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

Gathering

A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.

Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player's level.

The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.

The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard's level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard's the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.

As a wizard's static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.

The messaging from SENSE indicates what percentage of their maximum amount of static essence a wizard has accumulated.

You feel a (AMOUNT) accumulation of static essence around you.
Amount Description % of Pool Accumulated
faint 1-9%
weak 10-24%
growing 25-49%
moderate 50-74%
significant 75-89%
strong 90-94%
saturated 95-100%

Converting

Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.

The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.

The wizard's Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)

Bonus Static Essence Gained Per Mana Pulse

Elemental Mana Control Ranks 0 29 31 33 35 38 40 43 46 49 53 57 62 69 80 91 102 113 124 135 146 157 168 179 190 201 212 223 234 245
Bonus Static to Essence Conversion 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
Elemental Lore:Fire Ranks 0 8 16 27 48 85 122 159 196 233
Bonus Static to Essence Conversion 0 1 2 3 4 5 6 7 8 9

If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the SENSE verb to determine if a natural mana node is present.

% of Essence Pulse Absorbed When Not on a Natural Mana Node

Elemental Lore: Water Ranks 0 2 4 6 8 10 13 15 18 20 24 27 30 35 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 210 220 230 240 250
Percent of Absorb Rate 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85

The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.

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.

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
Bonus Essence Weeks Required
0x to 1x 1000 < 1
0x to 2x 4500 < 1
0x to 3x 10500 < 1
0x to 4x 19000 1.1875
0x to 5x 30000 1.875
0x to 6x 78000 4.875
0x to 7x 186000 11.625
0x to 8x 354000 22.125
0x to 9x 582000 36.375
0x to 10x 870000 54.375

Using Essence to Enchant

Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!

Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item. This is done via the various color ayan'eth potions now available at the various wizard guild shops. The color of each potion corresponds to the ROYGBIV colors associated with the AI crystal, where green equates up to +20 and so on.

Unlock potions must be used in order, starting with green. Green ayan'eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20. So, if enchanting a steel weapon, the green ayan'eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour. After that, a single pour of the blue ayan'eth potion will unlock its maximum enchant further to +25.

The current maximum enchant unlock can be checked by a wizard via 405:

You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...
>
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.
Cast Roundtime 3 Seconds.

There is no tempering time associated with maximum enchant potential unlocks. As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it. The maximum unlock is permanent and never fades. The item can be used in combat at any point during new style enchanting process. The item cannot be "locked" as with old style enchants, and it cannot be destroyed in a catastrophic failure. The item is not associated with any individual wizard's project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.

Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item. Each enchant channel increases the item's enchant by +1. Each channel enchant also reduces the wizard's available essence by that individual step amount, referenced in the above essence charts. If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.

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 astoundingly good attempt! 100+ (Open roll)
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
Public workshop Weighting, Padding, and/or Sighting
Having a familiar in the room Health or Spirit Loss, Injuries
Flares, TD bonus, AS/DS bonus
Enhancive item, Fusion, Scripted item

Material Difficulty Chart

Script Difficulty Chart

Script Penalty Owner
Energy Staff -350 Retser
Sigil Staff -270 Estild
Sprite Weapon -350 Retser

Weighting/Padding Difficulty

Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)]

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

Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to Channeling the Enchant spell.

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 is the 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).

Enchant Unlocking

To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting Elemental Detection (405) on the item.

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

Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.

For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.

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