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Wizards
FAQ & Tidbits
Runestaves
= Right Hand Only
509 Strength:
Training in Elemental Lore, Earth increases the Attack Strength (AS) bonus
provided by this spell. A minimum of 4 ranks of Earth Lore are required to
achieve a +1 AS increase, with the maximum increase of +16 AS achieved at 184
ranks. This added bonus is a self-cast benefit for the Wizard's use only.
New: Training in Elemental Lore, Earth also helps with encumbrance.
Charge Item Guide
PROCESS
In order to begin the charge item
process, a Wizard must acquire a gem with "orb gem" properties and then
proceed to treat the gem with a grot t'kel potion. The Wizard must then cast
Charge Item at the gem. This process turns the gem into a pulsating orb.
Once the Wizard has created a pulsating orb, he must cast the Charge Item
spell at the orb repeatedly, until it is ready to handle charging. Each
additional cast of Charge Item at the orb is at the cost of one Mana Point
(MP).
After the pulsating orb has been properly prepared to handle charging, the
Wizard must hold the item to be charged in the right hand and RUB the
pulsating orb. Each time the Wizard RUBs the pulsating orb, MPs are drained
in order to channel the charge into the item being charged.
QUESTIONS
AND ANSWERS
Q.
Where do I get a gem with "orb gem" properties?
A. A gem with "orb gem"
properties, or orb gem, could be any gem commonly found on a critter with a
value over approximately 1000 silvers. The difference is that an orb gem has
special properties to aid in the Charge Item process. One of the best ways
to tell if you have an orb gem is to have a Bard sing to your gems. When a
Bard sings to a gem with "orb gem" properties, they receive applicable
messaging.
Q. How do I treat my orb gem once
I find one?
A. You must purchase a grot t'kel
potion from the local alchemist shop and POUR POTION ON MY <gem>. If the
treatment was successful, you will see the appropriate messaging.
Q. I poured the grot t'kel potion
on my gem and it evaporated. What gives?
A. It is not an orb gem. If the
gem you found were an orb gem, pouring the grot t'kel potion on it in order
to treat it will work every time. If it is not an orb gem, it will not work.
Q. How much mana does it cost to
create a pulsating orb that is ready to handle charging?
A. The first cast at the gem has a
Mana Point (MP) cost of 17. This 17 MP cost turns the orb gem into a
pulsating orb. Once the gem is a pulsating orb, the Wizard must continue
casting Charge Item at the pulsating orb until he receives messaging that
the orb is ready to handle charging. Each additional cast is at the cost of
one MP each. The average MP cost to create a pulsating orb that is ready for
charging is approximately 25.
Q. When I cast Charge Item at my
pulsating orb, sometimes it grows and sometimes it shrinks. What's the
difference?
A. If it grows, you are making
progress towards reaching the level where it is ready to handle charging. If
it shrinks, you just took a step backward. If it shrinks too many times, it
will disappear.
Q. How long does the pulsating orb
last?
A. A pulsating orb can last up to
15 minutes, if properly maintained. Casting Charge Item at the orb when it
shrinks helps maintain the pulsating orb for a longer period of time. In
fact, if it shrinks just once from the 'ready' state, the Wizard will have
to cast Charge Item again (at the one MP cost) in order to keep charging. If
he does not, the pulsating orb will keep shrinking until it disappears.
Q. How is it determined how much
mana is needed for charging when I rub my pulsating orb?
A. The Mana Point (MP) cost for
charging spells is dependent on the Wizard's knowledge of the spell. Spells
in unknown magic spheres can cost up to three times as much MPs to charge as
they would cost to cast. A Wizard can reduce the cost of each charge with
exceptional training in the Elemental Mana Control skill.
Q. What types of items can be
charged?
A. Blue crystals, ruby amulets,
and wands that are commonly found in the treasure system can all be charged
using the Charge Item spell. There are also existing items as well as new
items (found in the treasure system or sold by merchants) that have the
charge properties. Ask a Bard to sing to your item to see if it is
chargeable. Additionally, any orb gem that is treated with grot t'kel potion
becomes imbeddable (see Magic Item Creation 420). There is a small chance
that those treated gems could potentially be chargeable. Again, ask the help
of a Bard to determine the properties of your items.
SUCCESS
FACTORS
Magic Item Use skill
Elemental Mana Control skill
Major Elemental spells known
Being in a workshop
FAILURE
FACTORS
- Spell level being charged
- Wizard's knowledge of the spell
- Number of charges already in the
item
Extraordinary failure has been known
to result in loss of Mana Points (MPs), injury, and even possibly the
destruction of the item. Use Charge Item at your own risk.
NOTES:
The quality (value) of the orb gem will only influence the
maximum number of charges that can be placed in an item. The Wizard should be
aware that, since the number of charges in an item is a factor in making it
more difficult to charge, using expensive orb gems often result in little
benefit. Put another way, using an expensive orb gem is not a factor in
success.
Wands
(courtesy of Hakwea)
Wands that don't require spell aim
- Bloodwood wand 701 Blood burst
- Thanot wand 708 Limb disrupt
- Twisted wand 702 mana disrupt
- Bone wand 705 distengrate
- clear glass wand 706 mind jolt
Wands that require spell aim
- Aqua wand 903 Minor water
- Aqua wand (blessed) 306 Holy bolt
- Blue Wands 924
- Iron wand 901 minor shock
- Gold wold 906 minor fire
- Metal wand 907 Major Cold
- Crystal wand Acid 26th ranked spell I
believe. It it a spell that only appears in wands
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