Item GlossaryEverQuest icon

Spell: Ordinance  
 


Charges: 1
Skill: Alteration
Mana Cost: 350
Effect: Ordinance
WT: 0.1 Size: SMALL
Class: ENC
Race: ALL

Item Type:Scroll
Stackable:20
Theme:Rujarkian Hills
Price:180 Points
Adv Merch Sold:Yes
Merchant Value:45 pp 8 gp 9 sp 8 cp
Submitted By:Fleven
Lucy Entry By:Illia
Item Updated By:SwiftyMUSE
Source:Live
IC Last Updated:2021-09-12 08:58:14
Page Updated:Tue Aug 30th, 2022

Expansion: Lost Dungeons of Norrath Lost Dungeons of Norrath


Average Price: No Data Pricing Data...
Rarity: Common
Level to Attain: 52

[Adventure Merchants | Merchants | Comments ]

Crafted: This item is crafted by players.

Adventure Merchants


Commonlands
Merchant Name Cost Faction TS Skill
Kehn Kohski [Adventure Merchant] 180
Adventure Points
Uyennli V`Drimw [Adventure Merchant] 180
Adventure Points

Merchants


Vendor listing - Premium only


Zone(s) Found In:


Zone Name
Commonlands
Plane of Knowledge
Screenshot

Uploaded January 7th, 2023 by iventheassassin
ThumbnailThumbnail
Send a correction
Post Comment
recast duration?
# Apr 07 2004 at 8:33 AM Rating: Decent
It might just be me, but I have a probably stupid question..

If near end of duration you stun and maybr stun some more won't that give you time to recast this?

Or at 35 secs cast mezz then recharm.... Charm, if my flawed memory is correct, breaks mezz?

Sylver
Charms for crowd control
# Dec 03 2003 at 12:42 PM Rating: Decent
I love charm for crowd control when we get three or more mobs, at least one of which is blue to me.

I look at charm as a combination mez/damage spell. Essentially for the price of one mez and one nuke, I'm charming a blue mob for usually all of a fight and getting his damage on our side. Unless you get very unlucky and the charm breaks exceedingly early, the monster will almost certainly do more damage than you could do for that same amount of mana. Heck, monsters in the 50s and 60s hit so hard they usually outdamage a couple of tanks! Compare that to, say, an enchanter nuke or disease dot and you can easily see that the damage to mana ratio for charm is much, much better.

And, frankly, if you are prepared to stun/mez/memblur the mob when charm breaks, you should almost never die. To date I have only died once to a broken charm in a group, and that was only because the mob resisted me three times and the cleric wasn't paying attention to heal me. Yes, you will get hit, but if getting hit is the price for doing thousands of points of damage in a fight, I'll take the hit for the team.

So Ordinance seems like a fantastic spell for exactly that sort of situation. Totally reliable, unresistable charm that lasts most or all of a fight. The biggest downside I see is that, since it only works up to level 52, the spell is only going to be really useful for a few levels. Once you're in the high 50s or 60s, most of the monsters you face will be above 52 and Ordinance will be shelved.

Still a neat idea for a spell.
Uses?
# Oct 22 2003 at 6:34 AM Rating: Decent
39 posts
From what lucy says...its unresistable, and lasts a fixed 8 ticks. Recast time is too long for chain casting...but useful in emergency crowd control? Against giants and the like?
What is different about this Charm Spell?
# Oct 20 2003 at 4:02 PM Rating: Decent
Can someome tell me why this would be a good spell to have?
RE: What is different about this Charm Spell?
# Nov 21 2003 at 9:24 AM Rating: Default
It's fixed duration 48 seconds, so you don't have to Tash mob first to guarantee its not gonna break in 1 tick since they nerfed the entire gawdawm charm line for chanters this past spring.

Plus its UNRESISTABLE. woohoo!

Takes one second longer to cast than Boltran's, but this was released with LDoN so my guess is, best usage for this would be in an off-balanced or non-full group on an assassination mission, between lvl 52 and 58ish (depending on who got the adventure / what level the mobs are - not on a Hard mission of course since it only works on up to lvl 51 mobs)

Charm one of the nearby baddies (after you paci the area) and sic him on the target while the rest of your group beats on the target as well. Have a color stun ready for break and recharm, you'll prolly get recharm off again before you go down when it breaks unless you hasted charm - I wouldnt be hasting no 48 second charms tho..
*crosses fingers*

Also, this would be nice to have up for those crazy pullers who don't listen to the Enchanter or believe in sane pulling tactics and pull 4 mobs. Use Ordinance to charm one and sic it on MA's target, and CC the other 2. Time the charm and just before it breaks recast on your 'pet'. By the time Dazzle or GoK breaks, you'll still have a charmed buddy on your side. Color Slant!

It does use a hell of a lot of mana, tho. You wouldn't be able to chain this for long..

Rune!
RE: What is different about this Charm Spell?
# Jul 08 2005 at 7:45 PM Rating: Decent
This spell arguably has a number of uses. However, any enchanter that is genuinely serious about using their abilities to the fullest extent will see this as a very nice addition to our crowd control ******** If you have multiple adds incoming on your party, use this spell to empower your group with a servant for a fixed 48 seconds while rest are mesmerized. When the charm breaks, be ready to stun and let the tank take aggro. This is not ideal for charming of any kind because of the simple fact that it has a high mana cost, short duration, and long re-cast timer. Meaning even after charm breaks, you still won't be able to cast spell from the downtime.

Have fun!
RE: What is different about this Charm Spell?
# Nov 21 2003 at 12:38 PM Rating: Default
only one problem .. Recast time is greater than the duration of the spell :( but it is good for emg crowd control .. after all .. think how much damage a lvl 52 mob can do in 48 seconds :) .. just don't HASTE the mob :P .. bad for when charm breaks :P
Post Comment

Free account required to post

You must log in or create an account to post messages.