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Possibly redoing 925 page, this is my attempt. |
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! colspan=2 | '''Simutronics''' |
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|- style="vertical-align:top;" |
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| '''GemStone IV''' |
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*Wyrom |
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|'''DragonRealms''' |
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*Lyneya |
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|} |
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{| class="wikitable" |
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{{HSN}} |
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|- |
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{{spell |
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! '''Production Team''' || '''Development Team''' || '''Player Experience Team''' || '''Events Team''' |
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| name = Enchant Item |
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|- style="vertical-align:top;" |
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| number = 925 |
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| |
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| mnemonic = ENCHANT |
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*Tivvy |
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| duration = Permanent |
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**Galene |
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| type = Utility |
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**Naionna |
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| subtype = Permanent Enchantment |
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**Quilic |
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| skill = None |
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**Tamuz |
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| components = Special |
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**Modrian |
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| availability = [[Self-cast]] at item |
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**Naiken |
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| navigation = {{Wizard base navigation}} |
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**Ubiq |
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}} |
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**Haxus |
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{{TOC limit|3}} |
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**Wylloh |
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One of the oldest and most coveted abilities of a [[wizard]] is the '''Enchant Item''' [[spell]]. Successfully enchanting a [[weapon]], [[shield]], [[armor]], or [[runestaff]] will add a permanent bonus to that item's performance in combat. This bonus adds directly to a character's offensive or defensive combat values, beyond that which is achievable by any other means. |
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**Khorbin |
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| |
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Items may be enchanted more than once, increasing the overall bonus with each successive [[enchantment]]. Each level of enchantment bestows the item with a +5 bonus from its previous state, to a maximum of +50. Certain [[material]]s may possess natural bonuses or natural negatives. |
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*Estild |
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**Auchand |
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== Components == |
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**Mestys |
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;* [[enchanting potions|Enchanting Potion]] |
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**Naos |
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: Can either be store bought or produced through the [[Alchemy]] [[guild]] skill (the recipes are wizard only). There is no advantage to one source over the other. |
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**Retser |
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;* [[Enchant Item (925)#Selecting an Item to Enchant|Object to enchant]] |
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**Sleken |
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:Generally, a weapon, shield, armor, or runestaff with no other special properties (excepting [[forging]] bonuses). |
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**Gyres |
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;* [[Magical workshop]] or [[node]] |
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**Ivry |
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:A workshop is not required, but highly recommended for successful enchantments, particularly at higher enchantment levels or for lower level wizards. There is one located in each of the [[Wizard Guild]]s, though workshops are also found all over [[Elanthia]]. Many are hidden throughout the lands, most [[CHE|Great Houses]] boast a workshop, and a few exceedingly lucky wizards own their own workshop. Wizards who are not testing their limits, however, often do just fine at a regular node. |
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**Ixix |
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;* [[920|Wizard's Familiar]] |
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**Meraki |
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: See [[#Success Factors|Success Factors]] section for bonus and penalty information. |
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**Viduus |
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**Yusri |
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== Selecting an Item to Enchant == |
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| |
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It is imperative that one is familiar with the item they intend to enchant. Certain [[Material#Material Modifiers for Spells|material]]s may resist this process, or restrict it altogether. Many materials possess their own natural bonuses or negatives, which factor into the level of enchantment intended to be bestowed upon it. Properties of items such as [[flare|flaring]], [[weighting]] or [[padding]] may prevent them from being enchanted. Some items may not take enchants, seemingly for no reason whatsoever. |
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*Isten |
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The best way to obtain detailed information about an item is to have a [[bard]] [[loresinging|loresing]] to it. Other sources, such as the [[AI crystal]] can also provide valuable information about items. Wizards may cast [[Elemental Detection (405)]] upon items which have been previously tempered to determine their current level of enchantment. |
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**Kaikala |
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**Xayle |
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* In general, any weapon, shield, armor, or runestaff can be enchanted as long as its other properties do not preclude the possibility. |
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**Aiza |
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**Avaluka |
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Enchantable: |
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**Xeraphina |
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**Xynwen |
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:* Weapons with forging bonuses, but no other special abilities. |
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**Casil |
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:* Regular Flares (Air, Fire, Earth, Water, Lightning, Steam, Acid) |
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**Flannihan |
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:* [[Voln armor (saved post)|Voln armor]] is enchantable and does not increase enchant difficulty. |
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**Itzel |
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:* Items with enhancive properties or sanctified require special [[Pre-tempering potion]]s to be enchanted. The difficulty of enchanting enhancive items varies depending on the type and intensity of the enhancive. |
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**Lanadriel |
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:* Items which are blessable are generally also enchantable. However, they cannot be enchanted while blessed. |
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**Mariath |
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:* [[Ensorcell (735)|Ensorcelled]] items are enchantable but there is an increased difficulty factor. |
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**Sindin |
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:* There are extremely rare [[defensive bonus]] clothing and jewelry items which can store an enchantment. |
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| |
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* The only sure way to determine whether or not an item will accept an enchantment, is to try to pour a tempering potion on it. (However, [[Bless Item (304)]] comes very close.) |
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*Thandiwe |
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* Each wizard may only have one '''Major Enchant''' project in progress at a given time. This includes any further enchantment upon an item which is already +16 or higher. |
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**Elysani |
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**Elidi |
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Not Enchantable: |
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**Haliste |
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**Kenstrom |
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:* Flaring weapons not listed above. |
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**Lydil |
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:* Damage or crit weighted weapons of any type. |
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**Netz |
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:* Damage or crit padded armors. |
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**Valyrka |
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:* Claidhmores, due to their built-in crit weighting. |
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**Vanah |
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:* Items with a current enchantment of +46 or higher. |
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**Ethereal |
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:* "Defender" weapons (which provide a DS bonus as well as an AS bonus). |
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**Marstreforn |
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**Caconym |
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;Posted by Naos 3/17/2011 |
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**Reidyn |
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<div {{prettydiv}}> |
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Aaaaaactually, resistant armor is more difficult to enchant than equivalent armor sans resistances. I don't think the permanence of the resistance matters, either. |
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You can pretty much assume that any additional attributes that don't outright prevent enchanting increase the difficulty of enchanting. (The only exception I can think of would be [[spikes]].) |
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</div> |
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{{Top}} |
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== The Enchanting Process == |
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Enchanting is a simple two-step process. First, the object is [[925#Tempering the Item|tempered with a potion]]. The temper takes a certain amount of time to cure, and once complete, one then [[925#Casting the Enchantment|casts the Enchant Item spell]] upon the object. This "pour/cast" cycle is then repeated once for each level of enchantment being bestowed upon the item. For example, taking an item from 0x to 1x would require one pour and then one cast. Likewise, taking an item from 2x to 3x would require three pours and three casts total. During the intermediary processes, the item cannot be used for its usual function. Wielding a weapon, shield, or runestaff, or being struck while [[WEAR (verb)|wearing]] armor whose enchantment has not yet been completed will cause the destruction of that item. |
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=== Tempering the Item === |
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Tempering is the act of using an [[Enchanting potions|enchanting potion]] to prepare an object to store the enchantment you wish to instill within. The act itself is quite simple, though making certain you have checked the status of each contributing factor and conditioned the variables in your favor can prove quite challenging. |
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* [[POUR (verb)|POUR]] POTION ON MY {ITEM} : initiates the tempering process |
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* Each pour will use precisely one dose of potion, regardless of the size or type of the item. |
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* There is a 20 second roundtime for each pour. |
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* An item will un-temper and revert back to its original state if left untouched for about one month or so. The entire process will have to be repeated from the first temper if this were to occur. |
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Certain items, such as sanctified gear and enhancive items, require [[Pre-tempering potion]]s prior to the tempering potion to take each step of the enchant. |
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====Pour Activation Formula==== |
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There are several factors that determine whether a pour attempt will result in success or failure. These factors are lumped together as [[#Pour Activation Modifiers|'modifiers']] in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful. |
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Example: |
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''You pour your potion on the leather.''<br> |
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''1d100: 12 + Modifiers: 273 == 285'' |
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====Pour Activation Modifiers==== |
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*[[MIU]] Skill |
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*[[Logic]] bonus |
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*[[Intuition]] bonus |
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*[[Aura]] bonus |
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*[[Wisdom]] bonus |
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*[[#Determining the Proper Potion|Potion]] bonus |
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*Item Enchant bonus |
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*[[Encumbrance]] penalty |
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*[[Armor]] penalty |
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====Pour Activation Modifiers Formula==== |
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<div {{prettydiv|margin-right=100px}}><tt><center>'''MIU skill + LOG bonus + INT bonus + [[trunc]][(AUR bonus + WIS bonus)/2] + Potion Bonus/Penalty - Item enchant bonus - Encumbrance Penalty - Armor Penalty'''</center></tt></div> |
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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. |
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Pour modifiers: 200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273 |
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In order to have a successful pour, the pour modifiers + the d100 roll must total at least 101. |
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====Pre-tempering Formula==== |
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With [[pre-tempering potion]]s, [[Pre-tempering potion|Ayveneh]] designed for use with enhancive items and [[Pre-tempering potion|Eoveneh]] for sanctified items, there is a penalty of -200 to the pour activation. So, the pour activation result (using the data from the previous example) would be: |
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Pour modifiers: 200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 - 200 (pre-tempering potion penalty) - 20 (item enchant bonus)= 48 |
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Since a successful pour requires a 101 total, the minimum d100 roll required for a successful outcome in this example would be 53. |
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<i>Note: The -200 pre-tempering potion penalty is intrinsic to the potion itself and not the item which receives the pour. This penalty will be evident when the potion is poured on any item, including non-enhancive items.</i> |
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====Encumbrance Penalty==== |
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[[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. |
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==== Armor Penalty ==== |
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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 {{mono|(RT adder * 20) - 10}}. |
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====Pour Messaging==== |
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;:Failure due to insufficient potion: |
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<pre{{log2}}>You pour your potion on the mail. |
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<font color="blue">There does not seem to be enough dirtokh potion to cover</font> the green imflass mail. The liquid bubbles slightly as it touches the surface of the green imflass mail, but then merely evaporates without effect.</pre> |
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<i>Note that this message may now be obsolete, as previously two doses were required for each pour if the item was classified as a shield or as armor. Only one dose is now required regardless of the item; this has been true since just before the 2007 Ebon Gate Festival.</i> |
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;:Failure due to having a spell prepped while pouring a potion: |
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<pre{{log2}}>The liquid absorbs into the <ITEM> too quickly as you fumble to begin your chant and gestures, and <font color="blue">the <ITEM> is dry in a moment's notice leaving no noticable change.</font></pre> |
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;:Unsuccessful pour due to item having been [[Minor Elemental Edging (902)|Edged]], [[Elemental Blade (411)|E-bladed]], having another major enchant project active, etc.: |
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<pre{{log2}}>>pour my potion on my dagger |
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You pour your potion on the dagger. |
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The liquid bubbles slightly as it touches the surface of the dagger, but then <font color="blue"> merely evaporates without effect.</font></pre> |
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;:Unsuccessful pour due to item being blessed: |
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<pre{{log2}}>>pour my potion on my dagger |
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You pour your potion on the dagger. |
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The liquid coats the dagger, which <font color="blue">glows faintly white for a moment and then returns to normal.</font> |
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</pre> |
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;:Pre-temper failure caused by having a spell prepared while pouring the potion: |
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<pre{{log2}}>You remove an [[Pre-tempering potion|ayveneh]] potion from in your crafted potion kit. |
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pour potion on my leather |
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You pour your potion on the leather. |
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1d100: 12 + Modifiers: 147 == 159 |
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<font color="blue">The liquid absorbs into the dark brown full leather too quickly</font> as you fumble to begin your chant and gestures, and the leather is dry in a moment's notice leaving no noticable change |
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Roundtime: 20 sec. |
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</pre> |
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;:Successful pour: |
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<pre{{log2}}>You pour your potion on the mail. |
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1d100: 33 + Modifiers: 234 == 267 |
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As the liquid coats the surface of the green imflass mail, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips. Small runic symbols flare to life at various points along the surface of the mail, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface. When the last of the liquid has vanished, the symbols dissipate and the mail appears faded. You scrutinize the green imflass mail, notice nothing amiss, and conclude that <font color=blue>the tempering seems to have been successful.</font> You estimate that the green imflass mail should be ready to enchant in about 8 to 9 days.</pre> |
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If your enchanting project requires multiple castings, you may pour the next temper immediately after casting. There is no waiting period (other than roundtime incurred by the casting itself). |
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{{Top}} |
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==== Determining the Proper Enchanting Potion ==== |
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Although there are many enchanting potions, most normal projects can be successfully completed with one or more of the following, commonly available, potions: |
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*[[Rohnuru potion|Rohnuru]] for items with a starting enchant bonus of 0 to +5 |
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*[[Duqnuru potion|Duqnuru]] for items with a starting enchant bonus of +6 to +15 |
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*[[Dirtokh potion|Dirtokh]] for items with a starting enchant bonus of +16 to +25 |
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*[[Mirtokh potion|Mirtokh]] for items with a starting enchant bonus of +26 to +30 |
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In addition to these four, there are other specially available potions. See the 'Enchanting Potions Table' below for a complete list of potions and more detailed information. |
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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. |
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{| {{Prettytable}} |
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|+ '''Enchanting Potions Table''' |
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|- |
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!width=80|Starting Bonus of Item |
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!width=80|Starting Enchantment Level |
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!width=80|Aura Color |
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!width=80|Destination Bonus of Item |
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!width=80|Destination Enchantment Level |
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!width=80|Pour/Cast Cycles Required |
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!width=80|Average Tempering Time Per Cycle* |
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!width=80|Appropriate Tempering Potion |
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!width=80|Tempering Potion Pour Bonus |
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!width=80|Potion Cost † |
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|- |
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| align=center| < 0 |
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| align=center| None |
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| align=center| [[925#Special Cases|Special]] |
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| align=center| Varies |
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| align=center| Varies |
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| align=center| 1 |
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| align=center| Varies |
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| align=center| Varies |
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| align=center| Varies |
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| align=center| Varies |
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|- |
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| align=center| 0 |
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| align=center| 0x |
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| align=center| None |
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| align=center| +1 to +5 |
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| align=center| 1x |
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| align=center| 1 |
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| align=center| 1 day |
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| align=center rowspan=2| [[Rohnuru potion|Rohnuru]] |
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| align=center rowspan=2|0 |
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| align=center rowspan=2| 3500 |
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|- |
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| align=center| +1 to +5 |
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| align=center| 1x |
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| align=center| Red |
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| align=center| +6 to +10 |
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| align=center| 2x |
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| align=center| 2 |
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| align=center| 2 days |
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|- |
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| align=center| +6 to +10 |
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| align=center| 2x |
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| align=center| Orange |
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| align=center| +11 to +15 |
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| align=center| 3x |
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| align=center| 3 |
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| align=center| 3 days |
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| align=center rowspan=2| [[Duqnuru potion|Duqnuru]] |
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| align=center rowspan=2| +15 |
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| align=center rowspan=2| 5500 |
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|- |
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| align=center| +11 to +15 |
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| align=center| 3x |
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| align=center| Yellow |
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| align=center| +16 to +20 |
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| align=center| 4x |
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| align=center| 4 |
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| align=center| 4 to 5 days |
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|- |
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| align=center| +16 to +20 |
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| align=center| 4x |
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| align=center| Green |
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| align=center| +21 to +25 |
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| align=center| 5x |
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| align=center| 5 |
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| align=center| 5 to 7 days |
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| align=center rowspan=2| [[Dirtokh potion|Dirtokh]] |
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| align=center rowspan=2| +25 |
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| align=center rowspan=2| 10,000 |
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|- |
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| align=center| +21 to +25 |
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| align=center| 5x |
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| align=center| Blue |
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| align=center| +26 to +30 |
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| align=center| 6x |
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| align=center| 6 |
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| align=center| 6 to 9 days |
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|- |
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| align=center| +26 to +30 |
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| align=center| 6x |
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| align=center| Indigo |
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| align=center| +31 to +35 |
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| align=center| 7x |
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| align=center| 7 |
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| align=center| 11 to 14 days |
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| align=center| [[Mirtokh potion|Mirtokh]] |
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| align=center| +30 |
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| align=center| 35,000 |
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|- |
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| align=center| 0 to +30 |
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| align=center| 0x to 6x |
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| align=center colspan=5|Reputed to have special properties |
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| align=center| [[Sisfu potion|Sisfu]] |
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| align=center| +20 |
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| align=center| 17,500 |
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|- |
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| align=center| +31 to +35 |
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| align=center| 7x |
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| align=center| Violet |
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| align=center| +36 to +40 |
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| align=center| 8x |
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| align=center| 8 |
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| align=center| 9 days |
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| align=center| [[Bromin potion|Bromin]] |
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| align=center| ? |
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| align=center| Special** |
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|- |
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| align=center| +36 to +40 |
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| align=center| 8x |
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| align=center| Copper |
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| align=center| +41 to +45 |
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| align=center| 9x |
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| align=center| 9 |
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| align=center| Unknown |
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| align=center| [[Aleteh potion|Aleteh]] |
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| align=center| ? |
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| align=center| Special** |
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|- |
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| align=center| +41 to +45 |
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| align=center| 9x |
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| align=center| Silver |
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| align=center| +46 to +50 |
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| align=center| 10x |
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| align=center| 10 |
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| align=center| Unknown |
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| align=center| [[Grenshol potion|Grenshol]] |
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| align=center| ? |
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| align=center| Special** |
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|- |
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| align=center| +46 to +50 |
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| align=center| 10x |
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| align=center| Gold |
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| align=center colspan=7| Not Further Enchantable |
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|- |
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| align=center| 0 to +30 |
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| align=center| 0x to 6x |
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| align=center colspan=5|Special enchancive item pre-tempering potion |
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| align=center| [[Ayveneh potion|Ayveneh]] |
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| align=center| -200 |
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| align=center| Varies |
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|- |
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| align=center| 0 to +30 |
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| align=center| 0x to 6x |
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| align=center colspan=5|Special sanctified item pre-tempering potion |
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| align=center| [[Eoveneh potion|Eoveneh]] |
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| align=center| -200 |
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| align=center| Varies |
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|} |
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<nowiki>*</nowiki> ''Average time per pour. May vary depending upon number of current enchanting projects in the land and skill of wizard.'' |
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† ''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]].'' |
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<i><nowiki>**</nowiki> These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.''</i> |
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{{Top}} |
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====Detempering an Active Project==== |
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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. Note that, like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using the [[Elemental Detection (405)]] spell. 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. |
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=== Casting the Enchantment === |
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The second part of the process is casting the spell itself. Once the temper has fully cured, the item is ready to receive the magic. Just like the previous step, the proper preparation is paramount to success. |
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* To ascertain if the temper is complete, [[CAST (verb)|cast]] [[Elemental Detection]] at it. |
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If you receive a message similar to the following, the item is tempering but not yet cured: |
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<div {{log}}>You gesture at a crystal-set rosewood runestaff.<br> |
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The layers of essence permeating the rosewood runestaff unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own. <font color=blue>It is currently tempering</font> and on the first step of the enchanting process. You recognize the vibrant red aura surrounding it as indicating a weak level of enchantment.</div> |
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If you receive a message similar to the following, the item is tempered and cured: |
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<div {{log}}>You gesture at some silvery green imflass mail.<br> |
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The layers of essence permeating the green imflass mail unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own. <font color=red>It is currently tempered and ready to be enchanted</font>. It is on the fifth step of the enchanting process. You recognize the muted blue aura surrounding it as indicating a strong level of enchantment.</div> |
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Once this "ready" message is received, the item is ready to be cast upon. (Note that the detection message will read "final" for the final step of each enchantment level, rather than the appropriate numerical value.) |
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At this point, you should check that you have positively influenced all of the factors within your control. Taking this extra step will help prevent failure that could have been avoided. Check the following section for conditions which may have a positive or negative affect on your success. |
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Once all factors have been taken into account, you should be ready to cast the enchantment. Simply hold the item in your hand and cast the ''Enchant Item (925)'' spell at the item. Expect a significant roundtime for this activity. |
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{{Top}} |
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====Success Factors==== |
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{| {{prettytable | float:right; margin-left: 2em;}} |
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!Positive Factors |
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!Negative Factors |
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|- |
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|[[Wizard Base]] ranks |
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|Less than full [[health]] |
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|- |
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|[[Major Elemental]] ranks |
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|Less than full [[spirit]] |
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|- |
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|[[Minor Elemental]] ranks |
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|[[Wound]]s |
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|- |
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|[[Level]] of enchanter |
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|[[Scar]]s |
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|- |
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|[[Magic Item Use]] ranks |
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|[[Material]] of the item |
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|[[Arcane Symbols]] ranks |
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|Having [[creature]]s present |
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|- |
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|[[Logic]], [[Intuition]], [[Aura]] |
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|[[Encumbrance]] |
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|- |
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|[[Elemental Mana Control]] ranks |
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|[[Death's Sting]] |
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|- |
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|Having a [[920|familiar]] in the room |
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|Having a [[920|familiar]] elsewhere |
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|- |
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|Earthnode or Workshop |
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| |
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|} |
|} |
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{| class="wikitable" |
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The precise formula to achieve a successful enchantment is still largely unknown. 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 is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order. |
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* There is a minimum [[#Failed casts|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. |
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** [[Gift of Eonak]] reduces the chances of a failed cast by providing two [[d100]] rolls and keeping the higher result. |
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* Historically, wizards would overtrain their [[Wizard Base]] ranks to achieve more skill at enchanting. In the most recent revision of the spell, benefits from Wizard Base ranks were given diminishing returns. |
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* The most preventable cause of failure is attempting to cast upon an item whose temper has not yet cured, through sheer carelessness or impatience. This can be easily prevented through the proper and informed use of [[Elemental Detection (405)]]. |
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* [[Call Familiar (920)|Familiars]]: |
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:1. If you do not have a familiar summoned, there is no bonus or penalty to Enchanting success. |
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:2. Having a familiar summoned and in the same room as your character contributes a bonus to Enchanting success. |
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:3. Having a familiar summoned but in a different room than your character contributes a penalty to Enchanting success. - GM Naos |
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* Earthnode or Workshop: |
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:1. Private workshops are best, but are only of benefit to their owners and useless to anyone else (i.e. not a workshop for non-owners.) |
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:2. [[Wizard Guild|Guild]] and [[CHE]] workshops are the next best, and are equally great. |
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:3. Public workshops are least great, but still great. - GM Naos |
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Use the [[SENSE (verb)#Wizards|'''Sense verb''']] to determine the room status. |
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* Miscellaneous Factors |
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**Resistant armor is more difficult to enchant than equivalent armor sans resistances. |
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**Any additional attributes that don't outright prevent enchanting increase the difficulty of enchanting; except for spikes. |
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Below is a material difficulty chart for enchanting. |
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<table><tr valign="top"><td> |
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{| {{ prettytable }} |
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!Material |
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!Weapons |
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!Shield |
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!Armor |
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!Bow |
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!Runestaff |
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|- |
|- |
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! '''GameHost Program''' || '''Wiki Moderator''' |
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| adamantine||-500||-500||-500|||| |
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|- style="vertical-align:top;" |
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|- |
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| |
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| alexandrite||-500|||||||| |
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*Noiya |
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|- |
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*Kebechet |
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| black-alloy||0||0||0|||| |
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*Macushla |
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|- |
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*Sirilida |
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| bone||-250||||-250|||| |
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*Krellis |
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|- |
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*Rosemunde |
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| bronze||-50||-50||-50|||| |
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| |
| |
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*Motte |
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| carmiln||||10||||10||10 |
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| |
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| cloth||||||0|||| |
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|- |
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| copper||-50||-50||-50|||| |
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|- |
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| coraesine||-999|||||||| |
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|- |
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| deringo||||-20||||-20||-20 |
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|- |
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| drakar||-50||-50||-50|||| |
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|- |
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| drake||0|||||||| |
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|- |
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| eahnor||15||15||15|||| |
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|- |
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| eonake||-60|||||||| |
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|- |
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| faenor||15|||||||| |
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|- |
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| faewood||||0||||||0 |
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|- |
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| feras||0|||||||| |
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|- |
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| fireleaf||||15||||||15 |
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|- |
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| glaes||-10||-10||-10|||| |
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| glass||0|||||||| |
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|- |
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| glowbark||||-10||||-10||-10 |
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|- |
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| golvern||-10||-10||-10|||| |
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|- |
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| gornar||-50||-50||-50|||| |
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|- |
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| hoarbeam||||5||||5||5 |
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|- |
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| illthorn||||0||||||0 |
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|- |
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| imflass||-30||-30||-30|||| |
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|- |
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| invar||0||0||0|||| |
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|- |
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| ipantor||||||||-40|| |
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|- |
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| iron||-30||-30||-30|||| |
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|- |
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| ironwood||||0||||||0 |
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|- |
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| kakore||||0||||||0 |
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|- |
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| kelyn||0|||||||| |
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|- |
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| ko'nag||-100||-10||-100||-10||-10 |
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|- |
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| krodera||-999|||||||| |
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|- |
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| kroderine||-999||-999||-999|||| |
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|- |
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|}</td> |
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<td> |
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{| {{prettytable}} |
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!Material |
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!Weapon |
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!Shield |
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!Armor |
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!Bow |
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!Runestaff |
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|- |
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| leather||||||-10|||| |
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|- |
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| lor||||||||||-25 |
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|- |
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| mein||-10||-10||-10|||| |
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|- |
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| mesille||||0||||0||0 |
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|- |
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| mithglin||15||15||15|||| |
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|- |
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| mithril||20||20||20|||| |
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|- |
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| modwir||0|||||||| |
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|- |
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| mossbark||||0||||0||0 |
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|- |
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| obsidian||-500|||||||| |
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|- |
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| ora||0||0||0|||| |
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|- |
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| ora-black||-75|||||||| |
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|- |
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| ora-white||-40|||||||| |
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|- |
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| orase||||0||||||0 |
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|- |
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| razern||-20|||||||| |
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|- |
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| rhimar||-50||-50||-50|||| |
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|- |
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| rolaren||-40||-40||-40|||| |
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|- |
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| rowan||||||||||20 |
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|- |
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| ruby||-500|||||||| |
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|- |
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| ruic||||||||-60|| |
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|- |
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| sephwir||||||||-25|| |
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|- |
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| steel||-10||-10||-10|||| |
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|- |
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| urglaes||-999||-999||-999|||| |
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|- |
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| urnon||-999|||||||| |
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|- |
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| vaalorn||10||10||10|||| |
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|- |
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| veil-iron||-50||-50||-50|||| |
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|- |
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| villswood||||0||||0||0 |
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|- |
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| vultite||0||0||0|||| |
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|- |
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| witchwood||||||||||-75 |
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|- |
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| white-alloy||||0||0|||| |
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|- |
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| wood||-100||-10||-100||-10||-10 |
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|- |
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| wyrwood||||||||-60|| |
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|- |
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| yew||||||||-20|| |
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|- |
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| zelnorn||-999||-999||-999|||| |
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|- |
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| zorchar||-50||-50||-50|||| |
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|- |
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| metal<sup>1</sup> || -500 || -500 || -500 || || |
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|- |
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|}</td></tr></table> |
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:<sup>1</sup><small>If your item inspects as "metal" (rather than a specific type of metal) [[Enchant_Item_(925)_(saved_posts)#Enchanting_.22Metal.22_Items_.288.2F2016.29|something is wrong]]. Assist to get it fixed.</small> |
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{{Top}} |
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====Failed Casts With Messaging==== |
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Unfortunately, not all enchantments are successful. Failures range from nearly benign to utterly catastrophic. |
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=====Random 3% Failure===== |
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There is a random 3% failure which only applies to the final cast of a project; '''Something doesn't seem right...''' will be the first thing you see on this fumbled cast.. |
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This failure is unavoidable irrespective of the enchanter's skill. The outcome from this 3% failure is also random and can range from minor to catastrophic. |
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Recovery: Depends on the failure severity. |
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:Messaging: |
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<pre{{log2}}>>pre 925 |
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You trace a series of glowing runes while chanting the phrase for Enchant Item... |
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Your spell is ready. |
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>cast my shield |
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You gesture at a target shield. |
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<font color=red>'''Something doesn't seem right...'''</font> |
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A steady glow encompasses the target shield as you begin your chant, but suddenly vanishes, <font color=red>a number of multi-colored sparks dancing across the surface of the shield.</font> |
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Roundtime: 20 sec. </pre> |
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In the example above, the cast was fumbled on the final (fourth) step of a 3x to 4x project which resulted in a minor failure with a one-step setback to the enchanting process, shown by the following messaging. |
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:New messaging from [[Elemental Detection (405)]]: |
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<pre{{log2}}> |
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The layers of essence permeating the target shield unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own. <font color=red>It is currently tempering and on the third step of the enchanting process.</font> You recognize the '''vibrant yellow''' aura surrounding it as indicating a moderate level of enchantment.</pre> |
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=====Temper Reset (Minor Failure)===== |
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This is the least severe failure resulting in a loss of tempering time from the temper being reset. |
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Recovery: wait out the new temper cycle and re-cast. |
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:Messaging: |
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<pre{{log2}}> |
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A faint glow encompasses the double leather as you begin your chant, <font color=red>but quickly flickers out...</font></pre> |
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=====Loss Of Temper (Minor Failure)===== |
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This failure results in the loss of one or more temper steps. |
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Recovery: Re-pour the potion, wait out the cycle and then re-cast. |
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:Messaging: |
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<pre{{log2}}> |
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A steady glow encompasses the mithril shield as you begin your chant, <font color=red>but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the shield..</font></pre> |
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=====Loss Of All Progress (Moderate Failure)===== |
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The item is re-set to a lower previously completed enchantment (if the item was being taken from 2x to 3x, it is now again a 2x item ''but'' fully usable at this time; it is possible to regress to lower than the starting point (2x item going to 3x fails and is set to 1x)). |
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Recovery: Start the entire project over again with the first pour of a tempering potion; if several steps have been lost then the appropriate lower potion is usable. |
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:Messaging: |
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<pre{{log2}}> |
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The surface of the full leather shimmers slightly as you being your chant, <font color=red>and suddenly erupts in a brilliant burst of light!..</font> |
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</pre> |
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<pre{{log2}}> |
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Multiple bursts of prismatic sparks blossom around the black long bow as you begin your chant, showering you momentarily before <font color=red>a brilliant burst of light erupts</font> from the bow. |
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</pre> |
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=====Item Becomes Cursed (Major Failure)===== |
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The item is cursed and is ''stuck'' in caster's hand until a Cleric can either [[Neutralize Curse (309)]] or [[Remove Curse (315)]]. The description is changed to "blackened" (e.g., "a blackened breastplate", "some blackened leathers" etc.), and the bonus on the item is typically set to +0 ''or lower''. |
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Recovery: If desired, start the process again to bring the item first to +0 and then successive steps beyond; the item will need to be either dyed or altered at a merchant in order to have the description changed. This failure may cause the item to be dropped to the ground; however, when this is the case, the item is still cursed and will become stuck in hand if picked up. |
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:Messaging: |
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<pre{{log2}}> |
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Slender wisps of essence form around the light leather, <font color=red>but quickly take on a dark, greenish-black hue</font>. The wisps twist about each other, writhing in discordant response to your chant. Suddenly, the tendrils coalesce around the leather, forming a shell of black, crackling energy. With a burst of static, the leather falls from your hands and the roiling energy sinks into the leather, leaving their surface blackened.</pre> |
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=====Item Destruction (Catastrophic Failure)===== |
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The item explodes and sends flying shards outward which may wound or even kill the casting Wizard and possibly bystanders. |
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Recovery: None. This is the worst failure outcome and results in item destruction. |
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:Messaging: |
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<pre{{log2}}>Suddenly, the double leather <font color=red>blossoms into a growing ball of intense white flame</font>, the ensuing explosion sending debris through the air. The double leather being in your hand, you take the brunt of the blast!</pre> |
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''Note: Only the '''final''' enchantment of the project has a chance of catastrophic failure.'' |
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=====Casting While Item Is Still Tempering===== |
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Casting the enchant spell prematurely, while an item is still in the tempering process, will result in a minor to major failure. The outcome is random. |
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Recovery: Depends on level of failure |
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:Messaging: Variable |
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=====Casting At Non-tempered Item===== |
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Casting the enchant spell at a non-tempered item results in no item damage. The messaging is similar to that of a temper reset. |
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Recovery: N/A |
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:Messaging: |
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<pre{{log2}}>>pre 925 |
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You trace a series of glowing runes while chanting the phrase for Enchant Item... |
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Your spell is ready. |
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>cast my dagger |
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You gesture at a dagger. |
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A muted glow instantly surrounds the dagger, <font color=red>flickering slightly, and fades a moment later.</font> |
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</PRE> |
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{{Top}} |
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== Rewards for your Efforts == |
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Successful enchantments earn [[experience]], and potentially large amounts of [[silver]]. |
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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) and enchantments upon unusual items. Armor also tends to be profitable due to the relative lack of NPC shops that sell enchanted armor (particularly the leather-based armors commonly used by most professions), and high prices in the few shops that do. (Low level enchants on weapons and shields are available over-the-counter for the most common types, although often at much higher prices than the cost of enchanting a +0 item to the same level.) |
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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. |
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A few wizards prefer, instead, 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, some enjoy the relative lack of risk to their reputations, since their customers are unaware of failures or delays. |
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=== Experience From Enchanting === |
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The [[experience]] gained from a successful cast is based on the following formula: |
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<div {{prettydiv|margin-right=500px}}><center><tt>'''EXP = ( 100 x step of enchant ) - enchanter's [[level]]'''</tt></center></div> |
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For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience. |
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:( 100 × 3 ) - 50 = 250 EXP |
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==Resources== |
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*[[Enchant Item (925) (saved posts)]] |
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*[[Enchant spell history (saved post)]] |
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*[[Workshops (saved posts)]] |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#925 Wizard Base Spell Circle: Enchant Item], on Play.net |
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*[http://www.play.net/gs4/info/enchant_notes.asp Official Enchanting Notes] |
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*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder] |
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*[http://forum.gsplayers.com/showpost.php?p=963320&postcount=73 GM Naos on Wizard Spell Ranks] reposted on forum.gsplayers.com |
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*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/thread/1701506 Enchanting Materials Difficulty] |
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{{top}} |
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{{Wizard}} |
Latest revision as of 17:00, 4 April 2023
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