- "Enchant" redirects here. For other uses, see Enchant (disambiguation).
- This article is for the new Enchant (925) released during the Spring Spectacular 2019 updates. For the prior version of the spell, please see Enchant Item (925).
- 1 Essence
- 2 Difficulty Detection
- 3 Success Factors
- 4 Failures
- 5 Pre-Temper Potions
- 6 Enchant Unlocking
- 7 Rewards for Enchanting
- 8 Negative Bonus Items
- 9 Functional Item Scripts
- 10 Other Items Marked for No Enchanting
- 11 Potion Tables
- 12 Resources
The Enchant spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful enchantment provides a permanent +1 bonus to the item's attack strength (AS) or defensive strength (DS), as applicable.
Enchanting now requires the gathering of Essence by a wizard and expending it to increase the enchantment of an item. You can SENSE how much essence you have accumulated and how strong of an enchantment you can complete.
Essence is gathered by spending mana when casting offensive spells at enemies of an appropriate level for the caster to earn experience by killing them. Offensive spells generally include anything you can't cast in a sanctuary. Each cast generates a sort of magical static which clings to the caster depending on the relative difficulty of the target compared to the caster. On a mana pulse, a portion of that static is absorbed as essence for enchanting; being well trained in Elemental Mana Control will increase the amount of static converted into essence and being well trained in Harness Power and Elemental Lore: Water increases the maximum amount of essence that can be absorbed this way per pulse. Any unabsorbed static is generally lost, but if the Wizard is trained in Elemental Lore: Air a portion will carry over to the next mana pulse. Wizards trained in Elemental Lore: Fire will find their spell casting yields additional essence on average.
Max Absorbable Essence Per Mana Pulse
|Elemental Lore: Water & Harness Power Bonus||0||100||140||200||250||300||350||400|
Amount of Static Convertible to Essence Per Mana Pulse
|Elemental Mana Control ranks||0||24||50||101||125||150||202||250|
|% Static Converted to Essence||?||?||?||?||?||?||?||?|
Percentage of Static Not Converted due to reaching max absorbed allowed to rollover per mana pulse
20 + (Elemental Lore:Air Seed 5 Summation Ranks) * 5
|Elemental Lore:Air Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200|
|% Static Able to Roll Over||0||25||30||35||40||45||50||55||60||65||70||75||80||85||90||95||100|
Bonus Static Essence Percent Gained Per Mana Pulse
(Elemental Lore: Fire Seed 5 Summation Ranks) + 4
|Elemental Lore:Fire Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200|
|% Bonus Static to Essence Conversion||0||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20|
Cost to Enchant
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.
|Essence Cost to Enchant per Bonus|
|Total Essence & Weekly Cost for Full Enchant Tier|
Using Essence to Enchant
Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item. This is done via the various color ayan'eth potions now available at the various wizard guild shops. The color of each potion corresponds to the ROYGBIV colors associated with the AI crystal, where green equates up to +20 and so on.
Unlock potions must be used in order, starting with green. Green ayan'eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20. So, if enchanting a steel weapon, the green ayan'eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour. After that, a single pour of the blue ayan'eth potion will unlock its maximum enchant further to +25.
The current maximum enchant unlock can be checked by a wizard via 405:
You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body... > The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20. Cast Roundtime 3 Seconds.
There is no tempering time associated with maximum enchant potential unlocks. As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it. The maximum unlock is permanent and never fades. The item can be used in combat at any point during new style enchanting process. The item cannot be "locked" as with old style enchants, and it cannot be destroyed in a catastrophic failure. The item is not associated with any individual wizard's project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item. Each enchant channel increases the item's enchant by +1. Each channel enchant also reduces the wizard's available essence by that individual step amount, referenced in the above essence charts. If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.
A wizard's chance for success in enchanting an item can be determined by CASTing Enchant Item at an item. This can be done without first unlocking the item for enchantment.
Roll Needed Description % Chance you can only fail if you are horribly unlucky 97% (will only fail on a fumble) you should be able to enchant it easily enough, barring bad luck 90+% the odds are on your side to successfully complete the enchantment 75+% you are more likely than not to succeed on your cast, but you will need some luck 55+% this enchantment will be difficult, but possible 35+% this enchantment will be very difficult 15+% that this enchantment will be nearly impossible 1+% you will likely need a miracle to complete this enchantment -100+% this enchantment is completely beyond your abilities less than -100% Roll Result Description Result You make an astoundingly good attempt! 100+ (Open roll) You make an outstanding attempt! 90+ You make an excellent attempt! 80+ You make a good attempt! 70+ You make a decent attempt. 60+ You make an okay attempt. 50+ You make a passable attempt. 40+ You make a questionable attempt. 30+ You make a poor attempt! 20+ You make a very poor attempt! 10+ You make a horribly poor attempt! 2+ You make an astoundingly inept attempt! 1 Something doesn't seem right... Fumble
The precise formula to achieve a successful enchantment is not released. What is known is that the level and Wizard Base ranks of the enchanter are primary factors. The following table lists all known factors (positive or negative), in no particular order. At the very least, a wizard should be uninjured, and in a magical workshop with a familiar present.
Positive Factors Negative Factors Wizard Base ranks Existing enchant bonus Level of enchanter Ensorcell tier Magic Item Use ranks Material of the item Arcane Symbols ranks Resistances Logic, Intuition Creature bane Elemental Mana Control ranks Holy Public workshop Weighting, Padding, and/or Sighting Having a familiar in the room Having a familiar elsewhere Flares, TD bonus, AS/DS bonus Enhancive item, Fusion, Scripted item Health or Spirit Loss, Injuries
Material Difficulty Chart
Material Weapons Shields Armor Bows Runestaves adamantine -500 -500 -500 alexandrite -500 0 black-alloy 0 -50 0 bone -250 10 -250 bronze -50 -50 carmiln 10 10 cloth 0 copper -50 -50 coraesine -999 deringo -20 -20 -20 drakar -50 -50 -50 drake 0 eahnor 15 15 15 eonake -60 faenor 15 faewood 10 0 feras 0 fireleaf 15 15 glaes -10 -10 -10 glass 0 glowbark -10 -10 -10 golvern -10 -10 -10 gornar -50 -50 -50 hoarbeam 5 5 5 illthorn 0 0 imflass -30 -30 -30 invar 0 0 0 ipantor -40 iron -30 -30 -30 ironwood 0 0 kakore 0 0 kelyn 0 krodera -999 kroderine -999 -999 -999 leather -10 lor -25 mein -10 -10 -10 mesille 0 0 0 mithglin 15 15 15 mithril 20 20 20 modwir 0 mossbark 0 0 0 obsidian -500 ora 0 0 0 ora-black -75 ora-white -40 orase 0 0 razern -20 rhimar -50 -50 -50 rolaren -40 -40 -40 rowan 20 ruby -500 ruic -60 sephwir -25 steel -10 -10 -10 stone -500 surita -150 urglaes -999 -999 -999 urnon -999 vaalorn 10 10 10 veil-iron -50 -50 -50 villswood 0 0 0 vultite 0 0 0 white-alloy 0 0 witchwood -75 wood -100 -10 -100 -10 -10 wyrwood -60 yew -20 zelnorn -999 -999 -999 zorchar -50 -50 -50 metal1 -500 -500 -500
1 If the item inspects as "metal" (rather than a specific type of metal) something is wrong. ASSIST to get it fixed.
Script Difficulty Chart
Script Penalty Owner Energy Staff -350 Retser Sigil Staff -270 Estild Sprite Weapon -350 Retser
Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)]
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.
- Main article: Pre-tempering potions
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No Elemental Lore skills are required to apply an appropriate pre-temper potion.
Enhancive and Holy Items
- Main article: Pre-tempering potions
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are urven'eth potion.
Enchanting and ensorcelling fusion items is substantially more difficult than typical gear (difficulty is dependent on the number of orb slots, not the bonuses of the orbs within those slots; prying orbs before enchanting or ensorcelling will not decrease difficulty).
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting Elemental Detection (405) on the item. The item will remain unlocked until a successful CHANNEL of Enchant (925) has been performed.
Rewards for Enchanting
Successful enchantments earn experience, and potentially large amounts of silver.
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.
Negative Bonus Items
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.
Functional Item Scripts
- Please see above for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the item properties page.
- These are player-created lists and are not complete. See here for more functional scripts.
Scripts that CAN be wizard enchanted
- Bane weapons (this is the only Category C property that cannot be enchanted)
- Blink Weapons
- Briar Flaring Weapons
- Ethereal Armor (REIM Script)
- Forest armor
- Greater elemental flares (appropriate pre-temper potion required)
- Ithziri Armor
- Shock Weapons
- Sprite Weapons
- Stalwart Resilience (bubble flares)
- Vial flares
- Voln armor
- Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)
Need to re-verify these since Spring Spectacular 2019 release
Scripts that CANNOT be wizard enchanted
Other Items Marked for No Enchanting
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic").
Specific Items Marked for No Enchanting Origin Black alloy items Sold near Pinefar decades ago Versions of the fel-hafted waraxes Versions of the rolaren longsword (ruby, sapphire, and one other) Versions of the pryothag hide brigandine Versions of the white ora warmaces
†ASSIST and ask for a referral to fix the item to be made enchantable.
- Main article: Enchanting potions
Average Time Per Cycle* Tempering Potion Potion Pour Bonus Potion
+0 to +25 0x-5x Varies +5 to +30 1x-6x Varies Sisfu < 0 None Special Varies Varies 1 Varies Varies Varies Varies 0 0x None +1 to +5 1x 1 1 day Rohnuru 0 3500 +1 to +5 1x Red +5 to +10 2x 2 2 days +6 to +10 2x Orange +11 to +15 3x 3 3 days Duqnuru +15 5500 +11 to +15 3x Yellow +16 to +20 4x 4 4 to 5 days +16 to +20 4x Green +21 to +25 5x 5 5 to 7 days Dirtokh +25 10,000 +21 to +25 5x Blue +26 to +30 6x 6 6 to 9 days +26 to +30 6x Indigo +31 to +35 7x 7 11 to 17 days MirtokhΔ +30 35,000 +31 to +35 7x Violet +36 to +40 8x 8 9 days Bromin Special** +36 to +40 8x Copper +41 to +45 9x 9 9 to 12 days Aleteh Special** +41 to +45 9x Silver +46 to +50 10x 10 11 to 13 days Grenshol Special** +46 to +50 10x Gold Not Further Enchantable Pre-tempering Potions Item Property Potion Potion
Enhancive Ayveneh -200 ≤+30 N/A Sanctified Eoveneh N/A Flaring Earth Gorveneh -100 N/A Earth Fire Draveneh Fire Ice Rhiveneh Water Vacuum Zorveneh Air Acid Gorveneh or
Earth and/or Water Lightning Zorveneh or
Air and/or Water Steam Draveneh or
Fire and/or Water
Wizard Profession - edit Spell Circles: Wizard Base Spells | Major Elemental Spells | Minor Elemental Spells Professional Highlights: Bolt spells | Call Familiar | Enchanting | Charge Item Popular Archetypes: Pure Mage | War Mage | Enchanter