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The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent |
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. |
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==Essence== |
==Essence== |
Revision as of 09:23, 7 May 2019
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- "Enchant" redirects here. For other uses, see Enchant (disambiguation).
The Enchant spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful enchantment provides a permanent +1 bonus to the item's attack strength (AS) or defensive strength (DS), as applicable.
Essence
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.
Generation
Essence is gathered by spending mana when casting offensive spells at enemies of an appropriate level for the caster to earn experience by killing them. Offensive spells generally include anything you can't cast in a sanctuary. Each cast generates a sort of magical static which clings to the caster; being well trained in Elemental Mana Control helps a Wizard gather more static. On a mana pulse, a portion of that static is absorbed as essence for enchanting; being well trained in Harness Power and Elemental Lore: Water increases the maximum amount of essence that can be absorbed this way. Any unabsorbed static is generally lost, but if the Wizard is trained in Elemental Lore: Air a portion will carry over to the next mana pulse. Wizards trained in Elemental Lore: Fire will find their spell casting yields additional essence on average.
Cost to Enchant
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.
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Difficulty Detection
A wizard's chance for success in enchanting an item can be determined by CASTing Enchant Item at an item. This can be done without first unlocking the item for enchantment.
Roll Needed Description % Chance you can only fail if you are horribly unlucky 97% (will only fail on a fumble) you should be able to enchant it easily enough, barring bad luck 90+% the odds are on your side to successfully complete the enchantment 75+% you are more likely than not to succeed on your cast, but you will need some luck 55+% this enchantment will be difficult, but possible 35+% this enchantment will be very difficult 15+% that this enchantment will be nearly impossible 1+% you will likely need a miracle to complete this enchantment -100+% this enchantment is completely beyond your abilities less than -100% Roll Result Description Result You make an outstanding attempt! 90+ You make an excellent attempt! 80+ You make a good attempt! 70+ You make a decent attempt. 60+ You make an okay attempt. 50+ You make a passable attempt. 40+ You make a questionable attempt. 30+ You make a poor attempt! 20+ You make a very poor attempt! 10+ You make a horribly poor attempt! 2+ You make an astoundingly inept attempt! 1 Something doesn't seem right... Fumble Success Factors
The precise formula to achieve a successful enchantment is not released. What is known is that the level and Wizard Base ranks of the enchanter are primary factors. The following table lists all known factors (positive or negative), in no particular order. At the very least, a wizard should be uninjured, and in a magical workshop with a familiar present.
Positive Factors Negative Factors Wizard Base ranks Existing enchant bonus Level of enchanter Ensorcell tier Magic Item Use ranks Material of the item Arcane Symbols ranks Resistances Logic, Intuition Creature bane Elemental Mana Control ranks Holy Elemental Lore ranks Weighting, Padding, and/or Sighting Having a familiar in the room Having a familiar elsewhere Public workshop Flares, TD bonus, AS/DS bonus Enhancive item, Fusion Health or Spirit Loss, Injuries Material Difficulty Chart
Failures
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.
Pre-Temper Potions
Flaring Items
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion.
Lore Base
ElementHybrid
Element(s)Pre-Tempering
PotionAir vacuum
airlightning zorveneh Earth earth acid
magmagorveneh Fire fire steam
magmadraveneh Water ice
wateracid
lightning
steamrhiveneh All other flares taking up the Category B item property slot and can be enchanted by this spell. But there is no pre-temper potion available to remove the difficulty modifier.
Enhancive and Holy Items
- Main article: Pre-tempering potions
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are urven'eth potion.
Enchanting and ensorcelling fusion items is substantially more difficult than typical gear (difficulty is dependent on the number of orb slots, not the bonuses of the orbs within those slots; prying orbs before enchanting or ensorcelling will not decrease difficulty).
Rewards for Enchanting
Successful enchantments earn experience, and potentially large amounts of silver.
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.
Negative Bonus Items
Items made from materials which naturally have a negative bonus have special handling within the Enchanting system. Such items require use of a potion appropriate for their relative bonus compared to an item with a 0 bonus for tempering, which can be determined by taking the actual bonus of the item and subtracting the natural bonus of the material. e.g. Modwir has a natural bonus of -10. A modwir bow with a bonus of -10 would be considered +0 (-10--10=0) and would require a rohnuru potion to temper, where a modwir bow with a bonus of +15 would be considered +10 (15--10=25) and would require a dirtokh potion to temper, though would still be considered a minor project.
Functional Item Scripts
- Please see above for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the item properties page.
- These are player-created lists and are not complete. See here for more functional scripts.
Scripts that CAN be wizard enchanted - Bane weapons (this is the only Category C property that cannot be enchanted)
- Blink Weapons
- Briar Flaring Weapons
- Ethereal Armor (REIM Script)
- Forest armor
- Fusion
- Greater elemental flares (appropriate pre-temper potion required)
- Ithziri Armor
- Shock Weapons
- Sprite Weapons
- Stalwart Resilience (bubble flares)
- Vial flares
- Voln armor
Need to re-verify these since Spring Spectacular 2019 release
Scripts that CANNOT be wizard enchanted Other Items Marked for No Enchanting
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[1]).
Specific Items Marked for No Enchanting Origin A wickedly curved faenor waraxe† BVShop:Mar and Scar Black alloy items[2] Sold near Pinefar decades ago Versions of the fel-hafted waraxes Versions of the rolaren longsword (ruby, sapphire, and one other) Versions of the pryothag hide brigandine Versions of the white ora warmaces †ASSIST and ask for a referral to fix the item to be made enchantable.
Potion Tables
- Main article: Enchanting potions
Starting
Bonus (+)Starting
Enchant (X)Aura
ColorDestination
Bonus (+)Destination
Enchant (X)Pour/
Channel
CyclesAverage Time Per Cycle* Tempering Potion Potion Pour Bonus Potion
Cost†+0 to +25 0x-5x Varies +5 to +30 1x-6x Varies Sisfu < 0 None Special Varies Varies 1 Varies Varies Varies Varies 0 0x None +1 to +5 1x 1 1 day Rohnuru 0 3500 +1 to +5 1x Red +5 to +10 2x 2 2 days +6 to +10 2x Orange +11 to +15 3x 3 3 days Duqnuru +15 5500 +11 to +15 3x Yellow +16 to +20 4x 4 4 to 5 days +16 to +20 4x Green +21 to +25 5x 5 5 to 7 days Dirtokh +25 10,000 +21 to +25 5x Blue +26 to +30 6x 6 6 to 9 days +26 to +30 6x Indigo +31 to +35 7x 7 11 to 17 days MirtokhΔ +30 35,000 +31 to +35 7x Violet +36 to +40 8x 8 9 days Bromin Special** +36 to +40 8x Copper +41 to +45 9x 9 9 to 12 days Aleteh Special** +41 to +45 9x Silver +46 to +50 10x 10 11 to 13 days Grenshol Special** +46 to +50 10x Gold Not Further Enchantable Pre-tempering Potions Item Property Potion Project
Difficulty
OffsetEnhancive Glowing Urven'eth Required Holy armament Flaring Earth Earthy Ilvan'eth -100
(Optional)Fire Fiery Ilvan'eth Ice Icy Ilvan'eth Vacuum Cloudy Ilvan'eth Acid Earthy Ilvan'eth
OR
Icy Ilvan'ethLightning Cloudy Ilvan'eth
OR
Icy Ilvan'ethSteam Fiery Ilvan'eth
OR
Icy Ilvan'ethResources
Wizard Profession - edit Spell Circles: Wizard Base Spells | Major Elemental Spells | Minor Elemental Spells Professional Highlights: Bolt spells | Call Familiar | Enchanting | Charge Item Popular Archetypes: Pure Mage | War Mage | Enchanter