Spell Reagents

Got some?
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Nerva
Posts: 238

Spell Reagents

Post#1 » Wed Aug 31, 2011 8:23 am

In this thread, Micah said something I find interesting:

Micah wrote:... AFAIK no spells here use a component ...


Is this true? Are all spells supposed to be reagent-free? Because I can think of several that still retain their reagents. If indeed Micah is correct, then the spells below may need their reagents removed.

If not, then maybe least this list might help you spot spells that you meant to remove the reagents on, but accidentally left them in. Maybe tomorrow I'll comb the spell lists of the remaining spellcasting classes... right now it's 3:20 AM and I'm not staying awake another minute more.

Multiple Casters

Enchanter

Magician

Necromancer

Wizard
Last edited by Nerva on Fri Sep 02, 2011 4:21 pm, edited 2 times in total.
Characters
Malarath - Lv70 Froglok Necromancer, 700+ AAs, progress T7-2
Valtar - Lv70 Gold Drakkin Wizard, 300+ AAs, progress T7-1
Szakadar -Lv70 Iksar Monk, 100+ AAs, progress T5

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Zaria
Posts: 425

Re: Spell Reagents

Post#2 » Wed Aug 31, 2011 9:12 am

The Wizzy secondary bind uses a Marking Stone
Image

Lizzy didn't do it!

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Nerva
Posts: 238

Re: Spell Reagents

Post#3 » Wed Aug 31, 2011 3:10 pm

That's an AA-ability, isn't it? That would explain why it didn't show up in the spell lists on the 'clone; those only show up if you hunt them up by name.

The exact name of the ability is either Secondary Recall or Teleport Bind (can't recall which it is). Neither of them actually use a reagent, according to the 'clone.

Apparently the Stone of Marking is required, but it's only required because it's what allows you to set the secondary bind point in the first place. The spell itself doesn't consume one. Sadly I no longer have a wizard so I can't test this; if anyone's used this AA personally and wants to correct me, they're welcome to.
Characters
Malarath - Lv70 Froglok Necromancer, 700+ AAs, progress T7-2
Valtar - Lv70 Gold Drakkin Wizard, 300+ AAs, progress T7-1
Szakadar -Lv70 Iksar Monk, 100+ AAs, progress T5

Reid
Posts: 103

Re: Spell Reagents

Post#4 » Wed Aug 31, 2011 4:32 pm

Imbue spells, and enchant spells use a component because they are tradeskill related, turning one component into another or making a very specific component for a specific set of combines. (Like cultural armor.)

Also, pet spells have traditionally always had a spell reagent. No server I have ever been on removed this unless it was for a custom pet spell, or the pet spell was a clickie, which don't follow the same rules. Rune spells (Bulwark and Ward lines from enchanter as well) followed the same rules as the spell would essentially give you "over-hp" with each cast. Some servers remove this component, or provide easily attainable eschew materials focuses. I find myself skeptical that they were on the removed reagents list though.
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User avatar
Nerva
Posts: 238

Re: Spell Reagents

Post#5 » Wed Aug 31, 2011 4:55 pm

Reid wrote:Imbue spells, and enchant spells use a component because they are tradeskill related, turning one component into another or making a very specific component for a specific set of combines. (Like cultural armor.)

I understand that; I mostly listed them for the sake of being thorough. I know that, whether I list them or not, someone's gonna point 'em out.

Also, pet spells have traditionally always had a spell reagent. No server I have ever been on removed this unless it was for a custom pet spell, or the pet spell was a clickie, which don't follow the same rules.

This server seems to have removed reagents for all pet spells, with the exception of a few Necromancer pets and that one animated weapon summon for Enchanters. Believe me, the above lists were created by going through every spell the 'clone lists for that class - there's no way I missed a class-specific spell unless it's granted by AA. My best guess is that summons that still require items are a case of dev oversight. They're big spell lines; only reasonable that you can miss one or two spells in 'em. Heck, I just realized I missed 3 spells that should've went in the first post (now fixed).

Rune spells (Bulwark and Ward lines from enchanter as well) followed the same rules as the spell would essentially give you "over-hp" with each cast. Some servers remove this component, or provide easily attainable eschew materials focuses. I find myself skeptical that they were on the removed reagents list though.

Again, I went through the spell list manually on the 'clone to check and see if they actually required reagents, since the 'clone apparently pulls spell data directly from the server. The spell descriptions might state that they require a reagent, but that's incorrect. The spells themselves don't actually ask for or consume anything, with the exception of the spells I've listed here in this thread. If they normally had reagents, but don't show up in either of the sets of lists I posted, then their reagents have been removed by the devs here.

Anyway, in the initial post I said I'd be going over the spell lists for other classes as well. I believe the list below should cover every remaining spellcasting class on this server.

Multiple Casters

Paladin
None!

Shadow Knight

Ranger
None!

Beastlord
None!

Shaman

Cleric

Druid
None that aren't already listed under "multiple casters", above.
Characters
Malarath - Lv70 Froglok Necromancer, 700+ AAs, progress T7-2
Valtar - Lv70 Gold Drakkin Wizard, 300+ AAs, progress T7-1
Szakadar -Lv70 Iksar Monk, 100+ AAs, progress T5

possom
Posts: 53

Re: Spell Reagents

Post#6 » Mon Apr 13, 2020 4:45 am

hmmm... 9 year bump?

I just leveled my first necro, and Lost Soul is requiring bone chips.

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