Recharge: Difference between revisions
(Added a bit of info about charging at Mel's Reach.) |
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{{Otheruses4|recharging activated magic items|recharging stat/skill enhancives|enhancive item}} |
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Recharging is the process of adding charges to [[magic item]]s. |
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⚫ | The primary method of recharging is by use of the [[Charge Item (517)]] spell. Additionally, the altar in the moon chamber at the top of [[Melgorehn's Reach]] may be used to recharge certain magical items. Finally, the occasional [[merchant]] provides extended recharging services, often being able to recharge items unchargeable by players and to higher capacities than players. |
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In a roughly ten-minute cycle, a moonbeam at Melgorehn's Reach appears, allowing items placed on the altar to be charged: |
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<div {{Log}}> |
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Suddenly a beam of moon light peeks through several tiny holes in the intricate ceiling and converges in a star pattern upon the altar. The light carries with it a strange shearing sound. The onyx of the altar begins to glow faintly blue.<br.> |
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>put statue on altar<br.> |
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You put a small statue on an onyx altar. |
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</div> |
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[[Loresinging]] is the main method of detecting whether a magic item may be recharged using Charge Item and whether it is [[crumbly]] (destroyed when the last charge is used). Directly casting [[Charge Item (517)]] at an item will also detect whether it is rechargeable. |
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Every ten seconds, an item on the altar has a chance to have a charge added. |
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== Merchant Recharge Limitations == |
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Successful charge with no further messaging: |
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<div {{Log}}> |
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The small statue on the altar throbs slightly. |
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</div> |
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(Per GM Tamuz at Ebon Gate 2016) |
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Successful charge with a warning: |
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<div {{Log}}> |
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The ruby amulet on the altar throbs slightly.<br> |
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The ruby amulet on the altar begins to show signs of overheating. |
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</div> |
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For magic items that are ''not'' player-rechargeable, special event NPC merchants can recharge them but the maximum number of charges will deplete by 5 each time. An item that is recharged repeatedly and drawn down until it can no longer be recharged would get a total of 180 charges (40 + 35 + 30 + 25 + 20 + 15 + 10 +5) over its lifetime. |
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Failure, causing the item to be destroyed: |
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<div {{Log}}> |
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The small statue on the altar suddenly explodes in a shower of multihued sparks and flames! When, at last, the display dies down the altar stands empty. |
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</div> |
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At a future date there will be a service that can alleviate the degradation and increase its effective maximum number of charges by an amount, to a maximum of 40. This only applies to magic resistant (non rechargeable) magic items. |
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The moonbeam fires every ten seconds, lasting for nine pulses before disappearing. |
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<div {{Log}}> |
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Suddenly the moonbeam ceases and with it the strange shearing noise it made. The altar's blue glow fades back to black onyx. |
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</div> |
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Player-rechargeable magic items are not subject to degradation via merchant recharging services. |
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And after about eight and a half minutes, the moonbeam will reappear. |
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== See also == |
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[[Category:Magic]] |
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[[Category:Merchant Services]] |
Latest revision as of 22:56, 28 August 2017
- This article is about recharging activated magic items. For recharging stat/skill enhancives, see enhancive item.
Recharging is the process of adding charges to magic items.
The primary method of recharging is by use of the Charge Item (517) spell. Additionally, the altar in the moon chamber at the top of Melgorehn's Reach may be used to recharge certain magical items. Finally, the occasional merchant provides extended recharging services, often being able to recharge items unchargeable by players and to higher capacities than players.
Loresinging is the main method of detecting whether a magic item may be recharged using Charge Item and whether it is crumbly (destroyed when the last charge is used). Directly casting Charge Item (517) at an item will also detect whether it is rechargeable.
Merchant Recharge Limitations
(Per GM Tamuz at Ebon Gate 2016)
For magic items that are not player-rechargeable, special event NPC merchants can recharge them but the maximum number of charges will deplete by 5 each time. An item that is recharged repeatedly and drawn down until it can no longer be recharged would get a total of 180 charges (40 + 35 + 30 + 25 + 20 + 15 + 10 +5) over its lifetime.
At a future date there will be a service that can alleviate the degradation and increase its effective maximum number of charges by an amount, to a maximum of 40. This only applies to magic resistant (non rechargeable) magic items.
Player-rechargeable magic items are not subject to degradation via merchant recharging services.
See also
- Melgorehn's Reach recharging (spoilers)