This page contains posted updates to loresinging.
Several changes have been made to the information gained on the fourth facet of a loresong, and a few bugs were fixed. Most notable among these are:
- Gold rings will provide more information.
- Enchanted armor accessories will provide better information.
- Newer flare types can be identified.
- New Enchant system information will be revealed.
- In most cases, if a bard has a weapon or shield that was recovered on the field of battle, the bard will be able to identify the previous owner.
This information will not be available on items with unique loresongs unless they are specifically designed to provide it.
LORESINGing has been updated to allow skilled Bards to determine a few new characteristics from certain items.
When loresinging to a magical or enhancive item, a Bard may now determine whether or not the item will be destroyed when its last magical or enhancive charge has been expended.
When singing to a piece of armor with resistance to a damage type, a proper loresong will coax the level of resistance out of the protective piece.
Loresinging has received a number of general updates. Updates include better identification and information on a number of staple item features including eblade, ensorcell, ranger resistances, paladin bonded weapons and their restrictions, warrior bonded weapons, alchemy jars, alchemy ingredients, cobbling leathers and adornments, tempering potions, and data on the precise internal dimensions of containers.
In addition to these previous updates, loresong has been rewritten to have more specific failure messages. Roundtimes for songs have been decreased by 30%. The maximum roundtime for any song is now capped at 15 seconds. Detection of duplicate songs has been improved.
Loresongs will only require the noun for the first verse. Additional stand alone verses will continue to target the item being sung to as long as it is still within your hand.
And bards can now type STOP LORESONG or STOP LORESING to clear out their current loresong.
Hmm. Looks like I missed a few from my list.
Loresing will also now reveal plinite extraction difficulties, spell properties of magical food, more precise gold ring destination information, holy receptacle gem details, and the properties of cores extracted from plinites.
New functionality has been released to allow for room-wide loresongs (which did previously exist on a few stationary objects). Not all loresongs will have this functionality and it's up to the individual GameMaster who creates the item on whether it will or will not. This update only affects new loresongs going forward, with the exception of 2 items released at the auction last month (the Spellstorm runestaff and the Cone of Elements wands). Because such songs can also output quite a bit of text, players can opt out of receiving this messaging if they are not a member of the bard's group via the new SET SHOWLORESONGS OFF flag.
Loresong Unlocks and RECALL
Bards have now learned how to temporarily and permanently unlock loresongs.
All loresongs are now temporarily unlocked after a bard loresings to an item anywhere from 1 to 30 days. The duration is based upon the Bard's skill, with factors being Bard spellsong ranks, Influence stat bonus, and Mental Lore, Telepathy.
To permanently unlock a loresong, a Bard must accumulate Lore Knowledge Points. These are earned by killing like level creatures. Each kill provides a small chance to earn 1 LKP. Subsequent kills increase the odds until a point is earned, with guaranteed success after 1,000 kills for the week. A Bard may learn up to 1 LKP per week and store up to 5 LKPs total. A Bard may view if they've already earned their weekly LKP and their total LKPs with the RECALL verb. There is a skill check to permanently unlock a loresong, using the Bard's skill vs. the item's properties. Success modifiers include level, Bard spellsong ranks, Magic Item Use, Elemental Mana Control, Mental Mana Control, Aura and Influence stat bonus, and Mental Lore, Telepathy. There are also penalties for being injured or low on spirit. To attempt to unlock the loresong of an item, the Bard first needs to loresing to the item like normal, then within 5 minutes, use the RECALL verb on the item. The first attempt will provide information such as the chance of success and how many LKPs it will cost to unlock the item. The minimum cost to unlock any item is 1 LKP and the maximum cost is 5. The skill check to unlock a loresong is far more forgiving than enchant and ensorcell, but not all items may necessarily be possible for a Bard to unlock without outside help. Once a loresong is unlocked, non-Bards may RECALL the item to hear its loresong.
I just rolled in an update to RECALL to cap the difficulty to unlock loresongs. It will still take a very skilled bard to unlock high end items, but no item is impossible to unlock (unless it's scripted to do so, but none of those exist yet). At level 100, with 100 bard spellsong ranks, 100 ranks of Magical Item Use, Elemental Mana Control, Mental Mana Control, 25 ranks of Mental Lore - Telepathy, and an Aura and Influence bonus of 25 each, a bard will have a 10% chance to successfully unlock any item.
I'm still interested in looking at specific items that may be too difficult and adjusting the overall formula as needed, so if you have any items like that, please let me know and BUGITEM it with some details so I can take a look.
RECALL (the verb available once an item's loresong has been unlocked) has been updated to just output the item properties with no roundtime. In addition, you can also use RECALL <item> LORESONG to get the full loresong (the previous output).
For loresong unlocking, the item difficulty is now explicitly stated. In addition, there was previously a bug in the intended maximum difficulty that is now fixed. The maximum difficulty of any item is 515. This gives a bard at level 100, 100 spellsong ranks, 100 ranks of MIU, EMC, MMC, 25 ranks of Telepathy, and Aura and Influence bonus of 25 each, at least a 10% chance to unlock any item.
RECALL and Player Shops item properties will now include:
- Mana and Acuity levels
- Dispel flare levels
- Water and Air flares
- Creature Bane
- Item Restrictions
- Empowerable and Rechargeability of magical items
- If an item is magic resistant
In addition, Bards can use RECALL <item> QUICK to always get the quick read out of item properties (like non-Bards) against items that are not permanently unlocked.
RECALL will provide container details:
>recall satchel As you recall the bard's song, you feel a faint resonating vibration from the dark book satchel in your hand, and you learn something about it...
It appears to weigh about 3 pounds. It is a container with a maximum interior capacity of 200 pounds with room for any number of items. It appears to reduce the weight of its contents by 100%.
Gear Difficulty for Enchanting and Ensorcelling
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:
1) Gear difficulty can now be determined via Bardic loresinging.
2) 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.
3) 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.
4) 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. 5) No penalties will be assessed for Bless (304), Elemental Blade (411), or Minor Elemental Edge (902).
6) 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.
7) 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.
8) Potions that remove the enchanting penalty of elemental flares (such as a fiery ilvan'eth potion) now also work for ensorcelling.
9) 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.
LORESING now gives the exact number for the penalty to 735/925 for ease. The verbal description of gear difficulty is still there so you can use the terms in character.