Enchant (925)/Enchant Item (925) (old version)/saved posts
Enchanting Projects and Tempers (4/2006)
Topic: Enchanting
Message #: 3399
Author: GS4-NAOS
Date: 7/17/2006 4:19:01 PM
Subject: Enchanting Projects and Tempers
<< Currently there are instances where fewer tempers and enchants are required than should be, based on the enchant being attempted. For example, +12 is considered 3x, however it currently only requires 2 tempers and enchants. This will be changing in the near future, but not until some changes are made to the way Forging of high quality weapons is handled. The definition in the table above is what will become the standard. >>
Quoted above is an except from the current Enchanting documentation located at http://www.play.net/gs4/info/enchant_notes.asp which will be removed when the document is updated in the near future.
Since the Forging system has long since moved away from providing a +1-3 AS bonus to forged weapons in favor of AvD and Damage Factor bonuses, this feature of the Enchanting system no longer serves any purpose.
Weapons and Armors will now temper as enchanting projects of one level greater than their bonus indicates as per the table provided in the Enchanting document, which I've recreated below for convenience.
Bonus Range | Enchant Level | Tempered As |
---|---|---|
+1 to +5 | 1x | 2x |
+6 to +10 | 2x | 3x |
+11 to +15 | 3x | 4x |
+16 to +20 | 4x | 5x |
+21 to +25 | 5x | 6x |
+26 to +30 | 6x | 7x |
+31 to +35 | 7x | N/A |
+36 to +40 | 8x | N/A |
+41 to +45 | 9x | N/A |
+46 to +50 | 10x | N/A |
What does this mean for tempering and enchanting projects? As an example, an imflass weapon would have tempered as a 3x project under the old system, 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.
Naos
Pre-Tempering Potion Implementation (4/2009)
Topic: Enchanting
Message #: 6568
Author: GS4-NAOS
Date: 4/24/2009 12:33:25 A
Subject: Enchanting Updates
I'd like to take a moment to share some details with enchanters about a new facet of the enchanting system.
This update introduces support for a new class of potions known as pre-temper potions. These types of potions are designed to be applied to an item to prepare it to take a standard temper potion. This preparation step is required for each step in an enchanting project, meaning a project for 0x to 1x would require a single dose, while a project for 4x to 5x would require five doses; one dose is required per step in each case. This pre-temper effect typically lasts five minutes, giving the enchanter ample time to pour a second potion.
The messaging for a pre-temper potion follows a standard form, which each type of pre-temper having a different glow description:
You pour your potion on the falchion. As the liquid coats the surface of the mithril falchion, you murmur a few words of power while gesturing over the falchion. The liquid quickly seeps into the mithril falchion and leaves nothing behind but a faint glow. You examine the falchion closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.
Similarly, when the pre-temper effect fades, the messaging takes a standard form, with the same glow description as the pre-temper message:
The faint glow fades from a mithril falchion.
Pre-temper potions are typically more difficult to apply than regular potions, reflecting the expected increase in difficulty when enchanting the types of gear that they allow to be tempered.As
Taking advantage of this feature, two new potions have been added to an enchanter's arsenal: an ayveneh potion and an eoveneh potion. Ayveneh potion may be used to prepare gear with Enhancive properties for tempering, while eoveneh potion fills the same role for some sanctified gear. Both of these potions maybe be used on gear with a bonus of 30 or less, similar to mirtokh potion. The only question is: where to find these potions?
--
In addition to these new features, enchanting roundtimes have been lowered to 20 seconds across the board, but the roundtime is no longer affected by haste effects. Overall, enchanters should see a net drop in roundtimes. Further, using tempering potions to estimate time left for an active temper should now be working as intended. Estimates should no longer vary wildly.
Naos
Topic: Enchanting
Message #: 6593
Author: GS4-NAOS
Date: 4/24/2009 11:01:34 AM
Subject: Re: Enchanting Updates
I have a brief addendum to this announcement.
The contribution of Wizard Base spell ranks to the success of enchanting has been adjusted. The contribution up to 1x per level and through 1.5x per level remains as it was previously. Ranks trained beyond 1.5x per level now contribute less to success.
It's unlikely that enchanters will notice any significant difference in success rates unless they are very low in level attempting higher level enchanting projects.
Naos
Topic: Enchanting
Message #: 6595
Author: GS4-NAOS
Date: 4/24/2009 1:13:20 PM
Subject: Re: Enchanting Updates
<< So say I have a 4x wood runestaff, and a 4x wood runestaff with super-duper-enhansive goodness...need I worry about added chance of failure or more difficulty? >>
Yes, as noted in the original announcement: "Pre-temper potions are typically more difficult to apply than regular potions, reflecting the expected increase in difficulty when enchanting the types of gear that they allow to be tempered."
In case this isn't clear, the potions are more difficult to use and the enchanting projects themselves are also more difficult to successfully complete. The potion difficulty is meant to be an indicator of the relative skill where you should be able to successfully complete enchantment.
For sanctified items, there is a flat difficulty increase applied with a minimum difficulty. As an example, if the modifier is -10 and you are enchanting something that normally has a modifier of 0 or more, the difficulty is -10. If the difficulty is less than 0 normally, then the difficulty is the sum. A normally -5 would be -15 when sanctified. (Just for note, these numbers are nonsense meant for demonstration.)
Enhancive items are a bit more complex in their difficulty, which increases relative to how 'good' the enhancive benefits are. The value of the item can be a good gauge of relative difficulty, though it isn't be any means exact.
Naos
Pouring on TD Items (4/2010)
Topic: Enchanting
Message #: 7387
Author: GS4-NAOS
Date: 4/29/2010 1:46:25 PM
Subject: Re: TD bonus
Pouring a temper potion won't ever have any negative effect on an item. It will either take, or it won't. If it doesn't, there are a few different messages that give a rough indication of why.
Temper potions are safe to pour.
Naos
Material Difficulty (7/2010)
Topic: Enchanting
Message #: 7478
Author: GS4-NAOS
Date: 7/12/2010 9:49:55 PM
Subject: Re: Fail and reset
Mithril is the easiest material to enchant, period. There are many metals that are easier to enchant than steel, such as all the elven metals. Also, there are many woods that are easier to enchant than plain ol' wood, such as fireleaf and rowan (which is the easiest of all woods, period.)
Obsidian, on the other hand, is pretty much insta-fail.
As for mithril and boxes and the Unlock spell, not all magic is created equally, and the magical stability referenced in the document is what allows enchanting to take so readily in mithril gear.
Naos
Enchanting Resistant Items (3/2011)
Topic: Enchanting
Message #: 7855
Author: GS4-NAOS
Date: 3/17/2011 1:55:42 PM
Subject: Re: Armor resistance question
Aaaaaactually, resistant armor is more difficult to enchant than equivalent armor sans resistances. I don't think the permanence of the resistance matters, either.
You can pretty much assume that any additional attributes that don't outright prevent enchanting increase the difficulty of enchanting. (The only exception I can think of would be spikes.)
Naos
Enchanting "Metal" Items (8/2016)
Topic: Enchanting
Message #: 1797454
Author: GS4-ESTLID
Date: 08/08/2016 02:33 PM
Subject: Re: Difficulty on a 0x -> 1x metal dagger
- I cannot enchant this dagger to save my hide. I can only assume it comes with a huge negative for being made out of "metal" rather than a specific type of metal.
- Any GM mind giving me a little helpful info? I'm 0/3. On a 1x cast.
- After a careful inspection you determine that a rusty metal spike requires skill in edged weapons to use effectively. It appears to be a modified dagger.
- It looks like this item has been mainly crafted out of metal.
No weapon, shield, or armor should ever inspect as "metal", as that's used for decorative props only. You may ASSIST to have it changed to steel and can refer the GameMaster that answers the assist to this post. If you keep it as is, "metal" has a -500 enchanting penalty.
GameMaster Estild