Magical Devices skill: Difference between revisions
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The Magical Device skill, or MD, allows the user to manipulate items imbued with magical energy. The current common list includes [[runestones]], [[rods]], [[wands]], and [cambrinth]]. There are other more uncommon devices, but are listed elsewhere. |
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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. |
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MD also has spell specific applications, like pointing [[Ball Lightning]] to other rooms. |
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Also called '''devices ''' or '''MD'''. |
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==Training== |
==Training== |
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*0-50 - [[Runestones]] Would be ideal for these ranks, as they can be focused repeatedly to high gain. |
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*The best way to learn devices is to charge cambrinth for 11 mana. This will teach devices indefinitely, regardless of skill in [[Harness Ability skill|Harness]] and [[Primary Magic skill]]. |
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*50+ - [[Cambrinth]] will be your permanent trainer after 50 ranks. For best practices see the [[Cambrinth]] page. |
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*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. |
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==Skill Feats== |
==Skill Feats== |
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Rank: |
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*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. |
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80 - Able to focus mana into runestones, increasing their effectiveness.| |
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*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. |
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100 - 100% efficiency charging cambrinth. | |
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*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. |
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120 - Able to charge cambrinth 1-handed.| |
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150 - Able to utilize wands and rods.| |
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180 - Able to charge cambrinth worn, still requires one hand free.| |
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200 - Able to focus mana into rods and wands, increasing their effectiveness.| |
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=Guild Specific Uses= |
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[[Cleric]] |
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[[Moon Mage]] |
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*Requirements for [[Enchanting]] |
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[[Warrior Mage]] |
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*Used to direct [[Ball Lightning]]. |
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*Used to shape [[Fire Rain]] to avoid damaging others. |
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[[Category:Magic Skillset]] |
[[Category:Magic Skillset]] |
Revision as of 11:12, 8 January 2009
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The Magical Device skill, or MD, allows the user to manipulate items imbued with magical energy. The current common list includes runestones, rods, wands, and [cambrinth]]. There are other more uncommon devices, but are listed elsewhere.
Training
- 0-50 - Runestones Would be ideal for these ranks, as they can be focused repeatedly to high gain.
- 50+ - Cambrinth will be your permanent trainer after 50 ranks. For best practices see the Cambrinth page.
Skill Feats
Rank: 80 - Able to focus mana into runestones, increasing their effectiveness.| 100 - 100% efficiency charging cambrinth. | 120 - Able to charge cambrinth 1-handed.| 150 - Able to utilize wands and rods.| 180 - Able to charge cambrinth worn, still requires one hand free.| 200 - Able to focus mana into rods and wands, increasing their effectiveness.|
Guild Specific Uses
- Requirements for Enchanting
- Astoshe's Eclipse, also known as "inviso rings" can be recharged by Moon Mages once they reach 300 ranks of MD.
- Used to direct Ball Lightning.
- Used to shape Fire Rain to avoid damaging others.