Mana Battery Jewelry: Difference between revisions
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'''Mana Battery Jewelry''' is made of [[ |
'''Mana Battery Jewelry''' is made of [[aranthium]] and thus can store mana for later use by {{boldmono|[[CAST_(verb)|CAST]]}}ing spells at it, with the exception of [[Elemental Detection (405)]], which will only tell you the function. They were first made available for sale at [[BMCShop:Mysteries of Mana|Mysteries of Mana]] during [[Briarmoon Cove 2020]]. It should be noted that unlocks are a very rare service and cost upwards of 5 million silver. |
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{{itemtier <!-- Copy/Paste x #Tier for item as needed. --> |
{{itemtier <!-- Copy/Paste x #Tier for item as needed. --> |
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|tier= Tier 1<!-- REQUIRED: Must be entered as Tier # or Tree (Name) --> |
|tier= Tier 1<!-- REQUIRED: Must be entered as Tier # or Tree (Name) --> |
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|itemsummary= At this tier, the Mana Battery Jewelry can be infused with 20 mana to be absorbed later. Some mana will be lost during the initial transfer, so low mana spells may not infuse anything. It has not been tested to see if [[Mana Control]] has any effect on transfer. The jewelry has 4 hour cooldown for using the mana, but will still accept infusions during this period. This cooldown applies to both player and the jewelry, so it cannot be stacked by using multiple pieces. |
|itemsummary= At this tier, the Mana Battery Jewelry can be infused with 20 mana to be absorbed later. Some mana will be lost during the initial transfer, so low mana spells may not infuse anything. It has not been tested to see if [[Mana Control]] has any effect on transfer. The jewelry has 4 hour cooldown for using the mana, but will still accept infusions during this period. This cooldown applies to both player and the jewelry, so it cannot be stacked by using multiple pieces. |
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Upon casting a spell at the jewelry, it will gain a temporary long description that is tied to the [[ |
Upon casting a spell at the jewelry, it will gain a temporary long description that is tied to the [[spell circle]] used. It will trigger a series of 4 ambient messages, including the one that signifies it losing its luminescence (setting it back to the standard 15/15/15 appearance). The ambients can be triggered at any time, even if the jewelry is full or on cooldown, and you can reset the count by casting on it again while it's still active. |
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<!-- Brief explanation of what this tier does, if any. --> |
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|analyze= You analyze your aranthium armlet and sense that there is no recorded information on that item. It may or may not be able to be worked on by a merchant alterer. |
|analyze= You analyze your aranthium armlet and sense that there is no recorded information on that item. It may or may not be able to be worked on by a merchant alterer. |
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|affinity= <!-- Brief explanation of affinity for that specific tier, if any. --> |
|affinity= <!-- Brief explanation of affinity for that specific tier, if any. --> |
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|itemverbtable= YES<!-- Answer YES if there are verbs associated with this tier. If not, leave blank. --> |
|itemverbtable= YES<!-- Answer YES if there are verbs associated with this tier. If not, leave blank. --> |
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! style="width:5em;"|Verb |
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! First |
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|type2= <!-- OPTIONAL: If an item is feature altering, please enter "Feature altering". --> |
|type2= <!-- OPTIONAL: If an item is feature altering, please enter "Feature altering". --> |
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|itemclass= Accessory<!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --> |
|itemclass= Accessory<!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --> |
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|itemclass2= <!-- OPTIONAL: If a script can be applied to more than one classification. An example would be |
|itemclass2= <!-- OPTIONAL: If a script can be applied to more than one classification. An example would be scripts that can be applied to clothing and accessories. --> |
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|itemclass3= |
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|itemtype= Jewelry<!-- REQUIRED: What items can this apply to. Up to 8 can be specified. --> |
|itemtype= Jewelry<!-- REQUIRED: What items can this apply to. Up to 8 can be specified. --> |
Latest revision as of 17:21, 21 November 2022
Mana Battery Jewelry is made of aranthium and thus can store mana for later use by CASTing spells at it, with the exception of Elemental Detection (405), which will only tell you the function. They were first made available for sale at Mysteries of Mana during Briarmoon Cove 2020. It should be noted that unlocks are a very rare service and cost upwards of 5 million silver. Tier 1At this tier, the Mana Battery Jewelry can be infused with 20 mana to be absorbed later. Some mana will be lost during the initial transfer, so low mana spells may not infuse anything. It has not been tested to see if Mana Control has any effect on transfer. The jewelry has 4 hour cooldown for using the mana, but will still accept infusions during this period. This cooldown applies to both player and the jewelry, so it cannot be stacked by using multiple pieces. Upon casting a spell at the jewelry, it will gain a temporary long description that is tied to the spell circle used. It will trigger a series of 4 ambient messages, including the one that signifies it losing its luminescence (setting it back to the standard 15/15/15 appearance). The ambients can be triggered at any time, even if the jewelry is full or on cooldown, and you can reset the count by casting on it again while it's still active.AnalyzeYou analyze your aranthium armlet and sense that there is no recorded information on that item. It may or may not be able to be worked on by a merchant alterer. You get no sense of whether or not the armlet may be further lightened. Usage
Tier 2At this tier, the jewelry can be infused with 30 total mana. There are limited unlocks to this tier.Tier 3At this tier, the jewelry can be infused with 40 total mana. There are very limited unlocks to this tier.Additional InformationAppearance by Spell CircleEach spell circle will affect the ambient messaging, the CAST messaging, and the long description added to the base description while ambients are activated. For example, a vine-etched aranthium armlet becomes a vine-etched aranthium armlet wreathed in pulsing red luminescence if an Empath Base spell is cast at it, or a vine-etched aranthium armlet wreathed in dim rainbowed luminescence if a Minor Elemental spell is cast at it. You can override one appearance by casting a spell from a different circle.
Ambient MessagingThe ambient messaging is random, except the final one in the list. Only four (including the deactivating message) will play, unless the effect is refreshed with another spell. There is no significant difference in third person messaging. Intense royal blue energy crackles through the vivid cerulean aura of your aranthium armlet before dying away. The vivid cerulean aura of your aranthium armlet wavers slightly. Intense royal blue radiance plays over the surface of your aranthium armlet like light reflecting off of a pool's surface. Like a candleflame stirred by wind, the vivid cerulean aura of your aranthium armlet dies away before blazing back to life. Intense royal blue sparks spiral up off of the surface of your aranthium armlet. Faint occlusions cloud the vivid cerulean aura of your aranthium armlet. The aura wreathing your aranthium armlet brightens dazzlingly for a moment. The corona of the vivid cerulean aura enshrouding your aranthium armlet throbs like a beating heart. The radiance wreathing your aranthium armlet fades away. |
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