Spell Icon Wuggan's Greater Appraisal  

Description

1: Appraise LDoN Chest (1)

Details   Raw Spell Data, Lucy Spell View

Mana: 240 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 02/06

Messages

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

Game Description

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

Items with this effect

Quick Facts

Scroll:
Spell: Wuggan's Greater Appraisal

ClassLevel
ENC33
NEC33
MAG33

Expansion:
Lost Dungeons of Norrath

Duration:
Instant
Post Comment
Specific Help Requested
# Nov 15 2003 at 10:21 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.
How these spells work.
# Oct 29 2003 at 2:25 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.
How does it work?
# Oct 20 2003 at 1:47 PM Rating: Excellent
38 posts
I've used this spell like 8 times. It either says the object "glows" or a yellow message that says I cannot detect traps on this type of item. (mechanical I guess, rogue/bard type).

Does it EVER say "you sense a trap on this object"? With the "object glows" type message I thought that meant it was trapped, used the disarm trap and yet again no clueful message that the disarm spell did a damn thing. No "trap was disarmed" or attempted to disarm or anything. Says something about the box/chest rattling or some such.

Can someone thats used this line of spells successfully explain the messages you got?
RE: How does it work?
# Oct 26 2003 at 2:47 AM Rating: Excellent
*
53 posts
Note that you need to be right next to or on top of the object to get the correct message. Don't worry, the object won't bite. :)

I get one of the following messages (the wording may not be 100% accurate, but I am close):

You are certain <object> is trapped.
You are certain <object> is not trapped.
You cannot determine if <object> is trapped.

The first two are obvious. I have yet to have this spell tell me the wrong thing. The third message will appear if the object is trapped using a mechanical or curse trap. If it is mechanical, you need a Rogue or Bard to disarm. If it is cursed, then you need a Cleric, Shaman, or Druid to cast their disarm trap spell on the object.

I am going to give a link to the following site because the information on how to open objects in adventures really needs to be known by players. Right now there is a lot of confusion and wrong information out there.

http://necro.eqclasses.com/forum/topic.asp?TOPIC_ID=22321&SearchTerms=ldon,traps

Edited, Sun Oct 26 02:44:40 2003
Other traps?
# Oct 19 2003 at 6:55 PM Rating: Good
22 posts
Great, this can sense traps on chests. But what about rooms? I deal with more trapped rooms then chests.
Questions & Answers
# Sep 30 2003 at 10:55 PM Rating: Decent
Ok, here's what I do know. The spell can be purchased at adventure merchants (definately BBM) for 60 adventure points. At level 56 (chanter) I am getting an average of 21 points per adventure so this is about 3 successful adventures for me.

Here's what I don't know. When I tried to use this spell, all I got was that the item was covered in a warm glow. Not message that there was or was not a trap, no message that I couldn't tell if there was a trap. Has anyone gotten this spell to work for them. If so, how does it work? Will it work on ly on chests, etc.. or will it work on bitten victims and the like?
Vendor Location?
# Sep 24 2003 at 12:11 PM Rating: Decent
Does anyone know where/how you can obtain this line of spells?
RE: Vendor Location?
# Sep 30 2003 at 11:04 AM Rating: Decent
They appear on some of the adventure vendors after you get a specific amount of adventure points, 60 in the case of the Greater wuggan's line. I know that the vendor in BB for MMC quests sell them.
Resist
# Sep 22 2003 at 11:59 AM Rating: Decent
If it resist your spells Then it needs too be done with the other line of spell that the cleric's Get!!!
resistance check?
# Sep 17 2003 at 6:45 PM Rating: Decent
This lists a resistance check. Anyone know if trap goes off if fail? Should object be tashed or malo's before casting?
Clarification
# Sep 14 2003 at 12:48 PM Rating: Default
From playing on the test server, my experience has told me that this spell is a way to Sense traps on items. Basically, you target the object from a distance, cast this spell, and it'll tell you if there's a trap on it or not. I believe this is how it worked, but I dont own LoDN, I just get the spells for free on Test ;)
Clerics
# Sep 12 2003 at 7:20 PM Rating: Decent
If I remember from Lucy's correctly, Clerics get the int-caster type spells as well in terms of the objects.
Spell purpose
# Sep 10 2003 at 2:30 AM Rating: Decent
Does anyone have any idea what this spell line does?

I'm guessing (and it's purely a guess at this point) that it is one of the spells referred to in this line from the LDoN description:

Rogues and bards have the ability to use lock picking and trap disarming skills to open these objects, while Enchanters, Magicians, Necromancers and Wizards can cast a line of spells to open some as well.

Therefore, my guess is this is a detect trap spell.
RE: Spell purpose
# Sep 12 2003 at 6:36 AM Rating: Decent
It appears from looking at Lucy's that this spell line is for disarming objects
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