Online:Encase

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ON-icon-skill-Dark Magic-Encase.png Encase
Line Dark Magic
Line Rank 4 Cost 3780 Magicka
Cast Time Instant Duration 4 seconds
Target Area
Area 18 meters
Morphs
Morph ON-icon-Question Mark.png Shattering Spines
The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends.
ON-icon-Question Mark.png Vibrant Shroud
The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality.
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
Encase: Cost: [4050 / 3960 / 3870 / 3780] Magicka.
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
Shattering Spines: Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 4 seconds. After the effect ends the shards shatter, dealing [5240 / 5297 / 5354 / 5413] Magic Damage to any enemy that was encased. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
Vibrant Shroud: Cost: 4860 Magicka.
Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes in front of you. You and allies in the area are healed for [7146 / 7224 / 7302 / 7381] Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 10 seconds. Enemies are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.

Encase will immobilize all enemies within its range. Affected targets may still attack and defend, but they are rooted to their spot for the duration of the effect. Thus it is most effectively used against melee targets, as enemies with ranged attacks don't generally move much anyhow. It can also be used as an escape tactic to hold enemies down while you retreat to a safe distance. Note however that the affected area is in front of you. Enemies who are behind you or on either side may not be affected. Shattering Prison deals Magic Damage to the target when the effect ends, while Restraining Prison increases the duration and your healing received.

Notes[edit]

  • This ability has no effect on enemies that are immune to immobilization (e.g., bosses and flying enemies).
  • Other players can escape via a roll dodge, but it can be reapplied after they're freed.
  • Restraining Prison is a recommended morph for the Sorcerer Initiate and War Mage builds.

Patch Notes[edit]

  • Restraining Prison: When this ability is removed from one player character, it no longer removes the graphics from your other targets.
  • Restraining Prison: The tooltip for this ability now lists the snare duration.
  • Reduced the cost of this ability by 15%. Each additional rank of the ability increases the cost reduction slightly.
  • Reduced the cost of the morphs of this ability to match the lowest cost tier for the base ability.
  • Reduced the cost of this ability and its morphs by approximately 6%.
  • Restraining Prison: This morph no longer snares enemies. Instead, it now gives Major Vitality for 2 seconds, plus 1 second per enemy in the area.
  • Reduced the duration of the Immobilize from this ability and its morphs to 4 seconds from 4.5 seconds.
  • Shattering Prison (morph): Increased the damage of the explosion by approximately 82% to put in on par with other AoE instant hit abilities, such as Cleave or Impulse.
  • This ability and its morphs now restore up to 66% of their ability costs if no targets are immobilized from the cast.
  • Shattering Prison (morph): Fixed an issue where this ability’s damage was not considered an Area of Effect in many cases.