Magic item: Difference between revisions

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(still under construction)
 
(Moved "bloodwood wand" to "polished bloodwood wand", as it is in-game. Added a link to bard. Added potion as an example magic item.)
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Any item which initiates a magical [[spell]] or affect when activated can be considered a '''magic item'''. This includes but is not limited to [[wand]]s & [[rod]]s, jewelery such as [[ring]]s & [[amulet]]s, and various [[crystal]]s & [[gem]]s. The primary skill associated with them is [[Magic Item Use]]. Usually, items contain basic spells which characters are capable of learning, but rarer objects have been known to possess magic which cannot be learned by any [[profession]]. Magic items can be created by players, purchased at [[merchant shop]]s and [[festival]]s, or found via the [[treasure system]]. Certain ones will also possess the capability to have their [[Recharge|charges restored]], and others simply [[crumbly|crumble]] once the magic is depleted.
Any item which initiates a magical [[spell]] or affect when activated can be considered a '''magic item'''. This includes but is not limited to [[wand]]s & [[rod]]s, [[potion]]s, jewelery such as [[ring]]s & [[amulet]]s, and various [[crystal]]s & [[gem]]s. The primary skill associated with them is [[Magic Item Use]]. Usually, items contain basic spells which characters are capable of learning, but rarer objects have been known to possess magic which cannot be learned by any [[profession]]. Magic items can be created by players, purchased at [[merchant shop]]s and [[festival]]s, or found via the [[treasure system]]. Certain ones will also possess the capability to have their [[Recharge|charges restored]], and others simply [[crumbly|crumble]] once the magic is depleted.


== Detecting Magical Items ==
== Detecting Magical Items ==


* Sometimes, objects require treatment from a [[grot t'kel potion]] in order to have magic placed within them.
* Sometimes, objects require treatment from a [[grot t'kel potion]] in order to have magic placed within them.
* To determine if a vessel is appropriate and/or ready to receive a magical infusion, use [[Elemental Detection (405)]] or a bard.
* To determine if a vessel is appropriate and/or ready to receive a magical infusion, use [[Elemental Detection (405)]] or a [[Bard]].


== Making Magical Items ==
== Making Magical Items ==
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* [[Aquamarine wand]]
* [[Aquamarine wand]]
* [[Black crystal]]
* [[Black crystal]]
* [[Bloodwood wand]]
* [[Blue crystal]]
* [[Blue crystal]]
* [[Crystal amulet]]
* [[Crystal amulet]]
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* [[Oaken wand]]
* [[Oaken wand]]
* [[Pale thanot wand]]
* [[Pale thanot wand]]
* [[Polished bloodwood wand]]
* [[Pure potion]] and [[small glowing vial]]
* [[Pure potion]] and [[small glowing vial]]
* [[Ruby amulet]]
* [[Ruby amulet]]

Revision as of 21:51, 27 November 2006

Any item which initiates a magical spell or affect when activated can be considered a magic item. This includes but is not limited to wands & rods, potions, jewelery such as rings & amulets, and various crystals & gems. The primary skill associated with them is Magic Item Use. Usually, items contain basic spells which characters are capable of learning, but rarer objects have been known to possess magic which cannot be learned by any profession. Magic items can be created by players, purchased at merchant shops and festivals, or found via the treasure system. Certain ones will also possess the capability to have their charges restored, and others simply crumble once the magic is depleted.

Detecting Magical Items

Making Magical Items

Vessels for potential magical items can be crafted by a ranger with knowledge of Imbue (614). They may also be purchased or discovered as treasure.

Imbed

Magic Item Creation (420) can be used to fill an object with magic known to the caster.

Bless

Clerics using Holy Receptacle (325) can place known magic into an object.

Known Magical Items