Item:Divine charm: Difference between revisions

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|look=Suspended along a rawhide cord is a seventeen-pointed star crafted out of silver. At the center of the star is a clear diamond in an assymetical setting. The setting is currently "facing" up.<br />
|look=Suspended along a rawhide cord is a seventeen-pointed star crafted out of silver. At the center of the star is a clear diamond in an assymetical setting. The setting is currently "facing" up.<br />
Not only does it seem that the setting can be turned, you intuit that you can glean more information through studying the item.
Not only does it seem that the setting can be turned, you intuit that you can glean more information through studying the item.
|MTag=silver,diamond,rawhide
|CTag=silver
|STag=seventeen-point star,star
|type=jewelry, magic
|type=jewelry, magic
|wearloc=generic
|wearloc=generic
|weight=5
|weight=5
|appcost=0
|lsize=1
|lsize=1
|wsize=1
|wsize=1
|hsize=1
|hsize=1
|appcost=0
|sourcetype=-
|sourcetype=-
|fname=No
|fname=No
|metal=no
}}
}}

Release Date: 1 Moliko 415 (3/9/2015)<br>
Release Date: 1 Moliko 415 (3/9/2015)<br>
<br>
<br />
These charms are special devices for new characters that allow them to "cheat" the game a little 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.<br>
These charms are special devices for new characters that allow them to "cheat" the game a little 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.<br />
<br>
<br />
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 [[Necromancer]]s. Hard mode, suffer.
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 [[Necromancer]]s.
<br /><br />

==Features==

Unless otherwise noted, these features can be used as many times as the user wishes with no cooldown.
Unless otherwise noted, these features can be used as many times as the user wishes with no cooldown.
<br /><br />
* {{com|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.


{| class="wikitable sortable" width="445px"
{| class="wikitable sortable" width="445px"
Line 29: Line 31:
!Feature!!Can Be Used Until!!Restrictions
!Feature!!Can Be Used Until!!Restrictions
|-
|-
|teleport to start room||25 ranks||none
|teleport to Town Green||25 ranks||none
|-
|-
|teleport to guildeader||25 ranks||Thieves are sent to a nearby area
|teleport to Guildeader||25 ranks||Thieves are sent to a nearby area
|-
|-
|free departs||37 ranks||none
|Depart without cost||37 ranks||none
|-
|-
|[[Ease Burden]]||50 ranks||none
|[[Ease Burden]]||50 ranks||none
|-
|-
|healing||50 ranks||can be done every (3 + highest skill) minutes
|Full heal||50 ranks||can be done every (3 + highest skill) minutes
|}
|}
<br /><br />
[The divine charm is bonded to you without charges.]
<br /><br />
* {{com|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.

Revision as of 19:14, 14 March 2015

Incomplete Item
  • This item is incomplete, which means that while it is not a stub, it still lacks certain data or information.
  • Item Type


divine charm
Look: Suspended along a rawhide cord is a seventeen-pointed star crafted out of silver. At the center of the star is a clear diamond in an assymetical 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 to "cheat" the game a little 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.

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.

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.
Feature Can Be Used Until Restrictions
teleport to Town Green 25 ranks none
teleport to Guildeader 25 ranks Thieves are sent to a nearby area
Depart without cost 37 ranks none
Ease Burden 50 ranks none
Full heal 50 ranks can be done every (3 + highest skill) minutes



[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.