Enchant (925)/Enchant Item (925) (old version)

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Enchant (925)/Enchant Item (925) (old version)
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).

The Enchant Item 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 +5 bonus to the item's attack strength (AS) or defensive strength (DS), as applicable.

It is possible to enchant any combination of plain, enhancive, sanctified (holy), and elemental flaring items up to a bonus of +35. It is also possible to enchant plain and elemental flaring items up to +50 with the required special tempering and pre-tempering potions. However, most items do not make it higher than +20 via the Enchant Item spell due to the rarity of these potions and also account limitations on enchanting items over +16 AS or DS bonus.

The process of enchanting can be lengthy, but can be reduced via training in Elemental Lore, Water and a special potion infusion process.

Enchanting Process for Plain Items

The following is an explanation of how to enchant plain items, meaning any item that does not require a special tempering or pre-temper potion, up to +35 (7x). See Flaring Items and Enhancive and Holy Items sections for information on additional steps and/or training needed for those types of items.

Plain items include forged weapons and otherwise plain items with spikes, resistances, padding or weighting, and/or Ensorcell (although resistances and Ensorcell add to difficulty). Some functional scripts (e.g. Voln armor) will also still allow an item to be enchanted--and will probably add to difficulty--as long as the Category B property slot is not also taken (see: item properties), and the item creator has not specifically disallowed it. 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.)

  1. Test whether or not wizard can successfully enchant an item by CASTing Enchant Item at the item (this will also give the temper status if the item is tempered)
  2. POUR appropriate tempering potion on item
  3. Wait for the item to temper (~1-17 days)
  4. Confirm temper is complete by casting Elemental Detection (405) (or Enchant Item) at the item
  5. CHANNEL Enchant Item at item
  6. Repeat as needed for appropriate number of cycles for desired enchant

Base enchanting potions are readily available for purchase to enchant plain items up to +35 (7x) at town alchemist shops and within each branch of the Wizard Guild.

During the Enchanting process (anytime between final CHANNELs), an item cannot be used for its usual function.

Each subscribed account with a wizard(s) may only have one Major Enchant project in progress at a given time. This includes any further enchantment upon an item with a starting bonus of +16 or higher. There is no limit to how many projects a wizard may have with a starting bonus +15 or lower.

Base Enchanting Temper 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
New Style Enchanting Unlock Potions
Starting
Bonus (+)
Starting
Unlock (X)
Aura
Color
Destination
Bonus (+)
Destination
Unlock (X)
Unlock Potion Potion
Cost
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

* 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.

Δ Mirtokh potion has a modifier that makes the enchant more difficult.

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.

A larger version of this chart that includes ALL enchanting potions is below, see the enchanting potions article for additional messaging.
Return to the top of this page.

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 tempering the item, but an item must be tempered to get the most accurate reading, since potions, especially pre-tempering ones, may add a considerable penalty.

The corresponding messaging for the CHANNEL attempts are included here in the chart on the right for easy reference. (see below for more detail). As the enchant process progresses, CHANNELs become increasingly harder. Thus, the difficulty detection reading only gives the chance for the final, hardest CHANNEL. The charts below are also based on the final CHANNEL.

CASTing at the item will also indicate how much time remains before the tempering is complete.

>cast my rob
You gesture at some flowing cotton robes.
You sense that the robes is one of your own projects, and it will not be ready to enchant for at least 22 hours.  It is on the final step of the enchanting process.  You recognize the vibrant yellow aura surrounding it as indicating a moderate level of enchantment.

Unless you are horribly unlucky, you should have no trouble enchanting some flowing cotton robes.

[If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the cotton robes.]
Cast Roundtime 3 Seconds.
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

Temper

The factors that determine success are lumped together as 'modifiers' in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful.

You pour your potion on the runestaff.
  1d100: 40 + Modifiers: 327 == 367

Tempering Formula

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

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.

Not being adequately trained for worn armor may penalize a character's attempt to successfully pour the potion. This penalty is based on the armor's roundtime adder and the wearer's Armor Use skill. There is no armor penalty to the activation roll if the character is properly trained for their armor, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of Armor Use skill required to fully negate the penalty is (RT adder * 20) - 10.

An item will detemper and revert back to its original state if left untouched for 28 days. The entire process will have to be repeated from the first temper if this were to occur.

Enchant Formula

See Research:Enchant (925) Formula

Channel

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 No bonus/penalty Non-noded room penalty
This penalty does not apply to workshops
Public workshop Using a pre-tempering or tempering
potion (e.g. item properties)

Of all the factors in success, Wizard spell ranks are weighted the highest in terms of how much they contribute to your overall enchanting skill. Even when diminishing returns for overtraining is considered, one rank of Wizard spell research is never worth less than one unit of anything else.

Enchanting should be considered one of the Wizardly bits that is meant to encouraging training more heavily in the Wizard base spell circle. -GM Naos

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, and that carelessness while going through the motions (channeling while an item is still tempering) is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order. At the very least, a wizard should be uninjured, unencumbered and in a magical workshop with a familiar present.

Fumble

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. This 3% chance comes in the form of a separate d100 roll that occurs before the success determination roll. Gift of Eonak reduces the chances of a failed cast by providing two rolls and keeping the higher result (on both the fumble and success determination rolls). On the earlier channels during the process, it is possible to have 100% success with the right training, but the final CHANNEL will always be at most a 97% chance of success because of that initial roll.

See the Difficulty Detection section above for the full table of Roll Result Descriptions (the second line in the log just below).

You channel at a polished kakore runestaff.
You make a good attempt!  Success!

Visible wisps of essence dance across the surface of the kakore runestaff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols.  The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges.  Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the runestaff to form a shimmering layer over its surface.  Slowly, the radiant shell sinks into the runestaff, leaving behind a faint, fading aura.
Roundtime: 20 sec.
Cast Roundtime 3 Seconds.

Material Difficulty Chart

Click on [Expand] just below and to the right for the material difficulty chart for Enchanting.

Failures

It is not possible to destroy an item during the enchanting process. The four conditions of failure are: delay, damaged, locked, or reset.

Delay

A delay failure returns the item to tempering status and the caster must simply wait for the tempering to be completed again to re-channel.

You channel at a crystallized teal star.
You make a questionable attempt.  Failure!

A muted glow instantly surrounds the teal star, flickering slightly, and fades a moment later.
Roundtime: 20 sec.
Cast Roundtime 3 Seconds.

Damaged

A damaged failure will setback the step progression on the project and the item will have to be re-poured.

You channel at a crystallized teal star.
You make a horribly poor attempt!  Failure!

A steady glow encompasses the teal star as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the star.
Roundtime: 20 sec.
Cast Roundtime 3 Seconds.

Locked

A locked failure prevents a wizard from moving forward on it. Some highly skilled merchants can be found to remove the locked status of the project which will allow the wizard to continue where they left off (ask any merchant offering GALD services). The project can also be RESET by using a sarmoc potion to remove the LOCKED status. Locked status does not expire on its own after any amount of time.

Visible wisps of essence dance across the surface of the {item} as you chant quietly, your sure gestures guiding them to slowly coalesce into small softly glowing runic symbols. Glancing over the formation of the runes, your chant falters as you notice their forms contorting oddly. You gather something has gone terribly wrong.

Reset

A reset failure will remove all progress made on the item.

You make a very poor attempt!  Failure!

Multiple bursts of prismatic sparks blossom around the warblade as you begin your chant, showering you momentarily before a brilliant burst of light erupts from the warblade.
Roundtime: 20 sec.

Mana Pools & Flaring Items (Lore Benefits)

Reduced Temper Time

The ability to store mana in a personal mana pool is unlocked at 5 ranks of Elemental Lore, Water. The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored. Mana accumulates in the pool when the wizard gains base experience; every 30 base experience (XP) will provide 1 mana to the pool. Further training in Water Lore will increase the rate that mana is gained based on a seed 5 summation of ranks.

The amount of mana stored will be adjusted based on the amount of experience gained using 30 as a baseline. So if 15 XP is gained, a half point would be stored that doesn't round up or down. Two pulses at 15 XP a piece would net a full point at 5 ranks. If one gained 18 mana per 30 XP and a pulse granted you 45 XP, 27 mana would be added to the pool. Offline experience absorption will add to the mana pool, but long-term experience will not.

Every 325 mana points from the wizard's stored mana will reduce a temper potion time by 1 percent (up to 95%) and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions (up to 50 ranks, see next section for more on elemental flaring items).

Wizards can transfer mana from their mana pool into a potion via INFUSE {amount} IN MY POTION. A wizard can infuse as often as necessary to infuse a potion to maximum reduction capacity. INFUSE MY POTION will reveal information about whether the potion was infused and how much it will reduce the temper time or ranks required. The maximum mana a tempering potion can hold is 30,875 for each 95% bonus per dose. For example, a tempering time of 14 days (336 hours) would be reduced to less than a day (16.8 hours) with a 95% temper time reduction.

You begin infusing a dirtokh potion and focus deep into the flows of essence.  After some consideration you determine that the potion has not been infused with mana yet and that you could probably infuse it, assuming you have enough mana stored in your personal pool.

[To infuse a dirtokh potion, INFUSE <amount> POTION.  The potion must be in your right or left hand.]

Although each potion can only be infused once before it is poured again, there is no limit to the total number of potions a wizard has pre-infused, and the potions never expire. However, once a potion has been infused, it can only be used by the infusing wizard.

Elemental Lore, Water ranks 5 11 18 26 35 45 56 68 81
Mana pooled per 30 base XP absorbed 1 2 3 4 5 6 7 8 9
Elemental Lore, Water ranks 95 110 126 143 161 180 200 221 243
Mana pooled per 30 base XP absorbed 10 11 12 13 14 15 16 17 18

The third paragraph of the SENSE verb indicates the status of a wizard's mana pool.

You have 15 mana points in your weekly mana pool accumulation limit, and have a total of 15 mana points stored in your personal mana pool.

Flaring Items

Lore Base
Element
Hybrid
Element(s)
Pre-Tempering
Potion
Air vacuum lightning zorveneh
Earth earth acid gorveneh
Fire fire steam draveneh
Water ice acid
lightning
steam
rhiveneh

100 ranks of an applicable Elemental Lore are required to be able to enchant an elemental flaring item (see chart at right). Elemental flaring items are more difficult to enchant, and training in additional applicable lore ranks above 100 ranks will grant a bonus to enchant success.

As mentioned above, deficiencies in Elemental Lore ranks can be offset by unlocking a mana pool at 5 ranks of Water Lore and infusing 200 mana per rank needed into the appropriate elemental pre-temper potion. The maximum number of ranks that can be offset is 50, thus the maximum mana that can be stored per pour in a pre-tempering potion is 10,000. As with tempering potions, pre-tempering potions can only be infused ONCE with a specified amount of mana before the item is poured, and the INFUSE MY POTION command will indicate if the potion has been infused and how much power the potion has.

In the case of hybrid elements, 100 ranks of either applicable lore is sufficient, and only one pre-tempering potion of the two that will work is required. Pre-tempering potions must be poured at each step of enchanting before the item is tempered with the tempering potion, so a 4x-5x enchant would require a full 5 pour pre-tempering 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 potions required are ayveneh and eoveneh, respectively. As mentioned above, these potions may only be used on items with an enchant bonus of up to +30.

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).

Weighted and Padded Items

No pre-temper potion is required.

Potion Order

When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:

  1. Ayan'eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1
  2. Urven'eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off
  3. Ilven'eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off
(step 2 above)

Removing a Temper

It is possible to end the tempering of an active project in order to begin a new one. This can be performed by POURing a dose of a sarmoc potion on the item. Like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using Elemental Detection (405). Further, the sarmoc potion can only be used by a wizard (though it does not need to be the same wizard who initiated the project). If the detempering project was a major enchantment, no new major projects should be undertaken until the detempering is complete.

Sisfu Potion

Main article: Sisfu potion

A sisfu potion is a tempering potion that can be used in enchanting for use on any project up to +25. Its benefits are not released.

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. This is particularly true of major enchantments (above 4x), enhancive/sanctified/flaring gear, and enchantments of unusual items.

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. Wizards capable of reducing the temper times should find their services in high demand.

Some wizards prefer 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, the work is much easier.

Experience

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

Experience = (100 × Enchant Step) - Enchanter's Level

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

( 100 × 3 ) - 50 = 250 XP

Negative Bonus Items

Items made from materials which naturally have a negative bonus have special handling within the Enchanting system. Such items require use of a potion appropriate for their relative bonus compared to an item with a 0 bonus for tempering, which can be determined by taking the actual bonus of the item and subtracting the natural bonus of the material. e.g. Modwir has a natural bonus of -10. A modwir bow with a bonus of -10 would be considered +0 (-10--10=0) and would require a rohnuru potion to temper, where a modwir bow with a bonus of +15 would be considered +10 (15--10=25) and would require a dirtokh potion to temper, though would still be considered a minor project.


Scripts that CANNOT be wizard enchanted.

Creature Bane
Ironwright Weapons
Snake Flares
Greater Elemental Flares

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