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Arcane Lantern

An Arcane Lantern is a lockable house item that stores wand charges. Drop wands into it and the lantern keeps a bank of charges for each spell. Later you can draw out a fresh, fully charged wand.

Getting an Arcane Lantern

Arcane Lanterns are crafted with Tinkering.

Skill Materials
75 – 125 Tinkering 5 Valorite Ingots, 2 Blue Diamonds, 5 Codex Fragments

Setting It Up

  1. Place the lantern in your house and lock it down.
  2. The house owner or a co-owner uses it first and becomes the lantern owner.
  3. The lantern owner can set Access from the context menu:
Setting Who can use it
Private The house owner, co-owners and friends (the default)
Public Anyone

You must be within 2 tiles of the lantern to use it. Picking a lantern back up clears its owner, but the lantern keeps its stored wands and charges.

Supported Wands

Spell Max charges per redeemed wand
Magic Arrow 30
Harm 30
Fireball 15
Lightning 20
Heal 25
Greater Heal 5
Clumsy 30
Feeblemind 30
Weaken 30
Mana Drain 30
Identification 175

Depositing Wands

  • Drop a single wand on the lantern, or
  • Drop a container of wands. The lantern takes every wand it can use from the top level of the container and gives the container back to you with anything it refused.

Wands must be identified. Unidentified wands are refused.

Each spell has its own bank. Fireball charges can only come back out as a Fireball wand.

The infusion isn't free

Absorbing a wand costs something:

- **Charge burn:** each wand loses a random amount of its charges, from 0 up to **20%** (about 10% on average). For example, a 30-charge wand loses between 0 and 6 charges.
- **Shattering:** each wand has a **10%** chance to shatter. Its charges are still saved, but it doesn't add a **wand** to the lantern (see below).

The lantern tells you how many charges were absorbed, burned, or lost.

Redeeming Wands

The lantern tracks two numbers per spell: Wands and Charges. Redeeming a wand uses one wand and up to that spell's max charges (see the table above), and gives you a new, identified wand.

For example, if you have 3 Fireball wands and 100 Fireball charges banked, you can draw out three 15-charge Fireball wands. The remaining 55 charges wait until you deposit another Fireball wand.

That's why shattering matters: a shattered wand saves its charges but adds no wand, so you need more wands to get those charges back out.

Limits

  • Up to 100,000 wands and 100,000 charges per spell, per lantern.
  • If a spell's charge bank is full, charged wands for that spell are refused, not destroyed.