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

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(Added in the "extremely faint" aura adjective with explanation of its special case usage.)
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<sup>1</sup>The "extremely faint" aura is only combo'd with 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.





Revision as of 09:30, 18 July 2006

Enchant (925)/Enchant Item (925) (old version)
Mnemonic [ENCHANT]
Duration Permanent
Utility Magic  
Subtype {{{subtype}}} 
Skill Enhancement {{{skill}}} 
Components {{{components}}} 
Availability {{{availability}}} 

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 enchantment requires tempering the item with a tempering potion and then a cast. But the number of temper/cast cycles varies based on the enchantment. For example, to enchant a 0x to 1x item requires 1 temper and 1 cast; 1x to 2x requires 2 tempers and two casts; 2x to 3x is 3 tempers and 3 casts, etc.

Currently there is a "soft cap" on enchanting that allows items only to be enchanted up to +35 (7x) without a special tempering potion. This means that any item above +30 (6x) will not take a temper from a mirtokh potion.

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.

Note: There is a base 3% failure rate on the final cast of an enchant. It cannot be trained off.

Tempering Potions

Potion Name Purpose Base Cost
Rohnuru temper anything < +6 3500
Duqnuru temper anything < +16 5500
Dirtokh temper anything < +26 10000
Mirtokh temper anything < +31 35000
Sisfu any project up to +25 17500
Sarmoc un-temper a project 5000

Note: Prices based on Wizard Guild near Wehnimer's Landing

Tempering Ranges

Bonus Range Enchant Level Tempered As Potion Needed
+1 to +5 1x 2x Rohnuru
+6 to +10 2x 3x Duqnuru
+11 to +15 3x 4x Duqnuru
+16 to +20 4x 5x Dirtokh
+21 to +25 5x 6x Dirtokh
+26 to +30 6x 7x Mirtokh
+31 to +35 7x N/A Mirtokh
+36 to +40 8x N/A N/A
+41 to +45 9x N/A N/A
+46 to +50 10x N/A N/A

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.

Success Factors

The following factors help with enchanting; listed in no particular order of importance.

Failure Factors

The following factors hinder enchanting; listed in no particular order of importance.

  • Encumberance
  • Low spirit
  • Injuries
  • Low health
  • Material of the item (some materials are more resistant)
  • Having critters present

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, without special potions, is +35.
  • Once an enchanting project is started, one is unable to wear the armor or shield, and using a weapon will cause it to shatter.


Elemental Detection (405) Reveals

When using the spell on an item 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.

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.
Color Value
No <= 0
Red +5
Orange +10
Yellow +15
Green +20
Blue +25
Indigo +30
Violet +35
Adjective Value
Extremely Faint special case1
Faint -4
Muted -3
Hazy -2
Currently Unknown (possibly Bright) -1
Vibrant 0

1The "extremely faint" aura is only combo'd with 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.


External Links

Official Spell Description: http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#925
Official Enchanting Notes: http://www.play.net/gs4/info/enchant_notes.asp