Enchant (925)/Enchant Item (925) (old version): Difference between revisions
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{{spell |
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{{spell | name = Enchant Item | number = 925 | mnemonic = ENCHANT | duration = Permanent | type = Utility }} |
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|name = Enchant Item |
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|number = 925 |
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|mnemonic = ENCHANT |
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|duration = Permanent |
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|type = Utility}} |
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[[Category: |
[[Category:Wizard Base Spells]] |
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[[Category:Weapon Enhancements]] |
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[[Category:Armor Enhancements]] |
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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 the rare [[defensive bonus]] item 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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Items may be enchanted more than once, increasing the overall bonus with each successive enchamtment. Each level of enchantment bestows the item with a +5 bonus from its previous state. Certain [[material]]s may possess natural bonuses or natural negatives. |
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==Enchanting Process== |
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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. |
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Currently there is a |
<span style="font-style: italic; color: red">'''NOTE:''' Currently there is a 'soft cap' which restricts the enchanting of items to bonuses greater than +35 (7x). '''Any item above +30 (6x) can not be tempered by potions regularly available.'''</span> |
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== Necessary Components == |
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== Base Requirements & Important Notes == |
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;* [[Enchant Item (925)#Tempering Potions|Enchant tempering potion]] |
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*The wizard must have learned the spell Enchant Item (925) |
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: |
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*There is no limitation on the number of enchant projects between +5 and +20 |
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;* [[Enchant Item (925)# Selecting an Item to Enchant|Object to enchant]] |
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*One major project (anything over +20) per account is allowed at a time |
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: |
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*The highest bonus that is possible to temper, without special potions, is +30 |
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;* [[Magical workshop]] |
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*The highest enchant possible with available potions, is +35 |
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:Not required, but recommended for successful enchantments. There is one in each of the [[Wizard Guild]]s, though workshops are also found all over [[Elanthia]]. Many are hidden throughout the lands, most [[CHE|houses]] boast a workshop, and a few exceedingly lucky wizards own their own workshop. |
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*Once an enchanting project is started, one is unable to wear the armor or shield, and using a weapon will cause it to shatter |
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;* [[920|Wizard's Familiar]] |
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*The item must be free of paddings, flares, or other enhancements |
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:Also not a requirement, rather a tool to increase success. Have your familiar present when casting this spell. |
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== Selecting an Item to Enchant == |
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==Materials Necessary== |
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It is imperative that one is familiar with the item they intend to enchant. Certain [[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]] will prevent them from being enchanted, as well. Some items may not take enchants for seemingly no reason whatsoever. |
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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. |
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The best way to obtain detailed information about an item is to have a [[bard]] [[loresing]] to it. Other sources, such as the [[AI crystal]] can also provide valuble information about items. Wizards may cast [[Elemental Detection (405)]] upon items which have been previously tempered to determine its current level of enchantment. |
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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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=== Tempering Potions === |
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* There are extremely rare clothing and jewelery items which can store an enchantment. It is nearly impossible that you will chance upon one of these since they are no longer being created and their current owners clutch them rather tightly. |
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:{| {{Prettytable}} |
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* The only surefire way to detemine whether or not an item will accept an enchantment, is to pour a tempering potion on it. |
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|- align=center |
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!Potion Name |
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== Success Factors == |
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!Purpose |
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The precise formula to acheive 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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!Base Cost |
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{| align=right {{prettytable}} |
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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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|[[Encumberance]] |
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|temper normal projects < +6 |
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|align=right|3500 |
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|- |
|- |
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|[[ |
|[[Major Elemental]] ranks |
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|Less than full [[spirit]] |
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|temper normal projects < +16 |
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|align=right|5500 |
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|- |
|- |
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|[[ |
|[[Minor Elemental]] ranks |
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|[[Wound]]s |
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|temper normal projects < +26 |
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|align=right|10000 |
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|- |
|- |
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|[[Level]] of enchanter |
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|[[Mirtokh potion|Mirtokh]] |
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|[[Scar]]s |
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|temper normal projects < +31 |
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|align=right|35000 |
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|- |
|- |
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|[[ |
|[[Magic Item Use]] ranks |
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|[[Material]] of the item |
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|temper normal projects < +21 |
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|align=right|17500 |
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|- |
|- |
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|[[ |
|[[Arcane Symbols]] ranks |
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|Having [[creature]]s present |
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|un-temper a project |
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|align=right|5000 |
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|- |
|- |
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|[[Logic]] |
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|} |
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| |
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:<i>Note: Prices based on Wizard Guild near Wehnimer's Landing</i> |
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|- |
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|[[Intuition]] |
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| |
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|- |
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|[[Aura]] |
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| |
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|- |
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|[[Elemental Mana Control]] ranks |
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| |
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|- |
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|Having your [[920|familiar]] present |
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| |
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|} |
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* There is a minimum 3% failure rate for any enchant, regarless of the enchanter's [[stat]]s, [[skill]]s, level, or the level of the enchantment itself. |
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=== Tempering Ranges === |
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* Historically, wizards would overtrain their [[Wizard Base]] ranks to acheive 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 following table can help you determine the enchant length and required potions for an enchanting project. |
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== The Enchanting Process == |
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:{| {{Prettytable}} |
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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. Weilding or [[WEAR (verb)|wearing]] any item whose enchantment has not yet been completed, will cause the destruction of that item. |
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|- align=center |
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!Pre-enchant Bonus |
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=== Tempering the Item === |
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!Enchant Level |
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Tempering is the act of using a 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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!Number of Cast/Pour Cycles |
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!Potion Needed |
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* [[POUR (verb)|POUR]] POTION ON {ITEM} : initiates the tempering process |
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* Potions begin with 4 [[charge|doses]]. Each pour will use precisely one dose, unless being poured upon [[armor]], which requires two doses. |
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''some discussion of failure types will go here'' |
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<div {{log}}><font color=yellow>''example of failures''</font></div> |
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<div {{log}}><font color=yellow>''example of success''</font></div> |
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==== Determining the Proper Potion ==== |
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{| {{Prettytable}} |
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|- |
|- |
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!width=100|Existing Bonus of Item |
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| align=center| <0 |
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!width=100|Equivalent Color |
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!width=100|Effective Enchantment Level |
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!width=100|Pour/Cast Cycles to Next Level |
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!width=100|Average Tempering Time* |
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!width=100|Appropriate Tempering Potion |
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|width=100 align=center|'''Potion Cost''' † |
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|- |
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| < 0 |
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| None |
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| align=center| [[925#Special Cases|Special]] |
| align=center| [[925#Special Cases|Special]] |
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| align=center| 1 |
| align=center| 1 |
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| align=center| Varies |
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| [[925#Special Cases|Varied]] |
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| align=center| Varies |
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| align=center| Varies |
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|- |
|- |
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| 0 |
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| None |
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| align=center| 0x |
| align=center| 0x |
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| align=center| 1 |
| align=center| 1 |
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| |
| 1 day |
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| align=center rowspan=2| [[Rohnuru potion|Rohnuru]] |
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| align=center rowspan=2| 3500 |
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|- |
|- |
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| +1 to +5 |
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| Red |
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| align=center| 1x |
| align=center| 1x |
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| align=center| 2 |
| align=center| 2 |
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| |
| 2 days |
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|- |
|- |
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| +6 to +10 |
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| Orange |
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| align=center| 2x |
| align=center| 2x |
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| align=center| 3 |
| align=center| 3 |
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| |
| 3 days |
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| align=center rowspan=2| [[Duqnuru potion|Duqnuru]] |
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| align=center rowspan=2| 5500 |
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|- |
|- |
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| +11 to +15 |
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| Yellow |
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| align=center| 3x |
| align=center| 3x |
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| align=center| 4 |
| align=center| 4 |
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| |
| 4 to 5 days |
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|- |
|- |
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| +16 to +20 |
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| Green |
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| align=center| 4x |
| align=center| 4x |
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| align=center| 5 |
| align=center| 5 |
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| |
| 6 to 7 days |
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| align=center rowspan=2| [[Dirtokh potion|Dirtokh]] |
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| align=center rowspan=2| 10,000 |
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|- |
|- |
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| +21 to +25 |
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| Blue |
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| align=center| 5x |
| align=center| 5x |
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| align=center| 6 |
| align=center| 6 |
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| |
| 8 to 9 days |
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|- |
|- |
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| +26 to +30 |
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| Indigo |
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| align=center| 6x |
| align=center| 6x |
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| align=center| 7 |
| align=center| 7 |
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| 10 to 11 days |
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| Mirtokh |
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| align=center| [[Mirtokh potion|Mirtokh]] |
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| align=center| 35,000 |
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|- |
|- |
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| +31 to +35 |
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| Violet |
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| align=center| 7x |
| align=center| 7x |
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| align=center| N/A |
| align=center| N/A |
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| align=center| N/A |
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| Mirtokh |
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| align=center| N/A |
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| align=center| N/A |
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|- |
|- |
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| +36 to +40 |
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| Unknown |
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| align=center| 8x |
| align=center| 8x |
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| align=center| N/A |
| align=center| N/A |
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| N/A |
| align=center| N/A |
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| align=center| N/A |
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| align=center| N/A |
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|- |
|- |
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| +41 to +45 |
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| Unknown |
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| align=center| 9x |
| align=center| 9x |
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| align=center| N/A |
| align=center| N/A |
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| N/A |
| align=center| N/A |
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| align=center| N/A |
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| align=center| N/A |
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|- |
|- |
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| +46 to +50 |
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| Unknown |
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| align=center| 10x |
| align=center| 10x |
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| align=center| N/A |
| align=center| N/A |
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| N/A |
| align=center| N/A |
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| align=center| N/A |
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|- |
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| align=center| N/A |
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|} |
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|} |
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<nowiki>*</nowiki> ''Average time per pour. May vary depending upon number of current enchanting projects.'' |
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:For example, An [[imflass]] weapon that is +17 under the old system would have been tempered as a 3x project, but will now temper as a 4x project. Any enchanting project whose resulting bonus is greater than +20 will now be considered a major enchanting project, where the previous threshold for major projects was +22. |
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† ''Base prices shown. See [[Trading]] for more information on variations in price.'' |
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===Special Cases=== |
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:With items with a natural negative bonus, that bonus must be factored into the max efficacy of the temper potion. Such that, as a for instance, for a -10 modwir item, the max efficacy of a rohnuru potion would be decreased from the usual +5 to -5 (the -10 is added to the max efficacy of the potion). |
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=== Casting the Enchantment === |
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:An example of one of these special cases is this: |
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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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:*Starting with "a modwir longbow" with a natural bonus of -10 |
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:*The first enchant requires a rohnuru potion, 1 pour/cast to get to -5 |
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:*The second enchant requires a rohnuru potion, 1 pour/cast to get to 0 |
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:*The third enchant requires a a duqnuru potion, 1 pour/cast to get to +5 |
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:*The fourth enchant requires a duqnuru potion, 2 pour/casts to get to +10 |
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:*The fifth enchant requires a dirtokh potion, 3 pour/casts to get to +15 |
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:*The sixth enchant requires a dirtokh potion, 4 pour/casts to get to +20 |
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:*The seventh enchant is a major project, requiring a mirkoth potion, 5 pour/casts to get to +25 |
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* To ascertain if the temper is complete, [[CAST (verb)|cast]] [[Elemental Detection]] at it. |
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:This is the highest this enchant can be taken via normal means at this point. |
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<div {{log}}>You gesture at a crystal-set rosewood runestaff.<br> |
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==Experience From Enchanting== |
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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=yellow>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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<div {{log}}><font color=yellow>''example of tempered''</font></div> |
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[[Experience]] is gained based on the following formula: (100-L)+100*(N-1). L is the enchanter's [[level]], and N is the cast number of the enchant (ie. N = 3 for the third cast of a 3x enchant or N = 4 for the fourth cast of a 6x enchant). Thus, a level 30 wizard, on the third cast of a 3x enchant would get: (100-30)+100*(3-1) = 270 experience for the final cast. |
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Once certain you are ready to proceed, 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 list one-by-one for conditions which may have a profound affect on your success. |
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== Success Factors == |
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The following factors help with enchanting; listed in no particular order of importance. |
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*[[Wizard Base]] spells known |
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*[[Major Elemental]] spells known |
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*[[Minor Elemental]] spells known |
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*[[Level]] |
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*Using the appropriate potion for the project (though using a 'better' potion is no hinderance) |
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*[[Magic Item Use]] skill |
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*[[Arcane Symbols]] skill |
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*[[Logic]], [[Intuition]], and [[Aura]] bonuses |
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*Being at a workshop or node |
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*Having your [[920|familiar]] present (if cast, casting a familiar does not add benefit) |
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*[[Elemental Mana Control]] skill |
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==== Casting Checklist ==== |
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Historically wizards specifically trained for enchanting have overtrained their wizard base spells (past being 1x for their current level), but now with diminishing returns for overtraining it is not clear whether it would be more advantageous to put the extra training into other skills. |
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* You are in a [[workshop]] or at very least, [[node]]. |
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* Your [[920|familiar]] is present. |
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* You do not possess any [[wound]]s or [[scar]]s. |
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* You are not suffering from [[Death's Sting]]. |
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* You are [[ENCUMBE (verb)|unencumbered]]. |
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* You have full [[hit point|health]]. |
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* You have full [[mana point|mana]], or at very least enough to cast Enchant Item (25). |
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* You have full [[spirit point|spirit]]. |
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* There are no [[creature]]s present. |
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== Rewards for your Efforts == |
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<i>Note: There is a base 3% failure rate on the final cast of an enchant. It cannot be trained off.</i> |
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Successful enchantments earn one [[experience]], and potentially large amouonts of [[silver]]. Major enchant projects are exceedingly valued due to the sheer time they take to complete, and can fetch prices in the millions. |
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=== Experience From Enchanting === |
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== Failure Factors == |
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The [[experience]] gained is based on the following formula: |
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The following factors hinder enchanting; listed in no particular order of importance. |
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*[[Encumberance]] |
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*Low [[spirit]] |
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*Injuries |
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*Low health |
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*[[Material]] of the item (some materials are more resistant) |
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*Having [[creature]]s present |
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EXP = (100 - L) + 100 × (N - 1) |
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== [[Elemental Detection (405)]] Reveals == |
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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. |
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* L = Enchanter's [[level]] |
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'''As examples:''' |
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* N = Step number of the enchant (ie. N = 3 for the third cast of a 3x enchant or N = 4 for the fourth cast of a 6x enchant) |
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*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. |
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*The hazy orange aura given by deringo can be broken down as (+10 orange) + (-2 hazy) = the +8 that is natural enchant of deringo. |
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{| {{Prettytable}} |
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|- align=center |
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!Color |
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!Value |
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|- |
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|No |
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|align=right|<= 0 |
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|- |
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|Red |
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|align=right|+5 |
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|- |
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|Orange |
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|align=right|+10 |
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|- |
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|Yellow |
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|align=right|+15 |
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|- |
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|Green |
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|align=right|+20 |
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|- |
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|Blue |
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|align=right|+25 |
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|- |
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|Indigo |
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|align=right|+30 |
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|- |
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|Violet |
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|align=right|+35 |
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|} |
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{| {{Prettytable}} |
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|- align=center |
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!Adjective |
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!Value |
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|- |
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|Extremely Faint |
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|align=right|special case<sup>1</sup> |
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|- |
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|Faint |
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|align=right|-4 |
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|- |
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|Muted |
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|align=right|-3 |
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|- |
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|Hazy |
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|align=right|-2 |
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|- |
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|Currently Unknown (possibly Bright) |
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|align=right|-1 |
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|- |
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|Vibrant |
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|align=right|0 |
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|} |
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For example, a level 30 wizard, making the third cast of a 3x enchant would receive 270 experience. |
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<sup>1</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. |
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(100 - 30) + 100 × (3 - 1) = 270 EXP |
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== External Links == |
== External Links == |
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[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#925 Official Enchant Item spell]<br> |
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[http://www.play.net/gs4/info/enchant_notes.asp Official Enchanting Notes] |
Revision as of 05:00, 23 August 2006
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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 the rare defensive bonus item 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.
Items may be enchanted more than once, increasing the overall bonus with each successive enchamtment. Each level of enchantment bestows the item with a +5 bonus from its previous state. Certain materials may possess natural bonuses or natural negatives.
NOTE: Currently there is a 'soft cap' which restricts the enchanting of items to bonuses greater than +35 (7x). Any item above +30 (6x) can not be tempered by potions regularly available.
Necessary Components
- Not required, but recommended for successful enchantments. There is one in each of the Wizard Guilds, though workshops are also found all over Elanthia. Many are hidden throughout the lands, most houses boast a workshop, and a few exceedingly lucky wizards own their own workshop.
- Also not a requirement, rather a tool to increase success. Have your familiar present when casting this spell.
Selecting an Item to Enchant
It is imperative that one is familiar with the item they intend to enchant. Certain materials 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 flaring, weighting or padding will prevent them from being enchanted, as well. Some items may not take enchants for seemingly no reason whatsoever. The best way to obtain detailed information about an item is to have a bard loresing to it. Other sources, such as the AI crystal can also provide valuble information about items. Wizards may cast Elemental Detection (405) upon items which have been previously tempered to determine its current level of enchantment.
- In general, any weapon, shield, armor, or runestaff can be enchanted as long as its other properties do not preclude the possibility.
- There are extremely rare clothing and jewelery items which can store an enchantment. It is nearly impossible that you will chance upon one of these since they are no longer being created and their current owners clutch them rather tightly.
- The only surefire way to detemine whether or not an item will accept an enchantment, is to pour a tempering potion on it.
Success Factors
The precise formula to acheive 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.
Positive Factors | Negative Factors |
---|---|
Wizard Base ranks | Encumberance |
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 | |
Elemental Mana Control ranks | |
Having your familiar present |
- There is a minimum 3% failure rate for any enchant, regarless of the enchanter's stats, skills, level, or the level of the enchantment itself.
- Historically, wizards would overtrain their Wizard Base ranks to acheive more skill at enchanting. In the most recent revision of the spell, benefits from Wizard Base ranks were given diminishing returns.
The Enchanting Process
Enchanting is a simple two-step process. First, the object is tempered with a potion. The temper takes a certain amount of time to cure, and once complete, one then 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. Weilding or wearing any item whose enchantment has not yet been completed, will cause the destruction of that item.
Tempering the Item
Tempering is the act of using a 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.
- POUR POTION ON {ITEM} : initiates the tempering process
- Potions begin with 4 doses. Each pour will use precisely one dose, unless being poured upon armor, which requires two doses.
some discussion of failure types will go here
Determining the Proper Potion
Existing Bonus of Item | Equivalent Color | Effective Enchantment Level | Pour/Cast Cycles to Next Level | Average Tempering Time* | Appropriate Tempering Potion | Potion Cost † |
---|---|---|---|---|---|---|
< 0 | None | Special | 1 | Varies | Varies | Varies |
0 | None | 0x | 1 | 1 day | Rohnuru | 3500 |
+1 to +5 | Red | 1x | 2 | 2 days | ||
+6 to +10 | Orange | 2x | 3 | 3 days | Duqnuru | 5500 |
+11 to +15 | Yellow | 3x | 4 | 4 to 5 days | ||
+16 to +20 | Green | 4x | 5 | 6 to 7 days | Dirtokh | 10,000 |
+21 to +25 | Blue | 5x | 6 | 8 to 9 days | ||
+26 to +30 | Indigo | 6x | 7 | 10 to 11 days | Mirtokh | 35,000 |
+31 to +35 | Violet | 7x | N/A | N/A | N/A | N/A |
+36 to +40 | Unknown | 8x | N/A | N/A | N/A | N/A |
+41 to +45 | Unknown | 9x | N/A | N/A | N/A | N/A |
+46 to +50 | Unknown | 10x | N/A | N/A | N/A | N/A |
* Average time per pour. May vary depending upon number of current enchanting projects.
† Base prices shown. See Trading for more information on variations in price.
Casting the Enchantment
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.
- To ascertain if the temper is complete, cast Elemental Detection at it.
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. It is currently tempering and on the first step of the enchanting process. You recognize the vibrant red aura surrounding it as indicating a weak level of enchantment.
Once certain you are ready to proceed, 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 list one-by-one for conditions which may have a profound affect on your success.
Casting Checklist
- You are in a workshop or at very least, node.
- Your familiar is present.
- You do not possess any wounds or scars.
- You are not suffering from Death's Sting.
- You are unencumbered.
- You have full health.
- You have full mana, or at very least enough to cast Enchant Item (25).
- You have full spirit.
- There are no creatures present.
Rewards for your Efforts
Successful enchantments earn one experience, and potentially large amouonts of silver. Major enchant projects are exceedingly valued due to the sheer time they take to complete, and can fetch prices in the millions.
Experience From Enchanting
The experience gained is based on the following formula:
EXP = (100 - L) + 100 × (N - 1)
- L = Enchanter's level
- N = Step number of the enchant (ie. N = 3 for the third cast of a 3x enchant or N = 4 for the fourth cast of a 6x enchant)
For example, a level 30 wizard, making the third cast of a 3x enchant would receive 270 experience.
(100 - 30) + 100 × (3 - 1) = 270 EXP