Enchant (925)/saved posts
Enchant (925) Released
Spell 925, Enchant Item has been reworked! Say goodbye to your temper potions and forget the days of waiting, this new spell will immediately increase the bonus of a piece of gear by 1 on a successful attempt! However, such speed and ease requires more magical oomph, and that comes in the form of essence. Wizards will find that they can now SENSE how much essence they have accumulated and how strong of an enchantment that will allow them to 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; being well trained in Elemental Mana Control helps a Wizard gather more static. On a mana pulse, a portion of that static is absorbed as essence for enchanting; being well trained in Harness Power and Elemental Lore: Water increases the maximum amount of essence that can be absorbed this way. 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.
Casting spell 925 will allow a Wizard to evaluate their chance to successfully enchant the targeted item. This will prompt the caster to CHANNEL the spell to make a proper attempt. On a successful attempt, the bonus of the item is increased by 1. On a failed attempt the Wizard loses 10% of the essence the attempt would have cost if it had succeeded.
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 overal at 64000.
While tempering items is a thing of the past, potions still play a role with the new Enchant spell. The enchanting potential of an item must be unlocked before any casts of the spell will be successful. New common potions are available in Wizard Guild shops which cover the range of enchanting up through +35; enchanting beyond this will still require the use of rare potions.
The new enchanting potions increase the maximum bonus to which that item may be enchanted with this spell. As an example, a 0x item has a maximum bonus of +0. Pouring an undiluted green ayan'eth potion on this item will increase its maximum enchantable bonus by 5 points to +5; this particular potion can unlock an item up to a maximum of +20 so it could be poured three more times on that same item to do that, increasing the maximum by 5 per dose. Casting Elemental Detection (405) at a potion will give you details about what its effect will be if you know the Enchant (925) spell.
For more information about this release and details about what is happening with the old enchanting system and related topics see the follow up post.
The old enchanting system/spell will remain available to allow players to complete any projects they already have in progress. There will also be a 28-day grace period during which players may start new projects under the old system. After this grace period has elapsed tempering potions will no longer start new projects and will be removed from sale in guild and town shops.
Players also have a lot of really fancy enchanting potions left over from past events and their own efforts with alchemy or the relatively new potion infusion mechanic. There will be a nervous guild apprentice NPC added to each Wizard Guild who will provide an option to trade in old special temper potions for some potions that work with the new system.
This currently only includes bromin, aleteh, and grenshol temper potions. Trading in both an eoveneh and an ayveneh potion will produce an urven'eth potion with combined charges, this is the new potion required for each cast on enhanive or holy items.
Players may use their zorveneh, gorveneh, draveneh, and rhiveneh potions on items to negate the added difficulty of matching elemental flares when enchanting an item with those properties.
In addition to this trade in option, players who have left over infused temper potions will have the option of drinking the infused temper potion to recover a portion of the infused mana as enchanting essence for the new system. The amount of essence gained is directly proportional to how much infused mana is consumed from the potion. Essence gained this way counts towards the weekly cap and cannot put a player over either cap. Each dose will provide a maximum of 15600 essence which consumes 30 percent reduction (9750 infused mana) from the potion.
When trading in potions, if the potion being traded is infused you will receive two potions in return; one replacement for your fancy potion and another rohnuru potion which is infused with the same amount of mana as the potion being traded.
With the release of the new spell you will find that the old mechanic of gathering mana for infusion into temper potion has been disabled. You may still infuse the remaining mana you have into temper potions for the old system.
You may also notice that spell 925 has been renamed to simply "Enchant".
Details about skill interactions and lore benefits for the new Enchant spell.
Training Elemental Lore: Air allows the player to retain 20 + (Seed 5 Summation of Ranks) * 5 percent of remaining static essence that would have been lost.
Training Elemental Lore: Fire allows the player to gain bonus static essence equal to (Seed 5 Summation of Ranks) + 4 percent on a mana pulse.
Training Elemental Lore: Water increases the maximum amount of essence you can convert in a single mana pulse by the skill's Bonus. Harness Power Bonus is the other relevant skill determining this figure.
Elemental Mana Control determines the percentage of static that is converted to essence on a mana pulse.
The amount of mana spent to cast an offensive spell and the relative level of the target compared to the caster determines how much static essence is generated. Generally speaking casting spells of higher mana costs at creatures of a higher level than you will generate the most static essence.
The success formula considers these factors: Level, Wizard Spell Ranks, Arcane Symbols, Magic Item Use, Elemental Mana Control, Logic, Intuition, All Elemental Lore Skills, Workshop Bonus, Familiar Bonus
Difficulty factors include but are not limited to the following item properties: existing enchantment/bonus, ensorcell tier, resistances, creature bane, holy, weighting/padding/sighting, flares, td bonus, ds/as bonus, enhancive, fusion, material properties, health loss, injuries, spirit loss
I have a bit of a correction to post regarding the original release announcement.
>> Each cast generates a sort of magical static which clings to the caster; being well trained in Elemental Mana Control helps a Wizard gather more static.
This statement was not accurate and should read: "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."
The following statement was accurate, but now includes the role of Elemental Mana Control in essence gain: "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."
Apologies for the confusion this error has caused.