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	<updated>2026-04-23T18:08:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Clockwerke_Golem/List_of_golem_pet_parts&amp;diff=214618</id>
		<title>Clockwerke Golem/List of golem pet parts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Clockwerke_Golem/List_of_golem_pet_parts&amp;diff=214618"/>
		<updated>2024-02-25T13:31:29Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: /* Plates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The February 2024 [[Duskruin]] run introduced golem pets as part of the [[:Category:2024 - Year of the Clockwerke Devices|Year of Clockwerke Devices]].  Golem pets will not be able to be completed until the August 2024 Duskruin run.  Golem pets require assembly, starting with a chassis (obtained via [[SimuCoin|Battle Vault]]), adding specific types of parts found in [[Duskruin Arena]] and [[Bloodriven Sewers]], and finishing with a to-be-announced process in August.&lt;br /&gt;
&lt;br /&gt;
The golem chassis requires one head, two arms, a set of plates, a set of gears, and two legs to assembly, plus a motor which will not be available until August.  Below are lists of reported found parts for each type.&lt;br /&gt;
&lt;br /&gt;
===Heads===&lt;br /&gt;
* a caged brass head&lt;br /&gt;
* a glowing-eyed kelyn head&lt;br /&gt;
* a grated steel head&lt;br /&gt;
* a horned urglaes head&lt;br /&gt;
* a massive iron head&lt;br /&gt;
* a massive-jawed cast iron head&lt;br /&gt;
* a mossy iron head&lt;br /&gt;
* a ruby-eyed mithril head&lt;br /&gt;
* a shifting urnon head&lt;br /&gt;
* a square eonake head&lt;br /&gt;
* a veniom-eyed rolaren head&lt;br /&gt;
* a wide razern-mouthed head&lt;br /&gt;
* a winged eahnor head&lt;br /&gt;
* an enruned vaalorn head&lt;br /&gt;
* an internally burning head&lt;br /&gt;
* an inverted iron kettle head&lt;br /&gt;
* an inverted kelyn cauldron head&lt;br /&gt;
* an overturned iron pail head&lt;br /&gt;
* an upside-down chipped cup head&lt;br /&gt;
* an upside-down copper basin head&lt;br /&gt;
* an upturned steel bucket head&lt;br /&gt;
&lt;br /&gt;
===Arms===&lt;br /&gt;
* a brawny eonake arm&lt;br /&gt;
* a crystal-inset kelyn arm&lt;br /&gt;
* a gear-wheeled mechanized prong&lt;br /&gt;
* a gleaming eahnor arm&lt;br /&gt;
* a hammer-fisted cast iron arm&lt;br /&gt;
* a hinged poleaxe arm&lt;br /&gt;
* a magnetic iron arm&lt;br /&gt;
* a moss-covered iron and stone arm&lt;br /&gt;
* a polished brass arm&lt;br /&gt;
* a runic mithril arm&lt;br /&gt;
* a steam-powered cylinder piston&lt;br /&gt;
* a strap-laden steel arm&lt;br /&gt;
* a veniom-runed rolaren arm&lt;br /&gt;
* an enruned vaalorn arm&lt;br /&gt;
* an exposed cog and wire arm&lt;br /&gt;
* an oily steel arm&lt;br /&gt;
* an oversized iron arm&lt;br /&gt;
&lt;br /&gt;
===Plates===&lt;br /&gt;
* some augmented vultite plates&lt;br /&gt;
* some bulky faenor plates&lt;br /&gt;
* some corroded lead plates&lt;br /&gt;
* some golden plates&lt;br /&gt;
* some hammered mithril plates&lt;br /&gt;
* some heavy iron plates&lt;br /&gt;
* some intricate golvern plates&lt;br /&gt;
* some kelyn crystal-studded plates&lt;br /&gt;
* some malformed steel plates&lt;br /&gt;
* some marred silvery plates&lt;br /&gt;
* some oily steel plates&lt;br /&gt;
* some pitted cast iron plates&lt;br /&gt;
* some reflective eonake plates&lt;br /&gt;
* some reinforced rolaren plates&lt;br /&gt;
* some rust-cover iron plates&lt;br /&gt;
* some scuffed-up golden plates&lt;br /&gt;
* some shiny brass plates&lt;br /&gt;
* some vibrant veniom-traced plates&lt;br /&gt;
&lt;br /&gt;
===Gears===&lt;br /&gt;
* some bent alum gears&lt;br /&gt;
* some bevel rolaren gears&lt;br /&gt;
* some bright veniom gears&lt;br /&gt;
* some chaotic urnon gears&lt;br /&gt;
* some clunky cast iron gears&lt;br /&gt;
* some coraesine spiral gears&lt;br /&gt;
* some helical vaalorn gears&lt;br /&gt;
* some kelyn crystal-spoked gears&lt;br /&gt;
* some large iron gears&lt;br /&gt;
* some mismatched steel gears&lt;br /&gt;
* some oily steel gears&lt;br /&gt;
* some radiant brass gears&lt;br /&gt;
* some rolaren bevel gears&lt;br /&gt;
* some rusty iron gears&lt;br /&gt;
* some spiral mithril gears&lt;br /&gt;
* some spurred copper gears&lt;br /&gt;
* some vaalorn helical gears&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
* a circular steel-plated tread&lt;br /&gt;
* a crystal-inset kelyn leg&lt;br /&gt;
* a gleaming eahnor leg&lt;br /&gt;
* a massive cast iron leg&lt;br /&gt;
* a moss-covered iron and stone leg&lt;br /&gt;
* a polished brass leg&lt;br /&gt;
* a runic mithril leg&lt;br /&gt;
* a strap-laden steel leg&lt;br /&gt;
* a triangular steel-plated tread&lt;br /&gt;
* a veniom-runed rolaren leg&lt;br /&gt;
* an enruned vaalorn leg&lt;br /&gt;
* an exposed cog and wire leg&lt;br /&gt;
* an oily steel leg&lt;br /&gt;
* an oversized iron leg&lt;br /&gt;
&lt;br /&gt;
[[Category:Duskruin collectible items]]&lt;br /&gt;
[[Category:2024 - Year of the Clockwerke Devices]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Clockwerke_Golem/List_of_golem_pet_parts&amp;diff=214617</id>
		<title>Clockwerke Golem/List of golem pet parts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Clockwerke_Golem/List_of_golem_pet_parts&amp;diff=214617"/>
		<updated>2024-02-25T13:27:54Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: /* Plates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The February 2024 [[Duskruin]] run introduced golem pets as part of the [[:Category:2024 - Year of the Clockwerke Devices|Year of Clockwerke Devices]].  Golem pets will not be able to be completed until the August 2024 Duskruin run.  Golem pets require assembly, starting with a chassis (obtained via [[SimuCoin|Battle Vault]]), adding specific types of parts found in [[Duskruin Arena]] and [[Bloodriven Sewers]], and finishing with a to-be-announced process in August.&lt;br /&gt;
&lt;br /&gt;
The golem chassis requires one head, two arms, a set of plates, a set of gears, and two legs to assembly, plus a motor which will not be available until August.  Below are lists of reported found parts for each type.&lt;br /&gt;
&lt;br /&gt;
===Heads===&lt;br /&gt;
* a caged brass head&lt;br /&gt;
* a glowing-eyed kelyn head&lt;br /&gt;
* a grated steel head&lt;br /&gt;
* a horned urglaes head&lt;br /&gt;
* a massive iron head&lt;br /&gt;
* a massive-jawed cast iron head&lt;br /&gt;
* a mossy iron head&lt;br /&gt;
* a ruby-eyed mithril head&lt;br /&gt;
* a shifting urnon head&lt;br /&gt;
* a square eonake head&lt;br /&gt;
* a veniom-eyed rolaren head&lt;br /&gt;
* a wide razern-mouthed head&lt;br /&gt;
* a winged eahnor head&lt;br /&gt;
* an enruned vaalorn head&lt;br /&gt;
* an internally burning head&lt;br /&gt;
* an inverted iron kettle head&lt;br /&gt;
* an inverted kelyn cauldron head&lt;br /&gt;
* an overturned iron pail head&lt;br /&gt;
* an upside-down chipped cup head&lt;br /&gt;
* an upside-down copper basin head&lt;br /&gt;
* an upturned steel bucket head&lt;br /&gt;
&lt;br /&gt;
===Arms===&lt;br /&gt;
* a brawny eonake arm&lt;br /&gt;
* a crystal-inset kelyn arm&lt;br /&gt;
* a gear-wheeled mechanized prong&lt;br /&gt;
* a gleaming eahnor arm&lt;br /&gt;
* a hammer-fisted cast iron arm&lt;br /&gt;
* a hinged poleaxe arm&lt;br /&gt;
* a magnetic iron arm&lt;br /&gt;
* a moss-covered iron and stone arm&lt;br /&gt;
* a polished brass arm&lt;br /&gt;
* a runic mithril arm&lt;br /&gt;
* a steam-powered cylinder piston&lt;br /&gt;
* a strap-laden steel arm&lt;br /&gt;
* a veniom-runed rolaren arm&lt;br /&gt;
* an enruned vaalorn arm&lt;br /&gt;
* an exposed cog and wire arm&lt;br /&gt;
* an oily steel arm&lt;br /&gt;
* an oversized iron arm&lt;br /&gt;
&lt;br /&gt;
===Plates===&lt;br /&gt;
* some augmented vultite plates&lt;br /&gt;
* some bulky faenor plates&lt;br /&gt;
* some golden plates&lt;br /&gt;
* some hammered mithril plates&lt;br /&gt;
* some heavy iron plates&lt;br /&gt;
* some intricate golvern plates&lt;br /&gt;
* some kelyn crystal-studded plates&lt;br /&gt;
* some malformed steel plates&lt;br /&gt;
* some marred silvery plates&lt;br /&gt;
* some oily steel plates&lt;br /&gt;
* some pitted cast iron plates&lt;br /&gt;
* some reflective eonake plates&lt;br /&gt;
* some reinforced rolaren plates&lt;br /&gt;
* some rust-cover iron plates&lt;br /&gt;
* some scuffed-up golden plates&lt;br /&gt;
* some shiny brass plates&lt;br /&gt;
* some vibrant veniom-traced plates&lt;br /&gt;
&lt;br /&gt;
===Gears===&lt;br /&gt;
* some bent alum gears&lt;br /&gt;
* some bevel rolaren gears&lt;br /&gt;
* some bright veniom gears&lt;br /&gt;
* some chaotic urnon gears&lt;br /&gt;
* some clunky cast iron gears&lt;br /&gt;
* some coraesine spiral gears&lt;br /&gt;
* some helical vaalorn gears&lt;br /&gt;
* some kelyn crystal-spoked gears&lt;br /&gt;
* some large iron gears&lt;br /&gt;
* some mismatched steel gears&lt;br /&gt;
* some oily steel gears&lt;br /&gt;
* some radiant brass gears&lt;br /&gt;
* some rolaren bevel gears&lt;br /&gt;
* some rusty iron gears&lt;br /&gt;
* some spiral mithril gears&lt;br /&gt;
* some spurred copper gears&lt;br /&gt;
* some vaalorn helical gears&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
* a circular steel-plated tread&lt;br /&gt;
* a crystal-inset kelyn leg&lt;br /&gt;
* a gleaming eahnor leg&lt;br /&gt;
* a massive cast iron leg&lt;br /&gt;
* a moss-covered iron and stone leg&lt;br /&gt;
* a polished brass leg&lt;br /&gt;
* a runic mithril leg&lt;br /&gt;
* a strap-laden steel leg&lt;br /&gt;
* a triangular steel-plated tread&lt;br /&gt;
* a veniom-runed rolaren leg&lt;br /&gt;
* an enruned vaalorn leg&lt;br /&gt;
* an exposed cog and wire leg&lt;br /&gt;
* an oily steel leg&lt;br /&gt;
* an oversized iron leg&lt;br /&gt;
&lt;br /&gt;
[[Category:Duskruin collectible items]]&lt;br /&gt;
[[Category:2024 - Year of the Clockwerke Devices]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Clockwerke_Golem/List_of_golem_pet_parts&amp;diff=214616</id>
		<title>Clockwerke Golem/List of golem pet parts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Clockwerke_Golem/List_of_golem_pet_parts&amp;diff=214616"/>
		<updated>2024-02-25T13:25:16Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: /* Heads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The February 2024 [[Duskruin]] run introduced golem pets as part of the [[:Category:2024 - Year of the Clockwerke Devices|Year of Clockwerke Devices]].  Golem pets will not be able to be completed until the August 2024 Duskruin run.  Golem pets require assembly, starting with a chassis (obtained via [[SimuCoin|Battle Vault]]), adding specific types of parts found in [[Duskruin Arena]] and [[Bloodriven Sewers]], and finishing with a to-be-announced process in August.&lt;br /&gt;
&lt;br /&gt;
The golem chassis requires one head, two arms, a set of plates, a set of gears, and two legs to assembly, plus a motor which will not be available until August.  Below are lists of reported found parts for each type.&lt;br /&gt;
&lt;br /&gt;
===Heads===&lt;br /&gt;
* a caged brass head&lt;br /&gt;
* a glowing-eyed kelyn head&lt;br /&gt;
* a grated steel head&lt;br /&gt;
* a horned urglaes head&lt;br /&gt;
* a massive iron head&lt;br /&gt;
* a massive-jawed cast iron head&lt;br /&gt;
* a mossy iron head&lt;br /&gt;
* a ruby-eyed mithril head&lt;br /&gt;
* a shifting urnon head&lt;br /&gt;
* a square eonake head&lt;br /&gt;
* a veniom-eyed rolaren head&lt;br /&gt;
* a wide razern-mouthed head&lt;br /&gt;
* a winged eahnor head&lt;br /&gt;
* an enruned vaalorn head&lt;br /&gt;
* an internally burning head&lt;br /&gt;
* an inverted iron kettle head&lt;br /&gt;
* an inverted kelyn cauldron head&lt;br /&gt;
* an overturned iron pail head&lt;br /&gt;
* an upside-down chipped cup head&lt;br /&gt;
* an upside-down copper basin head&lt;br /&gt;
* an upturned steel bucket head&lt;br /&gt;
&lt;br /&gt;
===Arms===&lt;br /&gt;
* a brawny eonake arm&lt;br /&gt;
* a crystal-inset kelyn arm&lt;br /&gt;
* a gear-wheeled mechanized prong&lt;br /&gt;
* a gleaming eahnor arm&lt;br /&gt;
* a hammer-fisted cast iron arm&lt;br /&gt;
* a hinged poleaxe arm&lt;br /&gt;
* a magnetic iron arm&lt;br /&gt;
* a moss-covered iron and stone arm&lt;br /&gt;
* a polished brass arm&lt;br /&gt;
* a runic mithril arm&lt;br /&gt;
* a steam-powered cylinder piston&lt;br /&gt;
* a strap-laden steel arm&lt;br /&gt;
* a veniom-runed rolaren arm&lt;br /&gt;
* an enruned vaalorn arm&lt;br /&gt;
* an exposed cog and wire arm&lt;br /&gt;
* an oily steel arm&lt;br /&gt;
* an oversized iron arm&lt;br /&gt;
&lt;br /&gt;
===Plates===&lt;br /&gt;
* some augmented vultite plates&lt;br /&gt;
* some bulky faenor plates&lt;br /&gt;
* some golden plates&lt;br /&gt;
* some hammered mithril plates&lt;br /&gt;
* some heavy iron plates&lt;br /&gt;
* some intricate golvern plates&lt;br /&gt;
* some kelyn crystal-studded plates&lt;br /&gt;
* some malformed steel plates&lt;br /&gt;
* some marred silvery plates&lt;br /&gt;
* some oily steel plates&lt;br /&gt;
* some pitted cast iron plates&lt;br /&gt;
* some reinforced rolaren plates&lt;br /&gt;
* some rust-cover iron plates&lt;br /&gt;
* some scuffed-up golden plates&lt;br /&gt;
* some shiny brass plates&lt;br /&gt;
* some vibrant veniom-traced plates&lt;br /&gt;
&lt;br /&gt;
===Gears===&lt;br /&gt;
* some bent alum gears&lt;br /&gt;
* some bevel rolaren gears&lt;br /&gt;
* some bright veniom gears&lt;br /&gt;
* some chaotic urnon gears&lt;br /&gt;
* some clunky cast iron gears&lt;br /&gt;
* some coraesine spiral gears&lt;br /&gt;
* some helical vaalorn gears&lt;br /&gt;
* some kelyn crystal-spoked gears&lt;br /&gt;
* some large iron gears&lt;br /&gt;
* some mismatched steel gears&lt;br /&gt;
* some oily steel gears&lt;br /&gt;
* some radiant brass gears&lt;br /&gt;
* some rolaren bevel gears&lt;br /&gt;
* some rusty iron gears&lt;br /&gt;
* some spiral mithril gears&lt;br /&gt;
* some spurred copper gears&lt;br /&gt;
* some vaalorn helical gears&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
* a circular steel-plated tread&lt;br /&gt;
* a crystal-inset kelyn leg&lt;br /&gt;
* a gleaming eahnor leg&lt;br /&gt;
* a massive cast iron leg&lt;br /&gt;
* a moss-covered iron and stone leg&lt;br /&gt;
* a polished brass leg&lt;br /&gt;
* a runic mithril leg&lt;br /&gt;
* a strap-laden steel leg&lt;br /&gt;
* a triangular steel-plated tread&lt;br /&gt;
* a veniom-runed rolaren leg&lt;br /&gt;
* an enruned vaalorn leg&lt;br /&gt;
* an exposed cog and wire leg&lt;br /&gt;
* an oily steel leg&lt;br /&gt;
* an oversized iron leg&lt;br /&gt;
&lt;br /&gt;
[[Category:Duskruin collectible items]]&lt;br /&gt;
[[Category:2024 - Year of the Clockwerke Devices]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=142399</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=142399"/>
		<updated>2020-12-23T14:05:49Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------------------|&lt;br /&gt;
          | Beginning Bonus | Test Diff  | Calc Diff  |&lt;br /&gt;
          --------------------------------------------|&lt;br /&gt;
          |         0       |      -0    |      -0    |      &lt;br /&gt;
          |         5       |      -1    |      -1    |&lt;br /&gt;
          |         8       |      -3    |      -5    |&lt;br /&gt;
          |        10       |      -7    |      -9    |&lt;br /&gt;
          |        12       |     -13    |      -13   |&lt;br /&gt;
          |        15       |     -21    |      -21   |&lt;br /&gt;
          |        17       |     -27    |      -28   |&lt;br /&gt;
          |        18       |     -32    |      -32   |&lt;br /&gt;
          |        20       |     -40    |      -40   |&lt;br /&gt;
          |        22       |     -48    |      -49   |&lt;br /&gt;
          |        25       |     -63    |      -64   |&lt;br /&gt;
          |        30       |     -93    |      -93   |&lt;br /&gt;
          |        35       |    -128    |     -128   |&lt;br /&gt;
          |        40       |            |     -169   |&lt;br /&gt;
          |        45       |            |     -215   |&lt;br /&gt;
          |        49       |            |     -256   |      &lt;br /&gt;
          ---------------------------------------------&lt;br /&gt;
          &lt;br /&gt;
          The growth seems to follow (very closely) the formula: trunc((Starting enchant - 1) / 3) ^ 2)&lt;br /&gt;
          Supposedly this was GM released but I do not have the source.&lt;br /&gt;
&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhancive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
    &lt;br /&gt;
          You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once&lt;br /&gt;
          you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:&lt;br /&gt;
&lt;br /&gt;
          level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2&lt;br /&gt;
           or&lt;br /&gt;
          level = (((Bonus² / 2) + (Bonus / 2)) * Tier / 5) - 0.2&lt;br /&gt;
&lt;br /&gt;
          So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6&lt;br /&gt;
                                                     or: ((3² / 2 + 3 / 2) * 4 / 5) - 0.2 = 4.6&lt;br /&gt;
    &lt;br /&gt;
          As a side note, level requirements for jewelry uses the same tiers and formula with the exception that the divisor is 3 instead of 5.&lt;br /&gt;
          Adventure Guild Badge recharge costs are also based on this chart using a divisor of 5, the cost is: ROUNDUP(level requirement) * 400&lt;br /&gt;
          Other recharge costs are likely also based on this with different multipliers and divisors.&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion       |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring **    |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity           | 15 * Tier |&lt;br /&gt;
          | Mana flare       | 20 * Mana |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal. &lt;br /&gt;
      &lt;br /&gt;
          ** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. It was confirmed that inherent weapon &lt;br /&gt;
          flares/sanctification/properties do not individually add to the difficulty. This is included in the&lt;br /&gt;
          materials base difficulty.&lt;br /&gt;
          [http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/thread/1931710?get_newest=true -Forum Post-]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=142398</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=142398"/>
		<updated>2020-12-23T14:05:01Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------------------|&lt;br /&gt;
          | Beginning Bonus | Test Diff  | Calc Diff  |&lt;br /&gt;
          --------------------------------------------|&lt;br /&gt;
          |         0       |      -0    |      -0    |      &lt;br /&gt;
          |         5       |      -1    |      -1    |&lt;br /&gt;
          |         8       |      -3    |      -5    |&lt;br /&gt;
          |        10       |      -7    |      -9    |&lt;br /&gt;
          |        12       |     -13    |      -13   |&lt;br /&gt;
          |        15       |     -21    |      -21   |&lt;br /&gt;
          |        17       |     -27    |      -28   |&lt;br /&gt;
          |        18       |     -32    |      -32   |&lt;br /&gt;
          |        20       |     -40    |      -40   |&lt;br /&gt;
          |        22       |     -48    |      -49   |&lt;br /&gt;
          |        25       |     -63    |      -64   |&lt;br /&gt;
          |        30       |     -93    |      -93   |&lt;br /&gt;
          |        35       |    -128    |     -128   |&lt;br /&gt;
          |        40       |            |     -169   |&lt;br /&gt;
          |        45       |            |     -215   |&lt;br /&gt;
          |        49       |            |     -256   |      &lt;br /&gt;
          ---------------------------------------------&lt;br /&gt;
          &lt;br /&gt;
          The growth seems to follow (very closely) the formula: trunc((Starting enchant - 1) / 3) ^ 2)&lt;br /&gt;
&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhancive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
    &lt;br /&gt;
          You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once&lt;br /&gt;
          you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:&lt;br /&gt;
&lt;br /&gt;
          level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2&lt;br /&gt;
           or&lt;br /&gt;
          level = (((Bonus² / 2) + (Bonus / 2)) * Tier / 5) - 0.2&lt;br /&gt;
&lt;br /&gt;
          So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6&lt;br /&gt;
                                                     or: ((3² / 2 + 3 / 2) * 4 / 5) - 0.2 = 4.6&lt;br /&gt;
    &lt;br /&gt;
          As a side note, level requirements for jewelry uses the same tiers and formula with the exception that the divisor is 3 instead of 5.&lt;br /&gt;
          Adventure Guild Badge recharge costs are also based on this chart using a divisor of 5, the cost is: ROUNDUP(level requirement) * 400&lt;br /&gt;
          Other recharge costs are likely also based on this with different multipliers and divisors.&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion       |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring **    |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity           | 15 * Tier |&lt;br /&gt;
          | Mana flare       | 20 * Mana |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal. &lt;br /&gt;
      &lt;br /&gt;
          ** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. It was confirmed that inherent weapon &lt;br /&gt;
          flares/sanctification/properties do not individually add to the difficulty. This is included in the&lt;br /&gt;
          materials base difficulty.&lt;br /&gt;
          [http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/thread/1931710?get_newest=true -Forum Post-]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=142397</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=142397"/>
		<updated>2020-12-23T13:46:33Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The growth seems to follow the formula trunc((Starting enchant - 1) / 3) ^ 2)&lt;br /&gt;
&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhancive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
    &lt;br /&gt;
          You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once&lt;br /&gt;
          you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:&lt;br /&gt;
&lt;br /&gt;
          level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2&lt;br /&gt;
           or&lt;br /&gt;
          level = (((Bonus² / 2) + (Bonus / 2)) * Tier / 5) - 0.2&lt;br /&gt;
&lt;br /&gt;
          So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6&lt;br /&gt;
                                                     or: ((3² / 2 + 3 / 2) * 4 / 5) - 0.2 = 4.6&lt;br /&gt;
    &lt;br /&gt;
          As a side note, level requirements for jewelry uses the same tiers and formula with the exception that the divisor is 3 instead of 5.&lt;br /&gt;
          Adventure Guild Badge recharge costs are also based on this chart using a divisor of 5, the cost is: ROUNDUP(level requirement) * 400&lt;br /&gt;
          Other recharge costs are likely also based on this with different multipliers and divisors.&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion       |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 15 * Tier |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. It was confirmed that inherent weapon &lt;br /&gt;
          flares/sanctification/properties do not individually add to the difficulty. This is included in the&lt;br /&gt;
          materials base difficulty.&lt;br /&gt;
          [http://www.example.com link title]http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/thread/1931710?get_newest=true&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mage_Armor_(520)&amp;diff=131026</id>
		<title>Mage Armor (520)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mage_Armor_(520)&amp;diff=131026"/>
		<updated>2020-04-20T14:56:05Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: /* Fire Aspect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spellbox start}}&lt;br /&gt;
{{defensive_spell&lt;br /&gt;
 |mnemonic = MAGEARMOR&lt;br /&gt;
 |base_dur = 1200 sec&lt;br /&gt;
 |add_dur = 60 sec per [[Major Elemental]] rank&lt;br /&gt;
 |span = [[Stackable]]}}&lt;br /&gt;
{{defensive spell enhancement&lt;br /&gt;
 |type = Special&lt;br /&gt;
 |availability = [[Self-cast]]}}&lt;br /&gt;
{{spellbox middle}}&lt;br /&gt;
{{Major elemental navigation}}&lt;br /&gt;
{{spellbox end}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Mage Armor&#039;&#039;&#039; manipulates the elemental forces within a [[wizard]]&#039;s body, forming a layer of elemental energy that shifts with their movements. This self-cast spell provides additional protection from physical attacks in the form of [[critical padding]].&lt;br /&gt;
&lt;br /&gt;
The base amount of padding for native casters is &amp;quot;somewhat&amp;quot; (5 effective combat points&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;&amp;amp;dagger;&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;) at 20 [[Major Elemental]] ranks, increasing every 15 [[Major Elemental]] ranks to a maximum of &amp;quot;heavy&amp;quot; (10 points) at 95 ranks.  Non-native casters can only achieve light critical padding (2 points) with this spell, and elemental aspects are not available to non-native casters.  (The padding table is available in the [[#Earth Aspect|Earth Aspect section]] below.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;&amp;amp;dagger;&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; In August 2017, the padding system changed to a system that ranged from 0-5000, but the old values remained valid as breakpoints for combat effectiveness.  Thus, the old values are used throughout this article for readability.&lt;br /&gt;
:{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=right|Major Elemental ranks||20||35||50||65||80||95&lt;br /&gt;
|-&lt;br /&gt;
|align=right style=&amp;quot;white-space:nowrap&amp;quot;|Critical padding&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;&amp;amp;dagger;&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; added (always available)||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|align=left colspan=7|&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; &#039;&#039;Combat effectiveness numbers used.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The critical padding provided by this spell and its aspects stack with other forms of padding.&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
The armor can be further enhanced by focusing on specific elements to further shore up defenses via{{boldmono| CAST &amp;lt;Element&amp;gt;}}.  Focusing on an element will produce additional defenses based on lore training in the respective Elemental Lore.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot;|Aspect || Base Benefit &lt;br /&gt;
|-&lt;br /&gt;
![[#Fire Aspect|Fire]] &lt;br /&gt;
|Physical or [[bolt]] attacks have a chance to add a fire flare &lt;br /&gt;
|-&lt;br /&gt;
![[#Water Aspect|Water]] &lt;br /&gt;
|Boosts the mage&#039;s defenses against dispel attacks with a chance to negate one dispel every 30 seconds&lt;br /&gt;
|-&lt;br /&gt;
![[#Earth Aspect|Earth]]&lt;br /&gt;
|When the mage is stunned: Provides an additional &amp;quot;somewhat&amp;quot; level of critical padding on top of base padding&lt;br /&gt;
|-&lt;br /&gt;
![[#Air Aspect|Air]] &lt;br /&gt;
|Increases mage&#039;s carrying capacity by 10 pounds&lt;br /&gt;
|-&lt;br /&gt;
![[#Lightning Aspect|Lightning]] &lt;br /&gt;
|When the mage becomes stunned: Provides a chance to stun all enemies in the room for 2 rounds, 30 second cooldown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mana Cost===&lt;br /&gt;
Wizards can access all aspects of the spell regardless of lore training, but if they are under-trained in a lore (under 20 ranks) and are not using an aspect that matches their attunement, there is a penalty of additional mana cost.  Every rank below 20 that the wizard is trained in an aspect&#039;s corresponding Elemental Lore will result in the spell costing an additional 4 mana to cast when activating that aspect, capped at 99 mana.  This penalty will only be assessed on the very first cast of Mage Armor and when switching aspects.  Once an aspect is active, increasing the duration of the spell will not apply the penalty.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Lore Benefits===&lt;br /&gt;
====Fire Aspect====&lt;br /&gt;
&lt;br /&gt;
Focusing on fire allows the mage to add a standard fire flare to any attack. The base benefit of this aspect is a 5% chance for a flare per attack. The probability of flares can be increased through [[Elemental Lore, Fire]] training on a seed 6 [[summation]] of ranks. The maximum benefit of this aspect is a 22% chance for a flare at 238 ranks. Additionally, every 50 ranks of fire lore provides a flat 17% chance for a follow-up flare. It is therefore possible, through dedicated training and extraordinary luck, to have six flares on a single attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=Fire Lore Bonus /&amp;gt;&lt;br /&gt;
:{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+&#039;&#039;&#039;Fire Flares&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=right style=&amp;quot;white-space:nowrap&amp;quot;|Elemental Lore, Fire ranks||0||6||13||21||30||40||51||63||76&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Probability for flare (in percentage points)||5||6||7||8||9||10||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=10|&lt;br /&gt;
|-&lt;br /&gt;
!align=right|Elemental Lore, Fire ranks||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Probability for flare (in percentage points)||14||15||16||17||18||19||20||21||22&lt;br /&gt;
|}&amp;lt;section end=Fire Lore Bonus /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Water Aspect====&lt;br /&gt;
Focusing on water will allow a mage to attempt to negate dispelling attacks.  The base benefit of this aspect is the negation of one dispel every 30 seconds and the attempt is subject to a hidden roll with undisclosed success factors.&lt;br /&gt;
&lt;br /&gt;
Training in [[Elemental Lore, Water]] will reduce the 30 second cooldown one additional second based on a seed 1 [[summation]] of ranks.  The maximum benefit of this aspect is a 21 second reduction, to a minimum of 9 seconds, obtained at 231 Water Lore ranks.&lt;br /&gt;
&amp;lt;section begin=Water Lore Bonus/&amp;gt;&lt;br /&gt;
:{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+&#039;&#039;&#039;Dispel Nullification Cooldown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=right style=&amp;quot;white-space:nowrap&amp;quot;|Elemental Lore, Water ranks||0||1||3||6||10||15||21||28||36||45||55&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Dispel Cooldown (in seconds)||30||29||28||27||26||25||24||23||22||21||20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=12|&lt;br /&gt;
|-&lt;br /&gt;
!align=right|Elemental Lore, Water ranks||66||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Dispel Cooldown (in seconds)||19||18||17||16||15||14||13||12||11||10||9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Water Lore Bonus/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Earth Aspect==== &lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Padding}}&lt;br /&gt;
|}&lt;br /&gt;
Focusing on earth will allow the mage to be protected by a layer of stone when [[stunned]].  The base benefit of Earth Aspect starts at 5 additional points (somewhat), which is added to the base spell benefit (somewhat, also 5 points), for a total of 10 points (heavy padding).  &lt;br /&gt;
&lt;br /&gt;
Training in [[Elemental Lore, Earth]] increases the critical padding provided based on a seed 3 [[summation]] of ranks.  This benefit stacks with the base benefit of the spell, so a stunned mage with 95 Major Elemental ranks (10 base points) could potentially see phenomenal levels of critical padding (31) at 168 Earth Lore ranks. &lt;br /&gt;
&amp;lt;section begin=Earth Lore Bonus/&amp;gt;&lt;br /&gt;
:{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+&#039;&#039;&#039;Critical Padding Benefit&lt;br /&gt;
|-&lt;br /&gt;
!align=right|Elemental Lore, Earth ranks||0||3||7||12||18||25||33||42||52||63||75&lt;br /&gt;
|-&lt;br /&gt;
|align=right style=&amp;quot;white-space:nowrap&amp;quot;|Total padding&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;&amp;amp;dagger;&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; while stunned (20 MjE ranks)||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total padding while stunned (95 MjE ranks)||15||16||17||18||19||20||21||22||23||24||25&lt;br /&gt;
|-&lt;br /&gt;
|colspan=12|&lt;br /&gt;
|-&lt;br /&gt;
!align=right colspan=2|Elemental Lore, Earth ranks||88||102||117||133||150||168||187||207||228||250&lt;br /&gt;
|-&lt;br /&gt;
|align=right colspan=2|Total padding while stunned (20 MjE ranks)||21||22||23||24||25||26||27||28||29||30&lt;br /&gt;
|-&lt;br /&gt;
|align=right colspan=2|Total padding while stunned (95 MjE ranks)||26||27||28||29||30||31||32||33||34||35&lt;br /&gt;
|-&lt;br /&gt;
|align=left colspan=12|&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; &#039;&#039;Combat effectiveness numbers used.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Earth Lore Bonus/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Air Aspect==== &lt;br /&gt;
Focusing on air allows the mage to increase his carrying capacity (CC).  The base benefit of this aspect is an extra 10 pounds of CC.&lt;br /&gt;
  &lt;br /&gt;
Training in [[Elemental Lore, Air]] will increase the CC bonus based on a seed 1 [[summation]] of ranks.  The maximum benefit of this aspect is 31 lbs at 231 Air Lore ranks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=Air Lore Bonus/&amp;gt;&lt;br /&gt;
:{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+&#039;&#039;&#039;Carrying Capacity Increase&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=right|Elemental Lore, Air ranks||0||1||3||6||10||15||21||28||36||45||55&lt;br /&gt;
|-&lt;br /&gt;
|align=right style=&amp;quot;white-space:nowrap&amp;quot;|Carrying Capacity Increase (in lbs)||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=12|&lt;br /&gt;
|-&lt;br /&gt;
!align=right|Elemental Lore, Air ranks||66||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Carrying Capacity Increase (in lbs)||21||22||23||24||25||26||27||28||29||30||31&lt;br /&gt;
|}&amp;lt;section end=Air Lore Bonus/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lightning Aspect====&lt;br /&gt;
Focusing on lightning allows the mage to attempt to AoE stun all enemies in the room for two rounds every 30 seconds when the mage becomes stunned. This attempt is subject to a hidden roll with undisclosed success factors.&lt;br /&gt;
&lt;br /&gt;
Training in [[Elemental Lore, Air]] and [[Elemental Lore, Water]] will reduce the 30 second cooldown one additional second based on a seed 3 [[summation]] of combined ranks. The maximum benefit of this aspect is a 20 second reduction, or a 10 second cooldown at 250 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+&#039;&#039;&#039;AoE Stun Cooldown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=right style=&amp;quot;white-space:nowrap&amp;quot;|Combined Elemental Lore, Water/Air ranks||0||3||7||12||18||25||33||42||52||63||75&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Stun Cooldown (in seconds)||30||29||28||27||26||25||24||23||22||21||20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=12|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 align=right|Combined Elemental Lore, Water/Air ranks||88||102||117||133||150||168||187||207||228||250&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=right|Stun Cooldown (in seconds)||19||18||17||16||15||14||13||12||11||10&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2|Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;A layer of raw elemental energy forms around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2|Expiration&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;The layer of raw elemental energy surrounding you dissipates.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2|Fire Aspect&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;As you shift the focus to fire, the energy surrounding you ignites and bursts into illusionary flames!&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=3|Water Aspect&lt;br /&gt;
! Initiation&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;As you shift the focus to water, liquid pools around you as it begins to deliquesce from the surroundings.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Success&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;The raw elemental energy surrounding you takes on a watery look as it absorbs the magic.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Failure&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;The raw elemental energy surrounding you takes on a watery look as it attempts to absorb the magic.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2|Earth Aspect&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;As you shift the focus to earth, hard matter siphons from the local environs overlaying your skin with a thin layer of stone.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2|Air Aspect&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;As you shift the focus to air, the elemental energy channels into the space around you creating a spiraling gale that quickly tapers off into a stable vortex of wind.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2|Lightning Aspect&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;As you shift the focus to lightning, water and air cascade into a field of mana creating an unstable discharge of electrical energy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=128074</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=128074"/>
		<updated>2020-01-21T21:08:17Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: /* Functional Item Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&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;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#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 +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
&lt;br /&gt;
====Gathering====&lt;br /&gt;
&lt;br /&gt;
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.&lt;br /&gt;
&lt;br /&gt;
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player&#039;s level.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.&lt;br /&gt;
&lt;br /&gt;
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard&#039;s level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard&#039;s the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.&lt;br /&gt;
&lt;br /&gt;
As a wizard&#039;s static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.&lt;br /&gt;
&lt;br /&gt;
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel a (AMOUNT) accumulation of static essence around you.&amp;lt;/pre&amp;gt;&lt;br /&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;
! Amount Description||% of Pool Accumulated&lt;br /&gt;
|- &lt;br /&gt;
| faint||1-9%&lt;br /&gt;
|-&lt;br /&gt;
| weak ||10-24%&lt;br /&gt;
|-&lt;br /&gt;
| growing ||25-49%&lt;br /&gt;
|-&lt;br /&gt;
| moderate ||50-74%&lt;br /&gt;
|-&lt;br /&gt;
| significant ||75-89%&lt;br /&gt;
|-&lt;br /&gt;
| strong ||90-94%&lt;br /&gt;
|-&lt;br /&gt;
| saturated ||95-100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Converting====&lt;br /&gt;
&lt;br /&gt;
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.&lt;br /&gt;
&lt;br /&gt;
The wizard&#039;s Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Static Essence Gained Per Mana Pulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;% of Essence Pulse Absorbed When Not on a Natural Mana Node&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||100&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||200&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||300&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||400&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||500&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||600&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||700&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||800&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||1000&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||1100&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||1200&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||1300&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||1400&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||1500&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||1600&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||1700&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||1800&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||1900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||2000&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||2100&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||2200&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||2300&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||2400&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||4800&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||7200&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||9600&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||12000&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||14400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||16800&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||19200&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||21600&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||24000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||26400&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||28800&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||31200&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||33600&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||36000&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||38400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||40800&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||43200&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||45600&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||48000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||50400&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||52800&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||55200&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||57600&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||60000&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||62400&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 3500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 6000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 8500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 11000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 48000 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 108000 || 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 168000 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 228000 || 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 288000 || 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 4500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 10500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 19000 || 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 30000 || 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 78000 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 186000 || 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 354000 || 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 582000 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 870000 || 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&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 unlocking the item for enchantment.&lt;br /&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 astoundingly good attempt!||100+ ([[Open roll]])&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;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;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;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&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;
 |[[Resistance]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]]&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Difficulty Chart===&lt;br /&gt;
{{#section:Material|material chart}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staff || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -270 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weighting/Padding Difficulty===&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to [[Channel]]ing the Enchant spell.&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.&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 potion required is the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&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.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Coraesine|Coraesine Weapons]]&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&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;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&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;
*[[User:ZHEPHEN|Zhephen&#039;s Enchant (925) Research Notes]]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=126681</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=126681"/>
		<updated>2019-12-06T19:50:41Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: /* Pre-Temper Potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&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;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#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 +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
&lt;br /&gt;
====Gathering====&lt;br /&gt;
&lt;br /&gt;
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.&lt;br /&gt;
&lt;br /&gt;
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player&#039;s level.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.&lt;br /&gt;
&lt;br /&gt;
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard&#039;s level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard&#039;s the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.&lt;br /&gt;
&lt;br /&gt;
As a wizard&#039;s static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.&lt;br /&gt;
&lt;br /&gt;
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel a (AMOUNT) accumulation of static essence around you.&amp;lt;/pre&amp;gt;&lt;br /&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;
! Amount Description||% of Pool Accumulated&lt;br /&gt;
|- &lt;br /&gt;
| faint||1-9%&lt;br /&gt;
|-&lt;br /&gt;
| weak ||10-24%&lt;br /&gt;
|-&lt;br /&gt;
| growing ||25-49%&lt;br /&gt;
|-&lt;br /&gt;
| moderate ||50-74%&lt;br /&gt;
|-&lt;br /&gt;
| significant ||75-89%&lt;br /&gt;
|-&lt;br /&gt;
| strong ||90-94%&lt;br /&gt;
|-&lt;br /&gt;
| saturated ||95-100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Converting====&lt;br /&gt;
&lt;br /&gt;
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.&lt;br /&gt;
&lt;br /&gt;
The wizard&#039;s Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Static Essence Gained Per Mana Pulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;% of Essence Pulse Absorbed When Not on a Natural Mana Node&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||100&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||200&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||300&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||400&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||500&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||600&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||700&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||800&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||1000&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||1100&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||1200&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||1300&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||1400&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||1500&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||1600&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||1700&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||1800&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||1900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||2000&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||2100&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||2200&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||2300&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||2400&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||4800&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||7200&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||9600&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||12000&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||14400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||16800&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||19200&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||21600&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||24000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||26400&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||28800&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||31200&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||33600&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||36000&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||38400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||40800&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||43200&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||45600&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||48000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||50400&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||52800&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||55200&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||57600&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||60000&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||62400&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 3500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 6000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 8500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 11000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 48000 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 108000 || 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 168000 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 228000 || 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 288000 || 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 4500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 10500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 19000 || 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 30000 || 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 78000 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 186000 || 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 354000 || 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 582000 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 870000 || 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&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 unlocking the item for enchantment.&lt;br /&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 astoundingly good attempt!||100+ ([[Open roll]])&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;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;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;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&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;
 |[[Resistance]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]]&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Difficulty Chart===&lt;br /&gt;
{{#section:Material|material chart}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staff || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -270 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weighting/Padding Difficulty===&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to [[Channel]]ing the Enchant spell.&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.&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 potion required is the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&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.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Coraesine|Coraesine Weapons]]&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&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;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&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>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=126680</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=126680"/>
		<updated>2019-12-06T19:41:06Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: /* Enchant Unlocking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&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;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#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 +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
&lt;br /&gt;
====Gathering====&lt;br /&gt;
&lt;br /&gt;
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.&lt;br /&gt;
&lt;br /&gt;
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player&#039;s level.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.&lt;br /&gt;
&lt;br /&gt;
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard&#039;s level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard&#039;s the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.&lt;br /&gt;
&lt;br /&gt;
As a wizard&#039;s static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.&lt;br /&gt;
&lt;br /&gt;
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel a (AMOUNT) accumulation of static essence around you.&amp;lt;/pre&amp;gt;&lt;br /&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;
! Amount Description||% of Pool Accumulated&lt;br /&gt;
|- &lt;br /&gt;
| faint||1-9%&lt;br /&gt;
|-&lt;br /&gt;
| weak ||10-24%&lt;br /&gt;
|-&lt;br /&gt;
| growing ||25-49%&lt;br /&gt;
|-&lt;br /&gt;
| moderate ||50-74%&lt;br /&gt;
|-&lt;br /&gt;
| significant ||75-89%&lt;br /&gt;
|-&lt;br /&gt;
| strong ||90-94%&lt;br /&gt;
|-&lt;br /&gt;
| saturated ||95-100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Converting====&lt;br /&gt;
&lt;br /&gt;
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.&lt;br /&gt;
&lt;br /&gt;
The wizard&#039;s Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Static Essence Gained Per Mana Pulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;% of Essence Pulse Absorbed When Not on a Natural Mana Node&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||100&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||200&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||300&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||400&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||500&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||600&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||700&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||800&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||1000&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||1100&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||1200&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||1300&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||1400&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||1500&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||1600&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||1700&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||1800&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||1900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||2000&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||2100&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||2200&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||2300&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||2400&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||4800&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||7200&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||9600&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||12000&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||14400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||16800&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||19200&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||21600&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||24000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||26400&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||28800&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||31200&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||33600&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||36000&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||38400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||40800&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||43200&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||45600&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||48000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||50400&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||52800&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||55200&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||57600&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||60000&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||62400&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 3500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 6000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 8500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 11000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 48000 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 108000 || 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 168000 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 228000 || 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 288000 || 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 4500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 10500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 19000 || 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 30000 || 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 78000 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 186000 || 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 354000 || 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 582000 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 870000 || 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&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 unlocking the item for enchantment.&lt;br /&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 astoundingly good attempt!||100+ ([[Open roll]])&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;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;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;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&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;
 |[[Resistance]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]]&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Difficulty Chart===&lt;br /&gt;
{{#section:Material|material chart}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staff || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -270 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weighting/Padding Difficulty===&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.&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 potion required are [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&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.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Coraesine|Coraesine Weapons]]&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&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;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&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>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=126679</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=126679"/>
		<updated>2019-12-06T19:33:04Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: /* Success Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&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;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#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 +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
&lt;br /&gt;
====Gathering====&lt;br /&gt;
&lt;br /&gt;
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.&lt;br /&gt;
&lt;br /&gt;
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player&#039;s level.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.&lt;br /&gt;
&lt;br /&gt;
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard&#039;s level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard&#039;s the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.&lt;br /&gt;
&lt;br /&gt;
As a wizard&#039;s static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.&lt;br /&gt;
&lt;br /&gt;
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel a (AMOUNT) accumulation of static essence around you.&amp;lt;/pre&amp;gt;&lt;br /&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;
! Amount Description||% of Pool Accumulated&lt;br /&gt;
|- &lt;br /&gt;
| faint||1-9%&lt;br /&gt;
|-&lt;br /&gt;
| weak ||10-24%&lt;br /&gt;
|-&lt;br /&gt;
| growing ||25-49%&lt;br /&gt;
|-&lt;br /&gt;
| moderate ||50-74%&lt;br /&gt;
|-&lt;br /&gt;
| significant ||75-89%&lt;br /&gt;
|-&lt;br /&gt;
| strong ||90-94%&lt;br /&gt;
|-&lt;br /&gt;
| saturated ||95-100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Converting====&lt;br /&gt;
&lt;br /&gt;
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.&lt;br /&gt;
&lt;br /&gt;
The wizard&#039;s Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Static Essence Gained Per Mana Pulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;% of Essence Pulse Absorbed When Not on a Natural Mana Node&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||100&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||200&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||300&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||400&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||500&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||600&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||700&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||800&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||1000&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||1100&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||1200&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||1300&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||1400&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||1500&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||1600&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||1700&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||1800&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||1900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||2000&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||2100&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||2200&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||2300&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||2400&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||4800&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||7200&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||9600&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||12000&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||14400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||16800&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||19200&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||21600&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||24000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||26400&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||28800&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||31200&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||33600&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||36000&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||38400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||40800&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||43200&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||45600&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||48000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||50400&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||52800&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||55200&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||57600&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||60000&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||62400&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 3500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 6000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 8500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 11000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 48000 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 108000 || 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 168000 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 228000 || 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 288000 || 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 4500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 10500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 19000 || 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 30000 || 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 78000 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 186000 || 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 354000 || 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 582000 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 870000 || 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&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 unlocking the item for enchantment.&lt;br /&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 astoundingly good attempt!||100+ ([[Open roll]])&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;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;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;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&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;
 |[[Resistance]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]]&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Difficulty Chart===&lt;br /&gt;
{{#section:Material|material chart}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staff || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -270 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weighting/Padding Difficulty===&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.&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 potion required are [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item. The item will remain unlocked until a successful CHANNEL of Enchant (925) has been performed.&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.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Coraesine|Coraesine Weapons]]&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&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;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&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>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116459</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116459"/>
		<updated>2019-05-28T14:22:53Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhacive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
    &lt;br /&gt;
          You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once&lt;br /&gt;
          you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:&lt;br /&gt;
&lt;br /&gt;
          level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2&lt;br /&gt;
           or&lt;br /&gt;
          level = (((Bonus² / 2) + (Bonus / 2)) * Tier / 5) - 0.2&lt;br /&gt;
&lt;br /&gt;
          So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6&lt;br /&gt;
                                                     or: ((3² / 2 + 3 / 2) * 4 / 5) - 0.2 = 4.6&lt;br /&gt;
    &lt;br /&gt;
          As a side note, level requirements for jewelry uses the same tiers and formula with the exception that the divisor is 3 instead of 5.&lt;br /&gt;
          Adventure Guild Badge recharge costs are also based on this chart using a divisor of 5, the cost is: ROUNDUP(level requirement) * 400&lt;br /&gt;
          Other recharge costs are likely also based on this with different multipliers and divisors.&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion       |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116458</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116458"/>
		<updated>2019-05-28T13:55:03Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhacive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
    &lt;br /&gt;
          You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once&lt;br /&gt;
          you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:&lt;br /&gt;
&lt;br /&gt;
          level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2&lt;br /&gt;
           or&lt;br /&gt;
          level = (((Bonus² / 2) + (Bonus / 2)) * Tier / 5) - 0.2&lt;br /&gt;
&lt;br /&gt;
          So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6&lt;br /&gt;
                                                     or: ((3² / 2 + 3 / 2) * 4 / 5) - 0.2 = 4.6&lt;br /&gt;
    &lt;br /&gt;
          As a side note, level requirements for jewelry uses the same tiers and formula with the exception that the divisor is 3 instead of 5.&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion       |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116423</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116423"/>
		<updated>2019-05-26T23:40:29Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhacive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
    &lt;br /&gt;
          You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once&lt;br /&gt;
          you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:&lt;br /&gt;
&lt;br /&gt;
          level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2&lt;br /&gt;
           or&lt;br /&gt;
          level = (((Bonus² / 2) + (Bonus / 2)) * Tier / 5) - 0.2&lt;br /&gt;
&lt;br /&gt;
          So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6&lt;br /&gt;
                                                     or: ((3² / 2 + 3 / 2) * 4 / 5) - 0.2 = 4.6&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion       |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116422</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116422"/>
		<updated>2019-05-26T23:36:53Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhacive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
    &lt;br /&gt;
          You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once&lt;br /&gt;
          you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:&lt;br /&gt;
&lt;br /&gt;
          level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2&lt;br /&gt;
           or&lt;br /&gt;
          level = (((Bonus² / 2) + (Bonus / 2)) * Tier / 5) - 0.2&lt;br /&gt;
&lt;br /&gt;
          So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion       |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116418</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116418"/>
		<updated>2019-05-26T13:38:15Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: Research into 925 (enchant) formula and property penalties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhacive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
    &lt;br /&gt;
          You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once&lt;br /&gt;
          you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:&lt;br /&gt;
&lt;br /&gt;
          level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2&lt;br /&gt;
&lt;br /&gt;
          So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion       |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116417</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116417"/>
		<updated>2019-05-26T13:36:39Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhacive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
    &lt;br /&gt;
          You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once&lt;br /&gt;
          you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:&lt;br /&gt;
&lt;br /&gt;
          level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2&lt;br /&gt;
&lt;br /&gt;
          So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116416</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116416"/>
		<updated>2019-05-26T11:42:54Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhacive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare, 200 in total&lt;br /&gt;
          &lt;br /&gt;
          Forest armor is 70, plus an additional 5 for the enhancive&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116402</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116402"/>
		<updated>2019-05-25T23:04:16Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhacive level requirement chart at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116401</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116401"/>
		<updated>2019-05-25T23:03:49Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties (Precise enhacive level requirement chat at bottom of page)&lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116400</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116400"/>
		<updated>2019-05-25T23:01:54Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties &lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116399</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116399"/>
		<updated>2019-05-25T23:01:30Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties &lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;br /&gt;
[[File:File:Zhephen_Enhancive_Tier_Level_Requirements.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116398</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116398"/>
		<updated>2019-05-25T23:00:34Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties &lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhacive_Tiers.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116397</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116397"/>
		<updated>2019-05-25T22:59:32Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties &lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen Enhancive Tiers.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116396</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116396"/>
		<updated>2019-05-25T22:58:09Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties &lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhancive_Tiers.PNG]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116395</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116395"/>
		<updated>2019-05-25T22:57:24Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties &lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;br /&gt;
&lt;br /&gt;
[[File:Zhephen_Enhancive_Tiers.png]]&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Zhephen_Enhacive_Tiers.PNG&amp;diff=116394</id>
		<title>File:Zhephen Enhacive Tiers.PNG</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Zhephen_Enhacive_Tiers.PNG&amp;diff=116394"/>
		<updated>2019-05-25T22:55:44Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Zhephen_Enhancive_Tier_Level_Requirements.PNG&amp;diff=116393</id>
		<title>File:Zhephen Enhancive Tier Level Requirements.PNG</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Zhephen_Enhancive_Tier_Level_Requirements.PNG&amp;diff=116393"/>
		<updated>2019-05-25T22:55:44Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116391</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116391"/>
		<updated>2019-05-25T22:27:34Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties &lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116390</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116390"/>
		<updated>2019-05-25T22:26:10Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties &lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
          The penalty is the sum of the unrounded level requirement for all enhancives one the equipment / 3. Then truncate the decimal.&lt;br /&gt;
      &lt;br /&gt;
          As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to&lt;br /&gt;
          get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you&lt;br /&gt;
          should only see a variance of +/-3 or so.&lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116389</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116389"/>
		<updated>2019-05-25T22:19:12Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
      &lt;br /&gt;
Enhancive Penalties &lt;br /&gt;
          &lt;br /&gt;
          I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.&lt;br /&gt;
          I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement&lt;br /&gt;
          formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.&lt;br /&gt;
    &lt;br /&gt;
     &lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116388</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116388"/>
		<updated>2019-05-25T14:19:10Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |     -27    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116387</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116387"/>
		<updated>2019-05-25T13:50:11Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
   &lt;br /&gt;
          Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare&lt;br /&gt;
          weapons to see if there is not additional penalties.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116386</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116386"/>
		<updated>2019-05-25T13:47:41Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |      -3    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        18       |     -32    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        22       |     -48    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116374</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116374"/>
		<updated>2019-05-24T16:33:30Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |     -13    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116329</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116329"/>
		<updated>2019-05-22T20:19:47Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          The difficulty curve is more in line with exponential growth,&lt;br /&gt;
          but there still seems to be additional determining factor(s).&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116327</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116327"/>
		<updated>2019-05-22T20:15:05Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116326</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116326"/>
		<updated>2019-05-22T20:13:57Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 I&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception of lore no longer being a factor.&lt;br /&gt;
Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         1       |            |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |            |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |            |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |            |&lt;br /&gt;
          |        18       |            |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        23       |            |&lt;br /&gt;
          |        24       |            |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        27       |            |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116325</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116325"/>
		<updated>2019-05-22T20:13:15Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 i&#039;ve begun redoing what I can. &lt;br /&gt;
All contributing factors are the same with the exception or no more lore bonus. Also of note&lt;br /&gt;
is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         1       |            |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |            |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |            |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |            |&lt;br /&gt;
          |        18       |            |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        23       |            |&lt;br /&gt;
          |        24       |            |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        27       |            |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116324</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116324"/>
		<updated>2019-05-22T20:12:43Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 i&#039;ve begun redoing what I can. All contributing factors are the same with the exception or no more lore bonus. Also of note&lt;br /&gt;
*** is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop&lt;br /&gt;
  &lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to 1x (level + 1)&lt;br /&gt;
                    +1 per rank, above 1x&lt;br /&gt;
          &lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |      -0    |&lt;br /&gt;
          |         1       |            |&lt;br /&gt;
          |         5       |      -1    |&lt;br /&gt;
          |         8       |            |&lt;br /&gt;
          |        10       |      -7    |&lt;br /&gt;
          |        12       |            |&lt;br /&gt;
          |        15       |     -21    |&lt;br /&gt;
          |        17       |            |&lt;br /&gt;
          |        18       |            |&lt;br /&gt;
          |        20       |     -40    |&lt;br /&gt;
          |        23       |            |&lt;br /&gt;
          |        24       |            |&lt;br /&gt;
          |        25       |     -63    |&lt;br /&gt;
          |        27       |            |&lt;br /&gt;
          |        30       |     -93    |&lt;br /&gt;
          |        35       |    -128    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          I do not have the means to test every point in between at this time. With the great reduction in&lt;br /&gt;
          base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base&lt;br /&gt;
          enchant penalties on the low enchant stuff.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
      &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116313</id>
		<title>User talk:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116313"/>
		<updated>2019-05-22T14:27:03Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m getting a different value for the base enchant difficulty. Assuming +1 per level, +2 per wizard rank up to level and +1 per stat bonus my results indicate that the base penalty is 20 less than your values. I tested +5 leather armor (-10 material mod) with a level 45 character with 25 wizard ranks, +30 LOG and +25 INT stat bonuses. Total bonus if level is +1 per is +150 (45 level + 50 spells + 55 stats). The 925 read was Very Difficult. I added 1 rank lore (5 skill), retested and the read remained V. DIFF. I then added 2 ranks EMC and the messaging changed to DIFFICULT BUT POSSIBLE (35%). With a total bonus of +152 the item difficulty was (152 - 35) = -117 but this includes the leather material penalty (-10). After adjusting for the material penalty the actual base penalty for the +5 item was -107. Your table is showing a penalty of -127.&lt;br /&gt;
&lt;br /&gt;
The test wss done at a table with no familiar present and no relevant skills other than the 1 rank of lore and 2 ranks of EMC added during the test. I&#039;ll try to do a bit more testing as time permits. Thanks for the fantastic work you&#039;ve done here! [[User:SPYRIDONM3|SPYRIDONM3]] ([[User talk:SPYRIDONM3|talk]]) 18:53, 21 May 2019 (CDT)&lt;br /&gt;
&lt;br /&gt;
== lvl as a factor ==&lt;br /&gt;
&lt;br /&gt;
I suspect something else is at play, level is the most difficult for me to prove out impact on. Prior to the anounced changes though, the skill contributions and stat bonuses were very repeatable, but my base number seemed strange, on a steel sword at lvl 80, 21 and 26 bonus respectively, -10 material mod, 25 ranks wizard it took 18 ranks emc to get to a 55% reading. or 80 + 47 + 50 + 9 = 186 - 10 - 55  = 121&lt;br /&gt;
&lt;br /&gt;
This leaves me to the conclusion that level inst so simple as +1 / per, or there is another factor not accounted for. Also if naos had rolled out his changes all ready at that moment, everything i got is currently invalid.&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116312</id>
		<title>User talk:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116312"/>
		<updated>2019-05-22T14:25:49Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: /* lvl as a factor */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m getting a different value for the base enchant difficulty. Assuming +1 per level, +2 per wizard rank up to level and +1 per stat bonus my results indicate that the base penalty is 20 less than your values. I tested +5 leather armor (-10 material mod) with a level 45 character with 25 wizard ranks, +30 LOG and +25 INT stat bonuses. Total bonus if level is +1 per is +150 (45 level + 50 spells + 55 stats). The 925 read was Very Difficult. I added 1 rank lore (5 skill), retested and the read remained V. DIFF. I then added 2 ranks EMC and the messaging changed to DIFFICULT BUT POSSIBLE (35%). With a total bonus of +152 the item difficulty was (152 - 35) = -117 but this includes the leather material penalty (-10). After adjusting for the material penalty the actual base penalty for the +5 item was -107. Your table is showing a penalty of -127.&lt;br /&gt;
&lt;br /&gt;
The test wss done at a table with no familiar present and no relevant skills other than the 1 rank of lore and 2 ranks of EMC added during the test. I&#039;ll try to do a bit more testing as time permits. Thanks for the fantastic work you&#039;ve done here! [[User:SPYRIDONM3|SPYRIDONM3]] ([[User talk:SPYRIDONM3|talk]]) 18:53, 21 May 2019 (CDT)&lt;br /&gt;
&lt;br /&gt;
== lvl as a factor ==&lt;br /&gt;
&lt;br /&gt;
I suspect something else is at play, level is the most difficult for me to prove out impact on. Prior to the anounced changes though, the skill contributions and stat bonuses were very repeatable, but my base number seemed strange, on a steel sword at lvl 80, 21 and 26 bonus respectively, -10 material mod, 25 ranks wizard it took 18 ranks emc to get to a 55% reading. or 80 + 47 + 50 + 9 = 186 - 10 - 55  = 121&lt;br /&gt;
&lt;br /&gt;
This leaves me to the conclusion that level inst so simple as +1 / per, or there is another factor not accounted for&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116311</id>
		<title>User talk:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116311"/>
		<updated>2019-05-22T14:25:33Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m getting a different value for the base enchant difficulty. Assuming +1 per level, +2 per wizard rank up to level and +1 per stat bonus my results indicate that the base penalty is 20 less than your values. I tested +5 leather armor (-10 material mod) with a level 45 character with 25 wizard ranks, +30 LOG and +25 INT stat bonuses. Total bonus if level is +1 per is +150 (45 level + 50 spells + 55 stats). The 925 read was Very Difficult. I added 1 rank lore (5 skill), retested and the read remained V. DIFF. I then added 2 ranks EMC and the messaging changed to DIFFICULT BUT POSSIBLE (35%). With a total bonus of +152 the item difficulty was (152 - 35) = -117 but this includes the leather material penalty (-10). After adjusting for the material penalty the actual base penalty for the +5 item was -107. Your table is showing a penalty of -127.&lt;br /&gt;
&lt;br /&gt;
The test wss done at a table with no familiar present and no relevant skills other than the 1 rank of lore and 2 ranks of EMC added during the test. I&#039;ll try to do a bit more testing as time permits. Thanks for the fantastic work you&#039;ve done here! [[User:SPYRIDONM3|SPYRIDONM3]] ([[User talk:SPYRIDONM3|talk]]) 18:53, 21 May 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116310</id>
		<title>User talk:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116310"/>
		<updated>2019-05-22T14:25:13Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m getting a different value for the base enchant difficulty. Assuming +1 per level, +2 per wizard rank up to level and +1 per stat bonus my results indicate that the base penalty is 20 less than your values. I tested +5 leather armor (-10 material mod) with a level 45 character with 25 wizard ranks, +30 LOG and +25 INT stat bonuses. Total bonus if level is +1 per is +150 (45 level + 50 spells + 55 stats). The 925 read was Very Difficult. I added 1 rank lore (5 skill), retested and the read remained V. DIFF. I then added 2 ranks EMC and the messaging changed to DIFFICULT BUT POSSIBLE (35%). With a total bonus of +152 the item difficulty was (152 - 35) = -117 but this includes the leather material penalty (-10). After adjusting for the material penalty the actual base penalty for the +5 item was -107. Your table is showing a penalty of -127.&lt;br /&gt;
&lt;br /&gt;
The test wss done at a table with no familiar present and no relevant skills other than the 1 rank of lore and 2 ranks of EMC added during the test. I&#039;ll try to do a bit more testing as time permits. Thanks for the fantastic work you&#039;ve done here! [[User:SPYRIDONM3|SPYRIDONM3]] ([[User talk:SPYRIDONM3|talk]]) 18:53, 21 May 2019 (CDT)&lt;br /&gt;
&lt;br /&gt;
I suspect something else is at play, level is the most difficult for me to prove out impact on. Prior to the anounced changes though, the skill contributions and stat bonuses were very repeatable, but my base number seemed strange, on a steel sword at lvl 80, 21 and 26 bonus respectively, -10 material mod, 25 ranks wizard it took 18 ranks emc to get to a 55% reading. or 80 + 47 + 50 + 9 = 186 - 10 - 55  = 121&lt;br /&gt;
&lt;br /&gt;
This leaves me to the conclusion that level inst so simple as +1 / per, or there is another factor not accounted for&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116309</id>
		<title>User talk:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116309"/>
		<updated>2019-05-22T14:25:06Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m getting a different value for the base enchant difficulty. Assuming +1 per level, +2 per wizard rank up to level and +1 per stat bonus my results indicate that the base penalty is 20 less than your values. I tested +5 leather armor (-10 material mod) with a level 45 character with 25 wizard ranks, +30 LOG and +25 INT stat bonuses. Total bonus if level is +1 per is +150 (45 level + 50 spells + 55 stats). The 925 read was Very Difficult. I added 1 rank lore (5 skill), retested and the read remained V. DIFF. I then added 2 ranks EMC and the messaging changed to DIFFICULT BUT POSSIBLE (35%). With a total bonus of +152 the item difficulty was (152 - 35) = -117 but this includes the leather material penalty (-10). After adjusting for the material penalty the actual base penalty for the +5 item was -107. Your table is showing a penalty of -127.&lt;br /&gt;
&lt;br /&gt;
The test wss done at a table with no familiar present and no relevant skills other than the 1 rank of lore and 2 ranks of EMC added during the test. I&#039;ll try to do a bit more testing as time permits. Thanks for the fantastic work you&#039;ve done here! [[User:SPYRIDONM3|SPYRIDONM3]] ([[User talk:SPYRIDONM3|talk]]) 18:53, 21 May 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116308</id>
		<title>User talk:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:ZHEPHEN&amp;diff=116308"/>
		<updated>2019-05-22T14:24:37Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m getting a different value for the base enchant difficulty. Assuming +1 per level, +2 per wizard rank up to level and +1 per stat bonus my results indicate that the base penalty is 20 less than your values. I tested +5 leather armor (-10 material mod) with a level 45 character with 25 wizard ranks, +30 LOG and +25 INT stat bonuses. Total bonus if level is +1 per is +150 (45 level + 50 spells + 55 stats). The 925 read was Very Difficult. I added 1 rank lore (5 skill), retested and the read remained V. DIFF. I then added 2 ranks EMC and the messaging changed to DIFFICULT BUT POSSIBLE (35%). With a total bonus of +152 the item difficulty was (152 - 35) = -117 but this includes the leather material penalty (-10). After adjusting for the material penalty the actual base penalty for the +5 item was -107. Your table is showing a penalty of -127.&lt;br /&gt;
&lt;br /&gt;
The test wss done at a table with no familiar present and no relevant skills other than the 1 rank of lore and 2 ranks of EMC added during the test. I&#039;ll try to do a bit more testing as time permits. Thanks for the fantastic work you&#039;ve done here! [[User:SPYRIDONM3|SPYRIDONM3]] ([[User talk:SPYRIDONM3|talk]]) 18:53, 21 May 2019 (CDT)&lt;br /&gt;
&lt;br /&gt;
I suspect something else is at play, level is the most difficult for me to prove out impact on. Prior to the anounced changes though, the skill contributions and stat bonuses were very repeatable, but my base number seemed strange, on a steel sword at lvl 80, 21 and 26 bonus respectively, -10 material mod, 25 ranks wizard it took 18 ranks emc to get to a 55% reading. or 80 + 47 + 50 + 9 = 186 - 10 - 55  = 121&lt;br /&gt;
&lt;br /&gt;
This leaves me to the conclusion that level inst so simple as +1 / per, or there is another factor not accounted for&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116307</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116307"/>
		<updated>2019-05-22T14:10:03Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** As of 5/22/2019 this has been depreciated until I can review it all ***&lt;br /&gt;
&lt;br /&gt;
My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) +  trunc(COMBINED lore bonuses/4)  + Wizard Spells + Familiar + Workshop&lt;br /&gt;
              &lt;br /&gt;
          [As soon as my current project is finished I plan to verify the impact of level on enchanting. 120 base just seems weird. At level * 2, that would make base 200]&lt;br /&gt;
          [Property penalties would not change if this is the case. Only base enchanting difficulty would by increasing by a flat 80]&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to level&lt;br /&gt;
                    +1 per rank above level&lt;br /&gt;
          Lores:    trunc (COMBINED skill bonuses / 4)&lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |    -121    |&lt;br /&gt;
          |         1       |    -122    |&lt;br /&gt;
          |         5       |    -127    |&lt;br /&gt;
          |         8       |    -134    |&lt;br /&gt;
          |        10       |    -139    |&lt;br /&gt;
          |        12       |    -146    |&lt;br /&gt;
          |        15       |    -157    |&lt;br /&gt;
          |        17       |    -166    |&lt;br /&gt;
          |        18       |    -171    |&lt;br /&gt;
          |        20       |    -181    |&lt;br /&gt;
          |        23       |    -197    |&lt;br /&gt;
          |        24       |    -203    |&lt;br /&gt;
          |        25       |    -209    |&lt;br /&gt;
          |        27       |    -223    |&lt;br /&gt;
          |        30       |    -244    |&lt;br /&gt;
          |        35       |    -284    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          Difficulty results seem to have a base difficulty of -121 and follow a pattern:&lt;br /&gt;
               -1.2 per +1 from +1 to +5&lt;br /&gt;
               -2.4 per +1 from +6 to +10&lt;br /&gt;
               -3.6 per +1 from +11 to +15&lt;br /&gt;
               -4.8 per +1 from +16 to +20&lt;br /&gt;
               -5.8 per +1 from +21 to +25&lt;br /&gt;
               -7.0 per +1 from +26 to +30&lt;br /&gt;
               -8.0 per +1 from +31 to +35&lt;br /&gt;
     &lt;br /&gt;
          I did observe a shift in this pattern at +25 where the increase from 20 to 25 was 2 less then expected.&lt;br /&gt;
          The beginning bonuses that are listed are ones I tested specifically.&lt;br /&gt;
          I do not have the means to test every point in between at this time.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
              &lt;br /&gt;
          I&#039;d still like to test 735, and acuity flairs. Maybe dabble in enhancives just to check for&lt;br /&gt;
          a possible simple increase.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          For lores, I did this while paying attention to ranks and combined bonuses. I found 40 ranks (140 bonus) of a &lt;br /&gt;
          single lore increased enchanting skill by the same margin as 13 ranks in 1 lore and 17 ranks in a second lore&lt;br /&gt;
          (combined 140 bonus). 8 ranks each in the two remaining lores produced another +20 to skill (an additional 80 &lt;br /&gt;
          bonus for a total bonus of 220)&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
    &lt;br /&gt;
          Lores:    For 1x combined&lt;br /&gt;
                       4.8/pt rank 1 to 10&lt;br /&gt;
                       6/pt rank 11 to 20&lt;br /&gt;
                       8/pt rank 21 to 30&lt;br /&gt;
                       12/pt rank 31 to 40&lt;br /&gt;
                       24/pt rank 41+&lt;br /&gt;
                    For 2x combined ranks just double those cost values&lt;br /&gt;
    &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116282</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116282"/>
		<updated>2019-05-21T23:22:33Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) +  trunc(COMBINED lore bonuses/4)  + Wizard Spells + Familiar + Workshop&lt;br /&gt;
              &lt;br /&gt;
          [As soon as my current project is finished I plan to verify the impact of level on enchanting. 120 base just seems weird. At level * 2, that would make base 200]&lt;br /&gt;
          [Property penalties would not change if this is the case. Only base enchanting difficulty would by increasing by a flat 80]&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to level&lt;br /&gt;
                    +1 per rank above level&lt;br /&gt;
          Lores:    trunc (COMBINED skill bonuses / 4)&lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |    -121    |&lt;br /&gt;
          |         1       |    -122    |&lt;br /&gt;
          |         5       |    -127    |&lt;br /&gt;
          |         8       |    -134    |&lt;br /&gt;
          |        10       |    -139    |&lt;br /&gt;
          |        12       |    -146    |&lt;br /&gt;
          |        15       |    -157    |&lt;br /&gt;
          |        17       |    -166    |&lt;br /&gt;
          |        18       |    -171    |&lt;br /&gt;
          |        20       |    -181    |&lt;br /&gt;
          |        23       |    -197    |&lt;br /&gt;
          |        24       |    -203    |&lt;br /&gt;
          |        25       |    -209    |&lt;br /&gt;
          |        27       |    -223    |&lt;br /&gt;
          |        30       |    -244    |&lt;br /&gt;
          |        35       |    -284    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          Difficulty results seem to have a base difficulty of -121 and follow a pattern:&lt;br /&gt;
               -1.2 per +1 from +1 to +5&lt;br /&gt;
               -2.4 per +1 from +6 to +10&lt;br /&gt;
               -3.6 per +1 from +11 to +15&lt;br /&gt;
               -4.8 per +1 from +16 to +20&lt;br /&gt;
               -5.8 per +1 from +21 to +25&lt;br /&gt;
               -7.0 per +1 from +26 to +30&lt;br /&gt;
               -8.0 per +1 from +31 to +35&lt;br /&gt;
     &lt;br /&gt;
          I did observe a shift in this pattern at +25 where the increase from 20 to 25 was 2 less then expected.&lt;br /&gt;
          The beginning bonuses that are listed are ones I tested specifically.&lt;br /&gt;
          I do not have the means to test every point in between at this time.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
              &lt;br /&gt;
          I&#039;d still like to test 735, and acuity flairs. Maybe dabble in enhancives just to check for&lt;br /&gt;
          a possible simple increase.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          For lores, I did this while paying attention to ranks and combined bonuses. I found 40 ranks (140 bonus) of a &lt;br /&gt;
          single lore increased enchanting skill by the same margin as 13 ranks in 1 lore and 17 ranks in a second lore&lt;br /&gt;
          (combined 140 bonus). 8 ranks each in the two remaining lores produced another +20 to skill (an additional 80 &lt;br /&gt;
          bonus for a total bonus of 220)&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
    &lt;br /&gt;
          Lores:    For 1x combined&lt;br /&gt;
                       4.8/pt rank 1 to 10&lt;br /&gt;
                       6/pt rank 11 to 20&lt;br /&gt;
                       8/pt rank 21 to 30&lt;br /&gt;
                       12/pt rank 31 to 40&lt;br /&gt;
                       24/pt rank 41+&lt;br /&gt;
                    For 2x combined ranks just double those cost values&lt;br /&gt;
    &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116281</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116281"/>
		<updated>2019-05-21T23:21:58Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) +  trunc(COMBINED lore bonuses/4)  + Wizard Spells + Familiar + Workshop&lt;br /&gt;
          [As soon as my current project is finished I plan to verify the impact of level on enchanting. 120 base just seems weird. At level * 2, that would make base 200]&lt;br /&gt;
          [Property penalties would not change if this is the case. Only base enchanting difficulty would by increasing by a flat 80]&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to level&lt;br /&gt;
                    +1 per rank above level&lt;br /&gt;
          Lores:    trunc (COMBINED skill bonuses / 4)&lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |    -121    |&lt;br /&gt;
          |         1       |    -122    |&lt;br /&gt;
          |         5       |    -127    |&lt;br /&gt;
          |         8       |    -134    |&lt;br /&gt;
          |        10       |    -139    |&lt;br /&gt;
          |        12       |    -146    |&lt;br /&gt;
          |        15       |    -157    |&lt;br /&gt;
          |        17       |    -166    |&lt;br /&gt;
          |        18       |    -171    |&lt;br /&gt;
          |        20       |    -181    |&lt;br /&gt;
          |        23       |    -197    |&lt;br /&gt;
          |        24       |    -203    |&lt;br /&gt;
          |        25       |    -209    |&lt;br /&gt;
          |        27       |    -223    |&lt;br /&gt;
          |        30       |    -244    |&lt;br /&gt;
          |        35       |    -284    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          Difficulty results seem to have a base difficulty of -121 and follow a pattern:&lt;br /&gt;
               -1.2 per +1 from +1 to +5&lt;br /&gt;
               -2.4 per +1 from +6 to +10&lt;br /&gt;
               -3.6 per +1 from +11 to +15&lt;br /&gt;
               -4.8 per +1 from +16 to +20&lt;br /&gt;
               -5.8 per +1 from +21 to +25&lt;br /&gt;
               -7.0 per +1 from +26 to +30&lt;br /&gt;
               -8.0 per +1 from +31 to +35&lt;br /&gt;
     &lt;br /&gt;
          I did observe a shift in this pattern at +25 where the increase from 20 to 25 was 2 less then expected.&lt;br /&gt;
          The beginning bonuses that are listed are ones I tested specifically.&lt;br /&gt;
          I do not have the means to test every point in between at this time.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
              &lt;br /&gt;
          I&#039;d still like to test 735, and acuity flairs. Maybe dabble in enhancives just to check for&lt;br /&gt;
          a possible simple increase.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          For lores, I did this while paying attention to ranks and combined bonuses. I found 40 ranks (140 bonus) of a &lt;br /&gt;
          single lore increased enchanting skill by the same margin as 13 ranks in 1 lore and 17 ranks in a second lore&lt;br /&gt;
          (combined 140 bonus). 8 ranks each in the two remaining lores produced another +20 to skill (an additional 80 &lt;br /&gt;
          bonus for a total bonus of 220)&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
    &lt;br /&gt;
          Lores:    For 1x combined&lt;br /&gt;
                       4.8/pt rank 1 to 10&lt;br /&gt;
                       6/pt rank 11 to 20&lt;br /&gt;
                       8/pt rank 21 to 30&lt;br /&gt;
                       12/pt rank 31 to 40&lt;br /&gt;
                       24/pt rank 41+&lt;br /&gt;
                    For 2x combined ranks just double those cost values&lt;br /&gt;
    &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116280</id>
		<title>User:ZHEPHEN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:ZHEPHEN&amp;diff=116280"/>
		<updated>2019-05-21T23:19:58Z</updated>

		<summary type="html">&lt;p&gt;ZHEPHEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.&lt;br /&gt;
&lt;br /&gt;
Formula as determined:&lt;br /&gt;
          level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) +  trunc(COMBINED lore bonuses/4)  + Wizard Spells + Familiar + Workshop&lt;br /&gt;
          [As soon as my current project is finished I plan to verify the impact of level on enchanting. 120 base just seems weird. At level * 2, that would make base 200]&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
          MIU:      trunc(ranks/10)&lt;br /&gt;
          AS:       trunc(ranks/10)&lt;br /&gt;
          EMC:      trunc(ranks/2)&lt;br /&gt;
          Wizard:   +2 per rank, up to level&lt;br /&gt;
                    +1 per rank above level&lt;br /&gt;
          Lores:    trunc (COMBINED skill bonuses / 4)&lt;br /&gt;
          Familiar: +25 if in same room&lt;br /&gt;
          Workshop: +50 in guild workshop&lt;br /&gt;
                    +25 in regular workshop&lt;br /&gt;
         &lt;br /&gt;
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:       &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          | Beginning Bonus | Difficulty | &lt;br /&gt;
          --------------------------------&lt;br /&gt;
          |         0       |    -121    |&lt;br /&gt;
          |         1       |    -122    |&lt;br /&gt;
          |         5       |    -127    |&lt;br /&gt;
          |         8       |    -134    |&lt;br /&gt;
          |        10       |    -139    |&lt;br /&gt;
          |        12       |    -146    |&lt;br /&gt;
          |        15       |    -157    |&lt;br /&gt;
          |        17       |    -166    |&lt;br /&gt;
          |        18       |    -171    |&lt;br /&gt;
          |        20       |    -181    |&lt;br /&gt;
          |        23       |    -197    |&lt;br /&gt;
          |        24       |    -203    |&lt;br /&gt;
          |        25       |    -209    |&lt;br /&gt;
          |        27       |    -223    |&lt;br /&gt;
          |        30       |    -244    |&lt;br /&gt;
          |        35       |    -284    |      &lt;br /&gt;
          --------------------------------&lt;br /&gt;
&lt;br /&gt;
Other Penalties (all are negative values added to difficulty)&lt;br /&gt;
          --------------------------------         --------------------------------&lt;br /&gt;
          | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |&lt;br /&gt;
          | Standard flares  | 100       |         | Wand holding staff  |   20   |&lt;br /&gt;
          | Sanctified       | 100       |         | 2 slot fusion***    |  275   |&lt;br /&gt;
          | Defender         | DS ^ 2    |         | Sword Cane          |  200   |&lt;br /&gt;
          | +TD              | TD ^ 2    |         | T4 Forest Armor     |   75   |&lt;br /&gt;
          | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |&lt;br /&gt;
          | Spikes           | 0         |         --------------------------------&lt;br /&gt;
          | Ensorcell        | Tier * 50 |&lt;br /&gt;
          | Acuity**         | 100       |&lt;br /&gt;
          --------------------------------&lt;br /&gt;
          * CER for this is the CER plus partial &lt;br /&gt;
           services to next CER as a decimal.&lt;br /&gt;
     &lt;br /&gt;
          ** Tested a 2x and 3x. Both were -100&lt;br /&gt;
           could change at high levels? &lt;br /&gt;
      &lt;br /&gt;
          *** been stated this may be unintended&lt;br /&gt;
      &lt;br /&gt;
          **** Plus another 100 for the flare&lt;br /&gt;
           200 in total&lt;br /&gt;
          &lt;br /&gt;
          The penalty for the script on the forest armor may be less if part of that&lt;br /&gt;
          is actually the enhancive penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
          Difficulty results seem to have a base difficulty of -121 and follow a pattern:&lt;br /&gt;
               -1.2 per +1 from +1 to +5&lt;br /&gt;
               -2.4 per +1 from +6 to +10&lt;br /&gt;
               -3.6 per +1 from +11 to +15&lt;br /&gt;
               -4.8 per +1 from +16 to +20&lt;br /&gt;
               -5.8 per +1 from +21 to +25&lt;br /&gt;
               -7.0 per +1 from +26 to +30&lt;br /&gt;
               -8.0 per +1 from +31 to +35&lt;br /&gt;
     &lt;br /&gt;
          I did observe a shift in this pattern at +25 where the increase from 20 to 25 was 2 less then expected.&lt;br /&gt;
          The beginning bonuses that are listed are ones I tested specifically.&lt;br /&gt;
          I do not have the means to test every point in between at this time.&lt;br /&gt;
    &lt;br /&gt;
          Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.&lt;br /&gt;
      &lt;br /&gt;
          Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.&lt;br /&gt;
          2x and 3x acuity was also -100&lt;br /&gt;
     &lt;br /&gt;
          For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2&lt;br /&gt;
          For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If&lt;br /&gt;
          I start feeling rich maybe I&#039;ll splurge on something higher to verify.&lt;br /&gt;
    &lt;br /&gt;
          I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the&lt;br /&gt;
          difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2&lt;br /&gt;
          and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be&lt;br /&gt;
          40^2 or -1600 penalty just in weighting.&lt;br /&gt;
              &lt;br /&gt;
          I&#039;d still like to test 735, and acuity flairs. Maybe dabble in enhancives just to check for&lt;br /&gt;
          a possible simple increase.&lt;br /&gt;
&lt;br /&gt;
          Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.&lt;br /&gt;
          No additional penalty for not being in a node/workshop anymore.&lt;br /&gt;
&lt;br /&gt;
          To test these things I found skill combinations that would push me just into a difficulty read, then &lt;br /&gt;
          increment a skill by 1 repeatedly till I received a new message on difficulty&lt;br /&gt;
&lt;br /&gt;
          For lores, I did this while paying attention to ranks and combined bonuses. I found 40 ranks (140 bonus) of a &lt;br /&gt;
          single lore increased enchanting skill by the same margin as 13 ranks in 1 lore and 17 ranks in a second lore&lt;br /&gt;
          (combined 140 bonus). 8 ranks each in the two remaining lores produced another +20 to skill (an additional 80 &lt;br /&gt;
          bonus for a total bonus of 220)&lt;br /&gt;
&lt;br /&gt;
          I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.&lt;br /&gt;
          I have not been able to directly test the impact character level on enchanting skill.&lt;br /&gt;
&lt;br /&gt;
MTP Cost per point(pt) skill&lt;br /&gt;
          MIA/AS:   10/pt to 1x&lt;br /&gt;
                    20/pt to 2x&lt;br /&gt;
          EMC:      8/pt to 1x&lt;br /&gt;
                    16/pt to 2x&lt;br /&gt;
    &lt;br /&gt;
          Lores:    For 1x combined&lt;br /&gt;
                       4.8/pt rank 1 to 10&lt;br /&gt;
                       6/pt rank 11 to 20&lt;br /&gt;
                       8/pt rank 21 to 30&lt;br /&gt;
                       12/pt rank 31 to 40&lt;br /&gt;
                       24/pt rank 41+&lt;br /&gt;
                    For 2x combined ranks just double those cost values&lt;br /&gt;
    &lt;br /&gt;
          Wizard:   If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;lt; level 8/pt&lt;br /&gt;
                    If &amp;gt;= 2x combined spells and wizard ranks &amp;lt; level 16/pt&lt;br /&gt;
                    If &amp;gt; 1x and &amp;lt; 2x combined spells and wizard ranks &amp;gt;= level 16/pt&lt;br /&gt;
                    IF &amp;gt;= 2x combined spells and wizard ranks &amp;gt;= level 32/pt&lt;/div&gt;</summary>
		<author><name>ZHEPHEN</name></author>
	</entry>
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