Weaves

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Revision as of 02:57, 19 January 2015 by KR (talk | contribs) (Updated for v??)
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Weaves are treated differently from other equippable weapons and gear, and are only available to characters who choose Weave Focus as their weapon class at character creation. Each channeler will start with a weave in their inventory (Firespark for men, Water Spike for women). Weave Focus characters will only be able to carry one weave in their inventory at a time. A current weave can be exchanged for a different and/or more powerful weave as those become available by adding Skill Points to the various weave Powers in the Weave Focus Skill. There are checks in place to prevent characters from equipping a weave that uses too many points (the half-available-points restriction applied to all other equipment). Increasing Skill Points and causing an equipped Weave to exceed the limit will automatically un-equip the Weave, and it cannot be re-equipped until the character has leveled enough to allow the Weave again.

As you increase your strength in the powers, more weaves will become available. The 30 weaves (yes, thirty!) are broken into 4 tiers based on the number of powers used to determine their stats. Level 1 Weaves become available as soon as the channeler has 1 point in the 1 Power used by that Weave. Level 2 Weaves become available as soon as the channeler has 4 points total between the 2 Powers used by that Weave, level 3 Weaves with 9 points total between the 3 Powers needed, and level 4 Weaves with 16 points total between the 4 Powers required. Women with Weave Focus will begin with +1 in both Water and Air powers, while men have a matching +1 in Fire and Earth powers.

The equipment points required by each Weave scale according to the Skill Points allotted to the Powers used by that Weave. The scaling is not exactly uniform, so to help plan Weave advancement, the game contains a tool that displays Weave stats and equipment point costs with a character's current Power levels, and provides fields along the top of the display that allow adding levels to each Power to calculate what changes will occur when adding additional Skill Points to Weave powers). Reminder: Investing too heavily in a Weave power too soon can cause the Equipment Point cost of a Weave to go above half of the total Equipment Points available, rendering the Weave unusable until the character levels up and increases their Equipment Point total sufficiently.


Weave List:

This table lists all weaves and their stat increases for each level of strength in each of the five Powers.


Weave Fire Water Spirit Air Earth
Firespark 2-3 Damage
+2% Damage
Cantrips 2-3 Damage
+2% Defense
Water Spike 2-3 Damage
+1 Dodge
Air Razor 2-3 Damage
+1 Accuracy
Ward 2-3 Block
1% Health Gain
Arrows Of Fire 2-3 Damage
+2% Damage
1-2 Damage
+1 First Strike
Boil 1-2 Damage
+1 Stun
2-3 Damage
+1 Dodge
Fireball 1-2 Damage
+2% Defense
2-3 Damage
+1 Accuracy
Compel 1-2 Block
+1 Taint
1-2 Block
1% Health Gain
Mudslide 2-3 Damage
1% Health Gain
1-2 Damage
+1 Accuracy
Upheaval 1-2 Damage
+1 Stun
1-2 Damage
+1 Luck
Corrupt 1-2 Damage
+1 Taint
1-2 Damage
1% Poison
Ice Missiles 1-2 Damage
+1 First Strike
2-3 Damage
+2% Defense
Drown 1-2 Damage
1% Poison
2-3 Damage
+2% Damage
Crush 1-3 Damage
+1 Dodge
1-1 Damage
+1 Wound
Lava Flow 2-2 Damage
+1 Stun
1-1 Damage
+1 Luck
1-3 Damage
+1 Dodge
Blossoms Of Fire 2-3 Damage
+2% Damage
1-2 Damage
+1 Accuracy
1-2 Damage
+1 First Strike
Deathgate 1-2 Damage
+1 Accuracy
2-2 Damage
+2% Defense
1-2 Damage
+1 Wound
Cyclone 1-2 Damage
+2% Defense
2-2 Damage
+1 Dodge
2-3 Damage
+1 First Strike
Compulsion 2-2 Damage
1% Poison
1-2 Damage
1% Health Gain
2-2 Damage
+1 Taint
Lightning Strike 1-2 Damage
+1 Speed
1-2 Damage
+1 Accuracy
2-2 Damage
+1 Dodge
Hailstorm 2-3 Damage
+1 Stun
1-2 Damage
1% Health Gain
2-2 Damage
+2% Damage
Tsunami 1-2 Damage
+1 Speed
2-2 Damage
+2% Damage
1-2 Damage
+2% Defense
Power Shield 2-2 Block
+1 Luck
1-2 Block
+2% Defense
2-2 Block
1% Health Gain
Rend 2-2 Damage
+2% Damage
1-2 Damage
+1 Dodge
1-2 Damage
+1 Wound
Fire Storm 2-3 Damage
+2% Damage
2-3 Block
+1 Stun
2-2 Damage
+1 First Strike
2-2 Block
+2% Defense
Earthquake 2-3 Damage
+1 First Strike
2-2 Damage
+1 Dodge
2-2 Damage
+1 Accuracy
2-3 Damage
+1 Stun
Decay 2-2 Damage
+2% Defense
1-2 Damage
+1 Wound
2-2 Damage
1% Poison
1-3 Damage
+1 Taint
Lightning Storm 1-2 Damage
+1 Luck
2-2 Damage
+2% Damage
1-2 Damage
+1 Speed
2-3 Damage
+1 Accuracy
Refresh 2-3 Block
1% Health Gain
1-2 Block
+1 Luck
2-3 Block
1% Health Gain
2-2 Block
+1 Dodge


Updated for v13