Enchant (925)/Enchant Item (925) (old version)
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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.
- Wizard Base spells known (Diminishing returns for over-training)
- Major Elemental spells known
- Minor Elemental spells known
- Level
- Using the appropriate potion for the project (though using a 'better' potion is no hinderance)
- Magic Item Use skill
- Arcane Symbols skill
- Logic, Intuition, and Aura bonuses
- Being at a workshop or node
- Having your familiar present
- Elemental Mana Control skill
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" adjective 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