Some items are enchanted, either permanently or with limited charges.
Example 1: Item: greater magestaff of ice (staff)
The staff is slick with ice which forms around the staff,
freezing the bearer and making your fingers numb.
This item is a One Handed Weapon. Invoke via the Wield command or Wave command
The weapon has an offense add rating of NONE and hits for 1-5+2 damage.
This item contains the spell of Crystal Skin
This staff has unlimited Crystal Skin spell inside. Ye activate the spell by wave or activate.
Example 2: Item: wand of lightning (wand)
This wand glows with an eerie sense of light.
This is a gift to an Enchanter.
This item is a Rod. Invoke via the WAVE command
This item contains the spell of Gigawatt Death
The item has 4 charges left
This wand contains four charges of Gigawatt Death. That means ye can wave or activate the wand four times.
Items can also be enchanted by mortal hand.
Example 3:Item: Gently glowing aquamarine ring (ring)
This is a plain ring inset with an aquamarine. It has been
prepared to act like a magical ring.
This item is a Ring. Invoke via the Wear and Activate commands
This item contains the spell of Haste (9 charges left)
This ring contains 9 charges of haste, and can be activated by ACTIVATE RING.
There are two skills that determine whether you successfully activate such items:
The Magical Dexterity skill is used when a character
uses a wand, rod, or staff. The higher this skill, the
more likely it is that the item will function properly.
The Cabalistic Ability skill represents the player's
ability to use scrolls. The higher this skill, the
greater the chance that the use of a scroll
will be successful.
These two skills do NOT affect how good the spells are ye cast from items. They ONLY determine whether ye read/wave/rub/activate them successfully or not.
There are also potions and pastes that contain spells. The same applies fer them. They, however, do NOT require either cabalistic ability nor magical dexterity tae work.
Mortals who can enchant rings are Wizards who made Guild Rank 42 at least. As they gain further guild ranks they can enchant more expensive rings or items that will be able tae hold more charges. At GR 42 Wizards can enchant items that can hold up tae three charges.
These Wizards enchant the rings, THEN place the spells inside. This means, assuming a Wizard enchants a ring with ten charges of Group Teleport, he or she will first enchant the ring, which costs 100 (!) sps, THEN cast Group Teleport spell 10 times (which sosts 80 sps every time), and target the ring every time. This task will cost 900 sps.
Rings with less than maximum charges can be refilled WITHOUT enchanting again, hence saving 100 sps.
This ability allows Wizards at GR 42 to enchant items that can hold more than three charges. He or she wouldn't be able to enchant the item, but could indeed place spells inside a ring that already IS enchanted. I know that some Wizards frown heavily on anyone getting their haste rings refilled this way. They worked themselves tae high guild portals tae be able tae enchant rings that hold more charges and tae them it means disrespect of their hard work. The guild does however NOT rule on this.
Once the spell is cast, its effectivity is determined the same way as if ye had cast the spell YOURSELF (NOT using the enchanted item). However: The spell LEVEL will always be novice (the magestaff spells are apparently novice level) or apprentice (the greater magestaff spells are apparently apprentice level), depending on the spells.
The spell and skill levels of the ones who enchanted the items does NOT affect the spells at all. All they do is put the spell inside the ring. Nothing else.
The spell level ye already know the spell by does NOT affect the affectivity of the spell either.
This means:
Naturalist Spells like heal, red, green, shards, from enchanted items are based on the activater's NSU skill level. Nothing else. If ye don't have NSU, even Dragon Strength from a ring will be rather weak.
Magical Spells like Fly or Haste will have a duration based on yer MSU. Nothing else. If ye don't have MSU, the haste from the haste ring will nae last long. Buying haste directly from wizards will always last longer, as they have higher spell and MSU skill levels. That is why haste in rings sometimes is cheaper than haste directly cast on ye.
Sorcery Spells in items will only be of benefit tae standard mages. The damage they deal is MOSTLY based on land level. SSU and Spell level only affect the damage little. However, a non-mage class (so neither Shaman, nor Wizard, nor Sorcerer) cannae deal more than very low capped damage using Sorcery spells, even at very high land levels (land levels affect the damage sorcery spells do). Thus a standard mage will deal damage with damage spells from rings or wands according tae his/her land level.
The effectivity of HOLD spells (Ensnare, Sloth, etc.) is again based on yer SSU. Since NON-mages have neither one, hold spells from enchanted items will nae benefit them a lot.
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Mages, remember this when ye value yer services.
Non-mages who read this, I hope this helps ye understand a bit more.
Alley back to the library foyer.
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