do any of the weapons actions, or swing the weapon at anything. It will then automatically and immediately curse itself to yur hand.
Again, if you get neutralize/remove curse cast at it, or pour a pure potion on it, you reset the curse and can again hold it for usually 15+ seconds before putting it away without it cursing again. This grace period is nice because it allows you to transfer the weapon, do warrior tricks with it, you name it.
My point was that when the weapon is *disarmed* but not *uncursed*, the "grace period" timer does not reset and does not come into play. When you pick the weapon up off the ground after being disarmed, you do not have the customary 15 seconds to put the weapon away. You don't even have a millisecond, as the weapon is still considered cursed to your hand.
I bet that makes a lot more sense now.
WRoss
06-28-2006, 09:57 AM
Also I might add:
I'm sure most of you have heard how the scripts change and flares get a little better as you hold the weapon for longer. I've found that if you neutralize curse the maul and stow it for X amount of time, that the weapon is not reset as if I've never owned it. I still get all the same scripts and nice flares.
Besides that, let me know if you want to trade anything for this. Cash/coins always excepted
KrolvinScout
06-28-2006, 02:03 PM
Not exactly. That's what I was trying to get across in my post. Let me explain.
These neat little black ora weapon have what you might call a "curse-free grace period". You can take it out of the sheath and hold it around for a good 15 seconds before the weapon script takes hold and causes the weapon to curse itself to your hand. It bypasses the grace period if you do any of the weapons actions, or swing the weapon at anything. It will then automatically and immediately curse itself to yur hand.
Again, if you get neutralize/remove curse cast at it, or pour a pure potion on it, you reset the curse and can again hold it for usually 15+ seconds before putting it away without it cursing again. This grace period is nice because it allows you to transfer the weapon, do warrior tricks with it, you name it.
My point was that when the weapon is *disarmed* but not *uncursed*, the "grace period" timer does not reset and does not come into play. When you pick the weapon up off the ground after being disarmed, you do not have the customary 15 seconds to put the weapon away. You don't even have a millisecond, as the weapon is still considered cursed to your hand.
I bet that makes a lot more sense now.
I owned a Black Ora Maul when they were first released. I know exactly how they work, so why you would think I don't know about the uncurse grace period is beyond me. I stated the reason why it's cursed right away, after a disarm is because of what you already pointed out, and I did. Black ora is cursed..The only way to stow it away is to pour the potion on it or uncurse it. If you do not, no matter if it was disarmed or not, as soon as you touch it again, it's cursed to your hand.
Apparently my first post didn't make sense to you, by stating Black Ora is cursed, thus when it is disarmed and you pick it up it's cursed right away to your hand...Thus needing still the uncurse or pure potion method to stow away.
Khariz
06-28-2006, 03:06 PM
I owned a Black Ora Maul when they were first released. I know exactly how they work, so why you would think I don't know about the uncurse grace period is beyond me. I stated the reason why it's cursed right away, after a disarm is because of what you already pointed out, and I did. Black ora is cursed..The only way to stow it away is to pour the potion on it or uncurse it. If you do not, no matter if it was disarmed or not, as soon as you touch it again, it's cursed to your hand.
Apparently my first post didn't make sense to you, by stating Black Ora is cursed, thus when it is disarmed and you pick it up it's cursed right away to your hand...Thus needing still the uncurse or pure potion method to stow away.
I understood what you are saying, but we are talking about two different things. You are talking about the Maul being technically cursed to your hand when you pick it back up.
I'm talking about the way the game is actually coded, illustrating that the Maul doesn't actually re-curse itself to your hand, it just acts like it never left your hand in the first place, and thus didn't release the original curse.
Try having someone disarm the Maul, then have the disarmer pick it up and sheath it. That will illustrate my point. The weapon doesn't curse itself to their hand when they pick it up.
I'm not trying to be belligerant or piss you off, so please don't get offended, I'm just illustrating that the actual mechanics behind the curse of black ora are more complex than "When you pick it up after being disarmed it is cursed to your hand" (which is basically what I originally, and erroneously, said myself).
I'm not typing this stuff to educate *you*, I'm typing this stuff to inform people who *don't* know how black ora works.
Sorry for the perceived (yet non-existant) confusion on my part.
hectomaner
06-28-2006, 04:01 PM
There is no spirit regen penalty.
yes it there is
KrolvinScout
06-28-2006, 04:12 PM
I'm talking about the way the game is actually coded, illustrating that the Maul doesn't actually re-curse itself to your hand, it just acts like it never left your hand in the first place, and thus didn't release the original curse.
Gotcha now then.
WRoss
06-28-2006, 04:49 PM
yes it there is
when sung to, nothing comes up about spirit regen, only mana regen bonus. I could be completely wrong but I've never noticed spirit regen slow down at all.
Kierke
06-28-2006, 07:21 PM
This is speaking from first-hand knowledge, but it should be said, I'm only speaking concerning the three pieces I've actually, physically sung to myself. We go through this every time someone puts a black ora weapon up for sale. None of this is new information, I've said it before on these boards myself. The reason I keep harping on it is to avoid the "Tsin Effect," namely, to keep the black ora stuff from being misrepresented and to keep people from buying based on inaccurate information.
Attached to Khaladon's black ora weapons is a story loresong. There is no message about mana regen, spirit regen, flares, or anything else -- just a story. (Posted below) Any information about the properties of the weapon is at best anecdotal.
That said...
1) On the "greater" version of the weapons there is a positive bonus to mana regeneration.
2) On the "greater" versions is also a negative effect to spirit regeneration.
3) On the "greater" versions the weapon can be used to teleport once per 24 hours by using the attend verb, ie, attend maul.
4) With continued use, there is no increase in the power of flares, the number of flares, or the frequency of flares. This is a common misconception/rumor often repeated when the weapons are sold, and it is just not true. Holding the weapon longer, using the weapon without putting it away, keeping the weapon out all the time -- it doesn't effect any properties of the weapon.
This is the loresong off of a "greater" version piece which I own.
Your vision clouds over and a scene unfolds before you. The image of a scarred dwarf in leathers laboring deep in a dark, dank mine, grunting as he extracts precious black ora ore. Orcs goblins, and other slaves load the precious ore and push the cart towards a towering smelter. An oversized troll cracks a weighted scourge as the miners pass, tearing skin, leather and fur with equal ease. Most of the miners are criss-crossed with scars and most have fresh, bloody weals.
You can see the dwarf laboring over a hot iron forge. He mops his brow continually as he pumps the bellows then returns to the anvil, coaxing a weapon from the white-hot black Soon, the ora takes the form of the business part of the black ora crescent axe. He plunges it into a barrel of softly smoking oil, then another of a strange glowing substance, and then finally into a barrel of congealed blood. He cackles madly as a shadow slowly takes form around it which soon twines around his hand.
Your inner vision once again focuses on the scarred dwarf, carefully polishing the black ora crescent axe before handing it to an emaciated mage with hollowed white eye sockets. He incants over the black ora crescent axe and looks pleased. He raises it to the sky and shadows swirl around and a bolt of greenish-black lightning cracks over it causing the mist to scatter and then reform. The dwarf and the mage both laugh manically.
The scene shifts as the emaciated mage incants powerful charms over the the black ora crescent axe. He cackles incessently as he waves the crescent axe, but suddenly shadows detach themselves from the wall and surround the mage, as the mist assaults him, shadowy fangs plunge repeatedly into his body, his mouth open in silent scream. The mists slowly fade away and with them, the black ora crescent axe vanishes.
Your song draws to a close and you feel the story has ended.
Meghan/Sadryne
hectomaner
06-28-2006, 09:28 PM
yeah, the loresong says nothing about the regen bonus, or the spirit regen negative, but its there, trust me. i was the one to figure the negative out, and khal confirmed it himself. mana regen is there too, just a tiny one. both attributes are on every black ora piece, not just the 'greater' ones that were raffled off 1 per trip
loresong is the same on em too
WRoss
06-29-2006, 11:10 PM
Going to set an MB of 12m. Let me know if you're interested
Sean of the Thread
06-29-2006, 11:11 PM
yeah, the loresong says nothing about the regen bonus, or the spirit regen negative, but its there, trust me. i was the one to figure the negative out, and khal confirmed it himself. mana regen is there too, just a tiny one. both attributes are on every black ora piece, not just the 'greater' ones that were raffled off 1 per trip
loresong is the same on em too
Every black ora piece?
WRoss
07-04-2006, 12:54 AM
Still selling
hectomaner
07-07-2006, 04:25 AM
Every black ora piece?
pathetically, as of the time i quit, yes.
i'm going to assume by the lameness of the creators of items in gemstone that the ones released later are the same as well
The Ponzzz
07-07-2006, 11:13 AM
Heh, don't bless em... They will explode! And yea, any cleric can come up to you and as long as it's in yer right hand, the bless will destroy the weapon!
And there is NO attuning to the black ora, that myth was dismissed by the creator nearly a year ago, so there is no chance it to do more damage via flare in time...
WRoss
07-07-2006, 11:47 PM
the bless will destroy the weapon!.
I highly doubt that that would happen
Stunseed
07-08-2006, 12:17 AM
It destroys the wielder, instead.
The Ponzzz
07-08-2006, 01:10 AM
Hmm... I casted bless at a black ora nose ring it it exploded resulting in a stun to the character as well...
Necromancer
07-08-2006, 05:07 AM
Bless does not destroy the weapon. Though it does cause a rather painful backlash against the wielder. Yes each weapon has both a mana regen bonus and a spirit regen penalty. No, the weapons have no bonding process that yields additional power or scripts after holding it for a while.
AnticorRifling
07-08-2006, 10:17 AM
Bless does not destroy the weapon. Though it does cause a rather painful backlash against the wielder. Yes each weapon has both a mana regen bonus and a spirit regen penalty. No, the weapons have no bonding process that yields additional power or scripts after holding it for a while.
True. I never saw any bonding affect/effect with my black ora pike. Still sweet as hell though.
Zanagodly
07-09-2006, 03:05 PM
Can you explain further the teleport aspect of the greater black ora weapons?
WRoss
07-09-2006, 10:09 PM
Is tonce a day and teleports to a temple in your local area. I experimented with someones 7x (might of been 8x) falchion. I heard it was supposed to teleport you to your dieties temple. I tried this with my Luukos and my Charl chars, and both teleported me to Lormistra's Temple (the local temple). So, hopefully that helped.
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