Magical Devices skill: Difference between revisions

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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 Ability skill|Harness]] and [[Primary Magic skill]].

==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.
*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 Mage]]s once they reach 300 ranks of MD.

[[Category:Magic Skillset]]
[[Category:Skills]]

Latest revision as of 16:56, 14 December 2009

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