Enchant (925)/Enchant Item (925) (old version): Difference between revisions

The official GemStone IV encyclopedia.
< Enchant (925)
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
 
(277 intermediate revisions by 33 users not shown)
Line 1: Line 1:
{{deprecated|version of Enchant}}
{{spell | name = Enchant Item | number = 925 | mnemonic = ENCHANT | duration = Permanent | type = Utility }}


{{TOC limit|2}}
[[Category: Wizard Base Spells]]
The '''Enchant Item''' spell was once used to improve the [[enchantment]] of weapons, armors, and shields, before it was replaced with the modernized [[Enchant (925)]] spell.


'''The below information is presented only for historical reference.'''
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. The enchanting process can be very lengthy for the higher enchants.


Each successful [[enchantment]] provides a permanent +5 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable.
==Enchanting Process==


It is possible to enchant any combination of plain, [[enhancive]], [[sanctified]] (holy), and elemental flaring items up to a bonus of +35. It is also possible to enchant plain and elemental flaring items up to +50 with the required special [[enchanting potions|tempering]] and [[pre-tempering potion]]s. However, most items do not make it higher than +20 via the Enchant Item spell due to the rarity of these potions and also account limitations on enchanting items over +16 AS or DS bonus.
Each enchantment requires tempering the item with a tempering potion and then a cast. 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.


The process of enchanting can be lengthy, but can be reduced via training in [[#Mana Pools & Flaring Items (Lore Benefits)|Elemental Lore, Water]] and a special potion infusion process.
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 <b>above +30 (6x) will not</b> take a temper from any available potions.
==Enchanting Process for Plain Items==
The following is an explanation of how to enchant plain items, meaning any item that does not require a special tempering or pre-temper potion, up to +35 (7x). See '''[[#Flaring Items|Flaring Items]]''' and '''[[#Enhancive and Holy Items|Enhancive and Holy Items]]''' sections for information on additional steps and/or training needed for those types of items.


Plain items include [[Forging|forged]] weapons and otherwise plain items with [[spikes]], [[resistance]]s, [[padding]] or [[weighting]], and/or [[Ensorcell]] (although additional properties add to difficulty). Some [[functional script]]s (e.g. [[Voln armor]]) will also still allow an item to be enchanted--and will probably add to difficulty--as long as the Category B property slot is not also taken (''see: [[item properties]]''), and the item creator has not specifically disallowed it. The only sure way to determine whether or not an item will accept an enchantment is to try to pour a tempering potion on it. (However, [[Bless (304)]] comes very close.)
== 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 +20.
*One major project (anything over +20) per account is allowed at a time.
*The highest bonus that is possible to temper, without special potions, is +30.
*The highest enchant possible with available 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.


#Test whether or not wizard can successfully enchant an item by{{boldmono| [[#Difficulty Detection|CAST]]ing }}Enchant Item at the item (this will also give the temper status if the item is tempered)
==Materials Necessary==
#{{boldmono| [[POUR]] }}appropriate tempering potion on item
#Wait for the item to '''temper''' (~1-17 days)
#Confirm temper is complete by casting [[Elemental Detection (405)]] (or Enchant Item) at the item
#{{boldmono| [[#Channel|CHANNEL]] }}Enchant Item at item
#Repeat as needed for appropriate number of cycles for desired enchant


Base enchanting potions are readily available for purchase to enchant plain items up to +35 (7x) at town [[:Category:Alchemist Shops|alchemist shops]] and within each branch of the [[Wizard Guild]].
The only necessary materials are the item to be enchanted, and a potion to pour on the item to temper it. Potions are available from [[Wizard Guild]] shops, as well as the alchemist's shops, and come with four doses. Each dose is good to temper a weapon for one enchant step, though enchanting armor requires two doses of potion. Both doses must be in the same bottle, so you pour once and two doses are used. Otherwise you will experience a costly failure, though the item is undamaged.


'''During the Enchanting process (anytime between final{{mono| CHANNELs}}), an item cannot be used for its usual function.
=== Tempering Potions ===


Each subscribed account with a wizard(s) may only have one '''Major Enchant''' project in progress at a given time. This includes any further enchantment upon an item with a starting bonus of '''+16''' or higher. There is no limit to how many projects a wizard may have with a starting bonus '''+15''' or lower.
:{| {{Prettytable}}
<blockquote>{{#section:Enchanting potions|table header}}
|- align=center
{{#section:Enchanting potions|base}}
!Potion Name
{{#section:Enchanting potions|notes}}</blockquote>
!Purpose

!Base Cost
:''A larger version of this chart that includes ALL enchanting potions is [[#Potion Tables|below]], see the '''[[enchanting potions]]''' article for additional messaging.
|-
{{top}}
|[[Rohnuru potion|Rohnuru]]

|temper anything where start total<sup>1</sup> <= +5
== Difficulty Detection ==
|align=right|3500
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first tempering the item, but an item must be tempered to get the most accurate reading, since potions, especially pre-tempering ones, may add a considerable penalty.
|-

|[[Duqnuru potion|Duqnuru]]
Due to the recent release of [[Enchant (925)]] to replace the Enchant Item (925) spell, now referred to old system enchanting, you are now required to hold any old system potion in your hand to get a difficulty reading based on the old system enchanting formula. Holding a potion can be bypassed if the item is already being tempered on the old system.
|temper anything where start total<sup>1</sup> <= +15

|align=right|5500
The corresponding messaging for the{{boldmono| [[#Channel|CHANNEL]] }}attempts are included here in the chart on the right for easy reference. (''see [[#Channel|below]] for more detail''). As the enchant process progresses, {{mono|CHANNELs }}become increasingly harder. Thus, the difficulty detection reading only gives the chance for the final, hardest{{mono| CHANNEL}}. '''The charts below are also based on the final{{mono| CHANNEL}}'''.
|-

|[[Dirtokh potion|Dirtokh]]
{{mono|CASTing }}at the item will also indicate how much time remains before the tempering is complete.
|temper anything where start total<sup>1</sup> <= +25
<pre{{log2}}>
|align=right|10000
>cast my rob
|-
You gesture at some flowing cotton robes.
|[[Mirtokh potion|Mirtokh]]
You sense that the robes is one of your own projects, and it will not be ready to enchant for at least 22 hours. It is on the final step of the enchanting process. You recognize the vibrant yellow aura surrounding it as indicating a moderate level of enchantment.
|temper anything where start total<sup>1</sup> <= +30

|align=right|35000
Unless you are horribly unlucky, you should have no trouble enchanting some flowing cotton robes.
|-

|[[Sisfu potion|Sisfu]]
[If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the cotton robes.]
|any project where start total <sup>1</sup> <= +20
Cast Roundtime 3 Seconds.
|align=right|17500
</pre>
|-
:{|
|[[Sarmoc potion|Sarmoc]]
|- style="vertical-align:top;"
|un-temper a project
|style="white-space:nowrap"|
|align=right|5000
{| {{prettytable|1=font-size:95%;}}
|-
|-bgcolor=lightblue
|}
! Roll Needed Description||% Chance
<b><i>Note: Prices based on Wizard Guild near Wehnimer's Landing</i></b>
|-
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|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%
|}
|style="white-space:nowrap"|
{| {{prettytable|1=font-size:95%;}}
|-bgcolor=lightblue
! 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==
===Temper===
The factors that determine success are lumped together as 'modifiers' in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful.
<pre{{log2}}>
You pour your potion on the runestaff.
1d100: 40 + Modifiers: 327 == 367
</pre><blockquote>
{|
|- style="vertical-align:top;"
|
*[[MIU]] skill
*[[Logic]] bonus
*[[Intuition]] bonus
|
*[[Aura]] bonus
*[[Wisdom]] bonus
*[[#Potion Table|Potion]] bonus
|
*Item Enchant bonus
*[[Encumbrance]] penalty
*[[Armor]] penalty
|}</blockquote>
====Tempering Formula====
{{#section:Enchanting potions|math}}
<blockquote>
Example: Wizard with 200 MIU skill, 25 LOG bonus, 20 INT bonus, 25 AUR bonus, 22 WIS bonus, Dirtokh potion (+25 bonus), Item enchant bonus + 20, unencumbered and fully trained for their armor.

Pour modifiers: <code>200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273</code>


Encumbrance will reduce the pour modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of 20 to the pour modifiers total.
<sup>1</sup> Start Total indicates the initial enchant of the item plus any compensatory addition for a natural negative bonus. For example: a 1x (+5) enchanted item of bronze (natural -5 bonus) would require a duqnuru potion to do a 2x enchant because of its start total of 10 ([+5 of existing 1x enchant] + [5 compensation for natural -5 bonus] == 10).


Not being adequately trained for worn armor may penalize a character's attempt to successfully pour the potion. This penalty is based on the armor's [[roundtime]] adder and the wearer's [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained for their armor, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is '''20 points per second of untrained RT adder'''. The formula for calculating the amount of Armor Use skill required to fully negate the penalty is <code>(RT adder * 20) - 10</code>.
=== Tempering Ranges ===


'''An item will [[#Removing a Temper|detemper]] and revert back to its original state if left untouched for 28 days. The entire process will have to be repeated from the first temper if this were to occur.
:The following table can help you determine the enchant length and required potions for an enchanting project.
</blockquote>


===Channel===
:{| {{Prettytable}}
<div style="float: right;">
|- align=center
{|
!Pre-enchant Bonus
|
!Enchant Level
{| {{prettytable|font-size:95%;float:right;margin-left:2em;}}
!Number of Cast/Pour Cycles
|-bgcolor=lightblue
!Potion Needed
!Positive Factors
!Negative Factors
|-
|-
|[[Wizard Base]] ranks
| align=center| < 0
|Less than full [[health]]
| align=center| next +5 up
| align=center| 1
| Varies<sup>2</sup>
|-
|-
|[[Major Elemental]] ranks
| align=center| 0
|Less than full [[spirit]]
| align=center| 1x
| align=center| 1
| Rohnuru
|-
|-
|[[Minor Elemental]] ranks
| align=center| +1 to +5
|[[Wound]]s
| align=center| 1x
| align=center| 2
| Rohnuru
|-
|-
|[[Level]] of enchanter
| align=center| +6 to +10
|[[Scar]]s
| align=center| 2x
| align=center| 3
| Duqnuru
|-
|-
|[[Magic Item Use]] ranks
| align=center| +11 to +15
|[[Material]] of the item
| align=center| 3x
| align=center| 4
| Duqnuru
|-
|-
|[[Arcane Symbols]] ranks
| align=center| +16 to +20
|Having [[creature]]s present
| align=center| 4x
| align=center| 5
| Dirtokh
|-
|-
|[[Logic]], [[Intuition]], [[Aura]]
| align=center| +21 to +25
|[[Encumbrance]]
| align=center| 5x
| align=center| 6
| Dirtokh
|-
|-
|[[Elemental Mana Control]] ranks
| align=center| +26 to +30
|[[Death's Sting]]
| align=center| 6x
| align=center| 7
| Mirtokh
|-
|-
|Having a [[920|familiar]] in the room
| align=center| +31 to +35
|Having a [[920|familiar]] elsewhere
| align=center| 7x
| align=center| N/A
| Mirtokh
|-
|-
|[[node|Earthnode]] No bonus/penalty
| align=center| +36 to +40
|Non-noded room penalty<br><small>This penalty does not apply to workshops</small>
| align=center| 8x
| align=center| N/A
| N/A
|-
|-
|[[Magical workshop|Public workshop]]
| align=center| +41 to +45
|Using a [[Pre-tempering potion|pre-tempering]] or tempering<br>potion (e.g. item properties)
| align=center| 9x
|}
| align=center| N/A
|-
| N/A
|-
|
{{side box|
| align=center| +46 to +50
Of all the factors in success, Wizard spell ranks are weighted the highest in terms of how much they contribute to your overall enchanting skill. Even when diminishing returns for overtraining is considered, one rank of Wizard spell research is never worth less than one unit of anything else.
| align=center| 10x
| align=center| N/A
| N/A
|-
|}


Enchanting should be considered one of the Wizardly bits that is meant to encouraging training more heavily in the Wizard base spell circle. -GM Naos}}
:For example, An imflass weapon that is +17 under the old system would have been tempered as a 3x project, but will now properly temper as a 4x project. Any enchanting project whose resulting bonus is greater than +20 will now be properly considered a major enchanting project, where the previous threshold for major projects was +22.
|}</div>
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors, and that carelessness while going through the motions (channeling while an item is still tempering) is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, unencumbered and in a [[magical workshop]] with a [[familiar]] present.'''
====Fumble====
There is a minimum 3% failure rate for the final step of any enchant, regardless of the enchanter's [[stat]]s, [[skill]]s, level, or the level of the enchantment itself. This 3% chance comes in the form of a separate [[d100]] roll that occurs before the success determination roll. [[Gift of Eonak]] reduces the chances of a failed cast by providing two rolls and keeping the higher result (on both the fumble and success determination rolls). On the earlier channels during the process, it is possible to have 100% success with the right training, but the final{{mono| CHANNEL }}will always be at most a 97% chance of success because of that initial roll. A 3% fumble will always result in a [[#Locked|locked project]].


See the [[#Difficulty Detection|Difficulty Detection]] section above for the full table of Roll Result Descriptions (the second line in the log just below).
<sup>2</sup> With items with a natural negative bonus, that bonus must be factored into the temper potion. For instance, a modwir item with a natural bonus of -10 would require a duqnuru potion to take to 0x because the -10 would need to be compensated for. Subsuquently, if down the line an item of modwir, even though currently 4x (+20), would require a mirtokh potion to temper for 5x (+25) as 20 + 10 compensation for the -10 bonus means that the starting total is actually +30. An item of modwir could not be enchanted beyond 5x with current potions.
<pre{{log2|margin-right=36em}}>
You channel at a polished kakore runestaff.
You make a good attempt! Success!


Visible wisps of essence dance across the surface of the kakore runestaff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols. '''The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges. Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the runestaff to form a shimmering layer over its surface. Slowly, the radiant shell sinks into the runestaff, leaving behind a faint, fading aura.'''
== Success Factors ==
Roundtime: 20 sec.
The following factors help with enchanting; listed in no particular order of importance.
Cast Roundtime 3 Seconds.
*[[Wizard Base]] spells known <b><i>(Diminishing returns for over-training)</i></b>
</pre>
*[[Major Elemental]] spells known
*[[Minor 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


====Material Difficulty Chart====
Historically wizards have pumped up their wizard base spells by over-training in the spell circle (past being 1x for their current level), but now with diminishing returns for over-training it is not too clear about if it would be more advantageous to put those extra spell ranks in the minor or major circles instead.
{{#section:Material|material chart}}
{{clear}}
{{top}}


==Failures==
<b><i>Note: There is a base 3% failure rate on the final cast of an enchant. It cannot be trained off.</i></b>
It is not possible to destroy an item during the enchanting process. The four conditions of failure are: delay, damaged, locked, or reset.
<blockquote>
===Delay===
A '''delay failure''' returns the item to tempering status and the caster must simply wait for the tempering to be completed again to re-channel.
<pre{{log2}}>
You channel at a crystallized teal star.
You make a questionable attempt. Failure!


A muted glow instantly surrounds the teal star, flickering slightly, and fades a moment later.
== Failure Factors ==
Roundtime: 20 sec.
The following factors hinder enchanting; listed in no particular order of importance.
Cast Roundtime 3 Seconds.
*Encumberance
</pre>
*Low spirit
===Damaged===
*Injuries
A '''damaged failure''' will setback the step progression on the project and the item will have to be re-poured.
*Low health
<pre{{log2}}>
*Material of the item (some materials are more resistant)
You channel at a crystallized teal star.
*Having [[creature]]s present
You make a horribly poor attempt! Failure!


A steady glow encompasses the teal star as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the star.
== [[Elemental Detection (405)]] Reveals ==
Roundtime: 20 sec.
When using the spell on an item either tempered or enchanted by a wizard, the combination of adjective and color of the revealed aura provides the current exact numeric enchant of the item. The color is the +5 enchant, and the adjective is the modifier to that +5.
Cast Roundtime 3 Seconds.
</pre>
===Locked===
A '''locked failure''' prevents a wizard from moving forward on it. Some highly skilled [[merchant]]s can be found to remove the locked status of the project which will allow the wizard to continue where they left off (ask any merchant offering [[GALD]] services). The project can also be RESET by using a [[#Removing a Temper|sarmoc potion]] to remove the LOCKED status. Locked status does not expire on its own after any amount of time.
<pre{{log2}}>
Visible wisps of essence dance across the surface of the {item} as you chant quietly, your sure gestures guiding them to slowly coalesce into small softly glowing runic symbols. '''Glancing over the formation of the runes, your chant falters as you notice their forms contorting oddly. You gather something has gone terribly wrong.'''
</pre>


A locked project can be detected by using 405 or 925:
'''As examples:'''
*The muted yellow aura given by imflass can be broken down as (+15 yellow) + (-3 muted) = the +12 that is the natural enchant of imflass.
*The hazy orange aura given by deringo can be broken down as (+10 orange) + (-2 hazy) = the +8 that is natural enchant of deringo.


<pre{{log2}}>
{| {{Prettytable}}
The layers of essence permeating the dagger unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own. It is currently tempering and on the final step of the enchanting process. '''It appears to be locked, preventing further progress toward enchanting it'''. You notice no aura indicating enchantment.
|- align=center
</pre>
!Color
!Value
|-
|No
|align=right|<= 0
|-
|Red
|align=right|+5
|-
|Orange
|align=right|+10
|-
|Yellow
|align=right|+15
|-
|Green
|align=right|+20
|-
|Blue
|align=right|+25
|-
|Indigo
|align=right|+30
|-
|Violet
|align=right|+35
|}


<pre{{log2}}>
{| {{Prettytable}}
'''An elemental barrier surrounds the dagger, disrupting the flows of your magic.'''
|- align=center
</pre>
!Adjective

!Value
===Reset===
|-
A '''reset failure''' will remove all progress made on the item.
|Extremely Faint
<pre{{log2}}>
|align=right|special case<sup>3</sup>
You make a very poor attempt! Failure!
|-

|Faint
Multiple bursts of prismatic sparks blossom around the warblade as you begin your chant, showering you momentarily before a brilliant burst of light erupts from the warblade.
|align=right|-4
Roundtime: 20 sec.
|-
</pre>
|Muted
</blockquote>
|align=right|-3

|-
==Mana Pools & Flaring Items (Lore Benefits)==
|Hazy
===Reduced Temper Time===
|align=right|-2
The ability to store mana in a personal '''mana pool''' is unlocked at 5 ranks of [[Elemental Lore, Water]]. The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored. Mana accumulates in the pool when the wizard gains base experience; every 30 base experience (XP) will provide 1 mana to the pool. Further training in Water Lore will increase the rate that mana is gained based on a seed 5 [[summation]] of ranks.
|-

|Currently Unknown (possibly Bright)
The amount of mana stored will be adjusted based on the amount of experience gained using 30 as a baseline. So if 15 XP is gained, a half point would be stored that doesn't round up or down. Two pulses at 15 XP a piece would net a full point at 5 ranks. If one gained 18 mana per 30 XP and a pulse granted you 45 XP, 27 mana would be added to the pool. [[Offline experience absorption]] will add to the mana pool, but [[long-term experience]] will not.
|align=right|-1

|-
Every 325 mana points from the wizard's stored mana will reduce a temper potion time by 1 percent (up to 95%) and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions (up to 50 ranks, see [[#Flaring Items|next section]] for more on elemental flaring items).
|Vibrant

|align=right|0
Wizards can transfer mana from their mana pool into a potion via{{boldmono| [[INFUSE (Mana) (verb)|INFUSE]] {amount} IN MY POTION}}. A wizard can infuse as often as necessary to infuse a potion to maximum reduction capacity. {{mono|INFUSE MY POTION }}will reveal information about whether the potion was infused and how much it will reduce the temper time or ranks required. The maximum mana a tempering potion can hold is 30,875 for each 95% bonus per dose. For example, a tempering time of 14 days (336 hours) would be reduced to less than a day (16.8 hours) with a 95% temper time reduction.
|}
<pre{{log2}}>
You begin infusing a dirtokh potion and focus deep into the flows of essence. After some consideration you determine that the potion has not been infused with mana yet and that you could probably infuse it, assuming you have enough mana stored in your personal pool.

[To infuse a dirtokh potion, INFUSE <amount> POTION. The potion must be in your right or left hand.]</pre>
Each potion can be infused up to 95% for each pour available in the potion. As you use a pour, it will reduce the total reduction percentage by a maximum of 95% until the infused percentage of the potion is reduced to none. Example would be a 7 pour potion that currently has infused mana to allow 150% reduction. The 1st pour would result in 95% reduced time, the 2nd pour would result in 55% reduced time, and the remaining pours would be normal with no reduction. There is no limit on the total number of potions a wizard can pre-infused and the potions never expire. However, '''once a potion has been infused, it can only be used by the infusing wizard'''.<section begin=Water Lore Bonus/>
:{| {{prettytable|1=text-align:center;}}
|-
!align=right|Elemental Lore, Water ranks||5||11||18||26||35||45||56||68||81
|-
|align=right|Mana pooled per 30 base XP absorbed||1||2||3||4||5||6||7||8||9
|-
|colspan=10|
|-
!align=right |Elemental Lore, Water ranks||95||110||126||143||161||180||200||221||243
|-
|align=right |Mana pooled per 30 base XP absorbed||10||11||12||13||14||15||16||17||18
|}
<section end=Water Lore Bonus/>
The third paragraph of the{{boldmono| [[SENSE]] }}verb indicates the status of a wizard's mana pool.
<pre{{log2}}>
You have 15 mana points in your weekly mana pool accumulation limit, and have a total of 15 mana points stored in your personal mana pool.</pre>

===Flaring Items===
{| {{prettytable|1=text-align:center;float:right;font-size:95%}}
|-bgcolor=lightblue
!width=50|Lore||Base<br>Element|| Hybrid<br>Element(s)||Pre-Tempering<br>Potion
|-
![[Elemental Lore, Air|Air]]
|[[vacuum critical table|vacuum]]<br>air
|[[electrical critical table|lightning]]
|[[zorveneh potion|zorveneh]]
|-
![[Elemental Lore, Earth|Earth]]
|[[impact critical table|earth]]
|[[acid critical table|acid]]<br>magma
|[[gorveneh potion|gorveneh]]
|-
![[Elemental Lore, Fire|Fire]]
|[[fire critical table|fire]]
|[[steam critical table|steam]]<br>magma
|[[draveneh potion|draveneh]]
|-
![[Elemental Lore, Water|Water]]
|[[cold critical table|ice]]<br>water
|[[acid critical table|acid]]<br>[[electrical critical table|lightning]]<br>[[steam critical table|steam]]
|[[rhiveneh potion|rhiveneh]]
|}
100 ranks of an applicable [[Elemental Lore]] are required to be able to enchant an elemental flaring item (see chart at right). Elemental flaring items are more difficult to enchant, and training in additional applicable lore ranks above 100 ranks will grant a bonus to enchant success.

As mentioned above, deficiencies in Elemental Lore ranks can be offset by unlocking a mana pool at 5 ranks of Water Lore and infusing 200 mana per rank needed into the appropriate elemental pre-temper potion. The maximum number of ranks that can be offset is 50, thus the maximum mana that can be stored per pour in a pre-tempering potion is 10,000. As with tempering potions, pre-tempering potions can only be infused ONCE with a specified amount of mana before the item is poured, and the{{mono| INFUSE MY POTION }}command will indicate if the potion has been infused and how much power the potion has.

In the case of hybrid elements, 100 ranks of either applicable lore is sufficient, and only one pre-tempering potion of the two that will work is required. Pre-tempering potions must be poured at each step of enchanting before the item is tempered with the tempering potion, so a 4x-5x enchant would require a full 5 pour pre-tempering potion.

'''All other flares taking up the Category B item property slot cannot be enchanted by this spell and require a rare merchant service or [[Premium Point]]s.
{{clear}}
{{top}}

==Enhancive and Holy Items==
{{main|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 potions required are [[ayveneh potion|ayveneh]] and [[eoveneh potion|eoveneh]], respectively. As mentioned above, these potions may only be used on items with an enchant bonus of up to +30.

{{#section:Fusion|nopry}}

==Weighted, Padded, and Sighted Items==
Items with permanent [[weighting|weighting]], [[padding|padding]], or [[sighting|sighting]] on them can be enchanted. There is no pre-temper potion required for enchanting these items. The enchanting difficulty is increased based on the amount of W/P/S on the item, similar to the difficulty curve of [[ensorcell|ensorcellment]].

Unlike permanent W/P/S items with temporary W/P/S cannot be enchanted.

==Potion Order==
{{#section:Enchanting potions|order}}

==Removing a Temper==
It is possible to end the tempering of an active project in order to begin a new one. This can be performed by POURing a dose of a '''[[sarmoc potion]]''' on the item. Like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using [[Elemental Detection (405)]]. Further, the sarmoc potion can only be used by a wizard (though it does not need to be the same wizard who initiated the project). If the detempering project was a major enchantment, no new major projects should be undertaken until the detempering is complete.

==Sisfu Potion==
{{main|Sisfu potion}}
{{#section:Sisfu potion|intro}}

== 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. This is particularly true of major enchantments (above 4x), enhancive/sanctified/flaring gear, and enchantments of unusual items.

Major enchant projects are exceedingly valuable due to the time and skill which they take to complete, and the restriction of only one major enchant at a time. In some cases, wizards will hire themselves out to provide this service on items already owned by the customer. Wizards capable of reducing the temper times should find their services in high demand.

Some wizards prefer to produce large quantities of minor enchant projects (usually bringing items right up to the 4x minor/major cutoff) for sale. While the potential for profit is lower, the work is much easier.

=== Experience ===
The [[experience]] gained from a successful cast is based on the following formula:

{{equation box|{{math|Experience {{=}} (100 &times; Enchant Step) - Enchanter's [[Level]]}}}}

For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.

:<code>( 100 &times; 3 ) - 50 = 250 XP</code>

==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 [[#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.

:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.

{| class="wikitable mw-collapsible" width=75%
!Scripts that CAN be wizard enchanted
|-
|
*[[Blink_weapon|Blink Weapons]]
*[[Briar_flare|Briar Flaring Weapons]]
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]
*[[Forest armor]]
*[[Fusion]]
*[[Greater elemental flare]]s (appropriate pre-temper potion required)
*[[Ithziri_armor|Ithziri Armor]]
*[[Shock_Weapon|Shock Weapons]]
*[[Sprite_Weapon|Sprite Weapons]]
*[[Stalwart Resilience]] (bubble flares)
*[[Vial flare]]s
*[[Voln armor]]
|}


{| class="wikitable mw-collapsible" width=75%
<sup>3</sup> The "extremely faint" adjective only applies to an aura showing no color (thus it shows only as "an extremely faint aura") when a naturally negative bonused item is enchanted by a wizard to a 0 state.
!Scripts that CANNOT be wizard enchanted
|-
|
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)
*[[Coraesine|Coraesine Weapons]]
*[[Gem-eating runestaff]]
*[[Gem-eating weapon]]
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]
*[[Iasha_white_ora_weapon|Iasha Weapons]]
*[[Ironwright|Ironwright Weapons]]
*[[Nebular Weapon]]s
*[[Realm_flare|Realm flares]]
*[[ShadowDeath weapons]]
*[[Snake flare]]s
*[[Solar Weapon]]s
|}
{{top}}


==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"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).


{| class="wikitable mw-collapsible sortable" width=75%
== External Links ==
!Specific Items Marked for No Enchanting ||Origin
|-
|A wickedly curved faenor waraxe<sup>&dagger;</sup>||[[BVShop:Mar and Scar]]
|-
|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
|-
|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||
|-
|}
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.


==Potion Tables==
Official Spell Description: http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#925<br>
{{main|Enchanting potions}}
Official Enchanting Notes: http://www.play.net/gs4/info/enchant_notes.asp
<blockquote>
{{#section:Enchanting potions|temper potions1}}
{{#section:Enchanting potions|temper potions2}}
{{#section:Enchanting potions|temper potions3}}
{{#section:Enchanting potions|pre-temper potions}}
</blockquote>
==Resources==
*[[Research:Enchant (925) Formula‎‎]]
*[[/saved posts|Saved posts]]
*[[/history|Spell history]]
*[[Magical workshop/saved posts|Magical workshop saved posts]]
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]
{{top}}
{{wizard}}

Latest revision as of 12:29, 30 March 2023

This version of Enchant is deprecated and is no longer implemented. Information in this article is presented for historical reference only.



The Enchant Item spell was once used to improve the enchantment of weapons, armors, and shields, before it was replaced with the modernized Enchant (925) spell.

The below information is presented only for historical reference.

Each successful enchantment provides a permanent +5 bonus to the item's attack strength (AS) or defensive strength (DS), as applicable.

It is possible to enchant any combination of plain, enhancive, sanctified (holy), and elemental flaring items up to a bonus of +35. It is also possible to enchant plain and elemental flaring items up to +50 with the required special tempering and pre-tempering potions. However, most items do not make it higher than +20 via the Enchant Item spell due to the rarity of these potions and also account limitations on enchanting items over +16 AS or DS bonus.

The process of enchanting can be lengthy, but can be reduced via training in Elemental Lore, Water and a special potion infusion process.

Enchanting Process for Plain Items

The following is an explanation of how to enchant plain items, meaning any item that does not require a special tempering or pre-temper potion, up to +35 (7x). See Flaring Items and Enhancive and Holy Items sections for information on additional steps and/or training needed for those types of items.

Plain items include forged weapons and otherwise plain items with spikes, resistances, padding or weighting, and/or Ensorcell (although additional properties add to difficulty). Some functional scripts (e.g. Voln armor) will also still allow an item to be enchanted--and will probably add to difficulty--as long as the Category B property slot is not also taken (see: item properties), and the item creator has not specifically disallowed it. The only sure way to determine whether or not an item will accept an enchantment is to try to pour a tempering potion on it. (However, Bless (304) comes very close.)

  1. Test whether or not wizard can successfully enchant an item by CASTing Enchant Item at the item (this will also give the temper status if the item is tempered)
  2. POUR appropriate tempering potion on item
  3. Wait for the item to temper (~1-17 days)
  4. Confirm temper is complete by casting Elemental Detection (405) (or Enchant Item) at the item
  5. CHANNEL Enchant Item at item
  6. Repeat as needed for appropriate number of cycles for desired enchant

Base enchanting potions are readily available for purchase to enchant plain items up to +35 (7x) at town alchemist shops and within each branch of the Wizard Guild.

During the Enchanting process (anytime between final CHANNELs), an item cannot be used for its usual function.

Each subscribed account with a wizard(s) may only have one Major Enchant project in progress at a given time. This includes any further enchantment upon an item with a starting bonus of +16 or higher. There is no limit to how many projects a wizard may have with a starting bonus +15 or lower.

Base Enchanting Temper Potions
Starting
Bonus (+)
Starting
Enchant (X)
Aura
Color
Destination
Bonus (+)
Destination
Enchant (X)
Pour/
Channel
Cycles
Average Time Per Cycle* Tempering Potion Potion Pour Bonus Potion
Cost
New Style Enchanting Unlock Potions
Starting
Bonus (+)
Starting
Unlock (X)
Aura
Color
Destination
Bonus (+)
Destination
Unlock (X)
Unlock Potion Potion
Cost
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

* Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.

Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See Trading for more information on variations in price. Some enchant potions can also be produced via Alchemy.

Δ Mirtokh potion has a modifier that makes the enchant more difficult.

Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.

A larger version of this chart that includes ALL enchanting potions is below, see the enchanting potions article for additional messaging.
Return to the top of this page.

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 tempering the item, but an item must be tempered to get the most accurate reading, since potions, especially pre-tempering ones, may add a considerable penalty.

Due to the recent release of Enchant (925) to replace the Enchant Item (925) spell, now referred to old system enchanting, you are now required to hold any old system potion in your hand to get a difficulty reading based on the old system enchanting formula. Holding a potion can be bypassed if the item is already being tempered on the old system.

The corresponding messaging for the CHANNEL attempts are included here in the chart on the right for easy reference. (see below for more detail). As the enchant process progresses, CHANNELs become increasingly harder. Thus, the difficulty detection reading only gives the chance for the final, hardest CHANNEL. The charts below are also based on the final CHANNEL.

CASTing at the item will also indicate how much time remains before the tempering is complete.

>cast my rob
You gesture at some flowing cotton robes.
You sense that the robes is one of your own projects, and it will not be ready to enchant for at least 22 hours.  It is on the final step of the enchanting process.  You recognize the vibrant yellow aura surrounding it as indicating a moderate level of enchantment.

Unless you are horribly unlucky, you should have no trouble enchanting some flowing cotton robes.

[If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the cotton robes.]
Cast Roundtime 3 Seconds.
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

Temper

The factors that determine success are lumped together as 'modifiers' in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful.

You pour your potion on the runestaff.
  1d100: 40 + Modifiers: 327 == 367

Tempering Formula

Example: Wizard with 200 MIU skill, 25 LOG bonus, 20 INT bonus, 25 AUR bonus, 22 WIS bonus, Dirtokh potion (+25 bonus), Item enchant bonus + 20, unencumbered and fully trained for their armor.

Pour modifiers: 200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273

Encumbrance will reduce the pour modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of 20 to the pour modifiers total.

Not being adequately trained for worn armor may penalize a character's attempt to successfully pour the potion. This penalty is based on the armor's roundtime adder and the wearer's Armor Use skill. There is no armor penalty to the activation roll if the character is properly trained for their armor, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of Armor Use skill required to fully negate the penalty is (RT adder * 20) - 10.

An item will detemper and revert back to its original state if left untouched for 28 days. The entire process will have to be repeated from the first temper if this were to occur.

Channel

Positive Factors Negative Factors
Wizard Base ranks Less than full health
Major Elemental ranks Less than full spirit
Minor Elemental ranks Wounds
Level of enchanter Scars
Magic Item Use ranks Material of the item
Arcane Symbols ranks Having creatures present
Logic, Intuition, Aura Encumbrance
Elemental Mana Control ranks Death's Sting
Having a familiar in the room Having a familiar elsewhere
Earthnode No bonus/penalty Non-noded room penalty
This penalty does not apply to workshops
Public workshop Using a pre-tempering or tempering
potion (e.g. item properties)

Of all the factors in success, Wizard spell ranks are weighted the highest in terms of how much they contribute to your overall enchanting skill. Even when diminishing returns for overtraining is considered, one rank of Wizard spell research is never worth less than one unit of anything else.

Enchanting should be considered one of the Wizardly bits that is meant to encouraging training more heavily in the Wizard base spell circle. -GM Naos

The precise formula to achieve a successful enchantment is not released. What is known is that the level and Wizard Base ranks of the enchanter are primary factors, and that carelessness while going through the motions (channeling while an item is still tempering) is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order. At the very least, a wizard should be uninjured, unencumbered and in a magical workshop with a familiar present.

Fumble

There is a minimum 3% failure rate for the final step of any enchant, regardless of the enchanter's stats, skills, level, or the level of the enchantment itself. This 3% chance comes in the form of a separate d100 roll that occurs before the success determination roll. Gift of Eonak reduces the chances of a failed cast by providing two rolls and keeping the higher result (on both the fumble and success determination rolls). On the earlier channels during the process, it is possible to have 100% success with the right training, but the final CHANNEL will always be at most a 97% chance of success because of that initial roll. A 3% fumble will always result in a locked project.

See the Difficulty Detection section above for the full table of Roll Result Descriptions (the second line in the log just below).

You channel at a polished kakore runestaff.
You make a good attempt!  Success!

Visible wisps of essence dance across the surface of the kakore runestaff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols.  The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges.  Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the runestaff to form a shimmering layer over its surface.  Slowly, the radiant shell sinks into the runestaff, leaving behind a faint, fading aura.
Roundtime: 20 sec.
Cast Roundtime 3 Seconds.

Material Difficulty Chart

Failures

It is not possible to destroy an item during the enchanting process. The four conditions of failure are: delay, damaged, locked, or reset.

Delay

A delay failure returns the item to tempering status and the caster must simply wait for the tempering to be completed again to re-channel.

You channel at a crystallized teal star.
You make a questionable attempt.  Failure!

A muted glow instantly surrounds the teal star, flickering slightly, and fades a moment later.
Roundtime: 20 sec.
Cast Roundtime 3 Seconds.

Damaged

A damaged failure will setback the step progression on the project and the item will have to be re-poured.

You channel at a crystallized teal star.
You make a horribly poor attempt!  Failure!

A steady glow encompasses the teal star as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the star.
Roundtime: 20 sec.
Cast Roundtime 3 Seconds.

Locked

A locked failure prevents a wizard from moving forward on it. Some highly skilled merchants can be found to remove the locked status of the project which will allow the wizard to continue where they left off (ask any merchant offering GALD services). The project can also be RESET by using a sarmoc potion to remove the LOCKED status. Locked status does not expire on its own after any amount of time.

Visible wisps of essence dance across the surface of the {item} as you chant quietly, your sure gestures guiding them to slowly coalesce into small softly glowing runic symbols. Glancing over the formation of the runes, your chant falters as you notice their forms contorting oddly. You gather something has gone terribly wrong.

A locked project can be detected by using 405 or 925:

The layers of essence permeating the dagger unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own.  It is currently tempering and on the final step of the enchanting process.  It appears to be locked, preventing further progress toward enchanting it.  You notice no aura indicating enchantment.
An elemental barrier surrounds the dagger, disrupting the flows of your magic.

Reset

A reset failure will remove all progress made on the item.

You make a very poor attempt!  Failure!

Multiple bursts of prismatic sparks blossom around the warblade as you begin your chant, showering you momentarily before a brilliant burst of light erupts from the warblade.
Roundtime: 20 sec.

Mana Pools & Flaring Items (Lore Benefits)

Reduced Temper Time

The ability to store mana in a personal mana pool is unlocked at 5 ranks of Elemental Lore, Water. The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored. Mana accumulates in the pool when the wizard gains base experience; every 30 base experience (XP) will provide 1 mana to the pool. Further training in Water Lore will increase the rate that mana is gained based on a seed 5 summation of ranks.

The amount of mana stored will be adjusted based on the amount of experience gained using 30 as a baseline. So if 15 XP is gained, a half point would be stored that doesn't round up or down. Two pulses at 15 XP a piece would net a full point at 5 ranks. If one gained 18 mana per 30 XP and a pulse granted you 45 XP, 27 mana would be added to the pool. Offline experience absorption will add to the mana pool, but long-term experience will not.

Every 325 mana points from the wizard's stored mana will reduce a temper potion time by 1 percent (up to 95%) and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions (up to 50 ranks, see next section for more on elemental flaring items).

Wizards can transfer mana from their mana pool into a potion via INFUSE {amount} IN MY POTION. A wizard can infuse as often as necessary to infuse a potion to maximum reduction capacity. INFUSE MY POTION will reveal information about whether the potion was infused and how much it will reduce the temper time or ranks required. The maximum mana a tempering potion can hold is 30,875 for each 95% bonus per dose. For example, a tempering time of 14 days (336 hours) would be reduced to less than a day (16.8 hours) with a 95% temper time reduction.

You begin infusing a dirtokh potion and focus deep into the flows of essence.  After some consideration you determine that the potion has not been infused with mana yet and that you could probably infuse it, assuming you have enough mana stored in your personal pool.

[To infuse a dirtokh potion, INFUSE <amount> POTION.  The potion must be in your right or left hand.]

Each potion can be infused up to 95% for each pour available in the potion. As you use a pour, it will reduce the total reduction percentage by a maximum of 95% until the infused percentage of the potion is reduced to none. Example would be a 7 pour potion that currently has infused mana to allow 150% reduction. The 1st pour would result in 95% reduced time, the 2nd pour would result in 55% reduced time, and the remaining pours would be normal with no reduction. There is no limit on the total number of potions a wizard can pre-infused and the potions never expire. However, once a potion has been infused, it can only be used by the infusing wizard.

Elemental Lore, Water ranks 5 11 18 26 35 45 56 68 81
Mana pooled per 30 base XP absorbed 1 2 3 4 5 6 7 8 9
Elemental Lore, Water ranks 95 110 126 143 161 180 200 221 243
Mana pooled per 30 base XP absorbed 10 11 12 13 14 15 16 17 18

The third paragraph of the SENSE verb indicates the status of a wizard's mana pool.

You have 15 mana points in your weekly mana pool accumulation limit, and have a total of 15 mana points stored in your personal mana pool.

Flaring Items

Lore Base
Element
Hybrid
Element(s)
Pre-Tempering
Potion
Air vacuum
air
lightning zorveneh
Earth earth acid
magma
gorveneh
Fire fire steam
magma
draveneh
Water ice
water
acid
lightning
steam
rhiveneh

100 ranks of an applicable Elemental Lore are required to be able to enchant an elemental flaring item (see chart at right). Elemental flaring items are more difficult to enchant, and training in additional applicable lore ranks above 100 ranks will grant a bonus to enchant success.

As mentioned above, deficiencies in Elemental Lore ranks can be offset by unlocking a mana pool at 5 ranks of Water Lore and infusing 200 mana per rank needed into the appropriate elemental pre-temper potion. The maximum number of ranks that can be offset is 50, thus the maximum mana that can be stored per pour in a pre-tempering potion is 10,000. As with tempering potions, pre-tempering potions can only be infused ONCE with a specified amount of mana before the item is poured, and the INFUSE MY POTION command will indicate if the potion has been infused and how much power the potion has.

In the case of hybrid elements, 100 ranks of either applicable lore is sufficient, and only one pre-tempering potion of the two that will work is required. Pre-tempering potions must be poured at each step of enchanting before the item is tempered with the tempering potion, so a 4x-5x enchant would require a full 5 pour pre-tempering potion.

All other flares taking up the Category B item property slot cannot be enchanted by this spell and require a rare merchant service or Premium Points.

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 potions required are ayveneh and eoveneh, respectively. As mentioned above, these potions may only be used on items with an enchant bonus of up to +30.

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).

Weighted, Padded, and Sighted Items

Items with permanent weighting, padding, or sighting on them can be enchanted. There is no pre-temper potion required for enchanting these items. The enchanting difficulty is increased based on the amount of W/P/S on the item, similar to the difficulty curve of ensorcellment.

Unlike permanent W/P/S items with temporary W/P/S cannot be enchanted.

Potion Order

When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:

  1. Ayan'eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1
  2. Urven'eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off
  3. Ilven'eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off
(step 2 above)

Removing a Temper

It is possible to end the tempering of an active project in order to begin a new one. This can be performed by POURing a dose of a sarmoc potion on the item. Like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using Elemental Detection (405). Further, the sarmoc potion can only be used by a wizard (though it does not need to be the same wizard who initiated the project). If the detempering project was a major enchantment, no new major projects should be undertaken until the detempering is complete.

Sisfu Potion

Main article: Sisfu potion

A sisfu potion is a tempering potion that can be used in enchanting for use on any project up to +25. Its benefits are not released.

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. This is particularly true of major enchantments (above 4x), enhancive/sanctified/flaring gear, and enchantments of unusual items.

Major enchant projects are exceedingly valuable due to the time and skill which they take to complete, and the restriction of only one major enchant at a time. In some cases, wizards will hire themselves out to provide this service on items already owned by the customer. Wizards capable of reducing the temper times should find their services in high demand.

Some wizards prefer to produce large quantities of minor enchant projects (usually bringing items right up to the 4x minor/major cutoff) for sale. While the potential for profit is lower, the work is much easier.

Experience

The experience gained from a successful cast is based on the following formula:

Experience = (100 × Enchant Step) - Enchanter's Level

For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.

( 100 × 3 ) - 50 = 250 XP

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
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
Color
Destination
Bonus (+)
Destination
Enchant (X)
Pour/
Channel
Cycles
Average 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
Offset
Enhancive 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'eth
Lightning Cloudy Ilvan'eth
OR
Icy Ilvan'eth
Steam Fiery Ilvan'eth
OR
Icy Ilvan'eth

Resources

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