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Category: Sorcerers
Topic: Sorcerer Spells
Message #: 1507
Author: GS4-COASE
Date: 04/02/2013 10:37 PM EDT
Subject: Spell 735 - Ensorcell Released!


Ensorcell 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.

Coase

Category: Sorcerers
Topic: Sorcerer Spells
Message #: 1521
Author: GS4-COASE
Date: 04/03/2013 12:34 AM EDT
Subject: Re: Spell 735 - Ensorcell Released!


<<<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?>>>

Oops. I guess I should have announced that you CAST for temporary ensorcellment and CHANNEL for permanent ensorcellment.

Coase

Category: Sorcerers
Topic: Sorcerer Spells
Message #: 1525
Author: GS4-COASE
Date: 04/03/2013 01:44 AM EDT
Subject: Re: Spell 735 - Ensorcell Released!


>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.

Coase

Category: Sorcerers
Topic: Sorcerer Spells
Message #: 1527
Author: GS4-COASE
Date: 04/03/2013 01:57 AM EDT
Subject: Re: Spell 735 - Ensorcell Released!


>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.

Coase

Category: Sorcerers
Topic: Sorcerer Spells
Message #: 1532
Author: GS4-COASE
Date: 04/03/2013 03:11 AM EDT
Subject: Re: Spell 735 - Ensorcell Released!


>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.

Coase