| The following is a brief list of the
most common items found on monsters, be it carried or in a box, along with a short
description of each. Duplicable means that the item can be doubled by casting Duplicate
(918) on it. The item must not have been previously duped, and must be unused.
Rechargeable items can be charged by a wizard using the spell Charge Item (517). Most
wizard-chargeable items can hold a maximum of 40 charges, and each charge costs an amount
of mana equal to the level of the spell. I. Preimbedded magic items
* Floating disks will have your name attached to them, and will not disappear until you die, or leave the lands for more than a few minutes. They hold a maximum of eight items, regardless of weight. Only you can open or close them, but anyone can put something into or take something from an open disk, so always keep your disk closed when not in use, and always specify your disk by name when putting in or removing objects. ** Small statues, when rubbed, provide only half of the Lesser Shroud (120) spell, the "lot more powerful" look. The white light that adds +25 TD is only available through the spell itself. *** Small statues are not mage rechargeable, but can be charged at Melgorehn's Reach to a total of 7 charges. It's up to you to figure out how, though. :) II. Wands and scrolls - A note or two about wands and scrolls. Usage of these items requires training in Magic Item Use and Scroll Reading, respectively. There is a +30 bonus when attempting to use a scroll or wand with a spell you have learned, a +10 bonus for spells that you may eventually learn but have yet to do so, and a -20 penalty for a spell that lies outside your profession's realm of study. Additionally, there is a penalty equal to the level of the spell for each attempt, whether you know the spell or not. II.a. Wands - most come with 10 charges; all but slate can be charged by a wizard to a maximum of 40 charges. Mind you, this is relatively taxing on the wizard's time and mana, so asking a wizard to undertake such a project is a big request, not just something to ask the first mage you stumble over. Not all wands cast a spell available in one of the spell circles; these are marked with n/a instead of a spell number. Non-metallic wands will crumble, or disappear, when the last charge is used. All wands require skill in Magic Item Use to use; the higher the spell level, the more skill required. A negative result with a wand or a rod will cause the spell to backfire, casting it on you, as will simply waving the item without specifying a target. This can be rather dangerous.
* These wands contain spells that are not otherwise castable; that is, they do not exist in any of the learnable circles of magic. Therefore, all professions have a -20 penalty to use these wands. II.b. Scrolls - scrolls come with a variety of spells, some extremely useful, some less so. To read and invoke spells, you must train in the Scroll Reading skill. Each +5 to your bonus allows you to read another level of spells. For instance, a bonus of +20 (four ranks) allows you to read first through fourth level spells, while a bonus of 90 (twenty ranks) allows you to read first through eighteenth level spells. To use a scroll, you must hold it in your hand, with the other hand empty, and type INVOKE ### where ### is the number of the spell you wish to cast. It is not possible to permanently learn a spell from a scroll, and spells disappear from scrolls when all the sigils have been invoked, usually 4 to 10 casts. When the last sigil is invoked from a scroll, the scroll itself burns up. Be very careful when invoking scrolls...if you invoke one with a spell already prepared, or invoke one twice without casting or releasing the spell (known as "double invoking"), it will damage or kill you. III. Weapons Drake - Drake weapons have had an element of fire magically impressed into them, causing them to flame up every few swings (roughly 5-8), doing extra damage to the critter you've struck. Feras - Feras weapons are similar to drake weapons, but have had electricity impressed into them instead of fire. Additionally, feras weapons are known to eventually crumble under the stress of the powerful magic forced into them. IV. Imbeddables Some items found on monsters are blank imbeddables. That is, a properly trained person can impress a spell into the item, for later use. These items come in four varieties: amulets, rings, wands, and rods. Amulets and rings are rubbable items, and usable by anyone, while wands and rods, as noted above, will require Magic Item Use skill to use. Not all items found will be imbeddables. A good rule of thumb to remember is that imbeddable items will be described by the material with which it was crafted (granite, quartz, steel, brass, etc), while junk items will be described as to their condition (tarnished, shiny, polished). The amount of mana these items will hold varies. V. Junk A great many items you'll find on critters have absolutely no redeeming value whatsoever, except perhaps as RP tools. Some examples of this are smooth stones, table legs, tree bark, tattered cloth, silverware and plates, medallions, and clothing of various sorts. If you find an item that's questionable, nearly anyone around you should be able to tell you about it, although as with any situation, don't believe everything you hear. VI. Unique Items Every time you get a box from a creature you search that you can learn from, there is a very small chance of finding a unique item inside. Anything you find that looks interesting, might possibly be. Ask someone you trust. |