Post:Change of Course? - 07/06/2014 - 01:53

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Re: Change of Course? · on 07/06/2014 01:53 AM CDT 1816
>> Sigils

A sigil is nothing more than a pattern: a shape represented some way in space. Sigils as a form of communication existed long before enchanting came into practice, conveying complex magical concepts in ways that language could not. The discovery of materials that serve as a conduit for magical energy, however, enabled the evolution of the sigil into something much more.

Initial sigils were flat, but only the simplest magical constructs function in two dimensions. Sigil design adjusted to accommodate this. Some sigils varied in depth and width. Some meandered vertically, or wrapped their plane around three-dimensional structures. As purely magical sigils were developed, some altered their level of magical conductivity, or even altered their distance from adjoining planes. By combining two or more sigils, still more effects could be achieved.

I am torn on the skill requirement as well. On one hand, NMUs are unlikely to have many Arcana ranks. They are currently hard/impossible to train outside of classes. On another, I kind of want Foraging to be the go-to gathering skill (wish I could rename it). Arcana also means understanding and activating magical devices, and sigils are not magical devices. The only way this would make sense if is I required use of the seeking stone (but then how did the first enchanters discover sigils in the first place?)

>> location

Any room will be usable for sigil harvesting. You are finding the sigil representation in "the world", so limiting it to select areas doesn't make sense.


>>Can we do both before moving on

You can harvest multiple times (either sigil) from the same room, but the DANGER COUNTER will go up at some point. I estimate 3-4 harvests before you move on.

Unlike mining, the counter will only apply to you. No more walking into a room and having it be primed for disaster. Unless other people are present AND harvesting at the same time. Then some spectacular things can happen.

>> Time of Day

As I said, you can change the sigils available to be harvested if you are willing to take a slight risk.

>>Can you expand on this?

Amplitude ranges from 1-99.

A sigil aspected to life with a high amplitude be more likely to be found in a high life mana, high nature room during the day. Something like that. The intent is to produce a somewhat random distribution gamewide, but with specific distribution in local areas.

>> Workability

Enchantments have a base size. Materials have a capacity. The ratio of size to capacity sets the workability, until the size exceeds the capacity. Then you go boom if you try to enchant it.

Founts have a size modifier. The mana used with the imbue process is another size modifier.

Size + ModFount + ModImbue = Final Size. Must be <= Material Capacity or Boom!

This gives the enchanter control over how hard a process will be. Making runes with 1 charge and a cooldown will be much easier and can be done on more common materials, than 10 charge runes with no cooldown. Obviously some PAFO will be required to figure out your own limits.

This message was originally posted in Lore \ Enchanting Skill, by DR-KODIUS on the play.net forums.