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	<updated>2026-04-23T11:04:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Focus_(513)&amp;diff=139868</id>
		<title>Elemental Focus (513)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Focus_(513)&amp;diff=139868"/>
		<updated>2020-11-15T16:48:05Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: Adding in the mana cost for the spell based on 500s known&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = ELEMFOCUS&lt;br /&gt;
 | base_dur = 1200 sec&lt;br /&gt;
 | add_dur = +60 sec per [[MjE]] rank&lt;br /&gt;
 | span = [[Self-cast]]: [[Stackable]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Bolt [[Attack strength|AS]]&lt;br /&gt;
 | weapon = None&lt;br /&gt;
 | enhancement = +20 Bolt [[Attack Strength|AS]]&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Major elemental navigation|type=Offensive}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Elemental Focus&#039;&#039;&#039; adds a base of +20 to [[bolt spell]] [[attack strength]] (AS).  Additional training in the [[MjE|Major Elemental]] spell circle increases the bolt AS bonus by +1 for every 2 major elemental spells known over 513, capped at ranks equalling a character&#039;s [[level]].  It is [[self-cast]] only.  Also, the spell cost +1 mana for every 2 major elemental spells known over 513. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|Total bolt AS bonus &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; +20 + (MjE spells &amp;gt; 13 &amp;amp;divide; 2 )}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Elemental Lore, Fire]] will cumulatively add +1 AS per seed 4 [[summation]] of ranks on consecutive bolt attacks against the same target, capped at +25 total AS boost. The AS will increase whether or not the target is successfully hit, and only while casting bolt spells. Casting at another target removes this boost.&lt;br /&gt;
&lt;br /&gt;
Casting non-bolt spells or general area spells (e.g. [[Elemental Wave (410)]] or [[Cone of Elements (518)]]) will not affect the focusing boost.&lt;br /&gt;
&amp;lt;section begin=Fire Lore Bonus/&amp;gt;&lt;br /&gt;
:{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Fire ranks||4||9||15||22||30||39||49||60||72||85||99||114&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bolt AS bonus (accumulates)||1||2||3||4||5||6||7||8||9||10||11||12&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Casts to +25 max bonus||26||14||10||8||6||6||5||5||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=13|&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot; colspan=6|Elemental Lore, Fire ranks||130||147||165||184||204||225||247&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot; colspan=6|Bolt AS bonus (accumulates)||13||14||15||16||17||18||19&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot; colspan=6|Casts to +25 max bonus||3||3||3||3||3||3||3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Fire Lore Bonus/&amp;gt;&lt;br /&gt;
::&#039;&#039;Initial cast is 0 bonus from lore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Initial cast:&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You bristle with energy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Wearing off:&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You no longer bristle with energy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Bolt AS accumulation with 92 ranks of Fire Lore (10 bonus)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You gesture at an ogre warrior.&lt;br /&gt;
You hurl a small surge of electricity at an ogre warrior!&lt;br /&gt;
AS: +&#039;&#039;&#039;454&#039;&#039;&#039; vs DS: +102 with AvD: +28 + d100 roll: +94 = +474&lt;br /&gt;
... and hit for 67 points of damage!&lt;br /&gt;
Massive electrical shock to the right arm destroys flesh. What remains is useless.&lt;br /&gt;
The ogre warrior&#039;s studded mace falls to the ground.&lt;br /&gt;
The ogre warrior is stunned!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;incant 901&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Minor Shock...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an ogre warrior.&lt;br /&gt;
You hurl a small surge of electricity at an ogre warrior!&lt;br /&gt;
AS: +&#039;&#039;&#039;464&#039;&#039;&#039; vs DS: +79 with AvD: +28 + d100 roll: +49 = +462&lt;br /&gt;
... and hit for 60 points of damage!&lt;br /&gt;
Nasty jolt to chest causes heart to skip a beat!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;incant 901&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Minor Shock...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an ogre warrior.&lt;br /&gt;
You hurl a small surge of electricity at an ogre warrior!&lt;br /&gt;
AS: +&#039;&#039;&#039;474&#039;&#039;&#039; vs DS: +76 with AvD: +28 + d100 roll: +39 = +465&lt;br /&gt;
... and hit for 51 points of damage!&lt;br /&gt;
Heavy shock to left arm numbs elbow.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;incant 901&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Minor Shock...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an ogre warrior.&lt;br /&gt;
You hurl a small surge of electricity at an ogre warrior!&lt;br /&gt;
AS: +&#039;&#039;&#039;479&#039;&#039;&#039; vs DS: +72 with AvD: +28 + d100 roll: +38 = +473&lt;br /&gt;
... and hit for 91 points of damage!&lt;br /&gt;
Massive electrical shock to back. Won&#039;t be bending over for awhile.&lt;br /&gt;
The ogre warrior falls to the ground and dies.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Elemental_Focus_.28513.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=104375</id>
		<title>Enchant (925)/Old version archived information</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=104375"/>
		<updated>2018-03-15T18:10:37Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: /* Reduced Temper Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant Item&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant Item&#039;&#039;&#039; 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 +5 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
It is possible to enchant any combination of plain, [[enhancive]], [[sanctified]] (holy), and elemental flaring items up to a bonus of +35.  It is also possible to enchant plain and elemental flaring items up to +50 with the required special [[enchanting potions|tempering]] and [[pre-tempering potion]]s. However, most items do not make it higher than +20 via the Enchant Item spell due to the rarity of these potions and also account limitations on enchanting items over +16 AS or DS bonus.&lt;br /&gt;
&lt;br /&gt;
The process of enchanting can be lengthy, but can be reduced via training in [[#Mana Pools &amp;amp; Flaring Items (Lore Benefits)|Elemental Lore, Water]] and a special potion infusion process.&lt;br /&gt;
==Enchanting Process for Plain Items==&lt;br /&gt;
The following is an explanation of how to enchant plain items, meaning any item that does not require a special tempering or pre-temper potion, up to +35 (7x).  See &#039;&#039;&#039;[[#Flaring Items|Flaring Items]]&#039;&#039;&#039; and &#039;&#039;&#039;[[#Enhancive and Holy Items|Enhancive and Holy Items]]&#039;&#039;&#039; sections for information on additional steps and/or training needed for those types of items.&lt;br /&gt;
&lt;br /&gt;
Plain items include [[Forging|forged]] weapons and otherwise plain items with [[spikes]], [[resistance]]s, [[padding]] or [[weighting]], and/or [[Ensorcell]] (although resistances and Ensorcell add to difficulty).  Some [[functional script]]s (e.g. [[Voln armor]]) will also still allow an item to be enchanted--and will probably add to difficulty--as long as the Category B property slot is not also taken (&#039;&#039;see: [[item properties]]&#039;&#039;), and the item creator has not specifically disallowed it.  The only sure way to determine whether or not an item will accept an enchantment is to try to pour a tempering potion on it. (However, [[Bless Item (304)]] comes very close.)&lt;br /&gt;
&lt;br /&gt;
#Test whether or not wizard can successfully enchant an item by{{boldmono| [[#Difficulty Detection|CAST]]ing }}Enchant Item at the item (this will also give the temper status if the item is tempered)&lt;br /&gt;
#{{boldmono| [[POUR]] }}appropriate tempering potion on item&lt;br /&gt;
#Wait for the item to &#039;&#039;&#039;temper&#039;&#039;&#039; (~1-17 days)&lt;br /&gt;
#Confirm temper is complete by casting [[Elemental Detection (405)]] (or Enchant Item) at the item&lt;br /&gt;
#{{boldmono| [[#Channel|CHANNEL]] }}Enchant Item at item&lt;br /&gt;
#Repeat as needed for appropriate number of cycles for desired enchant&lt;br /&gt;
&lt;br /&gt;
Base enchanting potions are readily available for purchase to enchant plain items up to +35 (7x) at town [[:Category:Alchemist Shops|alchemist shops]] and within each branch of the [[Wizard Guild]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the Enchanting process (anytime between final{{mono| CHANNELs}}), an item cannot be used for its usual function. &lt;br /&gt;
&lt;br /&gt;
Each subscribed account with a wizard(s) may only have one &#039;&#039;&#039;Major Enchant&#039;&#039;&#039; project in progress at a given time. This includes any further enchantment upon an item with a starting bonus of &#039;&#039;&#039;+16&#039;&#039;&#039; or higher.  There is no limit to how many projects a wizard may have with a starting bonus &#039;&#039;&#039;+15&#039;&#039;&#039; or lower.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;{{#section:Enchanting potions|table header}}&lt;br /&gt;
{{#section:Enchanting potions|base}}&lt;br /&gt;
{{#section:Enchanting potions|notes}}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;A larger version of this chart that includes ALL enchanting potions is [[#Potion Table|below]], see the &#039;&#039;&#039;[[enchanting potions]]&#039;&#039;&#039; article for additional messaging.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Difficulty Detection ==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first tempering the item, but an item must be tempered to get the most accurate reading, since potions, especially pre-tempering ones, may add a considerable penalty.  &lt;br /&gt;
&lt;br /&gt;
The corresponding messaging for the{{boldmono| [[#Channel|CHANNEL]] }}attempts are included here in the chart on the right for easy reference.  (&#039;&#039;see [[#Channel|below]] for more detail&#039;&#039;).  As the enchant process progresses, {{mono|CHANNELs }}become increasingly harder.  Thus, the difficulty detection reading only gives the chance for the final, hardest{{mono| CHANNEL}}.  &#039;&#039;&#039;The charts below are also based on the final{{mono| CHANNEL}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{mono|CASTing }}at the item will also indicate how much time remains before the tempering is complete.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my rob&lt;br /&gt;
You gesture at some flowing cotton robes.&lt;br /&gt;
You sense that the robes is one of your own projects, and it will not be ready to enchant for at least 22 hours.  It is on the final step of the enchanting process.  You recognize the vibrant yellow aura surrounding it as indicating a moderate level of enchantment.&lt;br /&gt;
&lt;br /&gt;
Unless you are horribly unlucky, you should have no trouble enchanting some flowing cotton robes.&lt;br /&gt;
&lt;br /&gt;
[If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the cotton robes.]&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||97% (will only fail on a &#039;&#039;&#039;[[#Fumble|fumble]]&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
===Temper===&lt;br /&gt;
The factors that determine success are lumped together as &#039;modifiers&#039; in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the runestaff.&lt;br /&gt;
  1d100: 40 + Modifiers: 327 == 367&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[MIU]] skill&lt;br /&gt;
*[[Logic]] bonus&lt;br /&gt;
*[[Intuition]] bonus&lt;br /&gt;
|&lt;br /&gt;
*[[Aura]] bonus&lt;br /&gt;
*[[Wisdom]] bonus&lt;br /&gt;
*[[#Potion Table|Potion]] bonus&lt;br /&gt;
|&lt;br /&gt;
*Item Enchant bonus&lt;br /&gt;
*[[Encumbrance]] penalty&lt;br /&gt;
*[[Armor]] penalty&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
====Tempering Formula==== &lt;br /&gt;
{{#section:Enchanting potions|math}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Example: Wizard with 200 MIU skill, 25 LOG bonus, 20 INT bonus, 25 AUR bonus, 22 WIS bonus, Dirtokh potion (+25 bonus), Item enchant bonus + 20, unencumbered and fully trained for their armor.&lt;br /&gt;
&lt;br /&gt;
Pour modifiers: &amp;lt;code&amp;gt;200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the pour modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of 20 to the pour modifiers total.&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn armor may penalize a character&#039;s attempt to successfully pour the potion. This penalty is based on the armor&#039;s [[roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained for their armor, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is &#039;&#039;&#039;20 points per second of untrained RT adder&#039;&#039;&#039;. The formula for calculating the amount of Armor Use skill required to fully negate the penalty is &amp;lt;code&amp;gt;(RT adder * 20) - 10&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An item will [[#Removing a Temper|detemper]] and revert back to its original state if left untouched for 28 days. The entire process will have to be repeated from the first temper if this were to occur.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enchant Formula===&lt;br /&gt;
&lt;br /&gt;
See [[Research:Enchant (925) Formula]]&lt;br /&gt;
&lt;br /&gt;
===Channel===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable|font-size:95%;float:right;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 |Less than full [[health]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Major Elemental]] ranks&lt;br /&gt;
 |Less than full [[spirit]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Minor Elemental]] ranks&lt;br /&gt;
 |[[Wound]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Scar]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 |Having [[creature]]s present&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]], [[Aura]]&lt;br /&gt;
 |[[Encumbrance]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |[[Death&#039;s Sting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Having a [[920|familiar]] elsewhere&lt;br /&gt;
 |-&lt;br /&gt;
 |[[node|Earthnode]] No bonus/penalty&lt;br /&gt;
 |Non-noded room penalty&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This penalty does not apply to workshops&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]]&lt;br /&gt;
 |Using a [[Pre-tempering potion|pre-tempering]] or tempering&amp;lt;br&amp;gt;potion (e.g. item properties)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{side box|&lt;br /&gt;
Of all the factors in success, Wizard spell ranks are weighted the highest in terms of how much they contribute to your overall enchanting skill. Even when diminishing returns for overtraining is considered, one rank of Wizard spell research is never worth less than one unit of anything else.&lt;br /&gt;
&lt;br /&gt;
Enchanting should be considered one of the Wizardly bits that is meant to encouraging training more heavily in the Wizard base spell circle. -GM Naos}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
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, and that carelessness while going through the motions (channeling while an item is still tempering) is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, unencumbered and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
====Fumble====&lt;br /&gt;
There is a minimum 3% failure rate for the final step of any enchant, regardless of the enchanter&#039;s [[stat]]s, [[skill]]s, level, or the level of the enchantment itself.  This 3% chance comes in the form of a separate [[d100]] roll that occurs before the success determination roll.  [[Gift of Eonak]] reduces the chances of a failed cast by providing two rolls and keeping the higher result (on both the fumble and success determination rolls).  On the earlier channels during the process, it is possible to have 100% success with the right training, but the final{{mono| CHANNEL }}will always be at most a 97% chance of success because of that initial roll.&lt;br /&gt;
&lt;br /&gt;
See the [[#Difficulty Detection|Difficulty Detection]] section above for the full table of Roll Result Descriptions (the second line in the log just below).&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=36em}}&amp;gt;&lt;br /&gt;
You channel at a polished kakore runestaff.&lt;br /&gt;
You make a good attempt!  Success!&lt;br /&gt;
&lt;br /&gt;
Visible wisps of essence dance across the surface of the kakore runestaff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols.  &#039;&#039;&#039;The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges.  Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the runestaff to form a shimmering layer over its surface.  Slowly, the radiant shell sinks into the runestaff, leaving behind a faint, fading aura.&#039;&#039;&#039;&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Material Difficulty Chart====&lt;br /&gt;
Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;material difficulty chart&#039;&#039;&#039; for Enchanting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible-content&amp;quot; &lt;br /&gt;
|{{#section:Material|material chart}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  The four conditions of failure are: delay, damaged, locked, or reset.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
===Delay===&lt;br /&gt;
A &#039;&#039;&#039;delay failure&#039;&#039;&#039; returns the item to tempering status and the caster must simply wait for the tempering to be completed again to re-channel.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a questionable attempt.  Failure!&lt;br /&gt;
&lt;br /&gt;
A muted glow instantly surrounds the teal star, flickering slightly, and fades a moment later.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Damaged===&lt;br /&gt;
A &#039;&#039;&#039;damaged failure&#039;&#039;&#039; will setback the step progression on the project and the item will have to be re-poured.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a horribly poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
A steady glow encompasses the teal star as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the star.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Locked===&lt;br /&gt;
A &#039;&#039;&#039;locked failure&#039;&#039;&#039; prevents a wizard from moving forward on it. Some highly skilled [[merchant]]s can be found to remove the locked status of the project which will allow the wizard to continue where they left off (ask any merchant offering [[GALD]] services). The project can also be RESET by using a [[#Removing a Temper|sarmoc potion]] to remove the LOCKED status.  Locked status does not expire on its own after any amount of time.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Visible wisps of essence dance across the surface of the {item} as you chant quietly, your sure gestures guiding them to slowly coalesce into small softly glowing runic symbols. &#039;&#039;&#039;Glancing over the formation of the runes, your chant falters as you notice their forms contorting oddly. You gather something has gone terribly wrong.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset===&lt;br /&gt;
A &#039;&#039;&#039;reset failure&#039;&#039;&#039; will remove all progress made on the item.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make a very poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
Multiple bursts of prismatic sparks blossom around the warblade as you begin your chant, showering you momentarily before a brilliant burst of light erupts from the warblade.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mana Pools &amp;amp; Flaring Items (Lore Benefits)==&lt;br /&gt;
===Reduced Temper Time===&lt;br /&gt;
The ability to store mana in a personal &#039;&#039;&#039;mana pool&#039;&#039;&#039; is unlocked at 5 ranks of [[Elemental Lore, Water]].  The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.  Mana accumulates in the pool when the wizard gains base experience; every 30 base experience (XP) will provide 1 mana to the pool.  Further training in Water Lore will increase the rate that mana is gained based on a seed 5 [[summation]] of ranks.&lt;br /&gt;
&lt;br /&gt;
The amount of mana stored will be adjusted based on the amount of experience gained using 30 as a baseline. So if 15 XP is gained, a half point would be stored that doesn&#039;t round up or down.  Two pulses at 15 XP a piece would net a full point at 5 ranks.  If one gained 18 mana per 30 XP and a pulse granted you 45 XP, 27 mana would be added to the pool.  [[Offline experience absorption]] will add to the mana pool, but [[long-term experience]] will not.&lt;br /&gt;
&lt;br /&gt;
Every 325 mana points from the wizard&#039;s stored mana will reduce a temper potion time by 1 percent (up to 95%) and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions (up to 50 ranks, see [[#Flaring Items|next section]] for more on elemental flaring items).&lt;br /&gt;
&lt;br /&gt;
Wizards can transfer mana from their mana pool into a potion via{{boldmono| [[INFUSE (Mana) (verb)|INFUSE]] {amount} IN MY POTION}}.  A wizard can infuse as often as necessary to infuse a potion to maximum reduction capacity.  {{mono|INFUSE MY POTION }}will reveal information about whether the potion was infused and how much it will reduce the temper time or ranks required.  The maximum mana a tempering potion can hold is 30,875 for each 95% bonus per dose.  For example, a tempering time of 14 days (336 hours) would be reduced to less than a day (16.8 hours) with a 95% temper time reduction.  &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You begin infusing a dirtokh potion and focus deep into the flows of essence.  After some consideration you determine that the potion has not been infused with mana yet and that you could probably infuse it, assuming you have enough mana stored in your personal pool.&lt;br /&gt;
&lt;br /&gt;
[To infuse a dirtokh potion, INFUSE &amp;lt;amount&amp;gt; POTION.  The potion must be in your right or left hand.]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Although each potion can only be infused once before it is poured again, there is no limit to the total number of potions a wizard has pre-infused, and the potions never expire.  However, &#039;&#039;&#039;once a potion has been infused, it can only be used by the infusing wizard&#039;&#039;&#039;. &lt;br /&gt;
:{| {{prettytable|1=text-align:center;}} &lt;br /&gt;
|- &lt;br /&gt;
!align=right|Elemental Lore, Water ranks||5||11||18||26||35||45||56||68||81&lt;br /&gt;
|- &lt;br /&gt;
|align=right|Mana pooled per 30 base XP absorbed||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10|&lt;br /&gt;
|- &lt;br /&gt;
!align=right |Elemental Lore, Water ranks||95||110||126||143||161||180||200||221||243&lt;br /&gt;
|- &lt;br /&gt;
|align=right |Mana pooled per 30 base XP absorbed||10||11||12||13||14||15||16||17||18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The third paragraph of the{{boldmono| [[SENSE]] }}verb indicates the status of a wizard&#039;s mana pool.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have 15 mana points in your weekly mana pool accumulation limit, and have a total of 15 mana points stored in your personal mana pool.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{| {{prettytable|1=text-align:center;float:right;font-size:95%}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!width=50|Lore||Base&amp;lt;br&amp;gt;Element|| Hybrid&amp;lt;br&amp;gt;Element(s)||Pre-Tempering&amp;lt;br&amp;gt;Potion&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Air|Air]]&lt;br /&gt;
|[[vacuum critical table|vacuum]]&lt;br /&gt;
|[[electrical critical table|lightning]]&lt;br /&gt;
|[[zorveneh potion|zorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|[[impact critical table|earth]]&lt;br /&gt;
|[[acid critical table|acid]]&lt;br /&gt;
|[[gorveneh potion|gorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|[[fire critical table|fire]]&lt;br /&gt;
|[[steam critical table|steam]]&lt;br /&gt;
|[[draveneh potion|draveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Water|Water]]&lt;br /&gt;
|[[cold critical table|ice]] &lt;br /&gt;
|[[acid critical table|acid]]&amp;lt;br&amp;gt;[[electrical critical table|lightning]]&amp;lt;br&amp;gt;[[steam critical table|steam]]&lt;br /&gt;
|[[rhiveneh potion|rhiveneh]]&lt;br /&gt;
|}&lt;br /&gt;
100 ranks of an applicable [[Elemental Lore]] are required to be able to enchant an elemental flaring item (see chart at right).  Elemental flaring items are more difficult to enchant, and training in additional applicable lore ranks above 100 ranks will grant a bonus to enchant success.  &lt;br /&gt;
&lt;br /&gt;
As mentioned above, deficiencies in Elemental Lore ranks can be offset by unlocking a mana pool at 5 ranks of Water Lore and infusing 200 mana per rank needed into the appropriate elemental pre-temper potion.  The maximum number of ranks that can be offset is 50, thus the maximum mana that can be stored per pour in a pre-tempering potion is 10,000.  As with tempering potions, pre-tempering potions can only be infused ONCE with a specified amount of mana before the item is poured, and the{{mono| INFUSE MY POTION }}command will indicate if the potion has been infused and how much power the potion has. &lt;br /&gt;
&lt;br /&gt;
In the case of hybrid elements, 100 ranks of either applicable lore is sufficient, and only one pre-tempering potion of the two that will work is required.  Pre-tempering potions must be poured at each step of enchanting before the item is tempered with the tempering potion, so a 4x-5x enchant would require a full 5 pour pre-tempering potion.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Enhancive and Holy Items==&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
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 potions required are [[ayveneh potion|ayveneh]] and [[eoveneh potion|eoveneh]], respectively.  As mentioned above, these potions may only be used on items with an enchant bonus of up to +30.&lt;br /&gt;
&lt;br /&gt;
==Weighted and Padded Items==&lt;br /&gt;
No pre-temper potion is required.&lt;br /&gt;
&lt;br /&gt;
==Potion Order==&lt;br /&gt;
{{#section:Enchanting potions|order}}&lt;br /&gt;
&lt;br /&gt;
==Removing a Temper==&lt;br /&gt;
It is possible to end the tempering of an active project in order to begin a new one. This can be performed by POURing a dose of a &#039;&#039;&#039;[[sarmoc potion]]&#039;&#039;&#039; on the item. Like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using [[Elemental Detection (405)]].  Further, the sarmoc potion can only be used by a wizard (though it does not need to be the same wizard who initiated the project). If the detempering project was a major enchantment, no new major projects should be undertaken until the detempering is complete.&lt;br /&gt;
&lt;br /&gt;
==Sisfu Potion==&lt;br /&gt;
{{main|Sisfu potion}}&lt;br /&gt;
{{#section:Sisfu potion|intro}}&lt;br /&gt;
&lt;br /&gt;
== Rewards for Enchanting ==&lt;br /&gt;
Successful enchantments earn experience, and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
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.  This is particularly true of major enchantments (above 4x), enhancive/sanctified/flaring gear, and enchantments of unusual items. &lt;br /&gt;
&lt;br /&gt;
Major enchant projects are exceedingly valuable due to the time and skill which they take to complete, and the restriction of only one major enchant at a time. In some cases, wizards will hire themselves out to provide this service on items already owned by the customer.  Wizards capable of reducing the temper times should find their services in high demand.&lt;br /&gt;
&lt;br /&gt;
Some wizards prefer to produce large quantities of minor enchant projects (usually bringing items right up to the 4x minor/major cutoff) for sale. While the potential for profit is lower, the work is much easier.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
The [[experience]] gained from a successful cast is based on the following formula: &lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|Experience {{=}} (100 &amp;amp;times; Enchant Step) - Enchanter&#039;s [[Level]]}}}}&lt;br /&gt;
&lt;br /&gt;
For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;( 100 &amp;amp;times; 3 ) - 50 = 250 XP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items made from materials which naturally have a negative bonus have special handling within the Enchanting system. Such items require use of a potion appropriate for their relative bonus compared to an item with a 0 bonus for tempering, which can be determined by taking the actual bonus of the item and subtracting the natural bonus of the material. e.g. Modwir has a natural bonus of -10. A modwir bow with a bonus of -10 would be considered +0 (-10--10=0) and would require a rohnuru potion to temper, where a modwir bow with a bonus of +15 would be considered +10 (15--10=25) and would require a dirtokh potion to temper, though would still be considered a minor project.&lt;br /&gt;
{{top}}&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|temper potions1}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions2}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Research:Enchant (925) Formula‎‎]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=102451</id>
		<title>Enchant (925)/Old version archived information</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=102451"/>
		<updated>2018-01-18T16:03:31Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: /* Difficulty Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant Item&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant Item&#039;&#039;&#039; 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 +5 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
It is possible to enchant any combination of plain, [[enhancive]], [[sanctified]] (holy), and elemental flaring items up to a bonus of +35.  It is also possible to enchant plain and elemental flaring items up to +50 with the required special [[enchanting potions|tempering]] and [[pre-tempering potion]]s. However, most items do not make it higher than +20 via the Enchant Item spell due to the rarity of these potions and also account limitations on enchanting items over +16 AS or DS bonus.&lt;br /&gt;
&lt;br /&gt;
The process of enchanting can be lengthy, but can be reduced via training in [[#Mana Pools &amp;amp; Flaring Items (Lore Benefits)|Elemental Lore, Water]] and a special potion infusion process.&lt;br /&gt;
==Enchanting Process for Plain Items==&lt;br /&gt;
The following is an explanation of how to enchant plain items, meaning any item that does not require a special tempering or pre-temper potion, up to +35 (7x).  See &#039;&#039;&#039;[[#Flaring Items|Flaring Items]]&#039;&#039;&#039; and &#039;&#039;&#039;[[#Enhancive and Holy Items|Enhancive and Holy Items]]&#039;&#039;&#039; sections for information on additional steps and/or training needed for those types of items.&lt;br /&gt;
&lt;br /&gt;
Plain items include [[Forging|forged]] weapons and otherwise plain items with [[spikes]], [[resistance]]s, and/or [[Ensorcell]] (although resistances and Ensorcell add to difficulty).  Some [[functional script]]s (e.g. [[Voln armor]]) will also still allow an item to be enchanted--and will probably add to difficulty--as long as the Category B property slot is not also taken (&#039;&#039;see: [[item properties]]&#039;&#039;), and the item creator has not specifically disallowed it.  The only sure way to determine whether or not an item will accept an enchantment is to try to pour a tempering potion on it. (However, [[Bless Item (304)]] comes very close.)&lt;br /&gt;
&lt;br /&gt;
#Test whether or not wizard can successfully enchant an item by{{boldmono| [[#Difficulty Detection|CAST]]ing }}Enchant Item at the item (this will also give the temper status if the item is tempered)&lt;br /&gt;
#{{boldmono| [[POUR]] }}appropriate tempering potion on item&lt;br /&gt;
#Wait for the item to &#039;&#039;&#039;temper&#039;&#039;&#039; (~1-17 days)&lt;br /&gt;
#Confirm temper is complete by casting [[Elemental Detection (405)]] (or Enchant Item) at the item&lt;br /&gt;
#{{boldmono| [[#Channel|CHANNEL]] }}Enchant Item at item&lt;br /&gt;
#Repeat as needed for appropriate number of cycles for desired enchant&lt;br /&gt;
&lt;br /&gt;
Base enchanting potions are readily available for purchase to enchant plain items up to +35 (7x) at town [[:Category:Alchemist Shops|alchemist shops]] and within each branch of the [[Wizard Guild]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the Enchanting process (anytime between final{{mono| CHANNELs}}), an item cannot be used for its usual function. &lt;br /&gt;
&lt;br /&gt;
Each subscribed account with a wizard(s) may only have one &#039;&#039;&#039;Major Enchant&#039;&#039;&#039; project in progress at a given time. This includes any further enchantment upon an item with a starting bonus of &#039;&#039;&#039;+16&#039;&#039;&#039; or higher.  There is no limit to how many projects a wizard may have with a starting bonus &#039;&#039;&#039;+15&#039;&#039;&#039; or lower.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;{{#section:Enchanting potions|table header}}&lt;br /&gt;
{{#section:Enchanting potions|base}}&lt;br /&gt;
{{#section:Enchanting potions|notes}}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;A larger version of this chart that includes ALL enchanting potions is [[#Potion Table|below]], see the &#039;&#039;&#039;[[enchanting potions]]&#039;&#039;&#039; article for additional messaging.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Difficulty Detection ==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first tempering the item, but an item must be tempered to get the most accurate reading, since potions, especially pre-tempering ones, may add a considerable penalty.  &lt;br /&gt;
&lt;br /&gt;
The corresponding messaging for the{{boldmono| [[#Channel|CHANNEL]] }}attempts are included here in the chart on the right for easy reference.  (&#039;&#039;see [[#Channel|below]] for more detail&#039;&#039;).  As the enchant process progresses, {{mono|CHANNELs }}become increasingly harder.  Thus, the difficulty detection reading only gives the chance for the final, hardest{{mono| CHANNEL}}.  The charts below are also based on the final{{mono| CHANNEL}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|CASTing }}at the item will also indicate how much time remains before the tempering is complete.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my rob&lt;br /&gt;
You gesture at some flowing cotton robes.&lt;br /&gt;
You sense that the robes is one of your own projects, and it will not be ready to enchant for at least 22 hours.  It is on the final step of the enchanting process.  You recognize the vibrant yellow aura surrounding it as indicating a moderate level of enchantment.&lt;br /&gt;
&lt;br /&gt;
Unless you are horribly unlucky, you should have no trouble enchanting some flowing cotton robes.&lt;br /&gt;
&lt;br /&gt;
[If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the cotton robes.]&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
===Temper===&lt;br /&gt;
The factors that determine success are lumped together as &#039;modifiers&#039; in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the runestaff.&lt;br /&gt;
  1d100: 40 + Modifiers: 327 == 367&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[MIU]] skill&lt;br /&gt;
*[[Logic]] bonus&lt;br /&gt;
*[[Intuition]] bonus&lt;br /&gt;
|&lt;br /&gt;
*[[Aura]] bonus&lt;br /&gt;
*[[Wisdom]] bonus&lt;br /&gt;
*[[#Potion Table|Potion]] bonus&lt;br /&gt;
|&lt;br /&gt;
*Item Enchant bonus&lt;br /&gt;
*[[Encumbrance]] penalty&lt;br /&gt;
*[[Armor]] penalty&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
====Tempering Formula==== &lt;br /&gt;
{{#section:Enchanting potions|math}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Example: Wizard with 200 MIU skill, 25 LOG bonus, 20 INT bonus, 25 AUR bonus, 22 WIS bonus, Dirtokh potion (+25 bonus), Item enchant bonus + 20, unencumbered and fully trained for their armor.&lt;br /&gt;
&lt;br /&gt;
Pour modifiers: &amp;lt;code&amp;gt;200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the pour modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of 20 to the pour modifiers total.&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn armor may penalize a character&#039;s attempt to successfully pour the potion. This penalty is based on the armor&#039;s [[roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained for their armor, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is &#039;&#039;&#039;20 points per second of untrained RT adder&#039;&#039;&#039;. The formula for calculating the amount of Armor Use skill required to fully negate the penalty is &amp;lt;code&amp;gt;(RT adder * 20) - 10&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An item will [[#Removing a Temper|detemper]] and revert back to its original state if left untouched for 28 days. The entire process will have to be repeated from the first temper if this were to occur.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Channel===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable|font-size:95%;float:right;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]]&amp;lt;br&amp;gt;+2 per rank up to level&amp;lt;br&amp;gt;+1.5 per rank &amp;gt;level &amp;amp;le; 1.5 level&amp;lt;br&amp;gt;+1 per rank &amp;gt; 1.5 level&lt;br /&gt;
 |Less than full [[health]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Major Elemental]]&amp;lt;br&amp;gt;+1 per 2 ranks&lt;br /&gt;
 |Less than full [[spirit]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Minor Elemental]]&amp;lt;br&amp;gt;+1 per 2 ranks&lt;br /&gt;
 |[[Wound]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&amp;lt;br&amp;gt;+1 per level&lt;br /&gt;
 |[[Scar]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]]&amp;lt;br&amp;gt;+1 per 4 ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]]&amp;lt;br&amp;gt;+1 per 4 ranks&lt;br /&gt;
 |Having [[creature]]s present&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]], [[Aura]]&amp;lt;br&amp;gt;+1 per stat bonus&lt;br /&gt;
 |[[Encumbrance]]&amp;lt;br&amp;gt;-2 per 1% body weight&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]]&amp;lt;br&amp;gt;+1 per 2 ranks&lt;br /&gt;
 |[[Death&#039;s Sting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&amp;lt;br&amp;gt;adds a bonus of +20&lt;br /&gt;
 |Having a [[920|familiar]] elsewhere&amp;lt;br&amp;gt;incurs a penalty of -20&lt;br /&gt;
 |-&lt;br /&gt;
 |[[node|Earthnode]] No bonus/penalty&lt;br /&gt;
 |Non-noded room -40 penalty&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This penalty does not apply to workshops&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]] +40 bonus&amp;lt;br&amp;gt;[[CHE]]/[[Wizard guild|Guild]] workshop +60 bonus&amp;lt;br&amp;gt;Private workshop +80 bonus &lt;br /&gt;
 |Using a [[Pre-tempering potion|pre-tempering]] or tempering&amp;lt;br&amp;gt;potion (e.g. item properties)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{side box|&lt;br /&gt;
Of all the factors in success, Wizard spell ranks are weighted the highest in terms of how much they contribute to your overall enchanting skill. Even when diminishing returns for overtraining is considered, one rank of Wizard spell research is never worth less than one unit of anything else.&lt;br /&gt;
&lt;br /&gt;
Enchanting should be considered one of the Wizardly bits that is meant to encouraging training more heavily in the Wizard base spell circle. -GM Naos}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
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, and that carelessness while going through the motions (channeling while an item is still tempering) is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, unencumbered and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a minimum 3% failure rate for the final step of any enchant, regardless of the enchanter&#039;s [[stat]]s, [[skill]]s, level, or the level of the enchantment itself.  This 3% chance comes in the form of a separate [[d100]] roll that occurs before the success determination roll.  [[Gift of Eonak]] reduces the chances of a failed cast by providing two rolls and keeping the higher result.  On the earlier channels during the process, it is possible to have 100% success with the right training, but the final{{mono| CHANNEL }}will always be at most a 97% chance of success because of that initial roll.&lt;br /&gt;
&lt;br /&gt;
See the [[#Difficulty Detection|Difficulty Detection]] section above for the full table of Roll Result Descriptions (the second line in the log just below).&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=36em}}&amp;gt;&lt;br /&gt;
You channel at a polished kakore runestaff.&lt;br /&gt;
You make a good attempt!  Success!&lt;br /&gt;
&lt;br /&gt;
Visible wisps of essence dance across the surface of the kakore runestaff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols.  &#039;&#039;&#039;The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges.  Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the runestaff to form a shimmering layer over its surface.  Slowly, the radiant shell sinks into the runestaff, leaving behind a faint, fading aura.&#039;&#039;&#039;&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Material Difficulty Chart====&lt;br /&gt;
Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;material difficulty chart&#039;&#039;&#039; for Enchanting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible-content&amp;quot; &lt;br /&gt;
|{{#section:Material|material chart}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  The four conditions of failure are: delay, damaged, locked, or reset.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
===Delay===&lt;br /&gt;
A &#039;&#039;&#039;delay failure&#039;&#039;&#039; returns the item to tempering status and the caster must simply wait for the tempering to be completed again to re-channel.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a questionable attempt.  Failure!&lt;br /&gt;
&lt;br /&gt;
A muted glow instantly surrounds the teal star, flickering slightly, and fades a moment later.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Damaged===&lt;br /&gt;
A &#039;&#039;&#039;damaged failure&#039;&#039;&#039; will setback the step progression on the project and the item will have to be re-poured.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a horribly poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
A steady glow encompasses the teal star as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the star.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Locked===&lt;br /&gt;
A &#039;&#039;&#039;locked failure&#039;&#039;&#039; prevents a wizard from moving forward on it. Some highly skilled [[merchant]]s can be found to remove the locked status of the project which will allow the wizard to continue where they left off (ask any merchant offering [[GALD]] services). The project can also be RESET by using a [[#Removing a Temper|sarmoc potion]] to remove the LOCKED status.  Locked status does not expire on its own after any amount of time.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Visible wisps of essence dance across the surface of the {item} as you chant quietly, your sure gestures guiding them to slowly coalesce into small softly glowing runic symbols. &#039;&#039;&#039;Glancing over the formation of the runes, your chant falters as you notice their forms contorting oddly. You gather something has gone terribly wrong.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset===&lt;br /&gt;
A &#039;&#039;&#039;reset failure&#039;&#039;&#039; will remove all progress made on the item.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make a very poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
Multiple bursts of prismatic sparks blossom around the warblade as you begin your chant, showering you momentarily before a brilliant burst of light erupts from the warblade.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mana Pools &amp;amp; Flaring Items (Lore Benefits)==&lt;br /&gt;
===Reduced Temper Time===&lt;br /&gt;
The ability to store mana in a personal &#039;&#039;&#039;mana pool&#039;&#039;&#039; is unlocked at 5 ranks of [[Elemental Lore, Water]].  The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.  Mana accumulates in the pool when the wizard gains base experience; every 30 base experience (XP) will provide 1 mana to the pool.  Further training in Water Lore will increase the rate that mana is gained based on a seed 5 [[summation]] of ranks.&lt;br /&gt;
&lt;br /&gt;
The amount of mana stored will be adjusted based on the amount of experience gained using 30 as a baseline. So if 15 XP is gained, a half point would be stored that doesn&#039;t round up or down.  Two pulses at 15 XP a piece would net a full point at 5 ranks.  If one gained 18 mana per 30 XP and a pulse granted you 45 XP, 27 mana would be added to the pool.  [[Offline experience absorption]] will add to the mana pool, but [[long-term experience]] will not.&lt;br /&gt;
&lt;br /&gt;
Every 325 mana points from the wizard&#039;s stored mana will reduce a temper potion time by 1 percent (up to 95%) and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions (up to 50 ranks, see [[#Flaring Items|next section]] for more on elemental flaring items).&lt;br /&gt;
&lt;br /&gt;
Wizards can transfer mana from their mana pool into a potion via{{boldmono| [[INFUSE (Mana) (verb)|INFUSE]] {amount} IN MY POTION}}.  While the potions can be combined, an infusion will only last for ONE pour; thus, a potion will need to be infused each time after it is used.  In addition, &#039;&#039;&#039;a potion can only be infused ONCE with mana before it is used&#039;&#039;&#039;.  {{mono|INFUSE MY POTION }}will reveal information about whether the potion was infused and how much it will reduce the temper time or ranks required.  The maximum mana a tempering potion can hold is 30,875, which will reduce the tempering time by 95%.  For example, a tempering time of 14 days (336 hours) would be reduced to less than a day (16.8 hours) with a 95% temper time reduction.  &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You begin infusing a dirtokh potion and focus deep into the flows of essence.  After some consideration you determine that the potion has not been infused with mana yet and that you could probably infuse it, assuming you have enough mana stored in your personal pool.&lt;br /&gt;
&lt;br /&gt;
[To infuse a dirtokh potion, INFUSE &amp;lt;amount&amp;gt; POTION.  The potion must be in your right or left hand.]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Although each potion can only be infused once before it is poured again, there is no limit to the total number of potions a wizard has pre-infused, and the potions never expire.  However, &#039;&#039;&#039;once a potion has been infused, it can only be used by the infusing wizard&#039;&#039;&#039;. &lt;br /&gt;
:{| {{prettytable|1=text-align:center;}} &lt;br /&gt;
|- &lt;br /&gt;
!align=right|Elemental Lore, Water ranks||5||11||18||26||35||45||56||68||81&lt;br /&gt;
|- &lt;br /&gt;
|align=right|Mana pooled per 30 base XP absorbed||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10|&lt;br /&gt;
|- &lt;br /&gt;
!align=right |Elemental Lore, Water ranks||95||110||126||143||161||180||200||221||243&lt;br /&gt;
|- &lt;br /&gt;
|align=right |Mana pooled per 30 base XP absorbed||10||11||12||13||14||15||16||17||18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The third paragraph of the{{boldmono| [[SENSE]] }}verb indicates the status of a wizard&#039;s mana pool.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have 15 mana points in your weekly mana pool accumulation limit, and have a total of 15 mana points stored in your personal mana pool.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{| {{prettytable|1=text-align:center;float:right;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!width=50|Lore||Base&amp;lt;br&amp;gt;Element|| Hybrid&amp;lt;br&amp;gt;Element(s)||Pre-Tempering&amp;lt;br&amp;gt;Potion&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Air|Air]]&lt;br /&gt;
|[[vacuum critical table|vacuum]]&lt;br /&gt;
|[[electrical critical table|lightning]]&lt;br /&gt;
|[[zorveneh potion|zorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|[[impact critical table|earth]]&lt;br /&gt;
|[[acid critical table|acid]]&lt;br /&gt;
|[[gorveneh potion|gorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|[[fire critical table|fire]]&lt;br /&gt;
|[[steam critical table|steam]]&lt;br /&gt;
|[[draveneh potion|draveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Water|Water]]&lt;br /&gt;
|[[cold critical table|ice]] &lt;br /&gt;
|[[acid critical table|acid]]&amp;lt;br&amp;gt;[[electrical critical table|lightning]]&amp;lt;br&amp;gt;[[steam critical table|steam]]&lt;br /&gt;
|[[rhiveneh potion|rhiveneh]]&lt;br /&gt;
|}&lt;br /&gt;
100 ranks of an applicable [[Elemental Lore]] are required to be able to enchant an elemental flaring item (see chart at right).  Elemental flaring items are more difficult to enchant, and training in additional applicable lore ranks above 100 ranks will grant a bonus to enchant success.  &lt;br /&gt;
&lt;br /&gt;
As mentioned above, deficiencies in Elemental Lore ranks can be offset by unlocking a mana pool at 5 ranks of Water Lore and infusing 200 mana per rank needed into the appropriate elemental pre-temper potion.  The maximum number of ranks that can be offset is 50, thus the maximum mana that can be stored per pour in a pre-tempering potion is 10,000.  As with tempering potions, pre-tempering potions can only be infused ONCE with a specified amount of mana before the item is poured, and the{{mono| INFUSE MY POTION }}command will indicate if the potion has been infused and how much power the potion has. &lt;br /&gt;
&lt;br /&gt;
In the case of hybrid elements, 100 ranks of either applicable lore is sufficient, and only one pre-tempering potion of the two that will work is required.  Pre-tempering potions must be poured at each step of enchanting before the item is tempered with the tempering potion, so a 4x-5x enchant would require a full 5 pour pre-tempering potion.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Enhancive and Holy Items==&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
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 potions required are [[ayveneh potion|ayveneh]] and [[eoveneh potion|eoveneh]], respectively.  As mentioned above, these potions may only be used on items with an enchant bonus of up to +30.&lt;br /&gt;
&lt;br /&gt;
==Weighted and Padded Items==&lt;br /&gt;
No pre-temper potion is required.&lt;br /&gt;
&lt;br /&gt;
==Potion Order==&lt;br /&gt;
{{#section:Enchanting potions|order}}&lt;br /&gt;
&lt;br /&gt;
==Removing a Temper==&lt;br /&gt;
It is possible to end the tempering of an active project in order to begin a new one. This can be performed by POURing a dose of a &#039;&#039;&#039;[[sarmoc potion]]&#039;&#039;&#039; on the item. Like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using [[Elemental Detection (405)]].  Further, the sarmoc potion can only be used by a wizard (though it does not need to be the same wizard who initiated the project). If the detempering project was a major enchantment, no new major projects should be undertaken until the detempering is complete.&lt;br /&gt;
&lt;br /&gt;
==Sisfu Potion==&lt;br /&gt;
{{main|Sisfu potion}}&lt;br /&gt;
{{#section:Sisfu potion|intro}}&lt;br /&gt;
&lt;br /&gt;
== Rewards for Enchanting ==&lt;br /&gt;
Successful enchantments earn experience, and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
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.  This is particularly true of major enchantments (above 4x), enhancive/sanctified/flaring gear, and enchantments of unusual items. &lt;br /&gt;
&lt;br /&gt;
Major enchant projects are exceedingly valuable due to the time and skill which they take to complete, and the restriction of only one major enchant at a time. In some cases, wizards will hire themselves out to provide this service on items already owned by the customer.  Wizards capable of reducing the temper times should find their services in high demand.&lt;br /&gt;
&lt;br /&gt;
Some wizards prefer to produce large quantities of minor enchant projects (usually bringing items right up to the 4x minor/major cutoff) for sale. While the potential for profit is lower, the work is much easier.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
The [[experience]] gained from a successful cast is based on the following formula: &lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|Experience {{=}} (100 &amp;amp;times; Enchant Step) - Enchanter&#039;s [[Level]]}}}}&lt;br /&gt;
&lt;br /&gt;
For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;( 100 &amp;amp;times; 3 ) - 50 = 250 XP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items made from materials which naturally have a negative bonus have special handling within the Enchanting system. Such items require use of a potion appropriate for their relative bonus compared to an item with a 0 bonus for tempering, which can be determined by taking the actual bonus of the item and subtracting the natural bonus of the material. e.g. Modwir has a natural bonus of -10. A modwir bow with a bonus of -10 would be considered +0 (-10--10=0) and would require a rohnuru potion to temper, where a modwir bow with a bonus of +15 would be considered +10 (15--10=25) and would require a dirtokh potion to temper, though would still be considered a minor project.&lt;br /&gt;
{{top}}&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|temper potions1}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions2}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Research:Enchant (925) Formula‎‎]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=102442</id>
		<title>Enchant (925)/Old version archived information</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=102442"/>
		<updated>2018-01-17T22:31:13Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: /* Difficulty Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant Item&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant Item&#039;&#039;&#039; 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 +5 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
It is possible to enchant any combination of plain, [[enhancive]], [[sanctified]] (holy), and elemental flaring items up to a bonus of +35.  It is also possible to enchant plain and elemental flaring items up to +50 with the required special [[enchanting potions|tempering]] and [[pre-tempering potion]]s. However, most items do not make it higher than +20 via the Enchant Item spell due to the rarity of these potions and also account limitations on enchanting items over +16 AS or DS bonus.&lt;br /&gt;
&lt;br /&gt;
The process of enchanting can be lengthy, but can be reduced via training in [[#Mana Pools &amp;amp; Flaring Items (Lore Benefits)|Elemental Lore, Water]] and a special potion infusion process.&lt;br /&gt;
==Enchanting Process for Plain Items==&lt;br /&gt;
The following is an explanation of how to enchant plain items, meaning any item that does not require a special tempering or pre-temper potion, up to +35 (7x).  See &#039;&#039;&#039;[[#Flaring Items|Flaring Items]]&#039;&#039;&#039; and &#039;&#039;&#039;[[#Enhancive and Holy Items|Enhancive and Holy Items]]&#039;&#039;&#039; sections for information on additional steps and/or training needed for those types of items.&lt;br /&gt;
&lt;br /&gt;
Plain items include [[Forging|forged]] weapons and otherwise plain items with [[spikes]], [[resistance]]s, and/or [[Ensorcell]] (although resistances and Ensorcell add to difficulty).  Some [[functional script]]s (e.g. [[Voln armor]]) will also still allow an item to be enchanted--and will probably add to difficulty--as long as the Category B property slot is not also taken (&#039;&#039;see: [[item properties]]&#039;&#039;), and the item creator has not specifically disallowed it.  The only sure way to determine whether or not an item will accept an enchantment is to try to pour a tempering potion on it. (However, [[Bless Item (304)]] comes very close.)&lt;br /&gt;
&lt;br /&gt;
#Test whether or not wizard can successfully enchant an item by{{boldmono| [[#Difficulty Detection|CAST]]ing }}Enchant Item at the item (this will also give the temper status if the item is tempered)&lt;br /&gt;
#{{boldmono| [[POUR]] }}appropriate tempering potion on item&lt;br /&gt;
#Wait for the item to &#039;&#039;&#039;temper&#039;&#039;&#039; (~1-17 days)&lt;br /&gt;
#Confirm temper is complete by casting [[Elemental Detection (405)]] (or Enchant Item) at the item&lt;br /&gt;
#{{boldmono| [[#Channel|CHANNEL]] }}Enchant Item at item&lt;br /&gt;
#Repeat as needed for appropriate number of cycles for desired enchant&lt;br /&gt;
&lt;br /&gt;
Base enchanting potions are readily available for purchase to enchant plain items up to +35 (7x) at town [[:Category:Alchemist Shops|alchemist shops]] and within each branch of the [[Wizard Guild]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the Enchanting process (anytime between final{{mono| CHANNELs}}), an item cannot be used for its usual function. &lt;br /&gt;
&lt;br /&gt;
Each subscribed account with a wizard(s) may only have one &#039;&#039;&#039;Major Enchant&#039;&#039;&#039; project in progress at a given time. This includes any further enchantment upon an item with a starting bonus of &#039;&#039;&#039;+16&#039;&#039;&#039; or higher.  There is no limit to how many projects a wizard may have with a starting bonus &#039;&#039;&#039;+15&#039;&#039;&#039; or lower.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;{{#section:Enchanting potions|table header}}&lt;br /&gt;
{{#section:Enchanting potions|base}}&lt;br /&gt;
{{#section:Enchanting potions|notes}}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;A larger version of this chart that includes ALL enchanting potions is [[#Potion Table|below]], see the &#039;&#039;&#039;[[enchanting potions]]&#039;&#039;&#039; article for additional messaging.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Difficulty Detection ==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first tempering the item, but an item must be tempered to get the most accurate reading, since potions, especially pre-tempering ones, may add a considerable penalty.  &lt;br /&gt;
&lt;br /&gt;
The corresponding messaging for the{{boldmono| [[#Channel|CHANNEL]] }}attempts are included here in the chart on the right for easy reference.  (&#039;&#039;see [[#Channel|below]] for more detail&#039;&#039;).  As the enchant process progresses, {{mono|CHANNELs }}become increasingly harder.  Thus, the difficulty detection reading only gives the chance for the final, hardest{{mono| CHANNEL}}.  The charts below are also based on the final{{mono| CHANNEL}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|CASTing }}at the item will also indicate how much time remains before the tempering is complete.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my rob&lt;br /&gt;
You gesture at some flowing cotton robes.&lt;br /&gt;
You sense that the robes is one of your own projects, and it will not be ready to enchant for at least 22 hours.  It is on the final step of the enchanting process.  You recognize the vibrant yellow aura surrounding it as indicating a moderate level of enchantment.&lt;br /&gt;
&lt;br /&gt;
Unless you are horribly unlucky, you should have no trouble enchanting some flowing cotton robes.&lt;br /&gt;
&lt;br /&gt;
[If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the cotton robes.]&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to enchant it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the enchantment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this enchantment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this enchantment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this enchantment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this enchantment&amp;lt;/noinclude&amp;gt;||0%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this enchantment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{#section:Ensorcell (735)|miracle}}&lt;br /&gt;
:&amp;lt;small&amp;gt;The charts are adapted from the [[Ensorcell]] page and verified as being true to Enchant Item.  The messaging is very similar.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
===Temper===&lt;br /&gt;
The factors that determine success are lumped together as &#039;modifiers&#039; in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the runestaff.&lt;br /&gt;
  1d100: 40 + Modifiers: 327 == 367&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[MIU]] skill&lt;br /&gt;
*[[Logic]] bonus&lt;br /&gt;
*[[Intuition]] bonus&lt;br /&gt;
|&lt;br /&gt;
*[[Aura]] bonus&lt;br /&gt;
*[[Wisdom]] bonus&lt;br /&gt;
*[[#Potion Table|Potion]] bonus&lt;br /&gt;
|&lt;br /&gt;
*Item Enchant bonus&lt;br /&gt;
*[[Encumbrance]] penalty&lt;br /&gt;
*[[Armor]] penalty&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
====Tempering Formula==== &lt;br /&gt;
{{#section:Enchanting potions|math}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Example: Wizard with 200 MIU skill, 25 LOG bonus, 20 INT bonus, 25 AUR bonus, 22 WIS bonus, Dirtokh potion (+25 bonus), Item enchant bonus + 20, unencumbered and fully trained for their armor.&lt;br /&gt;
&lt;br /&gt;
Pour modifiers: &amp;lt;code&amp;gt;200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the pour modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of 20 to the pour modifiers total.&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn armor may penalize a character&#039;s attempt to successfully pour the potion. This penalty is based on the armor&#039;s [[roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained for their armor, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is &#039;&#039;&#039;20 points per second of untrained RT adder&#039;&#039;&#039;. The formula for calculating the amount of Armor Use skill required to fully negate the penalty is &amp;lt;code&amp;gt;(RT adder * 20) - 10&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An item will [[#Removing a Temper|detemper]] and revert back to its original state if left untouched for 28 days. The entire process will have to be repeated from the first temper if this were to occur.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Channel===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable|font-size:95%;float:right;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]]&amp;lt;br&amp;gt;+2 per rank up to level&amp;lt;br&amp;gt;+1.5 per rank &amp;gt;level &amp;amp;le; 1.5 level&amp;lt;br&amp;gt;+1 per rank &amp;gt; 1.5 level&lt;br /&gt;
 |Less than full [[health]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Major Elemental]]&amp;lt;br&amp;gt;+1 per 2 ranks&lt;br /&gt;
 |Less than full [[spirit]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Minor Elemental]]&amp;lt;br&amp;gt;+1 per 2 ranks&lt;br /&gt;
 |[[Wound]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&amp;lt;br&amp;gt;+1 per level&lt;br /&gt;
 |[[Scar]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]]&amp;lt;br&amp;gt;+1 per 4 ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]]&amp;lt;br&amp;gt;+1 per 4 ranks&lt;br /&gt;
 |Having [[creature]]s present&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]], [[Aura]]&amp;lt;br&amp;gt;+1 per stat bonus&lt;br /&gt;
 |[[Encumbrance]]&amp;lt;br&amp;gt;-2 per 1% body weight&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]]&amp;lt;br&amp;gt;+1 per 2 ranks&lt;br /&gt;
 |[[Death&#039;s Sting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&amp;lt;br&amp;gt;adds a bonus of +20&lt;br /&gt;
 |Having a [[920|familiar]] elsewhere&amp;lt;br&amp;gt;incurs a penalty of -20&lt;br /&gt;
 |-&lt;br /&gt;
 |[[node|Earthnode]] No bonus/penalty&lt;br /&gt;
 |Non-noded room -40 penalty&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This penalty does not apply to workshops&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]] +40 bonus&amp;lt;br&amp;gt;[[CHE]]/[[Wizard guild|Guild]] workshop +60 bonus&amp;lt;br&amp;gt;Private workshop +80 bonus &lt;br /&gt;
 |Using a [[Pre-tempering potion|pre-tempering]] or tempering&amp;lt;br&amp;gt;potion (e.g. item properties)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{side box|&lt;br /&gt;
Of all the factors in success, Wizard spell ranks are weighted the highest in terms of how much they contribute to your overall enchanting skill. Even when diminishing returns for overtraining is considered, one rank of Wizard spell research is never worth less than one unit of anything else.&lt;br /&gt;
&lt;br /&gt;
Enchanting should be considered one of the Wizardly bits that is meant to encouraging training more heavily in the Wizard base spell circle. -GM Naos}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
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, and that carelessness while going through the motions (channeling while an item is still tempering) is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, unencumbered and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a minimum 3% failure rate for the final step of any enchant, regardless of the enchanter&#039;s [[stat]]s, [[skill]]s, level, or the level of the enchantment itself.  This 3% chance comes in the form of a separate [[d100]] roll that occurs before the success determination roll.  [[Gift of Eonak]] reduces the chances of a failed cast by providing two rolls and keeping the higher result.  On the earlier channels during the process, it is possible to have 100% success with the right training, but the final{{mono| CHANNEL }}will always be at most a 97% chance of success because of that initial roll.&lt;br /&gt;
&lt;br /&gt;
See the [[#Difficulty Detection|Difficulty Detection]] section above for the full table of Roll Result Descriptions (the second line in the log just below).&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=36em}}&amp;gt;&lt;br /&gt;
You channel at a polished kakore runestaff.&lt;br /&gt;
You make a good attempt!  Success!&lt;br /&gt;
&lt;br /&gt;
Visible wisps of essence dance across the surface of the kakore runestaff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols.  &#039;&#039;&#039;The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges.  Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the runestaff to form a shimmering layer over its surface.  Slowly, the radiant shell sinks into the runestaff, leaving behind a faint, fading aura.&#039;&#039;&#039;&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Material Difficulty Chart====&lt;br /&gt;
Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;material difficulty chart&#039;&#039;&#039; for Enchanting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible-content&amp;quot; &lt;br /&gt;
|{{#section:Material|material chart}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  The four conditions of failure are: delay, damaged, locked, or reset.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
===Delay===&lt;br /&gt;
A &#039;&#039;&#039;delay failure&#039;&#039;&#039; returns the item to tempering status and the caster must simply wait for the tempering to be completed again to re-channel.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a questionable attempt.  Failure!&lt;br /&gt;
&lt;br /&gt;
A muted glow instantly surrounds the teal star, flickering slightly, and fades a moment later.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Damaged===&lt;br /&gt;
A &#039;&#039;&#039;damaged failure&#039;&#039;&#039; will setback the step progression on the project and the item will have to be re-poured.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a horribly poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
A steady glow encompasses the teal star as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the star.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Locked===&lt;br /&gt;
A &#039;&#039;&#039;locked failure&#039;&#039;&#039; prevents a wizard from moving forward on it. Some highly skilled [[merchant]]s can be found to remove the locked status of the project which will allow the wizard to continue where they left off (ask any merchant offering [[GALD]] services). The project can also be RESET by using a [[#Removing a Temper|sarmoc potion]] to remove the LOCKED status.  Locked status does not expire on its own after any amount of time.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Visible wisps of essence dance across the surface of the {item} as you chant quietly, your sure gestures guiding them to slowly coalesce into small softly glowing runic symbols. &#039;&#039;&#039;Glancing over the formation of the runes, your chant falters as you notice their forms contorting oddly. You gather something has gone terribly wrong.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset===&lt;br /&gt;
A &#039;&#039;&#039;reset failure&#039;&#039;&#039; will remove all progress made on the item.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make a very poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
Multiple bursts of prismatic sparks blossom around the warblade as you begin your chant, showering you momentarily before a brilliant burst of light erupts from the warblade.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mana Pools &amp;amp; Flaring Items (Lore Benefits)==&lt;br /&gt;
===Reduced Temper Time===&lt;br /&gt;
The ability to store mana in a personal &#039;&#039;&#039;mana pool&#039;&#039;&#039; is unlocked at 5 ranks of [[Elemental Lore, Water]].  The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.  Mana accumulates in the pool when the wizard gains base experience; every 30 base experience (XP) will provide 1 mana to the pool.  Further training in Water Lore will increase the rate that mana is gained based on a seed 5 [[summation]] of ranks.&lt;br /&gt;
&lt;br /&gt;
The amount of mana stored will be adjusted based on the amount of experience gained using 30 as a baseline. So if 15 XP is gained, a half point would be stored that doesn&#039;t round up or down.  Two pulses at 15 XP a piece would net a full point at 5 ranks.  If one gained 18 mana per 30 XP and a pulse granted you 45 XP, 27 mana would be added to the pool.  [[Offline experience absorption]] will add to the mana pool, but [[long-term experience]] will not.&lt;br /&gt;
&lt;br /&gt;
Every 325 mana points from the wizard&#039;s stored mana will reduce a temper potion time by 1 percent (up to 95%) and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions (up to 50 ranks, see [[#Flaring Items|next section]] for more on elemental flaring items).&lt;br /&gt;
&lt;br /&gt;
Wizards can transfer mana from their mana pool into a potion via{{boldmono| [[INFUSE (Mana) (verb)|INFUSE]] {amount} IN MY POTION}}.  While the potions can be combined, an infusion will only last for ONE pour; thus, a potion will need to be infused each time after it is used.  In addition, &#039;&#039;&#039;a potion can only be infused ONCE with mana before it is used&#039;&#039;&#039;.  {{mono|INFUSE MY POTION }}will reveal information about whether the potion was infused and how much it will reduce the temper time or ranks required.  The maximum mana a tempering potion can hold is 30,875, which will reduce the tempering time by 95%.  For example, a tempering time of 14 days (336 hours) would be reduced to less than a day (16.8 hours) with a 95% temper time reduction.  &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You begin infusing a dirtokh potion and focus deep into the flows of essence.  After some consideration you determine that the potion has not been infused with mana yet and that you could probably infuse it, assuming you have enough mana stored in your personal pool.&lt;br /&gt;
&lt;br /&gt;
[To infuse a dirtokh potion, INFUSE &amp;lt;amount&amp;gt; POTION.  The potion must be in your right or left hand.]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Although each potion can only be infused once before it is poured again, there is no limit to the total number of potions a wizard has pre-infused, and the potions never expire.  However, &#039;&#039;&#039;once a potion has been infused, it can only be used by the infusing wizard&#039;&#039;&#039;. &lt;br /&gt;
:{| {{prettytable|1=text-align:center;}} &lt;br /&gt;
|- &lt;br /&gt;
!align=right|Elemental Lore, Water ranks||5||11||18||26||35||45||56||68||81&lt;br /&gt;
|- &lt;br /&gt;
|align=right|Mana pooled per 30 base XP absorbed||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10|&lt;br /&gt;
|- &lt;br /&gt;
!align=right |Elemental Lore, Water ranks||95||110||126||143||161||180||200||221||243&lt;br /&gt;
|- &lt;br /&gt;
|align=right |Mana pooled per 30 base XP absorbed||10||11||12||13||14||15||16||17||18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The third paragraph of the{{boldmono| [[SENSE]] }}verb indicates the status of a wizard&#039;s mana pool.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have 15 mana points in your weekly mana pool accumulation limit, and have a total of 15 mana points stored in your personal mana pool.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{| {{prettytable|1=text-align:center;float:right;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!width=50|Lore||Base&amp;lt;br&amp;gt;Element|| Hybrid&amp;lt;br&amp;gt;Element(s)||Pre-Tempering&amp;lt;br&amp;gt;Potion&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Air|Air]]&lt;br /&gt;
|[[vacuum critical table|vacuum]]&lt;br /&gt;
|[[electrical critical table|lightning]]&lt;br /&gt;
|[[zorveneh potion|zorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|[[impact critical table|earth]]&lt;br /&gt;
|[[acid critical table|acid]]&lt;br /&gt;
|[[gorveneh potion|gorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|[[fire critical table|fire]]&lt;br /&gt;
|[[steam critical table|steam]]&lt;br /&gt;
|[[draveneh potion|draveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Water|Water]]&lt;br /&gt;
|[[cold critical table|ice]] &lt;br /&gt;
|[[acid critical table|acid]]&amp;lt;br&amp;gt;[[electrical critical table|lightning]]&amp;lt;br&amp;gt;[[steam critical table|steam]]&lt;br /&gt;
|[[rhiveneh potion|rhiveneh]]&lt;br /&gt;
|}&lt;br /&gt;
100 ranks of an applicable [[Elemental Lore]] are required to be able to enchant an elemental flaring item (see chart at right).  Elemental flaring items are more difficult to enchant, and training in additional applicable lore ranks above 100 ranks will grant a bonus to enchant success.  &lt;br /&gt;
&lt;br /&gt;
As mentioned above, deficiencies in Elemental Lore ranks can be offset by unlocking a mana pool at 5 ranks of Water Lore and infusing 200 mana per rank needed into the appropriate elemental pre-temper potion.  The maximum number of ranks that can be offset is 50, thus the maximum mana that can be stored per pour in a pre-tempering potion is 10,000.  As with tempering potions, pre-tempering potions can only be infused ONCE with a specified amount of mana before the item is poured, and the{{mono| INFUSE MY POTION }}command will indicate if the potion has been infused and how much power the potion has. &lt;br /&gt;
&lt;br /&gt;
In the case of hybrid elements, 100 ranks of either applicable lore is sufficient, and only one pre-tempering potion of the two that will work is required.  Pre-tempering potions must be poured at each step of enchanting before the item is tempered with the tempering potion, so a 4x-5x enchant would require a full 5 pour pre-tempering potion.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Enhancive and Holy Items==&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
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 potions required are [[ayveneh potion|ayveneh]] and [[eoveneh potion|eoveneh]], respectively.  As mentioned above, these potions may only be used on items with an enchant bonus of up to +30.&lt;br /&gt;
&lt;br /&gt;
==Weighted and Padded Items==&lt;br /&gt;
No pre-temper potion is required.&lt;br /&gt;
&lt;br /&gt;
==Potion Order==&lt;br /&gt;
{{#section:Enchanting potions|order}}&lt;br /&gt;
&lt;br /&gt;
==Removing a Temper==&lt;br /&gt;
It is possible to end the tempering of an active project in order to begin a new one. This can be performed by POURing a dose of a &#039;&#039;&#039;[[sarmoc potion]]&#039;&#039;&#039; on the item. Like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using [[Elemental Detection (405)]].  Further, the sarmoc potion can only be used by a wizard (though it does not need to be the same wizard who initiated the project). If the detempering project was a major enchantment, no new major projects should be undertaken until the detempering is complete.&lt;br /&gt;
&lt;br /&gt;
==Sisfu Potion==&lt;br /&gt;
{{main|Sisfu potion}}&lt;br /&gt;
{{#section:Sisfu potion|intro}}&lt;br /&gt;
&lt;br /&gt;
== Rewards for Enchanting ==&lt;br /&gt;
Successful enchantments earn experience, and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
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.  This is particularly true of major enchantments (above 4x), enhancive/sanctified/flaring gear, and enchantments of unusual items. &lt;br /&gt;
&lt;br /&gt;
Major enchant projects are exceedingly valuable due to the time and skill which they take to complete, and the restriction of only one major enchant at a time. In some cases, wizards will hire themselves out to provide this service on items already owned by the customer.  Wizards capable of reducing the temper times should find their services in high demand.&lt;br /&gt;
&lt;br /&gt;
Some wizards prefer to produce large quantities of minor enchant projects (usually bringing items right up to the 4x minor/major cutoff) for sale. While the potential for profit is lower, the work is much easier.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
The [[experience]] gained from a successful cast is based on the following formula: &lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|Experience {{=}} (100 &amp;amp;times; Enchant Step) - Enchanter&#039;s [[Level]]}}}}&lt;br /&gt;
&lt;br /&gt;
For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;( 100 &amp;amp;times; 3 ) - 50 = 250 XP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items made from materials which naturally have a negative bonus have special handling within the Enchanting system. Such items require use of a potion appropriate for their relative bonus compared to an item with a 0 bonus for tempering, which can be determined by taking the actual bonus of the item and subtracting the natural bonus of the material. e.g. Modwir has a natural bonus of -10. A modwir bow with a bonus of -10 would be considered +0 (-10--10=0) and would require a rohnuru potion to temper, where a modwir bow with a bonus of +15 would be considered +10 (15--10=25) and would require a dirtokh potion to temper, though would still be considered a minor project.&lt;br /&gt;
{{top}}&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|temper potions1}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions2}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Research:Enchant (925) Formula‎‎]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=102441</id>
		<title>Enchant (925)/Old version archived information</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=102441"/>
		<updated>2018-01-17T22:21:55Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: /* Difficulty Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant Item&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant Item&#039;&#039;&#039; 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 +5 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
It is possible to enchant any combination of plain, [[enhancive]], [[sanctified]] (holy), and elemental flaring items up to a bonus of +35.  It is also possible to enchant plain and elemental flaring items up to +50 with the required special [[enchanting potions|tempering]] and [[pre-tempering potion]]s. However, most items do not make it higher than +20 via the Enchant Item spell due to the rarity of these potions and also account limitations on enchanting items over +16 AS or DS bonus.&lt;br /&gt;
&lt;br /&gt;
The process of enchanting can be lengthy, but can be reduced via training in [[#Mana Pools &amp;amp; Flaring Items (Lore Benefits)|Elemental Lore, Water]] and a special potion infusion process.&lt;br /&gt;
==Enchanting Process for Plain Items==&lt;br /&gt;
The following is an explanation of how to enchant plain items, meaning any item that does not require a special tempering or pre-temper potion, up to +35 (7x).  See &#039;&#039;&#039;[[#Flaring Items|Flaring Items]]&#039;&#039;&#039; and &#039;&#039;&#039;[[#Enhancive and Holy Items|Enhancive and Holy Items]]&#039;&#039;&#039; sections for information on additional steps and/or training needed for those types of items.&lt;br /&gt;
&lt;br /&gt;
Plain items include [[Forging|forged]] weapons and otherwise plain items with [[spikes]], [[resistance]]s, and/or [[Ensorcell]] (although resistances and Ensorcell add to difficulty).  Some [[functional script]]s (e.g. [[Voln armor]]) will also still allow an item to be enchanted--and will probably add to difficulty--as long as the Category B property slot is not also taken (&#039;&#039;see: [[item properties]]&#039;&#039;), and the item creator has not specifically disallowed it.  The only sure way to determine whether or not an item will accept an enchantment is to try to pour a tempering potion on it. (However, [[Bless Item (304)]] comes very close.)&lt;br /&gt;
&lt;br /&gt;
#Test whether or not wizard can successfully enchant an item by{{boldmono| [[#Difficulty Detection|CAST]]ing }}Enchant Item at the item (this will also give the temper status if the item is tempered)&lt;br /&gt;
#{{boldmono| [[POUR]] }}appropriate tempering potion on item&lt;br /&gt;
#Wait for the item to &#039;&#039;&#039;temper&#039;&#039;&#039; (~1-17 days)&lt;br /&gt;
#Confirm temper is complete by casting [[Elemental Detection (405)]] (or Enchant Item) at the item&lt;br /&gt;
#{{boldmono| [[#Channel|CHANNEL]] }}Enchant Item at item&lt;br /&gt;
#Repeat as needed for appropriate number of cycles for desired enchant&lt;br /&gt;
&lt;br /&gt;
Base enchanting potions are readily available for purchase to enchant plain items up to +35 (7x) at town [[:Category:Alchemist Shops|alchemist shops]] and within each branch of the [[Wizard Guild]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the Enchanting process (anytime between final{{mono| CHANNELs}}), an item cannot be used for its usual function. &lt;br /&gt;
&lt;br /&gt;
Each subscribed account with a wizard(s) may only have one &#039;&#039;&#039;Major Enchant&#039;&#039;&#039; project in progress at a given time. This includes any further enchantment upon an item with a starting bonus of &#039;&#039;&#039;+16&#039;&#039;&#039; or higher.  There is no limit to how many projects a wizard may have with a starting bonus &#039;&#039;&#039;+15&#039;&#039;&#039; or lower.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;{{#section:Enchanting potions|table header}}&lt;br /&gt;
{{#section:Enchanting potions|base}}&lt;br /&gt;
{{#section:Enchanting potions|notes}}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;A larger version of this chart that includes ALL enchanting potions is [[#Potion Table|below]], see the &#039;&#039;&#039;[[enchanting potions]]&#039;&#039;&#039; article for additional messaging.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Difficulty Detection ==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first tempering the item, but an item must be tempered to get the most accurate reading, since potions, especially pre-tempering ones, may add a considerable penalty.  &lt;br /&gt;
&lt;br /&gt;
The corresponding messaging for the{{boldmono| [[#Channel|CHANNEL]] }}attempts are included here in the chart on the right for easy reference.  (&#039;&#039;see [[#Channel|below]] for more detail&#039;&#039;).  As the enchant process progresses, {{mono|CHANNELs }}become increasingly harder.  Thus, the difficulty detection reading only gives the chance for the final, hardest{{mono| CHANNEL}}.  The charts below are also based on the final{{mono| CHANNEL}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|CASTing }}at the item will also indicate how much time remains before the tempering is complete.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my rob&lt;br /&gt;
You gesture at some flowing cotton robes.&lt;br /&gt;
You sense that the robes is one of your own projects, and it will not be ready to enchant for at least 22 hours.  It is on the final step of the enchanting process.  You recognize the vibrant yellow aura surrounding it as indicating a moderate level of enchantment.&lt;br /&gt;
&lt;br /&gt;
Unless you are horribly unlucky, you should have no trouble enchanting some flowing cotton robes.&lt;br /&gt;
&lt;br /&gt;
[If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the cotton robes.]&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{{#section:Ensorcell (735)|difficulty chart}}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{#section:Ensorcell (735)|miracle}}&lt;br /&gt;
:&amp;lt;small&amp;gt;The charts are adapted from the [[Ensorcell]] page and verified as being true to Enchant Item.  The messaging is very similar.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
===Temper===&lt;br /&gt;
The factors that determine success are lumped together as &#039;modifiers&#039; in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the runestaff.&lt;br /&gt;
  1d100: 40 + Modifiers: 327 == 367&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[MIU]] skill&lt;br /&gt;
*[[Logic]] bonus&lt;br /&gt;
*[[Intuition]] bonus&lt;br /&gt;
|&lt;br /&gt;
*[[Aura]] bonus&lt;br /&gt;
*[[Wisdom]] bonus&lt;br /&gt;
*[[#Potion Table|Potion]] bonus&lt;br /&gt;
|&lt;br /&gt;
*Item Enchant bonus&lt;br /&gt;
*[[Encumbrance]] penalty&lt;br /&gt;
*[[Armor]] penalty&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
====Tempering Formula==== &lt;br /&gt;
{{#section:Enchanting potions|math}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Example: Wizard with 200 MIU skill, 25 LOG bonus, 20 INT bonus, 25 AUR bonus, 22 WIS bonus, Dirtokh potion (+25 bonus), Item enchant bonus + 20, unencumbered and fully trained for their armor.&lt;br /&gt;
&lt;br /&gt;
Pour modifiers: &amp;lt;code&amp;gt;200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the pour modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of 20 to the pour modifiers total.&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn armor may penalize a character&#039;s attempt to successfully pour the potion. This penalty is based on the armor&#039;s [[roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained for their armor, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is &#039;&#039;&#039;20 points per second of untrained RT adder&#039;&#039;&#039;. The formula for calculating the amount of Armor Use skill required to fully negate the penalty is &amp;lt;code&amp;gt;(RT adder * 20) - 10&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An item will [[#Removing a Temper|detemper]] and revert back to its original state if left untouched for 28 days. The entire process will have to be repeated from the first temper if this were to occur.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Channel===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable|font-size:95%;float:right;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]]&amp;lt;br&amp;gt;+2 per rank up to level&amp;lt;br&amp;gt;+1.5 per rank &amp;gt;level &amp;amp;le; 1.5 level&amp;lt;br&amp;gt;+1 per rank &amp;gt; 1.5 level&lt;br /&gt;
 |Less than full [[health]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Major Elemental]]&amp;lt;br&amp;gt;+1 per 2 ranks&lt;br /&gt;
 |Less than full [[spirit]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Minor Elemental]]&amp;lt;br&amp;gt;+1 per 2 ranks&lt;br /&gt;
 |[[Wound]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&amp;lt;br&amp;gt;+1 per level&lt;br /&gt;
 |[[Scar]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]]&amp;lt;br&amp;gt;+1 per 4 ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]]&amp;lt;br&amp;gt;+1 per 4 ranks&lt;br /&gt;
 |Having [[creature]]s present&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]], [[Aura]]&amp;lt;br&amp;gt;+1 per stat bonus&lt;br /&gt;
 |[[Encumbrance]]&amp;lt;br&amp;gt;-2 per 1% body weight&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]]&amp;lt;br&amp;gt;+1 per 2 ranks&lt;br /&gt;
 |[[Death&#039;s Sting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&amp;lt;br&amp;gt;adds a bonus of +20&lt;br /&gt;
 |Having a [[920|familiar]] elsewhere&amp;lt;br&amp;gt;incurs a penalty of -20&lt;br /&gt;
 |-&lt;br /&gt;
 |[[node|Earthnode]] No bonus/penalty&lt;br /&gt;
 |Non-noded room -40 penalty&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;This penalty does not apply to workshops&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]] +40 bonus&amp;lt;br&amp;gt;[[CHE]]/[[Wizard guild|Guild]] workshop +60 bonus&amp;lt;br&amp;gt;Private workshop +80 bonus &lt;br /&gt;
 |Using a [[Pre-tempering potion|pre-tempering]] or tempering&amp;lt;br&amp;gt;potion (e.g. item properties)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{side box|&lt;br /&gt;
Of all the factors in success, Wizard spell ranks are weighted the highest in terms of how much they contribute to your overall enchanting skill. Even when diminishing returns for overtraining is considered, one rank of Wizard spell research is never worth less than one unit of anything else.&lt;br /&gt;
&lt;br /&gt;
Enchanting should be considered one of the Wizardly bits that is meant to encouraging training more heavily in the Wizard base spell circle. -GM Naos}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
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, and that carelessness while going through the motions (channeling while an item is still tempering) is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, unencumbered and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a minimum 3% failure rate for the final step of any enchant, regardless of the enchanter&#039;s [[stat]]s, [[skill]]s, level, or the level of the enchantment itself.  This 3% chance comes in the form of a separate [[d100]] roll that occurs before the success determination roll.  [[Gift of Eonak]] reduces the chances of a failed cast by providing two rolls and keeping the higher result.  On the earlier channels during the process, it is possible to have 100% success with the right training, but the final{{mono| CHANNEL }}will always be at most a 97% chance of success because of that initial roll.&lt;br /&gt;
&lt;br /&gt;
See the [[#Difficulty Detection|Difficulty Detection]] section above for the full table of Roll Result Descriptions (the second line in the log just below).&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=36em}}&amp;gt;&lt;br /&gt;
You channel at a polished kakore runestaff.&lt;br /&gt;
You make a good attempt!  Success!&lt;br /&gt;
&lt;br /&gt;
Visible wisps of essence dance across the surface of the kakore runestaff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols.  &#039;&#039;&#039;The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges.  Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the runestaff to form a shimmering layer over its surface.  Slowly, the radiant shell sinks into the runestaff, leaving behind a faint, fading aura.&#039;&#039;&#039;&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Material Difficulty Chart====&lt;br /&gt;
Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;material difficulty chart&#039;&#039;&#039; for Enchanting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible-content&amp;quot; &lt;br /&gt;
|{{#section:Material|material chart}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  The four conditions of failure are: delay, damaged, locked, or reset.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
===Delay===&lt;br /&gt;
A &#039;&#039;&#039;delay failure&#039;&#039;&#039; returns the item to tempering status and the caster must simply wait for the tempering to be completed again to re-channel.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a questionable attempt.  Failure!&lt;br /&gt;
&lt;br /&gt;
A muted glow instantly surrounds the teal star, flickering slightly, and fades a moment later.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Damaged===&lt;br /&gt;
A &#039;&#039;&#039;damaged failure&#039;&#039;&#039; will setback the step progression on the project and the item will have to be re-poured.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a horribly poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
A steady glow encompasses the teal star as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the star.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Locked===&lt;br /&gt;
A &#039;&#039;&#039;locked failure&#039;&#039;&#039; prevents a wizard from moving forward on it. Some highly skilled [[merchant]]s can be found to remove the locked status of the project which will allow the wizard to continue where they left off (ask any merchant offering [[GALD]] services). The project can also be RESET by using a [[#Removing a Temper|sarmoc potion]] to remove the LOCKED status.  Locked status does not expire on its own after any amount of time.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Visible wisps of essence dance across the surface of the {item} as you chant quietly, your sure gestures guiding them to slowly coalesce into small softly glowing runic symbols. &#039;&#039;&#039;Glancing over the formation of the runes, your chant falters as you notice their forms contorting oddly. You gather something has gone terribly wrong.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset===&lt;br /&gt;
A &#039;&#039;&#039;reset failure&#039;&#039;&#039; will remove all progress made on the item.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make a very poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
Multiple bursts of prismatic sparks blossom around the warblade as you begin your chant, showering you momentarily before a brilliant burst of light erupts from the warblade.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mana Pools &amp;amp; Flaring Items (Lore Benefits)==&lt;br /&gt;
===Reduced Temper Time===&lt;br /&gt;
The ability to store mana in a personal &#039;&#039;&#039;mana pool&#039;&#039;&#039; is unlocked at 5 ranks of [[Elemental Lore, Water]].  The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.  Mana accumulates in the pool when the wizard gains base experience; every 30 base experience (XP) will provide 1 mana to the pool.  Further training in Water Lore will increase the rate that mana is gained based on a seed 5 [[summation]] of ranks.&lt;br /&gt;
&lt;br /&gt;
The amount of mana stored will be adjusted based on the amount of experience gained using 30 as a baseline. So if 15 XP is gained, a half point would be stored that doesn&#039;t round up or down.  Two pulses at 15 XP a piece would net a full point at 5 ranks.  If one gained 18 mana per 30 XP and a pulse granted you 45 XP, 27 mana would be added to the pool.  [[Offline experience absorption]] will add to the mana pool, but [[long-term experience]] will not.&lt;br /&gt;
&lt;br /&gt;
Every 325 mana points from the wizard&#039;s stored mana will reduce a temper potion time by 1 percent (up to 95%) and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions (up to 50 ranks, see [[#Flaring Items|next section]] for more on elemental flaring items).&lt;br /&gt;
&lt;br /&gt;
Wizards can transfer mana from their mana pool into a potion via{{boldmono| [[INFUSE (Mana) (verb)|INFUSE]] {amount} IN MY POTION}}.  While the potions can be combined, an infusion will only last for ONE pour; thus, a potion will need to be infused each time after it is used.  In addition, &#039;&#039;&#039;a potion can only be infused ONCE with mana before it is used&#039;&#039;&#039;.  {{mono|INFUSE MY POTION }}will reveal information about whether the potion was infused and how much it will reduce the temper time or ranks required.  The maximum mana a tempering potion can hold is 30,875, which will reduce the tempering time by 95%.  For example, a tempering time of 14 days (336 hours) would be reduced to less than a day (16.8 hours) with a 95% temper time reduction.  &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You begin infusing a dirtokh potion and focus deep into the flows of essence.  After some consideration you determine that the potion has not been infused with mana yet and that you could probably infuse it, assuming you have enough mana stored in your personal pool.&lt;br /&gt;
&lt;br /&gt;
[To infuse a dirtokh potion, INFUSE &amp;lt;amount&amp;gt; POTION.  The potion must be in your right or left hand.]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Although each potion can only be infused once before it is poured again, there is no limit to the total number of potions a wizard has pre-infused, and the potions never expire.  However, &#039;&#039;&#039;once a potion has been infused, it can only be used by the infusing wizard&#039;&#039;&#039;. &lt;br /&gt;
:{| {{prettytable|1=text-align:center;}} &lt;br /&gt;
|- &lt;br /&gt;
!align=right|Elemental Lore, Water ranks||5||11||18||26||35||45||56||68||81&lt;br /&gt;
|- &lt;br /&gt;
|align=right|Mana pooled per 30 base XP absorbed||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10|&lt;br /&gt;
|- &lt;br /&gt;
!align=right |Elemental Lore, Water ranks||95||110||126||143||161||180||200||221||243&lt;br /&gt;
|- &lt;br /&gt;
|align=right |Mana pooled per 30 base XP absorbed||10||11||12||13||14||15||16||17||18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The third paragraph of the{{boldmono| [[SENSE]] }}verb indicates the status of a wizard&#039;s mana pool.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have 15 mana points in your weekly mana pool accumulation limit, and have a total of 15 mana points stored in your personal mana pool.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{| {{prettytable|1=text-align:center;float:right;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!width=50|Lore||Base&amp;lt;br&amp;gt;Element|| Hybrid&amp;lt;br&amp;gt;Element(s)||Pre-Tempering&amp;lt;br&amp;gt;Potion&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Air|Air]]&lt;br /&gt;
|[[vacuum critical table|vacuum]]&lt;br /&gt;
|[[electrical critical table|lightning]]&lt;br /&gt;
|[[zorveneh potion|zorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|[[impact critical table|earth]]&lt;br /&gt;
|[[acid critical table|acid]]&lt;br /&gt;
|[[gorveneh potion|gorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|[[fire critical table|fire]]&lt;br /&gt;
|[[steam critical table|steam]]&lt;br /&gt;
|[[draveneh potion|draveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Water|Water]]&lt;br /&gt;
|[[cold critical table|ice]] &lt;br /&gt;
|[[acid critical table|acid]]&amp;lt;br&amp;gt;[[electrical critical table|lightning]]&amp;lt;br&amp;gt;[[steam critical table|steam]]&lt;br /&gt;
|[[rhiveneh potion|rhiveneh]]&lt;br /&gt;
|}&lt;br /&gt;
100 ranks of an applicable [[Elemental Lore]] are required to be able to enchant an elemental flaring item (see chart at right).  Elemental flaring items are more difficult to enchant, and training in additional applicable lore ranks above 100 ranks will grant a bonus to enchant success.  &lt;br /&gt;
&lt;br /&gt;
As mentioned above, deficiencies in Elemental Lore ranks can be offset by unlocking a mana pool at 5 ranks of Water Lore and infusing 200 mana per rank needed into the appropriate elemental pre-temper potion.  The maximum number of ranks that can be offset is 50, thus the maximum mana that can be stored per pour in a pre-tempering potion is 10,000.  As with tempering potions, pre-tempering potions can only be infused ONCE with a specified amount of mana before the item is poured, and the{{mono| INFUSE MY POTION }}command will indicate if the potion has been infused and how much power the potion has. &lt;br /&gt;
&lt;br /&gt;
In the case of hybrid elements, 100 ranks of either applicable lore is sufficient, and only one pre-tempering potion of the two that will work is required.  Pre-tempering potions must be poured at each step of enchanting before the item is tempered with the tempering potion, so a 4x-5x enchant would require a full 5 pour pre-tempering potion.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Enhancive and Holy Items==&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
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 potions required are [[ayveneh potion|ayveneh]] and [[eoveneh potion|eoveneh]], respectively.  As mentioned above, these potions may only be used on items with an enchant bonus of up to +30.&lt;br /&gt;
&lt;br /&gt;
==Weighted and Padded Items==&lt;br /&gt;
No pre-temper potion is required.&lt;br /&gt;
&lt;br /&gt;
==Potion Order==&lt;br /&gt;
{{#section:Enchanting potions|order}}&lt;br /&gt;
&lt;br /&gt;
==Removing a Temper==&lt;br /&gt;
It is possible to end the tempering of an active project in order to begin a new one. This can be performed by POURing a dose of a &#039;&#039;&#039;[[sarmoc potion]]&#039;&#039;&#039; on the item. Like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using [[Elemental Detection (405)]].  Further, the sarmoc potion can only be used by a wizard (though it does not need to be the same wizard who initiated the project). If the detempering project was a major enchantment, no new major projects should be undertaken until the detempering is complete.&lt;br /&gt;
&lt;br /&gt;
==Sisfu Potion==&lt;br /&gt;
{{main|Sisfu potion}}&lt;br /&gt;
{{#section:Sisfu potion|intro}}&lt;br /&gt;
&lt;br /&gt;
== Rewards for Enchanting ==&lt;br /&gt;
Successful enchantments earn experience, and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
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.  This is particularly true of major enchantments (above 4x), enhancive/sanctified/flaring gear, and enchantments of unusual items. &lt;br /&gt;
&lt;br /&gt;
Major enchant projects are exceedingly valuable due to the time and skill which they take to complete, and the restriction of only one major enchant at a time. In some cases, wizards will hire themselves out to provide this service on items already owned by the customer.  Wizards capable of reducing the temper times should find their services in high demand.&lt;br /&gt;
&lt;br /&gt;
Some wizards prefer to produce large quantities of minor enchant projects (usually bringing items right up to the 4x minor/major cutoff) for sale. While the potential for profit is lower, the work is much easier.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
The [[experience]] gained from a successful cast is based on the following formula: &lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|Experience {{=}} (100 &amp;amp;times; Enchant Step) - Enchanter&#039;s [[Level]]}}}}&lt;br /&gt;
&lt;br /&gt;
For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;( 100 &amp;amp;times; 3 ) - 50 = 250 XP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items made from materials which naturally have a negative bonus have special handling within the Enchanting system. Such items require use of a potion appropriate for their relative bonus compared to an item with a 0 bonus for tempering, which can be determined by taking the actual bonus of the item and subtracting the natural bonus of the material. e.g. Modwir has a natural bonus of -10. A modwir bow with a bonus of -10 would be considered +0 (-10--10=0) and would require a rohnuru potion to temper, where a modwir bow with a bonus of +15 would be considered +10 (15--10=25) and would require a dirtokh potion to temper, though would still be considered a minor project.&lt;br /&gt;
{{top}}&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|temper potions1}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions2}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Research:Enchant (925) Formula‎‎]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=92628</id>
		<title>Enchant (925)/Old version archived information</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=92628"/>
		<updated>2017-06-11T12:24:55Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: /* Reduced Temper Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant Item&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant Item&#039;&#039;&#039; 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 +5 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
It is possible to enchant any combination of plain, [[enhancive]], [[sanctified]] (holy), and elemental flaring items up to a bonus of +35.  It is also possible to enchant plain and elemental flaring items up to +50 with the required special [[enchanting potions|tempering]] and [[pre-tempering potion]]s. However, most items do not make it higher than +20 via the Enchant Item spell due to the rarity of these potions and also account limitations on enchanting items over +16 AS or DS bonus.&lt;br /&gt;
&lt;br /&gt;
The process of enchanting can be lengthy, but can be reduced via training in [[#Mana Pools &amp;amp; Flaring Items (Lore Benefits)|Elemental Lore, Water]] and a special potion infusion process.&lt;br /&gt;
==Enchanting Process for Plain Items==&lt;br /&gt;
The following is an explanation of how to enchant plain items, meaning any item that does not require a special tempering or pre-temper potion, up to +35 (7x).  See &#039;&#039;&#039;[[#Flaring Items|Flaring Items]]&#039;&#039;&#039; and &#039;&#039;&#039;[[#Enhancive and Holy Items|Enhancive and Holy Items]]&#039;&#039;&#039; sections for information on additional steps and/or training needed for those types of items.&lt;br /&gt;
&lt;br /&gt;
Plain items include [[Forging|forged]] weapons and otherwise plain items with [[spikes]], [[resistance]]s, and/or [[Ensorcell]] (although resistances and Ensorcell add to difficulty).  Some [[functional script]]s (e.g. [[Voln armor]]) will also still allow an item to be enchanted--and will probably add to difficulty--as long as the padding/flare slot is not also taken (&#039;&#039;see: [[charts of clarity]]&#039;&#039;) and the item creator has not specifically disallowed it.  The only sure way to determine whether or not an item will accept an enchantment is to try to pour a tempering potion on it. (However, [[Bless Item (304)]] comes very close.)&lt;br /&gt;
&lt;br /&gt;
#Test whether or not wizard can successfully enchant an item by{{boldmono| [[#Difficulty Detection|CAST]]ing }}Enchant Item at the item (this will also give the temper status if the item is tempered)&lt;br /&gt;
#{{boldmono| [[POUR]] }}appropriate tempering potion on item&lt;br /&gt;
#Wait for the item to &#039;&#039;&#039;temper&#039;&#039;&#039; (~1-17 days)&lt;br /&gt;
#Confirm temper is complete by casting [[Elemental Detection (405)]] (or Enchant Item) at the item&lt;br /&gt;
#{{boldmono| [[#Channel|CHANNEL]] }}Enchant Item at item&lt;br /&gt;
#Repeat as needed for appropriate number of cycles for desired enchant&lt;br /&gt;
&lt;br /&gt;
Base enchanting potions are readily available for purchase to enchant plain items up to +35 (7x) at town [[:Category:Alchemist Shops|alchemist shops]] and within each branch of the [[Wizard Guild]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the Enchanting process (anytime between final{{mono| CHANNELs}}), an item cannot be used for its usual function. &lt;br /&gt;
&lt;br /&gt;
Each subscribed account with a wizard(s) may only have one &#039;&#039;&#039;Major Enchant&#039;&#039;&#039; project in progress at a given time. This includes any further enchantment upon an item with a starting bonus of &#039;&#039;&#039;+16&#039;&#039;&#039; or higher.  There is no limit to how many projects a wizard may have with a starting bonus &#039;&#039;&#039;+15&#039;&#039;&#039; or lower.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;{{#section:Enchanting potions|table header}}&lt;br /&gt;
{{#section:Enchanting potions|base}}&lt;br /&gt;
{{#section:Enchanting potions|notes}}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;A larger version of this chart that includes ALL enchanting potions is [[#Potion Table|below]], see the &#039;&#039;&#039;[[enchanting potions]]&#039;&#039;&#039; article for additional messaging.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Difficulty Detection ==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first tempering the item, but an item must be tempered to get the most accurate reading, since potions, especially pre-tempering ones, may add a considerable penalty.  &lt;br /&gt;
&lt;br /&gt;
The corresponding messaging for the{{boldmono| [[#Channel|CHANNEL]] }}attempts are included here in the chart on the right for easy reference.  &#039;&#039;&#039;On the final step of any enchant (the channel after the final tempering), there is a minimum 3% failure rate&#039;&#039;&#039;, which if well trained, may only occur in the form of a fumble roll (1, 2, or 3 of a [[d100]]) (&#039;&#039;see [[#Channel|below]] for more detail&#039;&#039;).  As the enchant process progresses, {{mono|CHANNELs }}become increasingly harder.  Thus, the difficulty detection reading only gives the chance for the final, hardest{{mono| CHANNEL}}.  The charts below are also based on the final{{mono| CHANNEL}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|CASTing }}at the item will also indicate how much time remains before the tempering is complete.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my rob&lt;br /&gt;
You gesture at some flowing cotton robes.&lt;br /&gt;
You sense that the robes is one of your own projects, and it will not be ready to enchant for at least 22 hours.  It is on the final step of the enchanting process.  You recognize the vibrant yellow aura surrounding it as indicating a moderate level of enchantment.&lt;br /&gt;
&lt;br /&gt;
Unless you are horribly unlucky, you should have no trouble enchanting some flowing cotton robes.&lt;br /&gt;
&lt;br /&gt;
[If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the cotton robes.]&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{{#section:Ensorcell (735)|difficulty chart}}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{{#section:Ensorcell (735)|attempt table}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;The charts are adapted from the [[Ensorcell]] page and verified as being true to Enchant Item.  The messaging is very similar.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
===Temper===&lt;br /&gt;
The factors that determine success are lumped together as &#039;modifiers&#039; in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the runestaff.&lt;br /&gt;
  1d100: 40 + Modifiers: 327 == 367&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[MIU]] skill&lt;br /&gt;
*[[Logic]] bonus&lt;br /&gt;
*[[Intuition]] bonus&lt;br /&gt;
|&lt;br /&gt;
*[[Aura]] bonus&lt;br /&gt;
*[[Wisdom]] bonus&lt;br /&gt;
*[[#Potion Table|Potion]] bonus&lt;br /&gt;
|&lt;br /&gt;
*Item Enchant bonus&lt;br /&gt;
*[[Encumbrance]] penalty&lt;br /&gt;
*[[Armor]] penalty&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
====Tempering Formula==== &lt;br /&gt;
{{#section:Enchanting potions|math}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Example: Wizard with 200 MIU skill, 25 LOG bonus, 20 INT bonus, 25 AUR bonus, 22 WIS bonus, Dirtokh potion (+25 bonus), Item enchant bonus + 20, unencumbered and fully trained for their armor.&lt;br /&gt;
&lt;br /&gt;
Pour modifiers: &amp;lt;code&amp;gt;200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the pour modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of 20 to the pour modifiers total.&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn armor may penalize a character&#039;s attempt to successfully pour the potion. This penalty is based on the armor&#039;s [[roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained for their armor, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is &#039;&#039;&#039;20 points per second of untrained RT adder&#039;&#039;&#039;. The formula for calculating the amount of Armor Use skill required to fully negate the penalty is &amp;lt;code&amp;gt;(RT adder * 20) - 10&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An item will [[#Removing a Temper|detemper]] and revert back to its original state if left untouched for 28 days. The entire process will have to be repeated from the first temper if this were to occur.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Channel===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable|font-size:95%;float:right;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 |Less than full [[health]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Major Elemental]] ranks&lt;br /&gt;
 |Less than full [[spirit]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Minor Elemental]] ranks&lt;br /&gt;
 |[[Wound]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Scar]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 |Having [[creature]]s present&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]], [[Aura]]&lt;br /&gt;
 |[[Encumbrance]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |[[Death&#039;s Sting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Having a [[920|familiar]] elsewhere&lt;br /&gt;
 |-&lt;br /&gt;
 |Be on [[node|earth node]] or in&amp;lt;br&amp;gt;[[magical workshop]]&lt;br /&gt;
 |Using a pre-tempering or tempering&amp;lt;br&amp;gt;potion (e.g. item properties)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{side box|&lt;br /&gt;
Of all the factors in success, Wizard spell ranks are weighted the highest in terms of how much they contribute to your overall enchanting skill. Even when diminishing returns for overtraining is considered, one rank of Wizard spell research is never worth less than one unit of anything else.&lt;br /&gt;
&lt;br /&gt;
Enchanting should be considered one of the Wizardly bits that is meant to encouraging training more heavily in the Wizard base spell circle. -GM Naos}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
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, and that carelessness while going through the motions (channeling while an item is still tempering) is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, unencumbered and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned above, there is a minimum 3% failure rate for the final step of any enchant, regardless of the enchanter&#039;s [[stat]]s, [[skill]]s, level, or the level of the enchantment itself.  [[Gift of Eonak]] reduces the chances of a failed cast by providing two [[d100]] rolls and keeping the higher result.  On the earlier channels during the process, it is possible to have 100% success with the right training, but the final{{mono| CHANNEL }}will always be at most a 97% chance of success.&lt;br /&gt;
&lt;br /&gt;
See the [[#Difficulty Detection|Difficulty Detection]] section above for the full table of Roll Result Descriptions (the second line in the log just below).&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=36em}}&amp;gt;&lt;br /&gt;
You channel at a polished kakore runestaff.&lt;br /&gt;
You make a good attempt!  Success!&lt;br /&gt;
&lt;br /&gt;
Visible wisps of essence dance across the surface of the kakore runestaff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols.  &#039;&#039;&#039;The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges.  Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the runestaff to form a shimmering layer over its surface.  Slowly, the radiant shell sinks into the runestaff, leaving behind a faint, fading aura.&#039;&#039;&#039;&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Material Difficulty Chart====&lt;br /&gt;
Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;material difficulty chart&#039;&#039;&#039; for Enchanting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible-content&amp;quot; &lt;br /&gt;
|{{#section:Material|material chart}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  The four conditions of failure are: delay, damaged, locked, or reset.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
===Delay===&lt;br /&gt;
A &#039;&#039;&#039;delay failure&#039;&#039;&#039; returns the item to tempering status and the caster must simply wait for the tempering to be completed again to re-channel.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a questionable attempt.  Failure!&lt;br /&gt;
&lt;br /&gt;
A muted glow instantly surrounds the teal star, flickering slightly, and fades a moment later.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Damaged===&lt;br /&gt;
A &#039;&#039;&#039;damaged failure&#039;&#039;&#039; will setback the step progression on the project and the item will have to be re-poured.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a crystallized teal star.&lt;br /&gt;
You make a horribly poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
A steady glow encompasses the teal star as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the star.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Locked===&lt;br /&gt;
&amp;lt;pre{{log2|border=dotted|color=red|background=white|font=arial}}&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE: The merchant service is not yet implemented.&amp;lt;/center&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;locked failure&#039;&#039;&#039; prevents a wizard from moving forward on it. Some highly skilled [[merchant]]s can be found to remove the locked status of the project which will allow the wizard to continue where they left off. The project can also be RESET by using a [[#Removing a Temper|sarmoc potion]] to remove the LOCKED status.  Locked status does not expire on its own after any amount of time.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Visible wisps of essence dance across the surface of the {item} as you chant quietly, your sure gestures guiding them to slowly coalesce into small softly glowing runic symbols. &#039;&#039;&#039;Glancing over the formation of the runes, your chant falters as you notice their forms contorting oddly. You gather something has gone terribly wrong.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset===&lt;br /&gt;
A &#039;&#039;&#039;reset failure&#039;&#039;&#039; will remove all progress made on the item.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make a very poor attempt!  Failure!&lt;br /&gt;
&lt;br /&gt;
Multiple bursts of prismatic sparks blossom around the warblade as you begin your chant, showering you momentarily before a brilliant burst of light erupts from the warblade.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mana Pools &amp;amp; Flaring Items (Lore Benefits)==&lt;br /&gt;
===Reduced Temper Time===&lt;br /&gt;
The ability to store mana in a personal &#039;&#039;&#039;mana pool&#039;&#039;&#039; is unlocked at 5 ranks of [[Elemental Lore, Water]].  The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.  Mana accumulates in the pool when the wizard gains base experience; every 30 base experience (XP) will provide 1 mana to the pool.  Further training in Water Lore will increase the rate that mana is gained based on a seed 5 [[summation]] of ranks.&lt;br /&gt;
&lt;br /&gt;
The amount of mana stored will be adjusted based on the amount of experience gained using 30 as a baseline. So if 15 XP is gained, a half point would be stored that doesn&#039;t round up or down.  Two pulses at 15 XP a piece would net a full point at 5 ranks.  If one gained 18 mana per 30 XP and a pulse granted you 45 XP, 27 mana would be added to the pool.  [[Offline experience absorption]] will add to the mana pool, but [[long-term experience]] will not.&lt;br /&gt;
&lt;br /&gt;
Every 325 mana points from the wizard&#039;s stored mana will reduce a temper potion time by 1 percent (up to 95%) and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions (up to 50 ranks, see [[#Flaring Items|next section]] for more on elemental flaring items).&lt;br /&gt;
&lt;br /&gt;
Mana is transferred from the mana pool to a potion by{{boldmono| [[INFUSE (Mana) (verb)|INFUSing]] }}it.  While the potions can be combined, an infusion will only last for ONE pour; thus, a potion will need to be infused each time after it is used.  In addition, &#039;&#039;&#039;a potion can only be infused ONCE with mana before it is used and the infusion will always use the maximum amount of mana possible&#039;&#039;&#039;.  {{mono|INFUSing }}a potion again will reveal the potion&#039;s bonus.  The maximum mana a tempering potion can hold is 30,875, which will reduce the tempering time by 95%.  For example, a tempering time of 14 days (336 hours) would be reduced to less than a day (16.8 hours) with a 95% temper time reduction.  &lt;br /&gt;
&lt;br /&gt;
Although each potion can only be infused once before it is poured again, there is no limit to the total number of potions a wizard has pre-infused, and the potions never expire.  However, &#039;&#039;&#039;once a potion has been infused, it can only be used by the infusing wizard&#039;&#039;&#039;. &lt;br /&gt;
:{| {{prettytable|1=text-align:center;}} &lt;br /&gt;
|- &lt;br /&gt;
!align=right|Elemental Lore, Water ranks||5||11||18||26||35||45||56||68||81&lt;br /&gt;
|- &lt;br /&gt;
|align=right|Mana pooled per 30 base XP absorbed||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10|&lt;br /&gt;
|- &lt;br /&gt;
!align=right |Elemental Lore, Water ranks||95||110||126||143||161||180||200||221||243&lt;br /&gt;
|- &lt;br /&gt;
|align=right |Mana pooled per 30 base XP absorbed||10||11||12||13||14||15||16||17||18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The third paragraph of the{{boldmono| [[SENSE]] }}verb indicates the status of a wizard&#039;s mana pool.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have 15 mana points in your weekly mana pool accumulation limit, and have a total of 15 mana points stored in your personal mana pool.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{| {{prettytable|1=text-align:center;float:right;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!width=50|Lore||Base&amp;lt;br&amp;gt;Element|| Hybrid&amp;lt;br&amp;gt;Element(s)||Pre-Tempering&amp;lt;br&amp;gt;Potion&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Air|Air]]&lt;br /&gt;
|[[vacuum critical table|vacuum]]&lt;br /&gt;
|[[electrical critical table|lightning]]&lt;br /&gt;
|[[zorveneh potion|zorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|[[impact critical table|earth]]&lt;br /&gt;
|[[acid critical table|acid]]&lt;br /&gt;
|[[gorveneh potion|gorveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|[[fire critical table|fire]]&lt;br /&gt;
|[[steam critical table|steam]]&lt;br /&gt;
|[[draveneh potion|draveneh]]&lt;br /&gt;
|-&lt;br /&gt;
![[Elemental Lore, Water|Water]]&lt;br /&gt;
|[[cold critical table|ice]] &lt;br /&gt;
|[[acid critical table|acid]]&amp;lt;br&amp;gt;[[electrical critical table|lightning]]&amp;lt;br&amp;gt;[[steam critical table|steam]]&lt;br /&gt;
|[[rhiveneh potion|rhiveneh]]&lt;br /&gt;
|}&lt;br /&gt;
100 ranks of an applicable [[Elemental Lore]] are required to be able to enchant an elemental flaring item (see chart at right).  Elemental flaring items are more difficult to enchant, and training in additional applicable lore ranks above 100 ranks will grant a bonus to enchant success.  &lt;br /&gt;
&lt;br /&gt;
As mentioned above, deficiencies in Elemental Lore ranks can be offset by unlocking a mana pool at 5 ranks of Water Lore and infusing 200 mana per rank needed into the appropriate elemental pre-temper potion.  The maximum number of ranks that can be offset is 50, thus the maximum mana that can be stored per pour in a pre-tempering potion is 10,000.  As with tempering potions, pre-tempering potions can only be infused ONCE with mana before the item is poured, and subsequent uses of{{mono| INFUSE }}on the potion will tell how much power the potion has. &lt;br /&gt;
&lt;br /&gt;
In the case of hybrid elements, 100 ranks of either applicable lore is sufficient, and only one pre-tempering potion of the two that will work is required.  Pre-tempering potions must be poured at each step of enchanting before the item is tempered with the tempering potion, so a 4x-5x enchant would require a full 5 pour pre-tempering potion.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
==Enhancive and Holy Items==&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
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 potions required are [[ayveneh potion|ayveneh]] and [[eoveneh potion|eoveneh]], respectively.  As mentioned above, these potions may only be used on items with an enchant bonus of up to +30.&lt;br /&gt;
&lt;br /&gt;
==Potion Order==&lt;br /&gt;
{{#section:Enchanting potions|order}}&lt;br /&gt;
&lt;br /&gt;
==Removing a Temper==&lt;br /&gt;
It is possible to end the tempering of an active project in order to begin a new one. This can be performed by POURing a dose of a &#039;&#039;&#039;[[sarmoc potion]]&#039;&#039;&#039; on the item. Like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using [[Elemental Detection (405)]].  Further, the sarmoc potion can only be used by a wizard (though it does not need to be the same wizard who initiated the project). If the detempering project was a major enchantment, no new major projects should be undertaken until the detempering is complete.&lt;br /&gt;
&lt;br /&gt;
==Sisfu Potion==&lt;br /&gt;
{{main|Sisfu potion}}&lt;br /&gt;
{{#section:Sisfu potion|intro}}&lt;br /&gt;
&lt;br /&gt;
== Rewards for Enchanting ==&lt;br /&gt;
Successful enchantments earn experience, and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
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.  This is particularly true of major enchantments (above 4x), enhancive/sanctified/flaring gear, and enchantments of unusual items. &lt;br /&gt;
&lt;br /&gt;
Major enchant projects are exceedingly valuable due to the time and skill which they take to complete, and the restriction of only one major enchant at a time. In some cases, wizards will hire themselves out to provide this service on items already owned by the customer.  Wizards capable of reducing the temper times should find their services in high demand.&lt;br /&gt;
&lt;br /&gt;
Some wizards prefer to produce large quantities of minor enchant projects (usually bringing items right up to the 4x minor/major cutoff) for sale. While the potential for profit is lower, the work is much easier.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
The experience gained from a successful cast is based on the following formula: &lt;br /&gt;
&lt;br /&gt;
{{equation box|&amp;lt;math&amp;gt; \mathrm{EXP} = (100 \cdot \mathrm{[Step\ of\ Enchant]}) - \mathrm{[Enchanter&#039;s\ Level]}&amp;lt;/math&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;( 100 &amp;amp;times; 3 ) - 50 = 250 XP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items made from materials which naturally have a negative bonus have special handling within the Enchanting system. Such items require use of a potion appropriate for their relative bonus compared to an item with a 0 bonus for tempering, which can be determined by taking the actual bonus of the item and subtracting the natural bonus of the material. e.g. Modwir has a natural bonus of -10. A modwir bow with a bonus of -10 would be considered +0 (-10--10=0) and would require a rohnuru potion to temper, where a modwir bow with a bonus of +15 would be considered +10 (15--10=25) and would require a dirtokh potion to temper, though would still be considered a minor project.&lt;br /&gt;
{{top}}&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|temper potions1}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions2}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73565</id>
		<title>Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73565"/>
		<updated>2016-01-22T14:14:25Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = ELEMBLADE&lt;br /&gt;
 | base_dur = 4 swings per [[level]]&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Enchant|Enchantment]], [[Flares]]&lt;br /&gt;
 | enhancement = +20&lt;br /&gt;
 | requirements = Non-magical&lt;br /&gt;
 | availability = Any normal weapon&lt;br /&gt;
 | navigation = {{minor elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Elemental Blade&#039;&#039;&#039; provides the weapon or [[runestaff]] with a +20 bonus to enchantment and one of 5 types of [[elemental]] flares.&lt;br /&gt;
&lt;br /&gt;
When casting the spell at a weapon or [[runestaff]] it must be completely free of any other mechanical effects.  This means that the weapon cannot have any flares or weighting (crit or damage).  However, elemental blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material&#039;s bonus).   If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster&#039;s nature for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
Additionally, when a caster is attuned to an element there is a minor boost to the critical weighting from the flares on the weapon.&lt;br /&gt;
&lt;br /&gt;
== Attunement==&lt;br /&gt;
&lt;br /&gt;
Using the ATTUNE command, a character can specify an element to which he or she is naturally [[Attunement|attuned]] to.  Be forewarned that this is a &#039;&#039;&#039;one-time&#039;&#039;&#039; choice and cannot be changed or reversed once chosen.  However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands.  If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell.  If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.&lt;br /&gt;
&lt;br /&gt;
== E-Blading Enchanted Weapons==&lt;br /&gt;
&lt;br /&gt;
Introduced in the Elemental Lore Review, E-Blade can be used on enchanted weapons, as long as the target weapon does not have pre-existing weighting or flares.  The threshold of an enchanted weapon that can be e-bladed is based on SEED 3 of the summation tables per +1 of the enchant.  Furthermore, weapons of eligible enchant will only accept an e-blade of the element that the casting wizard has adequate skill of.  For example, if a wizard is fire attuned, but has the adequate air lore for the e-blade, he/she will need to attune random, and the weapon will only accept lightning or air flares.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
== Element Identification ==&lt;br /&gt;
&lt;br /&gt;
Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger &#039;&#039;&amp;lt;The dagger is surrounded by a scintillating &#039;&#039;&#039;red&#039;&#039;&#039; light&amp;gt;.&#039;&#039; Each color is symbolic of one the five attuneable elements.&lt;br /&gt;
&lt;br /&gt;
Each element has an inherent [[:Category:Damage Types|damage type]] that can, when unleashed, cause [[critical]] injuries associated with that damage type. Casting spell [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g.,  &#039;&#039;&amp;lt;You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Element Damage Types ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air&#039;&#039;&#039; (White):  [[Vacuum critical table|Vacuum critical damage]]&lt;br /&gt;
:Ex. Chest decompresses violently and explodes in a shower of bone and lung!&lt;br /&gt;
* &#039;&#039;&#039;Earth&#039;&#039;&#039; (Brown):  [[Impact critical table|Impact/Vibration critical damage]]&lt;br /&gt;
:Ex. Every bone in the left arm shattered and scattered about!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039; (Red):  [[Fire critical table|Fire critical damage]]&lt;br /&gt;
:Ex. Fire completely surrounds [target].  Blood boils and heart stops.&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039; (Blue):  [[Cold critical table|Cold/Ice critical damage]]&lt;br /&gt;
:Ex. Head freezes solid and the [target] topples over, shattering skull on impact.&lt;br /&gt;
* &#039;&#039;&#039;Lightning&#039;&#039;&#039; (Silver):  [[Lightning critical table|Lightning/Electric Shock critical damage]]&lt;br /&gt;
:Ex. Hideously bright electrical bolt sends left leg into another universe.  Happy traveling.&lt;br /&gt;
&lt;br /&gt;
Of special interest to archers: they may get their arrows or bolts elementally bladed, and in combination with a +20 bow will have the equivalent of an 8x (+40) weapon.&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:scintillating prismatic oil}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Bless/Eblade Arrows (saved post)]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Elemental_Blade_.28411.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73552</id>
		<title>Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73552"/>
		<updated>2016-01-21T21:55:04Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = ELEMBLADE&lt;br /&gt;
 | base_dur = 4 swings per [[level]]&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Enchant|Enchantment]], [[Flares]]&lt;br /&gt;
 | enhancement = +20&lt;br /&gt;
 | requirements = Non-magical&lt;br /&gt;
 | availability = Any normal weapon&lt;br /&gt;
 | navigation = {{minor elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Elemental Blade&#039;&#039;&#039; provides the weapon or [[runestaff]] with a +20 bonus and one of 5 types of [[elemental]] flares.&lt;br /&gt;
&lt;br /&gt;
When casting the spell at a weapon or [[runestaff]] it must be completely free of any other mechanical effects.  This means that the weapon cannot have any flares or weighting (crit or damage).  However, elemental blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material&#039;s bonus).   If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster&#039;s nature for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
Additionally, when a caster is attuned to an element there is a minor boost to the critical weighting from the flares on the weapon.&lt;br /&gt;
&lt;br /&gt;
== Attunement==&lt;br /&gt;
&lt;br /&gt;
Using the ATTUNE command, a character can specify an element to which he or she is naturally [[Attunement|attuned]] to.  Be forewarned that this is a &#039;&#039;&#039;one-time&#039;&#039;&#039; choice and cannot be changed or reversed once chosen.  However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands.  If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell.  If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.&lt;br /&gt;
&lt;br /&gt;
== E-Blading Enchanted Weapons==&lt;br /&gt;
&lt;br /&gt;
Introduced in the Elemental Lore Review, E-Blade can be used on enchanted weapons, as long as the target weapon does not have pre-existing weighting or flares.  The threshold of an enchanted weapon that can be e-bladed is based on SEED 3 of the summation tables per +1 of the enchant.  Furthermore, weapons of eligible enchant will only accept an e-blade of the element that the casting wizard has adequate skill of.  For example, if a wizard is fire attuned, but has the adequate air lore for the e-blade, he/she will need to attune random, and the weapon will only accept lightning or air flares.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
== Element Identification ==&lt;br /&gt;
&lt;br /&gt;
Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger &#039;&#039;&amp;lt;The dagger is surrounded by a scintillating &#039;&#039;&#039;red&#039;&#039;&#039; light&amp;gt;.&#039;&#039; Each color is symbolic of one the five attuneable elements.&lt;br /&gt;
&lt;br /&gt;
Each element has an inherent [[:Category:Damage Types|damage type]] that can, when unleashed, cause [[critical]] injuries associated with that damage type. Casting spell [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g.,  &#039;&#039;&amp;lt;You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Element Damage Types ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air&#039;&#039;&#039; (White):  [[Vacuum critical table|Vacuum critical damage]]&lt;br /&gt;
:Ex. Chest decompresses violently and explodes in a shower of bone and lung!&lt;br /&gt;
* &#039;&#039;&#039;Earth&#039;&#039;&#039; (Brown):  [[Impact critical table|Impact/Vibration critical damage]]&lt;br /&gt;
:Ex. Every bone in the left arm shattered and scattered about!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039; (Red):  [[Fire critical table|Fire critical damage]]&lt;br /&gt;
:Ex. Fire completely surrounds [target].  Blood boils and heart stops.&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039; (Blue):  [[Cold critical table|Cold/Ice critical damage]]&lt;br /&gt;
:Ex. Head freezes solid and the [target] topples over, shattering skull on impact.&lt;br /&gt;
* &#039;&#039;&#039;Lightning&#039;&#039;&#039; (Silver):  [[Lightning critical table|Lightning/Electric Shock critical damage]]&lt;br /&gt;
:Ex. Hideously bright electrical bolt sends left leg into another universe.  Happy traveling.&lt;br /&gt;
&lt;br /&gt;
Of special interest to archers: they may get their arrows or bolts elementally bladed, and in combination with a +20 bow will have the equivalent of an 8x (+40) weapon.&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:scintillating prismatic oil}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Bless/Eblade Arrows (saved post)]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Elemental_Blade_.28411.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73551</id>
		<title>Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73551"/>
		<updated>2016-01-21T21:53:57Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: /* Attunement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = ELEMBLADE&lt;br /&gt;
 | base_dur = 4 swings per [[level]]&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Enchant|Enchantment]], [[Flares]]&lt;br /&gt;
 | enhancement = +20&lt;br /&gt;
 | requirements = Non-magical&lt;br /&gt;
 | availability = Any normal weapon&lt;br /&gt;
 | navigation = {{minor elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Elemental Blade&#039;&#039;&#039; provides the weapon or [[runestaff]] with a +20 bonus and one of 5 types of [[elemental]] flares.&lt;br /&gt;
&lt;br /&gt;
When casting the spell at a weapon or [[runestaff]] it must be completely free of any other mechanical effects.  This means that the weapon cannot have any flares or weighting (crit or damage).  However, elemental blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material&#039;s bonus).   If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster&#039;s nature for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Attunement==&lt;br /&gt;
&lt;br /&gt;
Using the ATTUNE command, a character can specify an element to which he or she is naturally [[Attunement|attuned]] to.  Be forewarned that this is a &#039;&#039;&#039;one-time&#039;&#039;&#039; choice and cannot be changed or reversed once chosen.  However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands.  If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell.  If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.&lt;br /&gt;
&lt;br /&gt;
== E-Blading Enchanted Weapons==&lt;br /&gt;
&lt;br /&gt;
Introduced in the Elemental Lore Review, E-Blade can be used on enchanted weapons, as long as the target weapon does not have pre-existing weighting or flares.  The threshold of an enchanted weapon that can be e-bladed is based on SEED 3 of the summation tables per +1 of the enchant.  Furthermore, weapons of eligible enchant will only accept an e-blade of the element that the casting wizard has adequate skill of.  For example, if a wizard is fire attuned, but has the adequate air lore for the e-blade, he/she will need to attune random, and the weapon will only accept lightning or air flares.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
== Element Identification ==&lt;br /&gt;
&lt;br /&gt;
Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger &#039;&#039;&amp;lt;The dagger is surrounded by a scintillating &#039;&#039;&#039;red&#039;&#039;&#039; light&amp;gt;.&#039;&#039; Each color is symbolic of one the five attuneable elements.&lt;br /&gt;
&lt;br /&gt;
Each element has an inherent [[:Category:Damage Types|damage type]] that can, when unleashed, cause [[critical]] injuries associated with that damage type. Casting spell [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g.,  &#039;&#039;&amp;lt;You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Element Damage Types ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air&#039;&#039;&#039; (White):  [[Vacuum critical table|Vacuum critical damage]]&lt;br /&gt;
:Ex. Chest decompresses violently and explodes in a shower of bone and lung!&lt;br /&gt;
* &#039;&#039;&#039;Earth&#039;&#039;&#039; (Brown):  [[Impact critical table|Impact/Vibration critical damage]]&lt;br /&gt;
:Ex. Every bone in the left arm shattered and scattered about!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039; (Red):  [[Fire critical table|Fire critical damage]]&lt;br /&gt;
:Ex. Fire completely surrounds [target].  Blood boils and heart stops.&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039; (Blue):  [[Cold critical table|Cold/Ice critical damage]]&lt;br /&gt;
:Ex. Head freezes solid and the [target] topples over, shattering skull on impact.&lt;br /&gt;
* &#039;&#039;&#039;Lightning&#039;&#039;&#039; (Silver):  [[Lightning critical table|Lightning/Electric Shock critical damage]]&lt;br /&gt;
:Ex. Hideously bright electrical bolt sends left leg into another universe.  Happy traveling.&lt;br /&gt;
&lt;br /&gt;
Of special interest to archers: they may get their arrows or bolts elementally bladed, and in combination with a +20 bow will have the equivalent of an 8x (+40) weapon.&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:scintillating prismatic oil}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Bless/Eblade Arrows (saved post)]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Elemental_Blade_.28411.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73550</id>
		<title>Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73550"/>
		<updated>2016-01-21T21:51:58Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = ELEMBLADE&lt;br /&gt;
 | base_dur = 4 swings per [[level]]&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Enchant|Enchantment]], [[Flares]]&lt;br /&gt;
 | enhancement = +20&lt;br /&gt;
 | requirements = Non-magical&lt;br /&gt;
 | availability = Any normal weapon&lt;br /&gt;
 | navigation = {{minor elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Elemental Blade&#039;&#039;&#039; provides the weapon or [[runestaff]] with a +20 bonus and one of 5 types of [[elemental]] flares.&lt;br /&gt;
&lt;br /&gt;
When casting the spell at a weapon or [[runestaff]] it must be completely free of any other mechanical effects.  This means that the weapon cannot have any flares or weighting (crit or damage).  However, elemental blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material&#039;s bonus).   If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster&#039;s nature for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Attunement==&lt;br /&gt;
&lt;br /&gt;
Using the ATTUNE command, a character can specify an element to which he or she is naturally [[Attunement|attuned]] to.  Be forewarned that this is a &#039;&#039;&#039;one-time&#039;&#039;&#039; choice and cannot be changed or reversed once chosen.  However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands.  If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell.  If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.&lt;br /&gt;
&lt;br /&gt;
Additionally, when a caster is attuned to an element there is a minor boost to the critical weighting on the flares from the weapon.&lt;br /&gt;
&lt;br /&gt;
== E-Blading Enchanted Weapons==&lt;br /&gt;
&lt;br /&gt;
Introduced in the Elemental Lore Review, E-Blade can be used on enchanted weapons, as long as the target weapon does not have pre-existing weighting or flares.  The threshold of an enchanted weapon that can be e-bladed is based on SEED 3 of the summation tables per +1 of the enchant.  Furthermore, weapons of eligible enchant will only accept an e-blade of the element that the casting wizard has adequate skill of.  For example, if a wizard is fire attuned, but has the adequate air lore for the e-blade, he/she will need to attune random, and the weapon will only accept lightning or air flares.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
== Element Identification ==&lt;br /&gt;
&lt;br /&gt;
Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger &#039;&#039;&amp;lt;The dagger is surrounded by a scintillating &#039;&#039;&#039;red&#039;&#039;&#039; light&amp;gt;.&#039;&#039; Each color is symbolic of one the five attuneable elements.&lt;br /&gt;
&lt;br /&gt;
Each element has an inherent [[:Category:Damage Types|damage type]] that can, when unleashed, cause [[critical]] injuries associated with that damage type. Casting spell [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g.,  &#039;&#039;&amp;lt;You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Element Damage Types ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air&#039;&#039;&#039; (White):  [[Vacuum critical table|Vacuum critical damage]]&lt;br /&gt;
:Ex. Chest decompresses violently and explodes in a shower of bone and lung!&lt;br /&gt;
* &#039;&#039;&#039;Earth&#039;&#039;&#039; (Brown):  [[Impact critical table|Impact/Vibration critical damage]]&lt;br /&gt;
:Ex. Every bone in the left arm shattered and scattered about!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039; (Red):  [[Fire critical table|Fire critical damage]]&lt;br /&gt;
:Ex. Fire completely surrounds [target].  Blood boils and heart stops.&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039; (Blue):  [[Cold critical table|Cold/Ice critical damage]]&lt;br /&gt;
:Ex. Head freezes solid and the [target] topples over, shattering skull on impact.&lt;br /&gt;
* &#039;&#039;&#039;Lightning&#039;&#039;&#039; (Silver):  [[Lightning critical table|Lightning/Electric Shock critical damage]]&lt;br /&gt;
:Ex. Hideously bright electrical bolt sends left leg into another universe.  Happy traveling.&lt;br /&gt;
&lt;br /&gt;
Of special interest to archers: they may get their arrows or bolts elementally bladed, and in combination with a +20 bow will have the equivalent of an 8x (+40) weapon.&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:scintillating prismatic oil}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Bless/Eblade Arrows (saved post)]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Elemental_Blade_.28411.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73547</id>
		<title>Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73547"/>
		<updated>2016-01-21T21:50:53Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: edited out old erroneous information mostly relating to not being able to e-blade magical weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = ELEMBLADE&lt;br /&gt;
 | base_dur = 4 swings per [[level]]&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Enchant|Enchantment]], [[Flares]]&lt;br /&gt;
 | enhancement = +20&lt;br /&gt;
 | requirements = Non-magical&lt;br /&gt;
 | availability = Any normal weapon&lt;br /&gt;
 | navigation = {{minor elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Elemental Blade&#039;&#039;&#039; provides the weapon or [[runestaff]] with a +20 bonus enchant and one of 5 types of [[elemental]] flares.&lt;br /&gt;
&lt;br /&gt;
When casting the spell at a weapon or [[runestaff]] it must be completely free of any other mechanical effects.  This means that the weapon cannot have any flares or weighting (crit or damage).  However, elemental blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material&#039;s bonus).   If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster&#039;s nature for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Attunement==&lt;br /&gt;
&lt;br /&gt;
Using the ATTUNE command, a character can specify an element to which he or she is naturally [[Attunement|attuned]] to.  Be forewarned that this is a &#039;&#039;&#039;one-time&#039;&#039;&#039; choice and cannot be changed or reversed once chosen.  However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands.  If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell.  If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.&lt;br /&gt;
&lt;br /&gt;
Additionally, when a caster is attuned to an element there is a minor boost to the critical weighting on the flares from the weapon.&lt;br /&gt;
&lt;br /&gt;
== E-Blading Enchanted Weapons==&lt;br /&gt;
&lt;br /&gt;
Introduced in the Elemental Lore Review, E-Blade can be used on enchanted weapons, as long as the target weapon does not have pre-existing weighting or flares.  The threshold of an enchanted weapon that can be e-bladed is based on SEED 3 of the summation tables per +1 of the enchant.  Furthermore, weapons of eligible enchant will only accept an e-blade of the element that the casting wizard has adequate skill of.  For example, if a wizard is fire attuned, but has the adequate air lore for the e-blade, he/she will need to attune random, and the weapon will only accept lightning or air flares.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
== Element Identification ==&lt;br /&gt;
&lt;br /&gt;
Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger &#039;&#039;&amp;lt;The dagger is surrounded by a scintillating &#039;&#039;&#039;red&#039;&#039;&#039; light&amp;gt;.&#039;&#039; Each color is symbolic of one the five attuneable elements.&lt;br /&gt;
&lt;br /&gt;
Each element has an inherent [[:Category:Damage Types|damage type]] that can, when unleashed, cause [[critical]] injuries associated with that damage type. Casting spell [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g.,  &#039;&#039;&amp;lt;You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Element Damage Types ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air&#039;&#039;&#039; (White):  [[Vacuum critical table|Vacuum critical damage]]&lt;br /&gt;
:Ex. Chest decompresses violently and explodes in a shower of bone and lung!&lt;br /&gt;
* &#039;&#039;&#039;Earth&#039;&#039;&#039; (Brown):  [[Impact critical table|Impact/Vibration critical damage]]&lt;br /&gt;
:Ex. Every bone in the left arm shattered and scattered about!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039; (Red):  [[Fire critical table|Fire critical damage]]&lt;br /&gt;
:Ex. Fire completely surrounds [target].  Blood boils and heart stops.&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039; (Blue):  [[Cold critical table|Cold/Ice critical damage]]&lt;br /&gt;
:Ex. Head freezes solid and the [target] topples over, shattering skull on impact.&lt;br /&gt;
* &#039;&#039;&#039;Lightning&#039;&#039;&#039; (Silver):  [[Lightning critical table|Lightning/Electric Shock critical damage]]&lt;br /&gt;
:Ex. Hideously bright electrical bolt sends left leg into another universe.  Happy traveling.&lt;br /&gt;
&lt;br /&gt;
Of special interest to archers: they may get their arrows or bolts elementally bladed, and in combination with a +20 bow will have the equivalent of an 8x (+40) weapon.&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:scintillating prismatic oil}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Bless/Eblade Arrows (saved post)]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Elemental_Blade_.28411.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73541</id>
		<title>Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=73541"/>
		<updated>2016-01-21T21:41:18Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: /* Attunement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = ELEMBLADE&lt;br /&gt;
 | base_dur = 4 swings per [[level]]&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Enchant|Enchantment]], [[Flares]]&lt;br /&gt;
 | enhancement = +20&lt;br /&gt;
 | requirements = Non-magical&lt;br /&gt;
 | availability = Any normal weapon&lt;br /&gt;
 | navigation = {{minor elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Elemental Blade&#039;&#039;&#039; provides the weapon or [[runestaff]] with the equivalent of a +20 enchant and one of 5 types of [[elemental]] flares.&lt;br /&gt;
&lt;br /&gt;
When casting the spell at a weapon or [[runestaff]] it must be completely free of any magical enhancements or a holy enhancements.  This means that the weapon cannot be made of a magical material or still have previous flares or weighting (crit or damage).  However, elemental blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus) so long as they are made from a plain wood without an intrinsic offensive bonus.  This will result in arrows with an overall +25 bonus. If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster&#039;s nature for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Attunement==&lt;br /&gt;
&lt;br /&gt;
Using the ATTUNE command, a character can specify an element to which he or she is naturally [[Attunement|attuned]] to.  Be forewarned that this is a &#039;&#039;&#039;one-time&#039;&#039;&#039; choice and cannot be changed or reversed once chosen.  However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands.  If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell.  If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.&lt;br /&gt;
&lt;br /&gt;
Additionally, when a caster is attuned to an element there is a minor boost to the critical weighting on the flares from the weapon.&lt;br /&gt;
&lt;br /&gt;
== E-Blading Enchanted Weapons==&lt;br /&gt;
&lt;br /&gt;
Introduced in the Elemental Lore Review, E-Blade can be used on enchanted weapons, as long as the target weapon does not have pre-existing weighting or flares.  The threshold of an enchanted weapon that can be e-bladed is based on SEED 3 of the summation tables per +1 of the enchant.  Furthermore, weapons of eligible enchant will only accept an e-blade of the element that the casting wizard has adequate skill of.  For example, if a wizard is fire attuned, but has the adequate air lore for the e-blade, he/she will need to attune random, and the weapon will only accept lightning or air flares.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
== Element Identification ==&lt;br /&gt;
&lt;br /&gt;
Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger &#039;&#039;&amp;lt;The dagger is surrounded by a scintillating &#039;&#039;&#039;red&#039;&#039;&#039; light&amp;gt;.&#039;&#039; Each color is symbolic of one the five attuneable elements.&lt;br /&gt;
&lt;br /&gt;
Each element has an inherent [[:Category:Damage Types|damage type]] that can, when unleashed, cause [[critical]] injuries associated with that damage type. Casting spell [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g.,  &#039;&#039;&amp;lt;You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Element Damage Types ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air&#039;&#039;&#039; (White):  [[Vacuum critical table|Vacuum critical damage]]&lt;br /&gt;
:Ex. Chest decompresses violently and explodes in a shower of bone and lung!&lt;br /&gt;
* &#039;&#039;&#039;Earth&#039;&#039;&#039; (Brown):  [[Impact critical table|Impact/Vibration critical damage]]&lt;br /&gt;
:Ex. Every bone in the left arm shattered and scattered about!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039; (Red):  [[Fire critical table|Fire critical damage]]&lt;br /&gt;
:Ex. Fire completely surrounds [target].  Blood boils and heart stops.&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039; (Blue):  [[Cold critical table|Cold/Ice critical damage]]&lt;br /&gt;
:Ex. Head freezes solid and the [target] topples over, shattering skull on impact.&lt;br /&gt;
* &#039;&#039;&#039;Lightning&#039;&#039;&#039; (Silver):  [[Lightning critical table|Lightning/Electric Shock critical damage]]&lt;br /&gt;
:Ex. Hideously bright electrical bolt sends left leg into another universe.  Happy traveling.&lt;br /&gt;
&lt;br /&gt;
Of special interest to archers: they may get their arrows or bolts elementally bladed, and in combination with a +20 bow will have the equivalent of an 8x (+40) weapon.&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:scintillating prismatic oil}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Bless/Eblade Arrows (saved post)]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Elemental_Blade_.28411.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:100_0094.jpg&amp;diff=55870</id>
		<title>File:100 0094.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:100_0094.jpg&amp;diff=55870"/>
		<updated>2015-01-25T04:10:00Z</updated>

		<summary type="html">&lt;p&gt;GS4-CONTEMPLAR: My dawg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My dawg&lt;/div&gt;</summary>
		<author><name>GS4-CONTEMPLAR</name></author>
	</entry>
</feed>