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Auction House: Weapons - Clubs

Eremite's Wand
(Club) All Races
DMG:9 DLY:216
MP+5 INT+2 MND+2

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Guild Level: Adept
Turned in for: 600 Guild Points
Max Guild Points obtained: 4320 (7.2x)

Exceptional Results can be: Eremite's Wand +1

Made from Recipes

Post Comment
# Jun 03 2006 at 4:14 AM Rating: Decent
Correct me if I am wrong, but isnt this also a common drop from an orc NM in Yughott Grotto?
RE: ??
# Jun 05 2006 at 6:35 AM Rating: Decent
no thats hermits wand its a very easy drop to get im like 15/15 on hermits wand and 0/15 on priest robe
spell interuption rates
# Jun 04 2005 at 9:04 PM Rating: Decent
148 posts
Ok, lets see here...

2 Eremite Wands... Thats -50% Spell Interuption Rate
COmbined with~

Druid's Rope- Which Gives you -20% Spell interuption rate down...

+ The whole fact of...

and Evasion

Aslong as youve got MP your completely untouchable.
spell interuption rates
# Dec 13 2006 at 8:48 AM Rating: Decent
117 posts
I hate to burst your bubble... but Druid's rope only gives a -10% interruption rate.
RE: spell interuption rates
# Jun 09 2006 at 2:15 PM Rating: Default
It's like going shopping. "EVERYTHING IN THE STORE IS 50% OFF! Sale items take an additional 25% off."

You take away 25% of the interruption possibility when you get hit. So, if you get interrupted 50% of the time, then it drops you down to getting interrupted only 37.5% of the time. Add another wand and it drops your interruption down to 28.1% chance, etc. Druids rope would be another 20% down, so that's 5.6% of the total, so you get down to 22.5%. WHMs out there with AF duckbills on will get another -20%, so that takes you down to 17.9% chance of getting interrupted.

The only way you'll be sure to not get interrupted is a piece of equipment that gives -100% interruption, or to simply use Manafont. Either way.
RE: spell interuption rates
# Jun 06 2005 at 10:16 PM Rating: Decent
195 posts
Just thought I'd point out that if FFXI is like most other games, the way it would stack would be:

(taking the wands as an example)

1 x 0.25 x 0.25 = 0.625

Hence 2 wands would reduce interruption by 37.5% rather than 50%.

Diminishing returns make more sense imho, but if it is indeed calculated as you said then I agree that these would be formidable indeed. >.>
RE: spell interuption rates
# Jun 25 2005 at 11:24 PM Rating: Default
1,372 posts
1 x 0.25 x 0.25 = 0.0625 >,>

so that would make the spell interuption rate 93.75%? i hope SE did it this way!
RE: spell interuption rates
# Aug 28 2005 at 1:45 PM Rating: Decent
What he probly meant to say was...

1 x (1 - 0.25) x (1 - 0.25) == 1 x 0.75 x 0.75 == 0.5625

not the 0.625 he talked about, but not 50% either. In the end, it's only to prevent the players from reaching Spell interruption rate down 100% o.o;;
RE: spell interuption rates
# Feb 19 2006 at 4:33 AM Rating: Decent
286 posts
You got the right answer, but it could use a clearer explanation:

For the sake of argument, let's say you could equip this wand on every equipment slot you have, or (more realistically) you had multiple pieces of interruption-down gear. Now, if you simply subtracted all of the percentages from a worst-case 100% chance of interruption, you'd end up with something like -200% chance of being interrupted, or in other words, a 200% chance not to be interrupted. That makes no sense at all. You can't have less than a 0% chance of being interrupted or more than a 100% chance not to be interrupted, and the servers will probably explode just trying to calculate the proper number. Therefore, the "let's just subtract all the percentages" theory doesn't make any sense.

Let's start out with an imaginary 100% chance of being interrupted while casting spells. I should think it doesn't accurately reflect the real game, but it'll give us a nice, round number and will give us a worst-case scenario.

Now, we put on our first wand. We take 25% of 100% OFF of 100%. It may seem a bit odd now, but it'll be apparent why you do it later.

100% - (100% x 25%) = 100% - 25% = 75%.

Now, let's put on our second wand. Now, we're only left with 75% from the first wand. We can't suddenly say that we're back to 100%, because that would mean that we never put the first wand on in the first place or that the two wands are acting in separate universes. So, we have to take 25% of 75% OFF of our new 75% left over from the first wand.

75% - (75% x 25%) = 75% - 18.75% = 56.25%

Just for ***** and giggles, let's throw in that Druid Rope the original poster suggested, at a 20% decrease. Now, we already have both wands going, so we'll have to use 56.25% as our base percentage. Again, take 20% of 56.25% off of 56.25%.

56.25% - (56.25% x 20%) = 56.25% - 11.25% = 45%.

So, now, we've ended up with a 45% chance of getting interrupted while casting spells. Sure, it's not the 30% the original poster had in mind, but it's a mathematically sound number. Note that no matter how much of this kind of gear you put on, you'll never reach the magic 0% chance of spell interruptions, but you'll get closer and closer. Moreover, you won't hear any news reports of servers that spontaneously combusted. Also, consider, that it doesn't matter in what order you put on your duds; you'll still come up with the same answer.

Rope, wand, wand:
100% - (100% x 20%) = 100% - 20% = 80%
80% - (80% x 25%) = 80% - 20% = 60%
60% - (60% x 25%) = 60% - 15% = 45%

Wand, rope, wand:
100% - (100% x 25%) = 100% - 25% = 75%
75% - (75% x 20%) = 75% - 15% = 60%
60% - (60% x 25%) = 60% - 15% = 45%

Edit: I just remembered something... the 45% we ended up with is a worst-case scenario. This means that, if you were getting interrupted 100% of the time before, you'll only get interrupted 45% of the time now. In practice, I probably don't get interrupted 100% of the time, so the final number's bound to be lower than 45% (yet still never 0%).

Edited, Sun Feb 19 03:37:25 2006
RE: spell interuption rates
# Jun 09 2006 at 2:37 PM Rating: Default
Don't forget that the damage done to you with a single hit determines how likely you are to get interrupted.

Also, getting hit multiple times stacks the interruption rate.

And, getting hit during different parts of casting a spell will yield different interruption rates. If you get hit at 35% complete, you'll be much more likely to get interrupted than if you get hit at 91% complete.
RE: spell interuption rates
# Dec 10 2008 at 6:20 AM Rating: Decent
120 posts
This is more based on casting mechanics than interruption rates. In general a spell will only be interruptible when it is between 20 and 80% casting. There are some variation depending on if you have fast cast (which can lower it to as much as a 20-45% window), the casting length of the spell (Very long spells like Flare may have different rules), or possibly some other variables like debuffs. It is very common practice to cast a spell right before a mob will hit you so it hits during the first 20% and will not interrupt, giving maximum casting time.
Guild Points
# Mar 23 2005 at 5:00 PM Rating: Decent
Got 600 guild points for turning these in at adept rank.
# Jan 26 2005 at 4:19 PM Rating: Decent
101 posts
well i was reading the posts...

and i came to a creative idea

ouldnt a ninja macro these in when casting a spell like utsusemi?

like you normally hit with katana..

then utsusemi down,

so you press macro whatever and get two of these

then cast utsusemi with mostlikely no interruption

then macro the Katanas back in...

just a thought
RE: idea
# Jan 28 2005 at 1:22 PM Rating: Decent
205 posts
that would be all well and good except a nin can't use these, also it would wipe out all TP

there is a lvl 30 katana with 25% spell interuption on it also. but its rare, so only one being able to be used.
RE: idea
# Mar 31 2005 at 4:03 PM Rating: Decent
So, what if you were to sub NIN? You would have the duel wield effect and utsemi being able to duel weild these for a 50% doen iturruption rate so being able to cast utsemi would be alot eisier
RE: idea
# Apr 10 2005 at 1:45 AM Rating: Decent
good for RDM/NIN soloing I'd think ^^ but, a lot of people soloing as RDM/NIN would likely prefer higher-damage weapons over these, even with the spell interruption rate down. would prolly be good for NMs or HNMs as RDM75/NIN37, but again, the damage is so low, you'd likely stand more chance of death due to the time it takes to just kill the mob vs higher damage weapons and more chance of interruption. with utsusemi and blink, a RDM shouldn't get hit anyway, and with stoneskin, there should be little chance of interruption anyway. just my opinion though :P
Low demand
# Jan 25 2005 at 4:46 PM Rating: Decent
42 posts
The one thing I don't get about this and wands in general is that they seem to be always so cheap. I picked up this little item in sandy for 2,000 gil. Far too many WHMs are underestimating the benefits of stat and defence boosts of a good wand and shield combo and going for staves instead, which only boost HP and MP generally. But since no-one wants them, the prices are pleasantly low.
RE: Low demand
# Mar 23 2005 at 4:55 PM Rating: Decent
491 posts
This wand probably isn't in as much demand since at level 28 a Yew Wand has better stats. Spell interruption isn't an issue with in a party with a good tank and if your soloing you'll probably want a weapon with better damage.

Edited, Wed Mar 23 16:56:15 2005
as far as...
# Oct 28 2004 at 10:26 AM Rating: Excellent
29 posts
As far as the arguement about subbing NIN with WHM... I for one sub NIN with my WHM when I farm for dual weild and Utsusemi... and how dare you, whoever you are, tell people how to play their game. If there were any jobs that absolutely should not be combined under any circumstance... SE wouldn't have allowed the free choice that they gave us. If you decided to use RDM as a sub for your MNK, why should we care... that's the way you want to play. They weren't talking about being a WHM/NIN in a party for dual weild moron... they were talking about for farming purposes. Read the post all the way through before you go ranting about what job sucks and doesn't suck.

Now that I went completly off-topic, let's get back to the matter at hand. Yes, this wand's spell interruprtion rate does stack, I have been hit while equipping one Hermit's/Eremite's Wand, and been interrupted before... where as I have dual weilded these bad boys and have yet to not get a cast out ^_^ Happy Hunting!

P.S. it doesn't give you Spell Interruption Rate -25%... it would give you a total of -56.25% Hope that answers some questions.

Edited, Thu Oct 28 11:30:03 2004
RE: as far as...
# Nov 08 2004 at 8:56 AM Rating: Decent
While this sounds very promising, there has been one thing in the back of my mind for a long time concerning anti-spell interruption that I have not had the chance to test. Another way to interrupt a spell is by moving. I feel somewhat confident that this stat is also raised by building the corresponding magic skill, and less often triggered by using lower level magic. My question is, have you noticed a significant, if any reduction in interruption from casting on the move? If it is possible to increace or guarantee any casting on the go, countless new possibilites spring to mind. ^_^
RE: as far as...
# Mar 07 2005 at 12:03 PM Rating: Good
634 posts
the only kind of 'Casting on the Go' I know if is Fast Cast. By the time you have Fast Cast 2 or 3, you will be able to move at the end of the cast when it's still counting up.

Moving any earlier will interrupt the spell.
looks good.
# Oct 05 2004 at 11:04 PM Rating: Decent
u would sub nin when u solo. hmm might get this.
# Jul 25 2004 at 2:41 AM Rating: Decent
This would really be useful for farming in Passhow with my lvl 33 BLM/NIN.
# Feb 21 2004 at 2:59 AM Rating: Decent
does its spell failure reduction stack, say if you were a ninja and had 2?
RE: poo
# Feb 26 2004 at 1:23 AM Rating: Default
why would you dual wield wands? Kinda defeats the purpose of duel wield.
RE: poo
# Feb 26 2004 at 1:23 AM Rating: Default
Secondly, can Ninja's even equip wands?
RE: poo
# Feb 27 2004 at 10:50 PM Rating: Decent
881 posts
Sub-ninja can, and you dual-weild for 2x the boost. I'd assume the reductions stack, as well.
RE: poo
# Apr 21 2004 at 8:09 PM Rating: Decent
Just adding confirmation to what was said... you sub ninja on whm to dual weild for several reasons... for wands, it's to multiply the stat bonus, for warhammers to increase the damage. I haven't confirmed yet, but I beleive the specials would also double.. but I'm not certain it would be a direct stack for a 50% decreased interruption rate, I believe it would decrease by 25% then decrease the rate again by another 25%.
RE: poo
# Apr 29 2004 at 7:36 AM Rating: Default
WHM/NIN? That's easily one of the worst job combinations imaginable.

Look, as a WHM, you're not supposed to be taking hits. When you are, it's up to you tank(s) to get it off of you. If you manage to squeeze out some cures on yourself while taking heat, that makes it harder for the tank to remove the mob from you. Be patient, have someone else heal you, or switch groups because this one will get you killed. Anyhow, cure between blows, it's not hard.

2 of these wands will give you FAR less than subbing a caster job, in terms of both stats and skills. On top of that, you can wield a single wand that gives you +4 MND/INT at this level, and a shield to help defend you when you do get tagged (it's not much, I know, but better than nothing).

Now, if you could manage to heal yourself a little more after using Benediction or some other ultra-high aggro action, you might buy time for your party to kill the mob before you go down. Of course, that would happen far less often if you had more MP in the first place, to heal your party without resorting to Benediction. So doing WHM/NIN in anticipation of such an event is a self-fulfilling prophecy.

If you want to worry about interruption, play NIN or PLD.
RE: poo
# Aug 09 2004 at 5:51 AM Rating: Good
842 posts
dude, chill.
people dont HAVE to play cookie cutter jobs.
(but yeah whm/nin is VERY outthere)

yeah, 2 of these would suck, but lets say, 2 yew+1's?
trust me, +8int +8mnd for a rdm is a BIG boost
RE: poo
# Oct 02 2004 at 11:19 AM Rating: Decent
thank you
finally someone else belives in free will, and not being a "cookie cutter job". I hate when people tell me that im not playin my Rdm right.
I want either Rdm/Nin for Duelwield, or Rdm/Smn for, besides once i get the avatars, extra mp and Auto Refresh when i hit 50Rdm/25Smn so i can keep the spells coming longer witout endin up oom in the middle of a fight. Again, thank you
where to get
# Feb 13 2004 at 8:36 AM Rating: Decent
129 posts
i got mine at AH, not sure where else to get.
Where do you get this?
# Feb 12 2004 at 4:30 AM Rating: Default
Nice wand, where do you get it though?
Additional ability
# Jan 25 2004 at 12:46 AM Rating: Default
This rod also has a 25% reduction in spell failure when equipped.
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