Two "Absorb Magic" enchantments

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XJDHDR
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Two "Absorb Magic" enchantments

Post by XJDHDR » Sat Mar 21, 2020 5:43 pm

While looking at the Enchantment Power list, I noticed that there are two enchantments that absorb magic: Cast when Held: Spell Absorption and Absorbs Spells.

Does anyone know what the differences between the two are? Besides the latter being 220 points cheaper. Thanks!
My mods (mainly for Oblivion but also a few for other games):
https://www.nexusmods.com/users/625820?tab=user+files

Ommamar
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Re: Two "Absorb Magic" enchantments

Post by Ommamar » Sun Mar 22, 2020 2:19 pm

I am not positive but I think the cast when held objects are passive effects where the spell type objects have to be used to be effective.

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XJDHDR
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Re: Two "Absorb Magic" enchantments

Post by XJDHDR » Sun Mar 22, 2020 6:10 pm

Thanks but I don't think this is the difference. I'm pretty sure it is only the Cast when Used enchantments that have to be "cast". Absorbs Spells is also grouped with other enchantments that are active all the time (eg. Repairs Objects).
My mods (mainly for Oblivion but also a few for other games):
https://www.nexusmods.com/users/625820?tab=user+files

BadLuckBurt
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Re: Two "Absorb Magic" enchantments

Post by BadLuckBurt » Sun Mar 22, 2020 7:44 pm

Spell absorption acts like a normal spell:

Code: Select all

        public override void SetProperties()
        {
            properties.Key = EffectKey;
            properties.ClassicKey = MakeClassicKey(20, 255);
            properties.GroupName = TextManager.Instance.GetText(textDatabase, "spellAbsorption");
            properties.SpellMakerDescription = DaggerfallUnity.Instance.TextProvider.GetRSCTokens(1568);
            properties.SpellBookDescription = DaggerfallUnity.Instance.TextProvider.GetRSCTokens(1268);
            properties.SupportDuration = true;
            properties.SupportChance = true;
            properties.ChanceFunction = ChanceFunction.Custom;
            properties.AllowedTargets = EntityEffectBroker.TargetFlags_All;
            properties.AllowedElements = EntityEffectBroker.ElementFlags_MagicOnly;
            properties.AllowedCraftingStations = MagicCraftingStations.SpellMaker;
            properties.MagicSkill = DFCareer.MagicSkills.Restoration;
            properties.DurationCosts = MakeEffectCosts(28, 140);
            properties.ChanceCosts = MakeEffectCosts(28, 140);
        }
While Absorb spells is a constant effect:

Code: Select all

        public override void SetProperties()
        {
            properties.Key = EffectKey;
            properties.GroupName = TextManager.Instance.GetText(textDatabase, EffectKey);
            properties.ShowSpellIcon = false;
            properties.AllowedCraftingStations = MagicCraftingStations.ItemMaker;
            properties.ItemMakerFlags = ItemMakerFlags.AllowMultiplePrimaryInstances;
            properties.EnchantmentPayloadFlags = EnchantmentPayloadFlags.Held;
        }
Don't ask me why one is cheaper than the other one, I don't know.

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XJDHDR
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Location: New Zealand

Re: Two "Absorb Magic" enchantments

Post by XJDHDR » Tue Apr 07, 2020 7:50 am

Thanks BadLuckBurt

I'm mostly trying to figure out if there is any reason whatsoever to go with the more expensive enchantment. I tried loading both in an Item Maker and there is nothing to configure for either. Are there different probabilities, different behaviours or any difference between the two at all besides the cost and spell vs. constant effect?

On a side note, I found something else. When enchanting, you can apply either a Cast when Held: Troll's Blood enchantment for 920 points or a Regen Health: Always for 4000. Since Troll's Blood already gives you health regen, is there any reason to go with the more expensive constant effect instead?
My mods (mainly for Oblivion but also a few for other games):
https://www.nexusmods.com/users/625820?tab=user+files

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