The "of Enchanting" weapon upgrade affects the duration of enchantments cast by the wielder.
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| - The "of Enchanting" weapon upgrade affects the duration of enchantments cast by the wielder.
- Duration is a length of time.
- The total duration, shown in minutes, was calculated using the following formula: The ingress/egress time were calculated by subtracting the full width half maximum transit time from the total transit time. Note: these formulae assume a circular orbit. If the parameters were unknown, the following values were used: If a or P were unknown, the transit duration was left blank.
- The length of time an insulin continues to lower blood glucose. The four duration categories are:
* insulin begins to work shortly after injection, peaks in about 1 hour, and continue to work for 2 to 4 hours.
* insulin reaches the bloodstream 30 minutes to an hour after injection, peaks anywhere from 2 to 3 hours after injection, and is effective for approximately 6-8 hours.
* insulin generally reaches the bloodstream about 1-2 hours after injection, and is effective for about 8 to 12 hours.
* insulin generally reaches the bloodstream about 2 to 4 hours after injection, peaks 4 to 8 hours later and is effective for about 12 to 18 hours.
- Duration is the estimated completion time of an item, found under the "Available" column in existing orders screens and the "Duration" column in shoppe ordering screens. However, it is often too high and inaccurate, especially during times where there is little existing data to work with, such as a long period without work requiring labor, a new shoppe or stall, or after a reboot.
- Duration refers to how long a buff, debuff, or spell-like effect lasts (total) or how much time is left on the buff. The shortest durations last only a second or two while the longest can last up to 2 hours. This is the general type of duration as opposed to the duration of items. Duration time display can be toggled on and off and (when on) causes the actual time left to display under the buff or debuff icon via the built-in Interface settings. This applies to both buffs and debuffs.
- Duration refers to how long a buff, debuff, or spell-like effect lasts (total) or how much time is left on the buff. The shortest durations last only a second or two while the longest can last up to 2 hours. This is the general type of duration as opposed to the duration of items. Duration time display can be toggled on and off and (when on) causes the actual time left to display under the buff or debuff icon via the built-in Interface settings. This applies to both buffs and debuffs.
- Duration indicates the length of time for which an effect or spell lasts. There are three types of duration constants:
* DURATION_TYPE_INSTANT No duration per se but an effect or spell is applied instantly to the target. Most damage spells and death spells have this type of duration as well as effects which are played instantly, such as a flare of light or an explosion.
* DURATION_TYPE_TEMPORARY An effect that lasts between 0.0001 seconds to nearly permanent. Buff spells fall into this category and visual effects applied to objects or at locations.
* DURATION_TYPE_PERMANENT Also:
- A spell’s Duration entry tells you how long the magical energy of the spell lasts. Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a spell’s duration is variable the duration is rolled secretly (the caster doesn’t know how long the spell will last). Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.
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abstract
| - The "of Enchanting" weapon upgrade affects the duration of enchantments cast by the wielder.
- Duration is a length of time.
- The total duration, shown in minutes, was calculated using the following formula: The ingress/egress time were calculated by subtracting the full width half maximum transit time from the total transit time. Note: these formulae assume a circular orbit. If the parameters were unknown, the following values were used: If a or P were unknown, the transit duration was left blank.
- The length of time an insulin continues to lower blood glucose. The four duration categories are:
* insulin begins to work shortly after injection, peaks in about 1 hour, and continue to work for 2 to 4 hours.
* insulin reaches the bloodstream 30 minutes to an hour after injection, peaks anywhere from 2 to 3 hours after injection, and is effective for approximately 6-8 hours.
* insulin generally reaches the bloodstream about 1-2 hours after injection, and is effective for about 8 to 12 hours.
* insulin generally reaches the bloodstream about 2 to 4 hours after injection, peaks 4 to 8 hours later and is effective for about 12 to 18 hours.
- Duration is the estimated completion time of an item, found under the "Available" column in existing orders screens and the "Duration" column in shoppe ordering screens. However, it is often too high and inaccurate, especially during times where there is little existing data to work with, such as a long period without work requiring labor, a new shoppe or stall, or after a reboot.
- Duration indicates the length of time for which an effect or spell lasts. There are three types of duration constants:
* DURATION_TYPE_INSTANT No duration per se but an effect or spell is applied instantly to the target. Most damage spells and death spells have this type of duration as well as effects which are played instantly, such as a flare of light or an explosion.
* DURATION_TYPE_TEMPORARY An effect that lasts between 0.0001 seconds to nearly permanent. Buff spells fall into this category and visual effects applied to objects or at locations.
* DURATION_TYPE_PERMANENT An effect that lasts as long as the target is alive, valid and the effect is not dispelled or rested away. Also:
* Durations will end automatically if the object the effect is applied to is destroyed or dies or becomes invalid.
* Durations are applied to objects using the scripting command ApplyEffectToObject() and at locations using ApplyEffectAtLocation.
- A spell’s Duration entry tells you how long the magical energy of the spell lasts. Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a spell’s duration is variable the duration is rolled secretly (the caster doesn’t know how long the spell will last). Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic. Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you’re maintaining one, causing the spell to end. You can’t cast a spell while concentrating on another one. Sometimes a spell lasts for a short time after you cease concentrating. Subjects, Effects, and Areas: If the spell affects creatures directly the result travels with the subjects for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area then the spell stays with that area for its duration. Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave. Touch Spells and Holding the Charge: In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates. Some touch spells allow you to touch multiple targets as part of the spell. You can’t hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell. Discharge: Occasionally a spells lasts for a set duration or until triggered or discharged. (D) Dismissible: If the Duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell’s effect and must speak words of dismissal, which are usually a modified form of the spell’s verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.
- Duration refers to how long a buff, debuff, or spell-like effect lasts (total) or how much time is left on the buff. The shortest durations last only a second or two while the longest can last up to 2 hours. This is the general type of duration as opposed to the duration of items. Duration time display can be toggled on and off and (when on) causes the actual time left to display under the buff or debuff icon via the built-in Interface settings. This applies to both buffs and debuffs.
- Duration refers to how long a buff, debuff, or spell-like effect lasts (total) or how much time is left on the buff. The shortest durations last only a second or two while the longest can last up to 2 hours. This is the general type of duration as opposed to the duration of items. Duration time display can be toggled on and off and (when on) causes the actual time left to display under the buff or debuff icon via the built-in Interface settings. This applies to both buffs and debuffs.
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