Ensorcell (735): Difference between revisions
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<span class="mw-customtoggle-material_gear_difficulty_modifiers mw-customtoggle-script_gear_difficulty_modifiers mw-customtoggle-other_gear_difficulty_modifiers" style="color:#0000ff">This page has collapsed tables for gear difficulty modifiers.''' Click here to toggle all content.</span> |
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'''Ensorcell''' allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by 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. 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. One thing of note is that an ensorcelled weapon may also be blessed. |
'''Ensorcell''' allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by 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. 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. One thing of note is that an ensorcelled weapon may also be blessed. |
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There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation. |
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation. |
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Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance. However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points. If the wielder is full |
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance. However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points. If the runestaff would flare for something that the wielder is already full of (health, mana, stamina, spirit), the runestaff flares for AS/CS instead instead; this is the only way to get the acuity-like flare. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder's left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket). |
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Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required). |
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required). |
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==Success Factors (& Mana Control Benefit)== |
==Success Factors (& Mana Control Benefit)== |
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:''Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine a base difficulty value, your skill will be evaluated against the base difficulty value '''plus''' a difficulty penalty modifier. |
:''Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine a base difficulty value, your skill will be evaluated against the base difficulty value '''plus''' a difficulty penalty modifier. |
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*The total difficulty added for taking something from T0 to T5 is 250 (50 for each tier). |
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Primary: |
Primary: |
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*[[Magical workshop]]: +20 bonus |
*[[Magical workshop]]: +20 bonus |
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*Applicable skill and stat [[enhancive]]s (helps) |
*Applicable skill and stat [[enhancive]]s (helps) |
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*[[Gift of Eonak]] (helps) |
*[[Gift of Eonak]] (helps) |
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{| {{prettytable|text-align:center;}} |
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!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5 |
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|- |
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|align=right|Total Difficulty Penalty||-50||-100||-150||-200||-250 |
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|} |
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===Other:=== |
===Other:=== |
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===Gear Difficulty Modifiers=== |
===Gear Difficulty Modifiers=== |
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==== Material Gear Difficulty Modifiers ==== |
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<span class="mw-customtoggle-material_gear_difficulty_modifiers" style="color:#0000ff">Click Here to Expand the Material Gear Difficulty Modifiers Table</span> |
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<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-material_gear_difficulty_modifiers"> |
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{{Material_Gear_Difficulty_Modifier}} |
{{Material_Gear_Difficulty_Modifier}} |
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</div> |
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==== Script Gear Difficulty Modifiers ==== |
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<span class="mw-customtoggle-script_gear_difficulty_modifiers" style="color:#0000ff">Click Here to Expand the Script Gear Difficulty Modifiers Table</span> |
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<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-script_gear_difficulty_modifiers"> |
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{{Script_Gear_Difficulty_Modifier}} |
{{Script_Gear_Difficulty_Modifier}} |
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</div> |
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==== Other Gear Difficulty Modifiers ==== |
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<span class="mw-customtoggle-other_gear_difficulty_modifiers" style="color:#0000ff">Click Here to Expand the Other Gear Difficulty Modifiers Table</span> |
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<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-other_gear_difficulty_modifiers"> |
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{{Other_Gear_Difficulty_Modifier}} |
{{Other_Gear_Difficulty_Modifier}} |
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</div> |
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====Ensorcell Formula==== |
====Ensorcell Formula==== |
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===Paladin bonded weapons=== |
===Paladin bonded weapons=== |
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[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[ |
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[Holy_armament|holy armament]] and maybe [[flare|flaring]] and enhancive properties to weapons. Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer. Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers. Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt. |
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===Failure=== |
===Failure=== |
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#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have '''reached the point necessary to permanently ensorcell an item''' for whichever tier you are casting. |
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have '''reached the point necessary to permanently ensorcell an item''' for whichever tier you are casting. |
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#Do a preliminary 735 channel on the item to check for difficulty. If you (a) get a reading, (b) get the easiest difficulty message of '''you can only fail if you are horribly unlucky''', and (c) are outside of a workshop, skip to the last step. |
#Do a preliminary 735 channel on the item to check for difficulty. If you (a) get a reading, (b) get the easiest difficulty message of '''you can only fail if you are horribly unlucky''', and (c) are outside of a workshop, skip to the last step. |
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#If you do not get a reading (the item resists), or if you know the item is enhanced or |
#If you do not get a reading (the item resists), or if you know the item is enhanced or [[Holy_armament|a holy armament]], you will need to pour an inky black potion on it (not required for difficulty testing). Repeat preliminary channel to get a reading. Potion pours last approximately 30 minutes. |
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#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. |
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. |
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#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). |
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). |
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[[Category:Armor Enhancements]] |
[[Category:Armor Enhancements]] |
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[[Category:Shield Enhancements]] |
[[Category:Shield Enhancements]] |
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[[Category:Profession services]] |
Latest revision as of 08:42, 19 November 2024
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This page has collapsed tables for gear difficulty modifiers. Click here to toggle all content.
Ensorcell allows sorcerers to enhance weapons, runestaves, shields, and armor by 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. 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. One thing of note is that an ensorcelled weapon may also be blessed.
Temporary Ensorcellment
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves. There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item's properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield. Temporarily ensorcelling armor has no current benefit to any profession.
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.
Duration
A temporary ensorcell lasts four real time hours. Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack. Temporary ensorcellment can be refreshed without dispelling first.
Flare Rate
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks. Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an ebladed weapon.
Permanent Ensorcellment
The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017
- PREP 735 | CHANNEL {item} (must be done twice (until 4/1/2021, at which point you only need to channel once))
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession. Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience.
To permanently ensorcell an item, PREP 735 and CAST at the item while holding it. This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item. Then CHANNEL 735 at the item within 30 seconds to make the Ensorcell attempt. Enhancive and holy items require the use of a special potion prior to the attempt. See below for a more detailed process.
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when LOOKed at. The level of ensorcellment can be detected with a cast of Elemental Detection (405). Or a bard can determine the sorcerer and ensorcellment by Loresinging to the item.
Tiers
There are 5 permanent ensorcellment tiers with each tier requiring a separate CHANNEL of 735. Both the necrotic energy cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom 'bonus' tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).
Weapons and Runestaves
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers). The strength of these flares is based on the tier of ensorcellment.
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: attack/casting strength increase (+5/+3 per tier, respectively - acuity), health, mana (runestaves) or stamina (weapons), or spirit, based mostly on random chance. However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points. If the runestaff would flare for something that the wielder is already full of (health, mana, stamina, spirit), the runestaff flares for AS/CS instead instead; this is the only way to get the acuity-like flare. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder's left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled runestaves will flare when attack spells are cast (successful hits required).
Flare | Message |
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Health | You feel healed! |
Mana | You feel empowered! |
Spirit | You feel rejuvenated! |
Stamina | You feel reinvigorated! |
Acuity (+AS/CS) | You feel energized! |
Amount Recovered by Tier
The below information was provided by GM Naijin on Discord:
Tier | Stamina returned | Average |
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T1 | 6 to 12 | 9 |
T2 | 7 to 14 | 10.5 |
T3 | 8 to 16 | 12 |
T4 | 9 to 18 | 13.5 |
T5 | 10 to 20 | 15 |
It is the same amount for mana and health. Sorcerers' phantom bonus applies as well using the same scaling - a sorcerer with a T5 ensorcelled item will recover 11 to 22 health/mana/stamina.
Flares are predominantly health flares - they make up about 77.5% of all flares. Mana/stamina flares come up about 17.5% of the time, and spirit flares trigger about 5% of the time.
Shields and Armor
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower CvA per tier of ensorcellment. This bonus is permanent and no flare is required to activate. Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.
Combat and Shield Maneuvers
Shield Maneuvers requiring an ensorcelled shield are Spell Block and Shield Mind.
Combat Maneuvers requiring an ensorcelled weapon are Spell Cleaving, Spell Thieve, and Spell Parry. Tainted Bond does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.
Success Factors (& Mana Control Benefit)
- Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine a base difficulty value, your skill will be evaluated against the base difficulty value plus a difficulty penalty modifier.
Difficulty Penalty Modifier
- Your current skill will be evaluated against the base difficulty provided by a Bard Loresong plus the difficulty penalty modifier.
- Each tier of ensorcelling adds a difficulty penalty modifier of -50, no matter which tier is reached.
- The total difficulty added for taking something from T0 to T5 is 250 (50 for each tier).
Primary:
- Level: +1 per level
- Sorcerer Spell Ranks: +2 per rank up to level, +1 per rank above level (uncapped)
- Wisdom: +1 per stat bonus
- Intuition +1 per stat bonus
Secondary:
- Elemental Mana Control: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks
- Spiritual Mana Control: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks
- Arcane Symbols: +1 per 10 ranks
- Magic Item Use: +1 per 10 ranks
- Magical workshop: +20 bonus
- Applicable skill and stat enhancives (helps)
- Gift of Eonak (helps)
Other:
- Wounds (hinders)
- Spirit (having less then full spirit hinders)
- ebows, silver, krodera, coraesine and veil iron cannot be ensorcelled
- Some item scripts can outright reject ensorcell (see above), or add to difficulty.
- Armor resistance does not appear to add to difficulty
- Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal
- Properties of the item (including the item's enchantment, whether it is enhancive, sanctified, padded/weighted, if it flares, what material it is, etc.)
- Enchanting and ensorcelling fusion items is substantially more difficult than typical gear (difficulty is dependent on the number of orb slots, not the bonuses of the orbs within those slots; prying orbs before enchanting or ensorcelling will not decrease difficulty).
Gear Difficulty Modifiers
Material Gear Difficulty Modifiers
Click Here to Expand the Material Gear Difficulty Modifiers Table
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1 If the item inspects as "metal" (rather than a specific type of metal) something is wrong. ASSIST to get it fixed.
2 Materials with anti-magical properties cannot be improved via magical player services, such as Enchant (925) and Ensorcell (735)
3 'Wood' has a different difficulty for shield/bow/runestaff (-10) vs melee weapon/armor (-100).
Script Gear Difficulty Modifiers
Click Here to Expand the Script Gear Difficulty Modifiers Table
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*Elven Armor Note: Per GM Oscuro, "The way the gear difficulty for item scripts system works is there's an overall difficulty set, then each spell can overwrite that as needed. Loresong doesn't report the per-spell value, just the global difficulty setting." Elven Armor has an overall difficulty of -70/-140/-200/-200 which would be used as the difficulty for non-magical enhancement. Under magical enhancement (such as 620/735/925) this difficulty setting is overridden to the listed 10/20/30/40.
**Voln Armor Note: Sanctify and Ensorcell have an additional modifier on top of the base script difficulty. Ensorcell has an additional -100 to the modifier whereas Sanctify has an additional +50 to the modifier.
† Combat Flourish and Subscript penalties stack with all other modifiers.
Other Gear Difficulty Modifiers
Click Here to Expand the Other Gear Difficulty Modifiers Table
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Ensorcell Formula
Formula based on player research is located here.
Paladin bonded weapons
Holy Weapon (1625), the spell that bonds a weapon to a Paladin, can make a weapon extremely difficult to ensorcell since the spell adds holy armament and maybe flaring and enhancive properties to weapons. Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer. Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers. Bonded weapons always require the use of an inky black potion before an ensorcell difficulty test or channel attempt.
Failure
- A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt
- There is no chance of losing or damaging an item due to a failed attempt
- A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy
Necrotic Energy
- PREP 735 | CAST or INCANT 735 to check a sorcerer's energy level.
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-level creatures. The amount of energy required to successfully ensorcell an item depends on the tier being attempted.
Note: In this context a like-level creature is any creature that, when killed, confers experience on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer's level.
Necrotic Energy Limits
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.
Gaining Necrotic Energy
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.
Checking Stored Energy
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the SENSE verb or the RESOURCE verb. When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:
Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.
The weekly cap resets when the first experience is gained after the Gift of Lumnis has begun.
When a sorcerer is completely full of energy the energy detection will be as follows:
You sense the build up of necrotic energy within you has reached its limits. You have enough energy to permanently ensorcell an item for the fifth and final time.
Energy Cost per Tier
The table below details the energy requirement for each ensorcellment tier.
Tier | Energy Units |
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1 | 50,000 |
2 | 75,000 |
3 | 100,000 |
4 | 125,000 |
5 | 150,000 |
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.
Lore Benefits
Sorcerers training in Sorcerous Lore, Necromancy receive additional charges of Ensorcell flares:[1]
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.
Sorcerous Lore, Necromancy ranks | 90 | 180 |
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Total acuity flare attacks (You feel energized!) | 2 | 3 |
Process
The ensorcelling process is very straight forward.
- Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have reached the point necessary to permanently ensorcell an item for whichever tier you are casting.
- Do a preliminary 735 channel on the item to check for difficulty. If you (a) get a reading, (b) get the easiest difficulty message of you can only fail if you are horribly unlucky, and (c) are outside of a workshop, skip to the last step.
- If you do not get a reading (the item resists), or if you know the item is enhanced or a holy armament, you will need to pour an inky black potion on it (not required for difficulty testing). Repeat preliminary channel to get a reading. Potion pours last approximately 30 minutes.
- If the item is at all difficult, wear as many applicable skill and stat enhancives that you have available to you.
- Go to a magical workshop (use the SENSE verb to check).
- Prep and channel at the item again. You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message "You sense a strange aura of power from within the <item> that disrupts the power of your spell!" In this case you can cast 119 at the item to remove the bless and try again.)
Sorcerers successfully completing an ensorcell receive experience and fame.
Difficulties
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):
Tables provided by GM Estild
Roll Needed Description | % Chance |
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you can only fail if you are horribly unlucky | ~99% (will only fail on a fumble) |
you should be able to ensorcell it easily enough, barring bad luck | 90+% |
the odds are on your side to successfully complete the ensorcellment | 75+% |
you are more likely than not to succeed on your cast, but you will need some luck | 55+% |
this ensorcellment will be difficult, but possible | 35+% |
this ensorcellment will be very difficult | 15+% |
that this ensorcellment will be nearly impossible | 1+% |
you will likely need a miracle to complete this ensorcellment | Need an open roll |
this ensorcellment is completely beyond your abilities | 0% |
When an item needs a miracle, the sorcerer must roll a 100 on the attempt, after which another d100 roll is made to add to the first result. The chance of successfully ensorcelling a miracle item is between approximately .01-.99%.
Attempts
From best to worst, here are the rolls possible on any permanent ensorcell attempt:
Roll Result Description | Result |
---|---|
You make an astoundingly good attempt! | High open roll |
You make an outstanding attempt! | 90+ |
You make an excellent attempt! | 80+ |
You make a good attempt! | 70+ |
You make a decent attempt. | 60+ |
You make an okay attempt. | 50+ |
You make a passable attempt. | 40+ |
You make a questionable attempt. | 30+ |
You make a poor attempt! | 20+ |
You make a very poor attempt! | 10+ |
You make a horribly poor attempt! | 1+ |
You make an astoundingly inept attempt! | Low open roll |
You make the most horribly incompetent attempt possible! | Fumble |
Ensorcell Pricing
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need. Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:
Weeks | Tier | Cost: 1m/wk | Cost: 2m/wk | Cost: 3m/wk | Cost: 4m/wk |
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1 | 1 | 1m | 2m | 3m | 4m |
1.5 2 |
2 3 |
1.5m T2 2m T3 |
3m T2 4m T3 |
4.5m T2 6m T3 |
6m T2 8m T3 |
2.5 3 |
4 5 |
2.5m T4 3m T5 |
5m T4 6m T5 |
7.5m T4 9m T5 |
10m T4 12m T5 |
Total for 5 casts (10 weeks) |
1-5 | 10m | 20m | 30m | 40m |
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items. Sorcerers charging 2 million per week will be working on mid range items. Sorcerers charging 3 million per week and more might have full enhancive sets and/or use Strong Potions of Accelerated Unlearning (fixskills), and only work on the most difficult items.
Messaging
Bonuses
- The flares appear basically similar, besides their respective messages of feeling. For example, an acuity flare
** Necrotic energy from your <weapon> overflows into you! ** You feel energized!
- Acuity is the only flare which also wears off (whether used or unused)
You feel the unnatural surge of necrotic power wane away.
- Unused acuity flares will take the hit when dispel magic and hex curses are cast at you (spells without warding rolls)
A hooded figure gestures at you! You feel the unnatural surge of necrotic power wane away. The elemental aura around you wavers. An eidolon points a spectral finger at you! As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air. You feel the unnatural surge of necrotic power wane away.
- Unused acuity flares will be applied to the hidden CS roll of Pestilence (716) reactive flares
Usage
- Temporary Ensorcell success
>cast at my staff You gesture at a drakar-runed ebonwood staff. Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.
- Failure from temporary ensorcellment of permanently ensorcelled item
>cast my leather You gesture at some vruul skin casting leathers. Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present. Cast Roundtime 3 Seconds.
- Failure from temporary ensorcellment of cursed item
>cast my claidhmore You gesture at a black steel claidhmore. Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away. Cast Roundtime 3 Seconds.
- Probable success for a Tier 1 permanent item (CHANNEL)
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.
- Success for a Tier 1 permanent item (CHANNEL)
>channel my crosier You channel at a tiny rune-carved crosier. Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it. You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself... You make an outstanding attempt! Success! You manage to breach the rune-carved crosier's defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier's very structure.
Wearing Off
- Temporary item ensorcellment wearing off.
The ethereal necrotic film covering your hoarbeam runestaff shrivels away.
Failures
- Failure message for testing a permanent item (7x @ lvl 36)
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand. You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.
- Possible failure for testing (5x @ lvl 37)
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.
- Failure message for permanent item
You make an excellent attempt! Failure! You are unable to overcome the tapered faewood runestaff's defenses, wasting some of your stored necrotic energy in the fruitless attempt.
- Failure message for a sanctified/enhancive item without first pouring an inky black potion
You channel at a double bit eonake handaxe. You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!
- Failure message for a magic resistant item
You channel at a dented veil iron war hammer. Your veil iron war hammer resists your spell!
Alchemy Recipes
Inky Black Potion
An inky black potion is used to prepare both enhancive and holy gear for ensorcelling. It is also used to prepare ensorcelled gear for sanctification. A pour will last 10 minutes before wearing off. As of July 2018, potions are no longer required for difficulty testing.
5 pours
An inky black potion |
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Purchasers should buy these potions from a reputable alchemist. At one point an identical looking potion was sold off-the-shelf at a merchant event that has nothing to do with ensorcell.
Glimmering Sanguine Potion
A glimmering sanguine potion removes Ensorcell, both permanent and temporary types, from Ensorcelled gear. Temporary Ensorcell can more easily be removed with Elemental Dispel (417) or Spirit Dispel (119). It will remove all of the ensorcelling from your gear in one pour. There will be a warning given before an Ensorcell is removed.
A glimmering sanguine potion |
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Faintly glimmering dust=extracted ayanad crystals
References
- ↑ Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.