Spell Icon Wuggan's Appraisal  


1: Appraise LDoN Chest (1)

Details   Raw Spell Data, Lucy Spell View

Mana: 145 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 12/07


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

Spell: Wuggan's Appraisal


Lost Dungeons of Norrath

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heres some more info
# Jan 01 2004 at 9:50 AM Rating: Good
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.

and im sure that sometimes you can set off a trap.escpecially with higher level dungeons..make sure you complete your adv first so if you die you dont ruin it..you get 30 min after a adv is done to do the traps..common to have the party disband and just leave the trappers in the dungeon so everyone doesnt die after a adv is completed.
# Dec 03 2003 at 8:01 PM Rating: Decent
Using this spell has a chance to set off the trap.

Last night, I tried this on a box (after assuring the group that I was not going to open just check and we had nothing to fear). I received 2 messages. The first said "You cannot determine if this chest is trapped". The second said "you have accidentally set off the trap". 4 people dead including myself, luckily the paladin survived so downtime was minimised with rezzes.

The rewards in these death traps is pitiful. You have to burn an 8pp gem to open, then receive a crappy aug or lame nodrop potion.

Of the dozen or so chests I have exmined with this spell, most resisted or I was unable to tell if it was trapped. The only one I was ever sure of anything, was not trapped and held a lame nodrop potion of fiery warding (and we had no fire based casters so it rotted).

I wasted 48pp on this useless spell. Dont bother. 48 Aps is a lot for a level 40 character. I want my APs back....

Chests in LDoN: Great idea, abysmally executed.

Edit: Oh, I also for got to mention, you can trigger the stupid things with ANY area effect spell. I set one off with an AE mezz. A MEZZ! The chest saw the pretty dancing lights (that's all Mezz is apparently) and decided to blow itself up! STUPID!!!!

Edited, Wed Dec 3 20:03:24 2003
Specific Help Requested
# Nov 15 2003 at 10:17 AM Rating: Decent
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.

Edited, Sat Nov 15 10:20:05 2003
How these spells work
# Oct 29 2003 at 2:29 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.
# Oct 08 2003 at 5:47 AM Rating: Decent
By now y'all know that these spells do NOT put rogues out of business. That the LDON dungeons are filled with traps, some of which are only detectable and disarmed by casters with these spells and some only detectable by rogues.
# Sep 14 2003 at 5:26 PM Rating: Decent
is this up on live servers yet or just on test and if it is live where do i get it?
What it does
# Aug 26 2003 at 7:36 PM Rating: Default
I figured out what this spell does on Test, apparently it is a Sense Trap spell.
RE: What it does
# Sep 07 2003 at 3:43 AM Rating: Decent
So,(lost in thought),, They turning us in to a Rogue?????

58 Mag
RE: What it does
# Sep 10 2003 at 5:25 PM Rating: Default
Basically, but I doubt these new rogue spells for the casters will be nearly as effective as a normal rogue will be in these actions. There are apparently tons of traps and the what not in the new dungeons, this is probably why they added rogue like spells for the casters, so that you do not NEED a rogue to get through safely. A rogue is just probably the better choice.
RE: What it does
# Sep 18 2003 at 10:59 AM Rating: Default
You are wrong!!!!!!

These spells basically put rogues out of business!

j/k j/k j/k [Black]j/k [/Black]they put casters at the exact same skill as rogues. (so rogues dont have a monopoly on successful trap appraisal, disarming and opening.
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