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

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| align=center| Gold
| align=center| Gold
| align=center colspan=7| Not Further Enchantable
| align=center colspan=7| Not Further Enchantable
|}
|-
| align=center| 0 to +30
| align=center| 0x to 6x
| align=center colspan=5|Special enchancive item pre-tempering potion
| align=center| [[Ayveneh potion|Ayveneh]]
| align=center| +20
| align=center| Varies
|-
| align=center| 0 to +30
| align=center| 0x to 6x
| align=center colspan=5|Special sanctified item pre-tempering potion
| align=center| [[Eoveneh potion|Eoveneh]]
| align=center| +20
| align=center| Varies
|}


<nowiki>*</nowiki> ''Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.''
<nowiki>*</nowiki> ''Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.''

Revision as of 13:19, 15 February 2011

Enchant (925)/Enchant Item (925) (old version)
Mnemonic [ENCHANT]
Duration Permanent
Utility Magic  
Subtype Permanent Enchantment 
Components Special 
Availability Self-cast at item 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility

One of the oldest and most coveted abilities of a wizard is the Enchant Item spell. Successfully enchanting a weapon, shield, armor, runestaff, 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 enchantment. Each level of enchantment bestows the item with a +5 bonus from its previous state, to a maximum of +50. Certain materials may possess natural bonuses or natural negatives.

Components

  • Knowledge of Enchant Item (925) spell and sufficient mana (25) to cast it.
Can either be storebought, or produced through the Alchemy guild skill (the recipes are Wizard only). There is no advantage to one source over the other.
Generally, a weapon, shield, or piece of armor with no other special properties (excepting forging bonuses).
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 Guilds, though workshops are also found all over Elanthia. Many are hidden throughout the lands, most 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 earthnode.
See Success Factors section for bonus and penalty information.

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, seemingly for 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 valuable information about items. Wizards may cast Elemental Detection (405) upon items which have been previously tempered to determine their 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.
  • Flaring weapons of any type cannot be enchanted.
  • Damage or crit weighted weapons of any type cannot be enchanted.
  • Damage or crit padded armors, as well as those with resistance factors of any type, cannot be enchanted.
  • Claidhmores cannot be enchanted due to their built-in crit weighting.
  • Items with a current enchantment of +46 or higher also cannot be enchanted.
  • "Defender" weapons (which provide a DS bonus as well as an AS bonus) cannot be enchanted.
  • Weapons with forging bonuses, but no other special abilities, are enchantable.
  • Items with enhancive properties or sanctified require special Pre-tempering potions to be enchanted. The difficulty of enchanting enhancive items varies depending on the type and intensity of the enhancive.
  • Items which are blessable are generally also enchantable. However, they cannot be enchanted while blessed.
  • There are extremely rare defensive bonus clothing and jewelery items which can store an enchantment.
  • 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.)
  • 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.

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. Wielding a weapon, shield, or runestaff, or being struck while wearing armor whose enchantment has not yet been completed will cause the destruction of that item.

Tempering the Item

Tempering is the act of using an 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.

  • POUR POTION ON MY {ITEM} : initiates the tempering process
  • Each pour will use precisely one dose of potion, regardless of the size or type of the item.
  • There is a 20 second roundtime for each pour. (The spell Haste (506) will not have an effect on this roundtime)

Certain items, such as sanctified gear and enhancive items, require Pre-tempering potions prior to the tempering potion to take each step of the enchant.

Pour Potion Modifiers Formula

MIU skill + LOG bonus + INT bonus + trunc(AUR bonus + WIS bonus)/2 + Potion Bonus - Item enchant bonus - Encumbrance Penalty - Armor Penalty

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

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

In order to have a successful pour, the pour modifiers + d100 roll must total at least 101.

Pre-tempering Formula

With Pre-tempering potions, such as Ayveneh for enhancive items and Eoveneh for sanctified items, there is a penalty of 220 to the pour modifiers formula. Both of these have a potion bonus of +20. So, the pour modifiers result (using the data from the previous example) would be:

Pour modifiers: 200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 20 (potion bonus) - 20 (item enchant bonus) - 220 (pre-temper penalty) = 48

Since a successful pour requires a 101 total, the minimum d100 roll required for a successful outcome in this example would be 53.

Encumbrance Penalty

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.

Pour Messaging

Failure due to insufficient potion
You pour your potion on the mail.
There does not seem to be enough dirtokh potion to cover the green imflass mail. The liquid bubbles slightly as it touches the surface of the green imflass mail, but then merely evaporates without effect.

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.

Unsuccessful pour due to item having been Edged, E-bladed etc.
>pour my potion on my dagger

You pour your potion on the dagger.

The liquid bubbles slightly as it touches the surface of the dagger, but then merely evaporates without effect.
Unsuccessful pour due to item being blessed
>pour my potion on my dagger

You pour your potion on the dagger.

The liquid coats the dagger, which glows faintly white for a moment and then returns to normal.


Successful pour
You pour your potion on the mail.

  1d100: 33 + Modifiers: 234 == 267

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 the tempering seems to have been successful. You estimate that the green imflass mail should be ready to enchant in about 8 to 9 days.

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).

Determining the Proper Potion

Starting Bonus of Item Starting Enchantment Level Aura Color Destination Bonus of Item Destination Enchantment Level Pour/Cast Cycles Required Average Tempering Time Per Cycle* Appropriate Tempering Potion Tempering Potion Pour Bonus Potion Cost †
< 0 None Special Varies Varies 1 Varies Varies Varies Varies
0 0x None +1 to +5 1x 1 1 day Rohnuru 0 3500
+1 to +5 1x Red +5 to +10 2x 2 2 days
+6 to +10 2x Orange +11 to +15 3x 3 3 days Duqnuru +15 5500
+11 to +15 3x Yellow +16 to +20 4x 4 4 to 5 days
+16 to +20 4x Green +21 to +25 5x 5 5 to 7 days Dirtokh +25 10,000
+21 to +25 5x Blue +26 to +30 6x 6 6 to 9 days
+26 to +30 6x Indigo +31 to +35 7x 7 8 to 11 days Mirtokh +30 35,000
0 to +30 0x to 6x Reputed to have special properties Sisfu +20 17,500
+31 to +35 7x Violet +36 to +40 8x 8 9 days Bromin ? Special**
+36 to +40 8x Copper +41 to +45 9x 9 Unknown Aleteh ? Special**
+41 to +45 9x Silver +46 to +50 10x 10 Unknown Grenshol ? Special**
+46 to +50 10x Gold Not Further Enchantable
0 to +30 0x to 6x Special enchancive item pre-tempering potion Ayveneh +20 Varies
0 to +30 0x to 6x Special sanctified item pre-tempering potion Eoveneh +20 Varies

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

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

** These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.

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.

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.

If you receive a message similar to the following, the item is tempering but not yet cured:

You gesture at a crystal-set rosewood runestaff.
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.

If you receive a message similar to the following, the item is tempered and cured:

You gesture at some silvery green imflass mail.
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. It is currently tempered and ready to be enchanted. 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.

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.)

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.

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. (Some wizards have reportedly used Haste (506) in order to counteract this effect.)

Success Factors

Positive Factors Negative Factors
Wizard Base ranks Less than full health
Major Elemental ranks Less than full spirit
Minor Elemental ranks Wounds
Level of enchanter Scars
Magic Item Use ranks Material of the item
Arcane Symbols ranks Having creatures present
Logic, Intuition, Aura Encumbrance
Elemental Mana Control ranks Death's Sting
Having a familiar in the room Having a familiar elsewhere
Earthnode or Workshop

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.

  • There is a minimum 3% failure rate for the final step of any enchant, regardless of the enchanter's stats, skills, level, or the level of the enchantment itself.
  • 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.
  • 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).
1. If you do not have a familiar summoned, there is no bonus or penalty to Enchanting success.
2. Having a familiar summoned and in the same room as your character contributes a bonus to Enchanting success.
3. Having a familiar summoned but in a different room than your character contributes a penalty to Enchanting success. - GM Naos


  • Earthnode or Workshop:
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.)
2. Guild and CHE workshops are the next best, and are equally great.
3. Public workshops are least great, but still great. - GM Naos

Use the Sense verb to determine the room status.

Rewards for your Efforts

Successful enchantments earn experience, and potentially large amounts of silver.

While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts. This is particularly true of major enchantments (above 4x) 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.)

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.

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.


Experience From Enchanting

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

EXP = ( 100 x step of enchant ) - enchanter's level

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

( 100 × 3 ) - 50 = 250 EXP

Failed casts

Unfortunately, not all Enchantments are successful. 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 a fumbled cast..

Example of the random 3% final step failure messaging:

>pre 925

You trace a series of glowing runes while chanting the phrase for Enchant Item...
Your spell is ready.
>cast my shield
You gesture at a target shield.

Something doesn't seem right...

A steady glow encompasses the target shield as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the shield.

Roundtime: 20 sec.

In the example above the cast was fumbled on the final (fourth) step of a 3x to 4x project. This failure caused a lose of one step in the enchanting process.

New Messaging:

You gesture at a target shield.
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. It is currently tempering and on the third step of the enchanting process. You recognize the vibrant yellow aura surrounding it as indicating a moderate level of enchantment.

Other failures range from nearly benign to utterly catastrophic, and include in increasing order of severity:

  • Improper cast, temper re-set. (Recovery: wait out the new temper cycle, re-cast.)
  • Loss of several (where "several" may be "1") temper steps, project still on-going. (Recovery: re-pour the potion, wait out the cycle, re-cast.)
  • Loss of all progress, project re-set to lower complete 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)). (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.)
  • Item becomes cursed (stuck in caster's hand until a Cleric can either Neutralize Curse (309) or Remove Curse (315)), the description is changed to "blackened" (ex. "a blackened breastplate", "some blackened leathers"), and the bonus on the item is typically set to +0 or lower. (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.
Slender wisps of essence form around the light leather, but quickly take on a dark, greenish-black hue. 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.
  • Item is destroyed in an explosion; flying shards may wound or even kill the casting Wizard and possibly bystanders. There is no recovery from this; the item is gone.
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See also

External Links

Wizard Profession - edit
Spell Circles: Wizard Base Spells | Major Elemental Spells | Minor Elemental Spells
Professional Highlights: Bolt spells | Call Familiar | Enchanting | Charge Item
Popular Archetypes: Pure Mage | War Mage | Enchanter