Ensorcell (735)/saved posts
Posts relating to Ensorcell (735)
ReleaseEnsorcell allows sorcerers to enhance weapons, runestaves, shields, and armor by collecting and then infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment.
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary life channelling flares on their weapons and runestaves. Life channeling flares allow the beneficiary to absorb some built up necrotic energy and regain some of it as either health, mana, stamina, or spirit (depending on the nature of the attack and random chance). If the beneficiary of the flare is full on the resource that would otherwise be returned, they gain a temporary AS/CS bonus on their next attack. Non-sorcerers wielding temporarily ensorcelled gear may benefit while using it with certain maneuvers (see the related maneuver announcement for more details).
Permanent ensorcellment grants more widespread bonuses. There are 5 tiers of permanent ensorcellment. Shields and armor that are permanently ensorcelled provide the bearer with an +2 bonus to CvA. Weapons and runestaves that are permanently ensorcelled gain permanent life channelling flares (which, unlike the temporary flares, can also be used by non-sorcerers). The strength and frequency of the life channeling flares increase based on the tier of the ensorcellment (+5 AS or +3 CS per tier on the next attack within 30 seconds, with sorcerers gaining a free bonus tier). Training in Sorcerer Lore, Necromancy allows the sorcerer to retain this bonus for one extra attack at 90 ranks or two extra attacks at 180 ranks.
In order to permanently ensorcell an item, the sorcerer must first harvest enough necrotic energy to power the ensorcellment. This is done automatically via killing like-level creatures. A sorcerer can view their progress towards harvesting the amount needed to cast a permanent ensorcellment by casting 735 on themselves. This energy can be stored indefinitely, though there is both a weekly cap on the amount of necrotic energy that can be gained and an overall cap where no more can be stored. Training in Sorcerer Lore, Necromancy (Seed 1) allows for a greater amount of energy to be harvested per kill.
Once enough energy has been harvested, the sorcerer must past a skill check in order to successfully permanently ensorcell the item. If the check passes, the sorcerer transfers the requisite amount of necrotic energy into the item, which then gains an ensorcellment tier. If the check fails, the sorcerer loses 5% of the requisite amount of necrotic energy and may immediately try again, provided that they still possess enough harvested energy.
Primary factors involved in this check are level, Sorcerer Spell Ranks, Wisdom, and Intuition. Secondary factors are Elemental Mana Control Ranks, Spiritual Mana Control Ranks, Arcane Symbols Ranks, and Magic Item Use Ranks. There is a bonus to success if a permanent ensorcellment attempt is made in a magical workshop, and there are penalties for attempting permanent ensorcellment while wouded.
Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item's exact properties. If the item is either an enhancive item or a holy item, it requires the use of a special tempering potion (which will become available via Alchemy in the near future) before any permanent ensorcellment may be attempted. All other items require no other components.
<<<Additionally, when a sorcerer is casting Ensorcell, how does he determine whether or not he is casting a temporary ensorcellment versus a permanent one? Will it default to permanent if the sorcerer has enough Necrotic Energy?>>>
>Initial tests of Ensorcell show that accessories CAN be ensorcelled. Will this has a negative impact on padding on armor? What if the padded armor itself was ensorcelled?
While you can ensorcell armor accessories, the end result is the same as enchanting armor accessories (aka you get no bonus to your combat stats from the accessory). Ensorcellment does not affect padding in any way.
>1) Are temp flares always considered to be tier 1? or can it be higher than that? I expect that temp flares are probably T1 to encourage people to do permanent 735.
>2) I noticed i was able to cast 735 on my armor. Does 735 provide a temp bonus to armor?
Temp flares are always tier 1. In order to get higher, you do need to cast a permanent ensorcellment.
Temporary ensorcellment currently only provides a benefit on sorcerer-wielded runestaves or weapons, or on weapons used in the Spell Cleaving/Thieve/Parry combat maneuvers, or on shields used with the Shield Mind/Spell Block/etc maneuvers. The functionality on armor is there in case we want to offer other abilities in the future, but there are currently none that make use of it.
>Does this mean +2 bonus to CvA per tier, or +2 bonus to CvA at tier 5? Does the ensorcelled CvA bonus stack with TD bonuses, or does the +50 TD/DS limit include CvA as well?
Its +2 CvA per tier, so a tier 5 shield or armor grants a bonus of +10 to your CvA. So, if you are wielding a tier 5 shield/runestaff and tier 5 armor, you will max out your ensorcell CvA bonus at +20. CvA is independent from TD, so the limits do not apply. Anyone, not just sorcerers, can gain this benefit.
>Is it correct that there are no other adverse consequences to failing an attempted permanent ensorcellment other than the partial loss of necrotic energy, such as potentially blowing the item up as with 925?
There is no chance of item loss, unless a future GM decides to specifically code an item that might blow up in response to an ensorcellment. But none of those currently exist and probably won't, so there is currently no chance.
>Do ensorcelled items affect player enchantability and incur Premium Point service surcharges, as is the case with other flared items?
Ensorcelling an item makes enchanting it harder to succeed on, but does not block it. I need to discuss ensorcellment with the Premium folks, but I suspect that the special item surchage will apply.
>What natures of attack are there?
Physical (where you smack something with a weapon) and magical (where you zap something with a spell). You can always possibly get health or spirit back from an attack, but you can only get stamina back from a physical attack and only get mana back from a magical attack.
>If the beneficiary of the flare is full on the resource that would otherwise be returned
>How is this measured? Can players? What about non-sorcerers?
I'm not fully sure of the question, but if random chance determines that you get health back, but you are already at full health, you get the attack bonus instead. Same deal for mana/stamina/spirit. This is applicable to any class that can activate the flare in the first place (sorcerers-only for temp ensorcellment, anyone for permanent ensorcellment).
>How is necro lore gain calculated? Death blow? If you just earn experience from a kill? How much necro per kill? How much in each tier?
If you're a sorcerer and can cast 735, then you are eligible to harvest necrotic energy. You must contribute something to the kill (generally enough to be eligible for exp) and be within the required level range to able to learn from the creature. Underhunting gets you less energy, overhunting gets you more energy. I'll leave the tiers and individual energy rewards for players to discover on their own, but it will generally take around a week of good hunting to get to tier 1, with each subsequent tier adding about half a week to the prior tier's time.
I've fixed the issue with the ensorcell flares triggering a spellburst. While it is a spell effect, spellburst will no longer consider it.
I've double-checked the contribution of Necromancy lore to the rate of energy build up and it appears to be working correctly. The amount of bonus points from lore is capped by the base amount gained from the level vs level comparison, so a capped player will gain a lot less bonus points from slaughtering janissaries than from killing tritons (for example).
The only thing that deducts from your stored energy is attempting a permanent ensorcellment. Succeeding charges you the full point cost, failing charges you 5% of that cost. The only other way that you can lose points is if you are caught AFK scripting for them (and that should be explicit to you).
>That is a really really bad lore implementation.
It is not how the lore bonus is implemented at all, either. Only at the extreme underhunting range (up to around -7 levels or so), is the lore bonus difference particularly constrained, mostly because there is almost neglible energy being generated in the first place. In most normal like-level hunting circumstances (-5 to +5 levels), the lore bonus cap will not be applicable at all.
The effect of lore is quite significant on the speed at which you can reach the weekly cap. This may not matter all that much to those who can put in the time to reach it regardless, but it can be a major factor for the large chunk of players who cannot. I understand that more hard-core players will be disappointed in this, but we need to tread a fine line between encouraging play, while making sure the spell is still accessible to more casual players.
Sorcerers are allowed to gain up to 10,000 necrotic energy points per week or 35,000 total. Each like level kill is 10 points, with + or - 1 point for each level difference up to -10 or +10, so 0 to 20 base points possible for each kill. Sorcerous Lore, Necromancy provides a flat modifier, using a seed 1 summation / 2. So at 100 lore ranks, it provides +6 points for each kill, which is 60% bonus against like level kills. Of course, since it's a flat modifier, the percent bonus varies depending on the base amount of points gained (which is determined by the level difference). So if you were overhunting by 10 levels, the lore bonus is only about 30%, or if you're underhunting by 5 levels, the bonus is 120%.
Given that blink weapons offer customized (hence non-standard) flares, the idea's something I'll have to pass along to the Dev guys for consideration... it's above my pay grade. For now, blink weapons aren't intended to be ensorcelled with 735.
Since the recent discovery of the long-forgotten Ensorcell spell, rumors of a tempering potion that would allow sorcerers to ensorcell holy and enhancing gear have oft been heard. In the belief that there is weight to these rumors, the Sorcerer Guild is now officially urging its experienced alchemists to hunt for clues for the composition of such a potion. The Guild therefore encourages the use of its libraries for research, in the hopes that a formula can be discovered somewhere within its vast collection of lore.
Scripts, in general, will not change the difficulty of enchanting or ensorcelling an item. Unless they flat out block the operation (see Voln armor and ensorcelling).
If the item is resistant to magic, it will flat out be denied by enchanting or ensorcelling.
In reference to materials, this post may be of interest: Material#Enchant/Ensorcell_Difficulty (editor's note: link changed to working one)
And that's about all I can say on the matter.
Looking into this situation, I discovered that there was a significant bug in how 735 calculated the difficulty penalty of flares. The bug was that it was looking at the wrong number, and thus using an essentially random number that could potentially differ from cast to cast. While it averaged out in the long-run to the appropriate penalty, in individual cases it could vary from no penalty at all to an impossibly large penalty. I've fixed this bug, so flared items should now be less wildly variable in difficulty.
It is now possible to read the difficulty to ensorcell an item without having the required necrotic energy.
Fusion Enchanting and Ensorcelling
The enhancive item enchanting/ensorcelling penalty is now based upon the number of orb slots that the fusion item carries (rather than its currently orbed enhancive properties), so it will no longer be necessary to pry out the orbs while the item is being upgraded.
I have made no changes to any spells, this is just a note to let players know I have updated a few minor things on the Ensorcell document at https://gswiki.play.net/Ensorcell_(735) to better reflect present day mechanics. Most players who work with Ensorcell frequently already have noticed that some item scripts and flares can and do impact the difficulty. I have simply updated the wiki with such information and provided this post as a reference.
Enchant (925) and Ensorcell (735) have been standardized to use the same routine to calculate gear difficulty (based on its properties). Some details and correlated updates are noted below:
- ) Gear difficulty can now be determined via Bardic loresinging.
- ) Since Wizards will soon be able to 3x Elemental Mana Control (MC), Sorcerers have had their ensorcell power increased in the MC component from (EMC/4 + SMC/4) to instead use (the higher of EMC and SMC) / 2 + (the lower of EMC and SMC) / 4.
- ) Zelnorn is now enchantable by player Wizards (and ensorcellable by Sorcerers); it has a material modifier of -250. Additionally, the material modifier for admanatine has been changed from -500 to -150.
- ) A widely unknown by players aspect of gear difficulty is that properties inherent to a material (such as lightning flares on zorchar) do not come at any additional gear penalty since the penalty is implicitly handled by the material modifier. There was a bug with this feature for naturally weighted, padded, and sighted gear (such as razern or sephwir). This has been resolved. It should now be easier to enhance these materials.
- ) No penalties will be assessed for Bless (304), Elemental Blade (411), or Minor Elemental Edge (902).
- ) Many combat scripts have seen their gear difficulty adjusted; in the vast majority of those cases, they are now easier to enchant. Simultaneously, 735 has been updated to assign a script penalty for all combat scripts. This penalty should match 925's except in rare cases when there's a specific reason for the difference.
- ) Flares and materials with variable bonuses now also have variability in their gear difficulty. Previously, all flares used a -100 penalty. Mana flares now are -20 per mana, acuity flares are now -15 per tier, and dispel flares are -100 for one spell attempt, increasing by -50 for each additional spell. Finally, surita's material modifier has been changed from a flat -150 to -100 for lesser (d110) surita and -250 for greater (d125) surita.
- ) Potions that remove the enchanting penalty of elemental flares (such as a fiery ilvan'eth potion) now also work for ensorcelling.
- ) A longstanding bug has been resolved where minor scars were contributing a fairly sizable penalty to 735, 925, RECALL, and TATTOO attempts. Minor scars now result in no penalty.