Magic Item Use

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Revision as of 08:37, 28 March 2006 by Maintenance script (talk | contribs) (Magic item activation moved to Magic Item Use: this should have been the skill page all along)
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Magic Item Use (MIU) is the skill associated with the use of magical items. Training this skill will increase the character's abilty to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and spells (including the runestaff). MIU is one of the cheapest skills available for members of pure professions.

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 1 1 2 1 1 2 2 2 2
Training Point Cost 0/8 0/8 0/4 0/6 0/5 0/2 0/2 0/2 0/1

Activating Magic Items

The following verbs can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands & rods waved or raised). Otherwise, consult a loresinger or utilize trial and error methods.

Activator Verb Skill Required Activator Skill Modifier Activator Duration Modifier
Tap MIU +50 50%
Rub MIU +25 100%
Wave MIU 0 100%
Raise MIU -25 150%
Eat None N/A Base only
Drink None N/A Base only

Calculating Success

Modifiers = (MIU Skill bonus) + (Activator Skill Modifier) + (Stat Modifier)
             + (Magical Knowledge Bonus) + (INTUITION bonus) + (LOGIC bonus)
             - (Spell Level * 5) - (Armor Penalty) - (Encumberance Penalty)

Executing the appropriate verb to activate a magic item will make an attempt at activation. The character's stats, skills and other relevant variables (as seen in the formula above) are factored together. This total is displayed as the "modifiers" value. A d100 roll is then added, and if the total is greater than 100, the activation is successful.

  • Regardless of the attempt's outcome, a charge of the spell is always depleted.
  • The inherent magical hinderance of armor can also potentially cause activations to fail.
  • One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.

Example: 'Morbo' is a wizard with 50 ranks of MIU (150 bonus). Using Magic Item Creation (420), he has placed the Elemental Wave (410) spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an Aura bonus of +20, a Logic bonus of +10 and an Intuition bonus of +10. He then makes an attempt at activating his amulet.

(150) + (25) + (20) + (60) + (10) + (10) - (50) - (0) - (0) = 225

Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with Lesser Shroud (120) which he attempts to activate. His Wisdom bonus is -5, and raise is used to activate it.

(150) + (-25) + (-5) + (0) + (10) + (10) - (100) - (0) - (0) = 40

Morbo would have needed a d100 roll of 61 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell Disintegrate (705), causing his head to melt rather abruptly.


Stat Modifier

Stat modifiers are determined by which spell circle the spell to be activated is in (round down). For this table, use stat bonus and not the value of the stat itself.

Spell Circle Modifier Calculation
Minor Spiritual WISDOM
Major Spiritual (WISDOM)/2
Cleric Base (WISDOM)/2
Minor Elemental AURA
Major Elemental (AURA)/2
Ranger Base WISDOM
Sorcerer Base (WISDOM+AURA)/4
Wizard Base (AURA)/2
Bard Base (LOGIC+INTUITION)
Empath Base (LOGIC+INTUITION)
Paladin Base

Magical Knowledge Bonus

Whether or not the spell to be activated lies within a character's sphere of magic can enhance the possibility of success (cumulative).

Character has direct knowledge of the spell to be activated
(regardless of whether or not they can use it yet)
+20
Character can learn spells from the same circle of the spell to be activated +20
Character can learn spells from the same sphere of the spell to be activated +20
Character has no influence in the spell's sphere 0
  • Warriors and rogues are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.
  • Hybridists (bards, empaths, and sorcerers) are considered aligned with multiple spheres, and receive bonuses accordingly.

Armor Penalty

If the character is considered fully trained for the armor they are wearing, there is zero penalty. If they do not possess sufficient Armor Use ranks, there is a penalty. Armor penalties do not apply when using the tap or rub activators.

Encumberance Penalty

For each additional second of RT added to a character's attack due to encumberance, they receive a +5 penalty to the activation. For instance, the RT imparted when swinging a broadsword unencumbered is 5 sec. If encumberance caused the swing to extend to 7 sec, they would receive a +10 penalty to the calculation of activation. Encumberance penalties do not apply when using the tap or rub activators.

Calculating Duration

To calculate the duration of a spell's magical effect when initiated from a magical item, use the following formula. Each rank of the corresponding skill is counted as half a 'phantom' rank of that spell's circle. The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.

Duration = Base Duration + ([MIU Skill Ranks/2] * Activator Duration Modifier * Per Spell Rank Duration)

Example: Morbo has 50 ranks of MIU and activates an item with the Spirit Shield spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each Major Spiritual spell rank known.

  • Tap:
1200 + ([50/2] * 0.5 * 60) = 1950 sec
  • Rub & Wave:
1200 + ([50/2] * 1 * 60) = 2700 sec
  • Raise:
1200 + ([50/2] * 1.5 * 60) * [60]) = 3450 sec
  • Eat & Drink:
1200 sec only

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