Spell Icon Wuggan's Lesser Appraisal  

Description

1: Appraise LDoN Chest (1)

Details   Raw Spell Data, Lucy Spell View

Mana: 70 Skill: Divination
Casting Time: 4 Recast Time: 10
Fizzle Time: 1.5 Resist: Magic
Resist Adjust: -100 Range: 40
Location: Any Time of Day: Any
Fizzle Adj: 5 Deletable: No
Reflectable: No Focusable: Yes
Dispellable: Yes Interruptable: Yes
Target Type: Single Spell Type: Detrimental
Source: Live 04/09

Messages

Cast on other: Soandso is covered in a soft glow.

Game Description

Attempts to sense the presence of a trap on the targeted object.

Items with this effect

Quick Facts

Scroll:
Spell: Wuggan's Lesser Appraisal

ClassLevel
NEC13
ENC13
MAG13

Expansion:
Lost Dungeons of Norrath

Duration:
Instant
Post Comment
LDON
# Apr 23 2009 at 4:00 AM Rating: Decent
UM.......... I WOULD LOVE to get these LDON spells im missing for my chanter. Heres the thing... i dont think any one does ... LDONs any more. -Sunia
which vendor sells these?
# Jul 04 2004 at 10:52 PM Rating: Default
Oops, hit enter before writing anything down :) heh. any way, which vendor sells these spells?

Edited, Sun Jul 4 23:53:42 2004
Spell AP cost is too high!
# Feb 03 2004 at 5:24 PM Rating: Default
The lowest level trap spells are level 14 and are 25 AP each (75 AP for all 3).
If you start doing adventures at 20th and get 1 AP/adv, it would take 75 adventures to get the spells (with no failures)!! Assuming you would make level 24 within 75 adventures (quite reasonable), that means you would be trying to get the next set of spells (148 AP for those 3!) before being able to get the low level ones.

At level 26, you would get 2 AP/adv, etc. How does one ever manage to get the lower level trap spells while they are still low level characters?

Spell AP costs need to be reduced.
RE: Spell AP cost is too high!
# Feb 03 2004 at 5:30 PM Rating: Default
Or maybe it's not a problem with the AP cost for the spells, maybe it's just that low level characters don't get enough APs per adventure?

At 65th level, you get 51 AP/adv. After 4 adventures, you can buy all 3 of the highest level trap spells.

At 20th level, you get 1 AP/adv. As above, that requires 75 adventures!!! to get all 3 trap spells.

I wonder why they just didn't make the number of AP you get be the level of your character? I.e. 20 for 20th level characters, 65 for 65th level characters (maybe double for hard adventures).
RE: Spell AP cost is too high!
# May 07 2004 at 11:36 PM Rating: Default
Interesting!

Edited, Sat May 8 00:38:17 2004
heres the skinny on these spells
# Jan 01 2004 at 9:18 AM Rating: Decent
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74 posts
ok heres the skinny on these spells. first off they can only be bought from Adventure vendors when you have enough points earned from completing LDON adventures. they can Only be bought in wayfayrer camps.

Secondly they have 2 different lines of spells. the first ones detect, disarm, and open holy traps. the second line detect, disarm and open magical traps (thieves are needed for mechanical traps).

augury detects a holy trap lock
cleansing disarms a holy trap lock
excorcism opens a holy trap lock
you have to sucessfully cleanse the holy lock item before you perform a excorcism.

apprasial detects a magic trap lock
discombobualtion removes a magic trap lock
extrication opens a magic trap lock
you have to sucessfully discombubulate the magic lock item before you perform a extrication.

test apprasial and augury on known none trap items to see what the message is, you will know if it works as its a different message. also if your using the lessor spells in a high level dungeon they may not work also. (not sure on what they would cover but i would assume the lessors cover 20-30s avg. party level, the normal (lvl24) spells cover the 30-40s level, and the greater would cover 40s+..but these are just estimates and HAVENT been confirmed).

The reasons the spells are lower than 20 is that you can obtain is technically at lvl 15 you CAN go into a dungeon if the total party avg. level is 20 or above..but you have to be withen 7 levels of eachother so that means that this would be very hard to do..ie have like 5 lvl 21 to 22 players and one lvl 15 player in a adventure group(avg 20). You may just want to wait till your 24 and buy the normal spells instead of using adv points on the lessor spells.

if both apprasial and augury do not detect that the lock is traped then it could be a mechanical lock. thieves and bards are needed for those.
specific help
# Nov 27 2003 at 6:46 PM Rating: Good
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561 posts
I gave up eq for about a month or so cause it was getting boring (cry) but i am back now. I still do not have all three spells personally but do have two. I can cast discombobulation from a distance and the chest/barrel...whatever rattles and shakes. It does not give a specific message if it was disarmed or not. I HAVE however HEARD that the caster must be directly next to the item as a rogue would be to use his/her skills. I have not tested it personally as of YET but since a trap affects everyone in the entire dungeon no matter how far they are from the trap i guess its worth a try. If somebody can post with a followup on this after trying it it would be appreciated. Maybe if the caster is directly next to the trapped object you get a different message after casting.....honestly i have been trying to figure out the messages myself. Worded very poorly.....thts verant for ya. anyways if anyone has more info please post away.
Specific Help Requested
# Nov 15 2003 at 10:22 AM Rating: Excellent
17 posts
This is being posted at each of the Wuggan's Appraisal Spells pages so if you've read it once already you can skip this one - hopefully to a response that follows it.

I appreciate the insights posted so far but wonder if there are any additional ones to help make this go smoothly. I have a Level 61 Enchanter and waited until I could get the highest level "Greater" Line of the Wuggan Spells so those are all I have experience with.

I have attempted to use these in the order discussed – Appraisal / Discombobulation / Extrication on traps in Mistmoore, Miragul, and Takish and have never actually opened a chest with them. When I have cast them the objects have “Glowed” and “Rattled” and each time the object actually appeared to shake but at no time did I get a message that was informative in that it actually described the spell as being “successful”. Due to never having received a message that we could interpret as successful casting and the (at least pre- November 5 patch) almost 100% lethality of trapped objects I never attempted to actually open any of the traps by typing /open when targeted (I did click on a few from close range to no effect). Any specific insights are most appreciated – especially in light of the November 5 patch which seems to have made it easier to finish in time for certain adventures and thus provides more post hunt time to try to open the chests. When they used to be triggered with almost 100% certainty and always had either a deadly or very debilitating effect the standard cry was “Leave the damn chests alone until after we win” and then either forgetting about them when you did win or trying to open one and then having a group rez outside the dungeon.

Therefore does anyone have an idiot proof explanation of how this works?

1) I cast Appraisal on an object – How should it react and what message will return if it is an object that can be affected by the Int Caster’s Spell Line? Message if it cannot be affected by this line?

2) Once we determine that it can be affected, what are its reactions to Discombobulation (disarm spell) for successful and unsuccessful casts (especially since at the greater level it is consuming a stone that costs about 14 plat !!!)

3) After disarming the trap with Discombobulation, Extrication is cast – same question – how does object react and any messages when successful or not.

4) Finally opening the darn thing – can you right click it or must you target and type “/open”

Thanks for your patience and any insights.
sorry double post
# Oct 29 2003 at 2:31 AM Rating: Excellent
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561 posts
sorry bout the double post
RE: sorry double post
# Nov 22 2003 at 8:00 AM Rating: Good
Azna you did a real good job and gave great information. The double post is forgiven and I gave them both high marks :)

Thanks for the information.

High Priestess of Hate, Baroness Suzycue ( Rallos Zek )
How these spells work.
# Oct 29 2003 at 2:30 AM Rating: Excellent
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561 posts
Ok to clear up a lot of confusion about the ldon spells.

In LDON there are THREE types of traps. They are mechanical, magical, and cursed.

MECHANICAL traps can be sensed by a bard or rogue and ONLY by a bard or rogue using their sense trap skill. These traps can then be opened by the bard or rogue with disarm and lockpick.

MAGICAL traps are opened by INTELLIGENCE casters and ONLY intellegence casters via the new LDON line of spells. The wizard, mage, enchanter, and necromancer have these spells. The first spell tells that caster if the trap is indeed a magical trap. If it is then the caster should use the appropriate spell to disarm the trap. Lastly that caster must open the lock with the lock break spell. ONLY these FOUR classes can open MAGICAL traps and none other.

LASTLY is the CURSED traps. These can be opened by the holy classes via their new LDON spells. Also note that NECROMANCERS can also unlock cursed traps. Again the first spell line must be used to tell if the trap is a CURSED trap of not. If it is cursed the disarm trap spell must be used. Lastly the caster must use the lock break spell. ONLY the holy casters and necromancers can open cursed traps.

Also, each spell is able to work up to certain lvls of traps. The lvl 14 spell can open traps to a certain average group lvl and not farther. Likewise the lvl 24 and 34 spells go up to higher lvl traps. I DONT KNOW which the lvl 14 24 and 34 stop working on so if you do please post away.

As you can see these spells can be very helpful to get and are not junk as most people believe. Know also that the trapped chests can have nice items inside such as AUGMENTATIONS and gear that rares have, as well as money and experience.

So next time you are in LDON and come across a trapped chest.....take the time to learn which of the three types it is. Then open it...you will be glad you did :)

Thanks you and I hope this helps a lot.
How these spells work.
# Oct 29 2003 at 2:30 AM Rating: Excellent
**
561 posts
Ok to clear up a lot of confusion about the ldon spells.

In LDON there are THREE types of traps. They are mechanical, magical, and cursed.

MECHANICAL traps can be sensed by a bard or rogue and ONLY by a bard or rogue using their sense trap skill. These traps can then be opened by the bard or rogue with disarm and lockpick.

MAGICAL traps are opened by INTELLIGENCE casters and ONLY intellegence casters via the new LDON line of spells. The wizard, mage, enchanter, and necromancer have these spells. The first spell tells that caster if the trap is indeed a magical trap. If it is then the caster should use the appropriate spell to disarm the trap. Lastly that caster must open the lock with the lock break spell. ONLY these FOUR classes can open MAGICAL traps and none other.

LASTLY is the CURSED traps. These can be opened by the holy classes via their new LDON spells. Also note that NECROMANCERS can also unlock cursed traps. Again the first spell line must be used to tell if the trap is a CURSED trap of not. If it is cursed the disarm trap spell must be used. Lastly the caster must use the lock break spell. ONLY the holy casters and necromancers can open cursed traps.

Also, each spell is able to work up to certain lvls of traps. The lvl 14 spell can open traps to a certain average group lvl and not farther. Likewise the lvl 24 and 34 spells go up to higher lvl traps. I DONT KNOW which the lvl 14 24 and 34 stop working on so if you do please post away.

As you can see these spells can be very helpful to get and are not junk as most people believe. Know also that the trapped chests can have nice items inside such as AUGMENTATIONS and gear that rares have, as well as money and experience.

So next time you are in LDON and come across a trapped chest.....take the time to learn which of the three types it is. Then open it...you will be glad you did :)

Thanks you and I hope this helps a lot.
were?
# Oct 27 2003 at 12:57 PM Rating: Decent
so were is it actually bout?
Rog/Caster Combo
# Sep 20 2003 at 12:32 PM Rating: Default
Is it possible for a mage to cast this on a trap, then have the rog disarm? or does 1 person need to do all the work?
Rog/Caster Combo
# Sep 20 2003 at 12:32 PM Rating: Decent
Is it possible for a mage to cast this on a trap, then have the rog disarm? or does 1 person need to do all the work?
LDoN lvl
# Sep 13 2003 at 2:23 PM Rating: Default
I thought you had to be lvl 20 to go in the dungens! If so then why have the lvl 14 spells? the next lvl LDoN spells are 24
RE: LDoN lvl
# Nov 17 2003 at 9:43 PM Rating: Decent
To reduce teh fizzle chance when you finally are ablt to cast it
RE: LDoN lvl
# Sep 18 2003 at 9:47 AM Rating: Decent
Scholar
Avatar
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326 posts
My level 15 toons got the message to visit their home city. I tried it with a level 14 pally I had and did not get the message, and neither when he went to his home city. It appears to me that level 15 is the minimum level to adventure in LDoN.
____________________________
Bo knows jewelry.
RE: LDoN lvl
# Jun 14 2004 at 5:55 PM Rating: Decent
Scholar
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66 posts
You can get your adventurer's stone at level 15 (I think.) and you start getting the messages at that level. However, you cannot start adventures until you're level 20. I'm not sure why this is, but that's how it works.
RE: LDoN lvl
# Jun 17 2004 at 9:28 PM Rating: Decent
Actually not entirely correct. You get the message and can obtain your stone at either 14 or 15. (I've had chars get it at 14, and others had to wait to 15. Not sure why..) Anyhow, you CAN go into an LDoN adventure the moment you get your stone. Yes, even at level 14! As long as the total party averages to lvl 20 or above. Of course this means that a level 14 would need to party with 6 lvl 21 chars to do it, but it CAN be done. Both of my LDoN chars started before lvl 20. (one at 18 the other 19) It IS strongly advised that any 14 - 19 char going on an adv stay in a support role. Healer, looter, bait... whatever. Won't last long on offense.

Hopefully that clears abit of confusion.
Spell Overview
# Sep 12 2003 at 8:13 PM Rating: Decent
Description is: Attempts to sense the presence of a trap on the targeted object.

Spell can be found in BBM from Adventure Merchant Jelqtan Oretnai.

Cost is 25 adventure points. Note you must have 25 points registerred with Mistmoore in order to buy it (at least i cant buy it, i have 20MM points and 52 points from other locations total).

agree
# Sep 12 2003 at 2:35 PM Rating: Decent
i agree with thomas.... they seem like the before mentioned spells that were supposed to sense traps disarm them and pick them.... i hope they dont make them uber enuff to pick high lvl locks... or my rog will goto waste... :((
Purchased at?
# Sep 10 2003 at 8:02 AM Rating: Decent
If they can be purchased using raid points as Starbright says then why make them level 14 spells? I thought you could not enter the LDoNs until level 20.
RE: Purchased at?
# Sep 10 2003 at 2:32 PM Rating: Decent
Yes, you cannot use LDoN until 20. But the reason to make the spell lvl 14 is to reduce the fizzle rate. Succesful casters are usually using spells that are below their level, not AT their level. At least in combat....
Purchased at?
# Sep 10 2003 at 4:09 AM Rating: Decent
From what I have heard the LDoN spells can be purchased at the adventure/raid vendors for a certain amount of adventure/raid adventure points...
#REDACTED, Posted: Sep 02 2003 at 12:12 AM, Rating: Sub-Default, (Expand Post) WHERE THE HELL IS THIS SPELL AT? AND THE 2 OTHERS FOR LVL 14?
RE: WHAT THE?
# Sep 02 2003 at 5:23 PM Rating: Decent
Probably in LDoN expansion
RE: WHAT THE?
# Sep 10 2003 at 11:54 AM Rating: Decent
I think these are the Sense trap, disarm trap, and pick lock spells that casters get with LDoN.
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