Enchant (925)

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Enchant (925)
Mnemonic [ENCHANT]
Duration Permanent
Utility Magic  
Subtype Permanent Enchantment 
Components Enchanting potions 
Availability Channel at held 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
"Enchant" redirects here. For other uses, see Enchant (disambiguation).
This article is for the new Enchant (925) released during the Spring Spectacular 2019 updates. For the prior version of the spell, please see Enchant Item (925).

The Enchant spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful enchantment provides a permanent +1 bonus to the item's attack strength (AS) or defensive strength (DS), as applicable.

Essence

Enchanting now requires the gathering of Essence by a wizard and expending it to increase the enchantment of an item. You can SENSE how much essence you have accumulated and how strong of an enchantment you can complete.

Generation

Essence is gathered by spending mana when casting offensive spells at enemies of an appropriate level for the caster to earn experience by killing them. Offensive spells generally include anything you can't cast in a sanctuary. Each cast generates a sort of magical static which clings to the caster; being well trained in Elemental Mana Control helps a Wizard gather more static. On a mana pulse, a portion of that static is absorbed as essence for enchanting; being well trained in Harness Power and Elemental Lore: Water increases the maximum amount of essence that can be absorbed this way. Any unabsorbed static is generally lost, but if the Wizard is trained in Elemental Lore: Air a portion will carry over to the next mana pulse. Wizards trained in Elemental Lore: Fire will find their spell casting yields additional essence on average.

Max Absorbable Essence Per Mana Pulse

Elemental Lore: Water & Harness Power Bonus 0 100 140 200 250 300 350 400
Pool Size ? ? ? ? ? ? ? ?

Amount of Static Convertible to Essence Per Mana Pulse

Elemental Mana Control ranks 0 24 50 101 125 150 202 250
% Static Converted to Essence ? ? ? ? ? ? ? ?

Percentage of Static Not Converted due to reaching max absorbed allowed to rollover per mana pulse

20 + (Elemental Lore:Air Seed 5 Summation Ranks) * 5

Elemental Lore:Air Ranks 0 5 11 18 26 35 45 56 68 81 95 110 126 143 161 180 200
% Static Able to Roll Over 0 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100

Bonus Static Essence Percent Gained Per Mana Pulse

(Elemental Lore: Fire Seed 5 Summation Ranks) + 4

Elemental Lore:Fire Ranks 0 5 11 18 26 35 45 56 68 81 95 110 126 143 161 180 200
% Bonus Static to Essence Conversion 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Cost to Enchant

The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.

Essence Cost to Enchant per Bonus
Bonus Essence
+0 to +1 0
+1 to +2 100
+2 to +3 200
+3 to +4 300
+4 to +5 400
+5 to +6 500
+6 to +7 600
+7 to +8 700
+8 to +9 800
+9 to +10 900
Bonus Essence
+10 to +11 1000
+11 to +12 1100
+12 to +13 1200
+13 to +14 1300
+14 to +15 1400
+15 to +16 1500
+16 to +17 1600
+17 to +18 1700
+18 to +19 1800
+19 to +20 1900
Bonus Essence
+20 to +21 2000
+21 to +22 2100
+22 to +23 2200
+23 to +24 2300
+24 to +25 2400
+25 to +26 4800
+26 to +27 7200
+27 to +28 9600
+28 to +29 12000
+29 to +30 14400
Bonus Essence
+30 to +31 16800
+31 to +32 19200
+32 to +33 21600
+33 to +34 24000
+34 to +35 26400
+35 to +36 28800
+36 to +37 31200
+37 to +38 33600
+38 to +39 36000
+39 to +40 38400
Bonus Essence
+40 to +41 40800
+41 to +42 43200
+42 to +43 45600
+43 to +44 48000
+44 to +45 50400
+45 to +46 52800
+46 to +47 55200
+47 to +48 57600
+48 to +49 60000
+49 to +50 62400


Total Essence & Weekly Cost for Full Enchant Tier
Bonus Essence Weeks Required
0x to 1x 1000 < 1
1x to 2x 3500 < 1
2x to 3x 6000 < 1
3x to 4x 8500 < 1
4x to 5x 11000 < 1
5x to 6x 48000 3
6x to 7x 108000 6.75
7x to 8x 168000 10.5
8x to 9x 228000 14.25
9x to 10x 288000 18
0x to 7x 186000 11.625
7x to 10x 684000 42.75
0x to 10x 870000 54.375

Difficulty Detection

A wizard's chance for success in enchanting an item can be determined by CASTing Enchant Item at an item. This can be done without first unlocking the item for enchantment.

Roll Needed Description % Chance
you can only fail if you are horribly unlucky 97% (will only fail on a fumble)
you should be able to enchant it easily enough, barring bad luck 90+%
the odds are on your side to successfully complete the enchantment 75+%
you are more likely than not to succeed on your cast, but you will need some luck 55+%
this enchantment will be difficult, but possible 35+%
this enchantment will be very difficult 15+%
that this enchantment will be nearly impossible 1+%
you will likely need a miracle to complete this enchantment -100+%
this enchantment is completely beyond your abilities less than -100%
Roll Result Description Result
You make an outstanding attempt! 90+
You make an excellent attempt! 80+
You make a good attempt! 70+
You make a decent attempt. 60+
You make an okay attempt. 50+
You make a passable attempt. 40+
You make a questionable attempt. 30+
You make a poor attempt! 20+
You make a very poor attempt! 10+
You make a horribly poor attempt! 2+
You make an astoundingly inept attempt! 1
Something doesn't seem right... Fumble

Success Factors

The precise formula to achieve a successful enchantment is not released. What is known is that the level and Wizard Base ranks of the enchanter are primary factors. The following table lists all known factors (positive or negative), in no particular order. At the very least, a wizard should be uninjured, and in a magical workshop with a familiar present.

Positive Factors Negative Factors
Wizard Base ranks Existing enchant bonus
Level of enchanter Ensorcell tier
Magic Item Use ranks Material of the item
Arcane Symbols ranks Resistances
Logic, Intuition Creature bane
Elemental Mana Control ranks Holy
Elemental Lore ranks Weighting, Padding, and/or Sighting
Having a familiar in the room Having a familiar elsewhere
Public workshop Flares, TD bonus, AS/DS bonus
Enhancive item, Fusion
Health or Spirit Loss, Injuries

Material Difficulty Chart

Failures

It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.

Pre-Temper Potions

Flaring Items

Main article: Pre-tempering potions

Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No Elemental Lore skills are required to apply an appropriate pre-temper potion.

Enhancive and Holy Items

Main article: Pre-tempering potions

No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are urven'eth potion.

Enchanting and ensorcelling fusion items is substantially more difficult than typical gear (difficulty is dependent on the number of orb slots, not the bonuses of the orbs within those slots; prying orbs before enchanting or ensorcelling will not decrease difficulty).

Rewards for Enchanting

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

While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.

Negative Bonus Items

Data on negative bonus item enchanting is currently unknown.

Functional Item Scripts

Please see above for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the item properties page.
These are player-created lists and are not complete. See here for more functional scripts.
Scripts that CAN be wizard enchanted

Need to re-verify these since Spring Spectacular 2019 release

Scripts that CANNOT be wizard enchanted

Other Items Marked for No Enchanting

This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[1]).

Specific Items Marked for No Enchanting Origin
Black alloy items[2] Sold near Pinefar decades ago
Versions of the fel-hafted waraxes
Versions of the rolaren longsword (ruby, sapphire, and one other)
Versions of the pryothag hide brigandine
Versions of the white ora warmaces

ASSIST and ask for a referral to fix the item to be made enchantable.

Potion Tables

Main article: Enchanting potions
Starting
Bonus (+)
Starting
Enchant (X)
Aura
Color
Destination
Bonus (+)
Destination
Enchant (X)
Pour/
Channel
Cycles
Average Time Per Cycle* Tempering Potion Potion Pour Bonus Potion
Cost
+0 to +25 0x-5x Varies +5 to +30 1x-6x Varies Sisfu
< 0 None Special Varies Varies 1 Varies Varies Varies Varies
0 0x None +1 to +5 1x 1 1 day Rohnuru 0 3500
+1 to +5 1x Red +5 to +10 2x 2 2 days
+6 to +10 2x Orange +11 to +15 3x 3 3 days Duqnuru +15 5500
+11 to +15 3x Yellow +16 to +20 4x 4 4 to 5 days
+16 to +20 4x Green +21 to +25 5x 5 5 to 7 days Dirtokh +25 10,000
+21 to +25 5x Blue +26 to +30 6x 6 6 to 9 days
+26 to +30 6x Indigo +31 to +35 7x 7 11 to 17 days MirtokhΔ +30 35,000
+31 to +35 7x Violet +36 to +40 8x 8 9 days Bromin Special**
+36 to +40 8x Copper +41 to +45 9x 9 9 to 12 days Aleteh Special**
+41 to +45 9x Silver +46 to +50 10x 10 11 to 13 days Grenshol Special**
+46 to +50 10x Gold Not Further Enchantable
Pre-tempering Potions
Item Property Potion Project
Difficulty
Offset
Enhancive Glowing Urven'eth Required
Holy armament
Flaring Earth Earthy Ilvan'eth -100
(Optional)
Fire Fiery Ilvan'eth
Ice Icy Ilvan'eth
Vacuum Cloudy Ilvan'eth
Acid Earthy Ilvan'eth
OR
Icy Ilvan'eth
Lightning Cloudy Ilvan'eth
OR
Icy Ilvan'eth
Steam Fiery Ilvan'eth
OR
Icy Ilvan'eth

Resources

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