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Enchant (925)/Enchant Item (925) (old version): Difference between revisions
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Revision as of 12:36, 17 July 2006
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Enchanting allows the wizard to give an armor, weapon, shield, or the extremely rare DB (defensive bonus) items a permanent +5 bonus with each successful enchantment; as well as increased resistance to damage and destruction. The enchanting process can be very lengthy for the higher enchants.
Each enchantment requires tempering the item with a tempering potion and then a cast. But the number of temper/cast cycles varies based on the enchantment. For example, to enchant a 0x to 1x item requires 1 temper and 1 cast; 1x to 2x requires 2 tempers and two casts; 2x to 3x is 3 tempers and 3 casts, etc.
Currently there is a "soft cap" on enchanting that allows items only to be enchanted up to +35 (7x) without a special tempering potion. This means that any item above +30 (6x) will not take a temper from a mirtokh potion.
Note: There is a base 3% failure rate on the final cast of an enchant. It cannot be trained off.
Tempering Potions
Potion Name | Purpose | Base Cost |
---|---|---|
Rohnuru | temper anything < +6 | 3500 |
Duqnuru | temper anything < +16 | 5500 |
Dirtokh | temper anything < +26 | 10000 |
Mirtokh | temper anything < +31 | 35000 |
Sisfu | any project up to +25 | 17500 |
Sarmoc | un-temper a project | 5000 |
Note: Prices based on Wizard Guild near Wehnimer's Landing
Success Factors
The following factors help with enchanting; listed in no particular order of importance.
- Wizard Base spells known
- Major Elemental spells known
- Level
- Using the appropriate potion for the project (though using a 'better' potion is no hinderance)
- Magic Item Use skill
- Arcane Symbols skill
- Logic, Intuition, and Aura bonuses
- Being at a workshop or node
- Having your familiar present
- Elemental Mana Control skill
Failure Factors
The following factors hinder enchanting; listed in no particular order of importance.
- Encumberance
- Low spirit
- Injuries
- Low health
- Material of the item (some materials are more resistant)
- Having critters present
- Having non-Wizards present
Base Requirements & Important Notes
- The wizard must have learned the spell Enchant Item (925)
- There is no limitation on the number of enchant projects between +5 and +22.
- One major project (anything over +22) per account is allowed at a time
- The highest bonus that is possible to temper, without special potions, is +30.
- The highest enchant possible, without special potions, is +35.
- Once an enchanting project is started, one is unable to wear the armor or shield, and using a weapon will cause it to shatter.
Elemental Detection (405) Reveals
When using the spell on an item being enchanted by, or which has been enchanted by, a wizard, the combination of the adjective before the color and the color itself provides information to reveal the exact numeric information on the current enchant of the item. The color is the +5 enchant, and the adjective is the modifier on that +5.
As examples:
- The muted yellow aura given by imflass can be broken down as (+15 yellow) + (-3 muted) = the +12 that is the natural enchante ofimflass)
- The hazy orange aura given by deringo can be broken down as (+10 orange) + (-2 hazy) = the +8 that is natural enchant of deringo.
Color | Value |
---|---|
Chaotic, shadowy | negative |
No | 0 |
Red | +5 |
Orange | +10 |
Yellow | +15 |
Green | +20 |
Blue | +25 |
Indigo | +30 |
Violet | +35 |
Adjective | Value |
---|---|
Faint | -4 |
Muted | -3 |
Hazy | -2 |
Currently Unknown (possibly Bright) | -1 |
Vibrant | 0 |
External Links
Official Spell Description: http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#925
Official Enchanting Notes: http://www.play.net/gs4/info/enchant_notes.asp