Other Items

Besides granting the ability to learn casting skills, class skills also enable use of most items containing the spells of that class. Some items require the casting skill instead of the class skill, but in both cases bonuses are applied as follows:

Class Skill Bonus: If use of the item depends on the class skill for the spell in the item, your level in that class skill is used, but you gain a bonus based on your casting skill level for the spell:


Skill Level Bonus
1 +1
2-3 +2
4-7 +3
8-15 +4
16-31 +5

casting Skill Bonus: If use of the item depends on your casting skill for the spell in the item, then your level in that skill is used, but the bonus is based on your class skill, using the same schedule as listed above.

For example, if you have the Sorcery skill at level 8 and the Fireball skill also at level 8, you can use Fireball scrolls up to level 12. However, if you have the Sorcery skill at level 8 but no skill in Fireball, you can only use Fireball scrolls up to level 8.


Amulets

There are various mages and clerics in the land that cast attack spells or recite attack prayers, and there are protection spells and prayers that protect against these attacks. However, most characters do not have the ability to cast the mage protection spells nor recite the cleric protection prayers. This is where amulets come in.

There are 4 clerical types and 8 mage types as follows:

Clerical Effects

  • Mind
  • Body
  • Soul
  • Nature

Mage Effects

  • Energy
  • Light
  • Fire
  • Ice
  • Earth
  • Air
  • Illusion
  • Delusion

Amulets can be found anywhere, but the chance of finding a amulet with a given effect is much greater in areas with mages or clerics that attack with it.

Amulets can also be imbedded in nonmagical gear; this grants both the amulet's effect and the gear's protective properties, and the imbedded amulet doesn't take up a body slot. Legas, in Uswick, can imbed or remove amulets for a fee.

If a character wearing an amulet is attacked with a spell or prayer whose level is equal to or lower than the amulet's level, the attack is stopped. If the attack's level is higher than the amulet's, however, the amulet is destroyed; the attack goes through with whatever levels are left after destroying the amulet (for example, a L15 Delusion attack directed against a L10 Prot Delusion amulet will destroy the amulet, but the wearer suffers the effects of a L5 Delusion spell only).

As with protective clothing (see below), amulets add their level to the wearer's saving throw adder]. Shakir, the Royal Historian in Salazad, can tell you what your saving throw is at any given point in time.

There are other special use amulets that can be found in the land. Sensing these items will usually give you some feel as to purpose.


Iun stones are very rare items that, when found, can bring the character special abilities. Red iun stones can be used create potions that do not run out over time. Blue iun stones can be used to have magic or supernatural qualities imbedded into gear. Green and yellow stones increase the level of rings.


Rings

Rings are one of the most useful magical items, as they contain multiple charges of a given spell and they can be used by any class * there is no class skill or casting skill requirement. Rings come in two varieties: skill rings and spell/prayer rings.

Similar to inscribing blank scrolls with spells, rings can be imbued with spell charges. In this case, the IMBUE command is used instead of INSCRIBE; this increase the number of charges in the ring by one. They can be imbued by casting the spell from a scroll or casting it normally, but only by the character owning that ring. Rings can only contain information spells.

Skill rings are especially important because they increase your level (assuming you have at least L1) in the appropriate skill by the ring's level. For example, if you have skill in Plate Armor and find a L5 Plate Armor skill ring, your skill level in Plate Armor will be increased by 5 while wearing the ring. Multiple rings that modify the same skill don't stack * only the highest-level ring applies.

Spell/Prayer rings include Sense, Cleanse, Locate and Find; these can be bought as well as found as loot. Each is described below.

Sense is particularly important in that it allows you to determine the level of potions, amulets, scrolls, armor, and any special characteristics such as enchantment, etc. Almost all adventurers wear a Sense ring all the time so they can determine exactly what treasure they have found.

Cleanse rings are used to get rid of any darkness or elemental effects. They can also be used against a character to remove protection effects, etc. They work identically to the clerical Remove prayer or the mage Dispell spell.

Locate rings are used to determine where a player's gear is if they have lost it due to getting killed and stripped, or just forgot where they left it. They will only work for the gear of the player using the ring.

Find rings are used to find the corpse of a character who has died. Distance and direction, rather than an exact location, are given when this prayer is used.



Rods, Staves, Wands

Rods, staves, and wands can all contain spells, but the way each works is different. All may be found as loot, but only staves and wands can be purchased (staves are considered weapons, while blank wands are available at the magic store in Haven).

A L1 Sense spell will determine what spell these items hold, but you can't tell the exact level of the spell stored in a rod, staff, or wand unless the level of the Sense spell equals or exceed's the item's spell level. For example, for a wand with L13 Fireball, you need a Sense spell cast at L13 or higher to determine the level.

Casting a spell from a rod, wand, or staff varies by item:

  • For staves, half the character's level in the specific skill pertaining to the spell is added to the character's level in the class skill pertaining to the spell, and if this number is greater than or equal to the spell level, then the character can use the staff to cast it. (For example, if a staff casts Fireball at L12, the character must have the Fire skill at L8 or greater to be able to use it.) Armor restrictions for spellcasting still apply when using staves.
  • For wands, the character's level in the class skill pertaining to the spell must be equal to or greater than the level of the spell in the wand. Also, normal spellcasting requirements for mages don't apply when using wands * you can wear any type of armor and still cast the spell.



Rods

Rods are similar in some ways to wands, but are more powerful.

Rods come in different levels of enchantment; a given rod's level can only be determined by using a high-level Sense spell. Level 1 rods inflict damage based on the spell level stored in them; each additional level of enchantment increases the damage by x2. As with weapons, rods at higher levels of enchantment can have special abilities.

Unlike wands, rods do not have charges. In other words, the spell in the rod can be cast an unlimited number of times and will not run out. Also, rods can be imbued with a different spell or one at a different level; this can be at any level, and the the new spell replaces the existing one. Unlike rings and wands, rods cannot be
imbued with spells cast from scrolls, but they can only be imbued by the character owning that rod.



Staves

Staves can be purchased and found as loot at various levels of craftsmanship, including up to perfectly crafted and above. As with weapons, staves at higher levels of enchantment can have special abilities.

Enchanted staves are exactly the same as rods regarding spell usage. The one big difference is that staves can be used defensively to block attacks by enemies; enchanted staves get a significant bonus in this regard.

For a staff to contain spells, it must be enchanted. The number of spells that an enchanted staff can contain is equal to its enchantment level. To imbue a staff, hold it in the right hand and use the IMBUE command, along with the name of the spell to be imbued and, optionally, the spell level (if no level is entered, it defaults to the character's normal caster level). The character suffers Mana fatigue as if casting the spell but is otherwise not affected. There is no limit to the number of spells that can be imbued.



Wands

Wands are much more useful than scrolls in that they can contain multiple charges of a given spell. Empty wands can be found in the magical store in Haven, and wands with spells already added can be found as loot.

As with rings, wands can be imbued with spell charges by using the IMBUE command; this increase the number of charges in the wand by one. They can be imbued by casting the spell from a scroll or casting it normally, but only by the character owning that wand. Only attack spells can be imbued into wands. The maximum spell level that a character can imbue is either his level in the specific skill pertaining to that spell or the wand's level, whichever is less.

To imbue a wand, hold it in the right hand and use the IMBUE command, along with the name of the spell to be imbued and, optionally, the spell level (if no level is entered, it defaults to the character's normal caster level). The character suffers Mana fatigue as if casting the spell but is otherwise not affected. The wand can be imbued with additional charges of the same spell up to its total number of allowed charges. This number is a function of the wand; higher-level wands allow more charges.

Once a wand is imbued with a given spell at a given level, it cannot be imbued with a different spell or at a different level. If the last charge in a wand is used, it disintegrates and falls from the hand.


Scrolls

Scrolls are sheets of parchment that hold a single spell. Only a character capable of casting that spell can use a scroll of a given type. When the spell is cast, the scroll disintegrates and falls from the hand.

Scrolls containing mage spells or cleric prayers can be found as loot and are distinguishable by the type of parchment they are inscribed upon. Blank scrolls can be bought at the stores in Haven

To be able to read a scroll to see what spell or prayer it contains, a character must have at least one level of skill in the class skill pertaining to the spell or prayer on the scroll. In order to use a given scroll, the level of the scroll must be at least equal to the character's class skill level pertaining to that spell or
prayer, plus half (rounded down) of the character's specific skill level pertaining to that spell or prayer. For example, if a character has the Sorcery skill at level 10 and the Fireball skill at level 10, he can use Fireball scrolls up to level 15.

For scrolls the armor limitations on the class pertaining to the spell or prayer on the scroll apply. For example, a Wizard would not be able to use a Fireball scroll unless he was not wearing any armor.

To be able to inscribe a blank scroll with a spell or prayer at a given level, the character must have both the class skill AND the specific skill pertaining to the spell or prayer to be inscribed at the level to be inscribed or greater (for example, a sorcerer scribing a Fireball scroll must have both Sorcery and Fire). You must obtain a blank scroll of the requisite level, then place it in your right hand and use the INSCRIBE command, followed by the spell or prayer to be inscribed (if no level is entered, it defaults to the character's normal caster level). The character suffers Karma or Mana fatigue as if casting the spell, but is otherwise not affected.

Unlike most magical items, scrolls do not become bound when touched; they can be used by anyone as long as the user meets the requirements noted above.


Clothing

All of the following items must be worn (thus taking up a body slot) to be effective, with the exception of holy symbols, which can be worn or held in the right hand. Magical clothing can have levels of enchantment and, unless otherwise noted, can be imbedded with amulets.

Bracelets, Ankle Bracelets, Shirts: These items can can only be purchased. They can have elemental or essence effects, enchantments, and magical effects transferred into them, which is their main purpose (e.g., you find a helm with a nice enchantment but are already wearing a helm with a nice enchantment. So, you transfer the enchantment into a shirt and wear the shirt).

Ceremonial Belts, Pants, Bracers: These work like bracelets and shirts, but only elemental and
essence effects, and amulets, can be transferred into them.

Druid Headbands: These work like holy symbols, except that only Druids can use them. Headbands can only be worn, not held.

Holy Symbols: Holy symbols increase the character's saving throw adder and caster level for the character's Priest or Healer prayers by the item's level. Holding the holy symbol in the right hand grants an additional +1 bonus. Only Priests and Healers can use holy symbols. Holy symbols cannot be imbedded.

Mage Hats: These work like holy symbols, except that only Wizards and Sorcerers can use them. Each magical discipline (Energy, Light, Fire, etc.) has a specific hat.

Monk Headband: This increases the saving throw adder of Monks.

Monk Belt: This is an important item for Monks. It slightly increases the Monk's defense and, if it is magical or enchanted, grants its magic or enchantment to hand attacks when attacking.

Robes: Robes increase the wearer's defensive level and also, and more importantly, increase the level of their prayers or spells. Each cleric class or mage class/discipline has a specific robe, and only a character with that class or discipline can wear a specific robe.

Sashes: These increase the saving throw adder of Knights, Warriors and Mercenaries by the sash's level; each class has a specific sash.

Tunics: These work like shirts, but only elemental and essence effects can be transferred into them.

Witch Hats: These work like holy symbols, except that only Witches can use them. Hats can only be worn, not held.

Many other transfers are possible, into weapons, armor, monk belts, robes, hats, holy symbols and most other gear, but there are usually some restrictions on what can be transferred. One must work with the NPC to find out which transfers are possible.

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