Magic item

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Any item which initiates a magical spell or effect when activated can be considered a magic item. This includes but is not limited to wands & rods, potions, jewelry 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 some objects have been known to possess magic which cannot be learned by any profession.

Obtaining a Magical Item

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.

Identifying a Magical Item

Various items found in the treasure system could potentially be magical items. To determine if a rare or uncommon item has a related magical effect, one of two methods can be used. Some items do not yet have a magical effect, but are capable of having one bestowed upon them. Both methods will determine if the item does currently, or can potentially become magical.

Elemental Detection (405)

The most common but least detailed option. Casting this spell upon an item will inform the caster of its magical status. Note that it is particularly difficult for a character to identify the magic within an item if they do not have personal knowledge of it.

Loresinging

Practically anything can be learned about an item from having a bard sing to it, including its magical status. Though this service is available from player characters, it can be challenging to find a bard both willing and skilled at this task.

Creating 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. In some cases, an object will require treatment from a grot t'kel potion in order to have magic placed within.

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.

Alchemy

Many wands and potions can be created by the pure magic-using profession guilds through alchemy.

Using Magical Items

Activating Magical Items

Main article: Magic Item Use

A character initiating an activation attempt will trigger a comparison of the character's appropriate skills and statistics, versus the difficulty of activating the particular spell or effect. Some items, particularly edible ones, do not require any skill check to be used.

Recharging Magical Items

Main article: Recharge

Typically, the magic within items is limited to a certain number of charges. Each use of the item will deplete one charge. When there are no more charges, the item will no longer activate. Some items can have charges added to them. There are a number of ways to add charges to magical items, extending their usable lives.

Charge Item (517)

Only certain items can have charges added to them by this spell. These are generally common magical items found in the treasure system. Some rare and unique items can be charged with this spell, but being in the minority they are highly valued and sought after.

Charging Merchant

Occasionally one of the GM merchant characters will offer the service of charging items. Among the various merchant services, this is somewhat uncommon and particularly sought after. A GM will be able to charge any item, whether or not it is typically rechargeable by Charge Item. If it is not mage rechargeable, the cost will be significantly higher and the recharged item will hold fewer charges at the end of the process.

Melgorehn's Reach

There is a location near Wehnimer's Landing which allows one to charge most common magical items.

Common Magical Items

Some of the magical items commonly found within Elanthia.

Enhancives

Main article: Enhancive item

Unlike normal magic items that require activation, enhancive items confer a persistent bonus whenever they are equipped. These include the badges issued by the Adventurer's Guild and "Fusion" armaments.

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