Item:Divine charm

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Incomplete Item
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  • Item Type


divine charm
Look: Suspended along a rawhide cord is a thirteen-pointed star crafted out of silver. At the center of the star is a clear diamond in an asymetical setting. The setting is currently "facing" up.

Not only does it seem that the setting can be turned, you intuit that you can glean more information through studying the item.

Weight: 5 stones
Metal: Unknown
Appraised Cost: 0 Kronars0 Lirums <br />0 Dokoras <br />0 LTBpoints <br />0 Tickets <br />0 Scrips <br />
Properties:
  • This item is magical.
  • This item is worn in a generic slot.
Dimensions: 1 length x 1 width x 1 height
Sources: Source is Character Manager

Release Date: 1 Moliko 415 (3/9/2015)

These charms are special devices for new characters that allow them additional, easily accessable help during the first few circles. These powers gradually go away as the character gains ranks in their highest skill, finally stopping altogether at 50 ranks in their highest skill. Upon achieving 50 ranks in any skill, invoking/interaction with your divine charm will cause it to fade away.
Unless otherwise noted, these features can be used as many times as the user wishes with no cooldown.

  • STUDY: One of the symbols of the Thirteen Immortals, these charms are found by the worthy to propel them forward through times of uncertainty. The power within these charms defy conventional magic theory, being a small expression of the Divine, but is nonetheless fickle. The gods expect their adherents to learn their lessons quickly and not rely on divine providence forever.
There are five powers commonly associated with these charms, four active and one passive. The active powers are toggled by which direction the gem setting is turned, while the passive one merely requires wearing the charm. These powers range from teleporting, to healing, to coming back from the dead nigh-effortlessly.
[The divine charm is bonded to you without charges.]
  • TURN: The gem and its setting gives way with moderate pressure, swinging clockwise 90 degrees before setting in place with a *click*. The gem now faces <direction>.
You get an intuitive sense from the charm that it will now <magical power> if invoked.
It is not necessary to turn the charm to use the DEPART function. Simply use the DEPART command while dead.
The default setting out of the character manager is the teleport to starting location effect.
  • INVOKE charm to activate the magical power you've turned it to.
  • INVOKE charm (at 50 ranks): Your charm shimmers and with a quiet thrumming sound disappears entirely.
  • Healing messaging (3rd party): A helix of blue and white light swirls around <player>! Wounds and even minute imperfections along <his/her> body disappear in a brilliant supernatural display!


For Emphasis: Divine charms do not care about your circle or your accumulative ranks, only the highest single skill that you have. In addition to this natural limitation, there is one, perhaps obvious point: divine charms do not work for Necromancers.
Feature Can Be Used Until Restrictions
teleport to <starting location> 25 ranks none
teleport to Guildeader 25 ranks Thieves are sent to a nearby area
Depart without cost 37 ranks Just DEPART while dead to use
Ease Burden 50 ranks none
Full heal 50 ranks can be done every (3 + highest skill) minutes

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