Resonance (2.0)

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Bard thumb.jpgBard Guild
Resonance
Abbreviation: RESO
Prerequisites: Naming of Tears, 20th circle
Minimum Prep: 10
Casting Cap: 58
Performance Type: Unknown
Description: This enchante is a curious one. It creates a powerful, sympathetic resonance in any melee weapon you hold, driving in a rhythm similar to your own heartbeat, allowing you greater skill and power with the weapon's use. However, you should only use this enchante when holding a weapon that you bear great proficiency in, or the weapon may instead twist its way from your hands each time you attempt to pick it up. Like many enchantes, the origins of Resonance are long lost, though it is believed that the tales of 'singing swords' are in fact the results of this enchante.
Example Messaging: Intro: Taking a deep breath, you begin the quiet, lilting opening of "Resonance". With each passing moment, your voice grows louder and stronger as you weave your song and magic together in an intricate tapestry of enchanted music.
Enchante Structure: Unknown
Prep Time: Unknown
Pulse Timing: Unknown
Enchante Duration: Unknown

Notes

  • Functions only for melee weapons equal to or above the secondary weapon requirement to reach the Bard's previous circle.
  • For example, a 40th circle Bard needs at least 77 ranks in the desired weapon, since they need 77 ranks in a secondary weapon to reach circle 39.
  • Gives a large bonus to the Bard's melee skill of the weapon used. This bonus is not given to any ranged or thrown component of the weapon.
  • Provides a small bonus to Parry Ability skill with the weapon used.
  • At 23 mana, Resonance will bond the weapon that is used, returning it to your hand if disarmed, stolen, DROPped, SHEATHed, GIVEn, or STOWed. This only works if the weapon is in the same room as you and not in a closed container when the bond pulses, even pulling it out of the hands of another player.
  • The bond will not retrieve your weapon when you die since the bond breaks the instant the enchante ends.
  • Will cause a ranged weapon, non-weapon or weapon the Bard is not skilled enough in to jump out of the Bard's hand to the ground. This will work even with cursed items.
Tip: If someone has a cursed item in their left hand that they want to give to you to get rid of, they need to use the syntax GIVE <ITEM> TO <PLAYER> instead of the shortcut version GIVE <PLAYER>. *If nothing is held in the Bard's right hand, the enchante will function with the item held in the Bard's left hand instead.
  • Although thrown weapons do not receive the skill bonuses for the thrown component, they will still function with the bond when thrown.
  • Exception: Stackable throwing blades do not work properly with all aspects of the bonding effect. The bond works properly when dropping, stowing, giving, or sheathing the stack of blades. When throwing them, however, there are a bunch of quirks:
  • Only the stack of blades in your hand are considered to be the original weapon. Even if the original stack has one blade remaining, it is still considered a stack.
  • The blades that are separated out when thrown, including the final one, do not have any functionality with the enchante at all. Presumably this is because the game creates an entirely new item for each blade thrown.
  • Once the last blade in the stack is thrown, the enchante collapses since there is no longer a weapon the enchante recognises.
  • Gathering up any thrown blades before the stack is exhausted, even ones that weren't in the original stack, prevents the enchante from collapsing since the blade count of the stack is replenished.
  • An easy way to remember these quirks is by keeping in mind that the enchante only recognises the original stack as a whole, not any of the individual blades in it.