Magical Devices skill: Difference between revisions

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==Skill Feats==
==Skill Feats==
*MD skill controls how much energy from mana you actually manage to store in a cambrinth device. By the time you reach 100 ranks in the skill you will be 100% efficient.
*MD skill controls how much energy from mana you actually manage to store in a cambrinth device. By the time you reach 100 ranks in the skill you will be nearly 100% efficient.
*Charging cambrinth requires the user to complete a circuit with the item and his body. Usually this requires the item to be held and the other hand to be empty. By 120 ranks you will be able to hold a cambrinth item in your hand while the other hand is full and complete the circuit. By 180 ranks you will be charge the cambrinth item while wearing it (if it's weareable). You will still require a free hand.
*Charging cambrinth requires the user to complete a circuit with the item and his body. Usually this requires the item to be held and the other hand to be empty. By 120 ranks you will be able to hold a cambrinth item in your hand while the other hand is full and complete the circuit. By 180 ranks you will be charge the cambrinth item while wearing it (if it's weareable). You will still require a free hand.
*The numbers listed are approximations. There is a fair amount of randomness to these feats. If you fail, there is no roundtime, so just spam the charge command until you succeed.
*The numbers listed are approximations. There is a fair amount of randomness to these feats. If you fail, there is no roundtime, so just spam the charge command until you succeed.

Revision as of 10:46, 2 September 2008

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Magical Devices is the Mechanical Lore skill of the magic world. Uses included but are non limited to using Runestones, Wands, Rattles. But by far the most useful is the Cambrinth. Lower your round time. Be able to use it with 1 handed. Our use it work. or Worn and one-handed oh my. You however can never use cambrinth with hands full of other stuff.

MD also has spell specific applications, like pointing Ball Lightning to other rooms.

Also called devices or MD.

Training

  • The best way to learn devices is to charge cambrinth for 11 mana. This will teach devices indefinitely, regardless of skill in Harness and Primary Magic skill.
  • Starting out, it is easy to train using runestones by FOCUSing on them. This will not rid the runestone of charges, which destroys the item.

Skill Feats

  • MD skill controls how much energy from mana you actually manage to store in a cambrinth device. By the time you reach 100 ranks in the skill you will be nearly 100% efficient.
  • Charging cambrinth requires the user to complete a circuit with the item and his body. Usually this requires the item to be held and the other hand to be empty. By 120 ranks you will be able to hold a cambrinth item in your hand while the other hand is full and complete the circuit. By 180 ranks you will be charge the cambrinth item while wearing it (if it's weareable). You will still require a free hand.
  • The numbers listed are approximations. There is a fair amount of randomness to these feats. If you fail, there is no roundtime, so just spam the charge command until you succeed.
  • Astoshe's Eclipse, also known as "inviso rings" can be recharged by Moon Mages once they reach 300 ranks of MD.