Enchant (925)/Enchant Item (925) (old version)
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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 highly 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 potential source of penalties. If you have a familiar in the lands, have it with you 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 defensive bonus clothing and jewelery items which can store an enchantment.
- 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
Positive Factors | Negative Factors |
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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 |
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.
- 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. 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 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 precisely two doses.
some discussion of failure types will go here
- Failure due to insufficient potion
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.
- Unsuccessful pour
- Successful pour
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.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.
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 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 at least 25 mana.
- You have full spirit.
- There are no creatures present.
Rewards for your Efforts
Successful enchantments earn experience, and potentially large amounts of silver. Major enchant projects are exceedingly valued due to the time they take to complete and the restriction of only one major enchant at a time, 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
External Links
Official Enchant Item spell
Official Enchanting Notes
405 Reveals for Enchanting
Wizard Profession - edit |
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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 |