Enchanting potion

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Enchanting potions are used by wizards in the enchanting process. Enchanting projects no longer require tempering potions or tempering times. In the current system, A wizard first pours an unlock potion on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven'eth potion before a cast can be successful. Items with some flares also have optional Ilvan'eth flare potions that can reduce the enchant difficulty for the item.

Formula

Enchant Potions no longer require a roll - you simply pour the item on the object and the potion will take effect.

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/sanctified/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


Tempering Potions

TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!

To convert an existing bromin, aleteh, or grenshol potion, ASK the apprentice NPC in a Wizard Guild's enchanting chamber about EXCHANGE. The apprentice will convert a bromin potion into a copper ayan'eth potion, an aleteth potion into a silver ayan'eth potion, or a grenshol potion into a gold ayan'eth potion, all with the identical number of pours.

All information below is for historical purposes only:

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

* 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.

** These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.

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.

Messaging

>pour my pot on my lea
You pour your potion on the leather.
  1d100: 67 + Modifiers: 326 == 393

The faint glow fades from some black and tan full leather.
As the liquid coats the surface of the tan full leather, 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 leather, 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 leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.
Roundtime: 20 sec.
You have 3 doses left.

Unlock Potions

IN THE CURRENT SYSTEM, A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST

Starting
Bonus (+)
Starting
Unlock (X)
Aura
Color
Destination
Bonus (+)
Destination
Unlock (X)
Unlock Potion Potion
Cost
0 to +4 0x Red +5 1x an undiluted green ayan'eth potion 10,000
+5 to +9 1x Orange +10 2x an undiluted green ayan'eth potion 10,000
+10 to +14 2x Yellow +15 3x an undiluted green ayan'eth potion 10,000
+15 to +19 3x Green +20 4x an undiluted green ayan'eth potion 10,000
+20 to +24 4x Blue +25 5x an undiluted blue ayan'eth potion 25,000
+25 to +29 5x Indigo +30 6x an undiluted indigo ayan'eth potion 50,000
+30 to +34 6x Violet +35 7x an undiluted violet ayan'eth potion 75,000
+35 to +39 7x Copper +36 to +40 8x a diluted copper ayan'eth potion** 20k Bloodscrip***
+40 to +44 8x Silver +41 to +45 9x a diluted silver ayan'eth potion** 25k Bloodscrip***
+45 to +49 9x Golden +46 to 50 10x a diluted golden ayan'eth potion** 30k Bloodscrip***

** Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36. These potions are not publicly available on a regular basis, and have been distributed only by special event merchants, typically during Duskruin in the shop Spellbound.

*** These prices are per potion at Duskruin and contain 5 pours.

Messaging

>pour pot on my mace
You pour some of your green ayan'eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.

[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]

Roundtime: 3 sec.
R>pour pot on my mace
You pour some of your green ayan'eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.

[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]

Roundtime: 3 sec.
R>pour pot on my mace
You pour some of your green ayan'eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.

[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]

Roundtime: 3 sec.
R>pour pot on my mace
You pour some of your green ayan'eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.

[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]

Roundtime: 3 sec.
>pour pot on my mace
You pour some of your blue ayan'eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.

[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]

Roundtime: 3 sec.
>pour pot on my mace
You pour some of your indigo ayan'eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.

[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]

Roundtime: 3 sec.
>pour pot on my mace
You pour some of your violet ayan'eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.

[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]

Roundtime: 3 sec

Pre-tempering Potions

PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES

Pre-tempering potions are special potions for enchanting items with special properties. Urven'eth Potion MUST be poured on enhancive (including socketed fusion) or sanctified gear before any enchant cast. A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven'eth potion. The other type of pre-enchant potion is Ilvan'eth potion for elemental flaring items. Ilvan'eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.


Item Property Potion Potion
Pour
Penalty
Starting Enchant
Restriction
Lore Requirements
100 Ranks
OLD SYSTEM ONLY
Enhancive Glowing Urven'eth
formerly Ayveneh
-200 ≤+30 N/A
Sanctified Glowing Urven'eth
formerly Eoveneh
N/A
Flaring Earth Earthy Ilvan'eth
formerly Gorveneh
-100 N/A Earth
Fire Fiery Ilvan'eth
formerly Draveneh
Fire
Ice Icy Ilvan'eth
formerly Rhiveneh
Water
Vacuum Cloudy Ilvan'eth
formerly Zorveneh
Air
Acid Earthy Ilvan'eth
formerly Gorveneh
OR
Icy Ilvan'eth
formerly Rhiveneh
Earth and/or Water
Lightning Cloudy Ilvan'eth
formerly Zorveneh
OR
Icy Ilvan'eth
formerly Rhiveneh
Air and/or Water
Steam Fiery Ilvan'eth
formerly Draveneh
OR
Icy Ilvan'eth
formerly Rhiveneh
Fire and/or Water

Other types of flares do not have a corresponding pre-temper potion.

Messaging

The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description:

Success:

>pour my pot on my lea
You pour your potion on the leather.
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.
Roundtime: 20 sec.
You have 4 doses left.

Failure:

You pour your potion on the chain.

The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment's notice leaving no noticable change.
Roundtime: 20 sec.
You have 3 doses left.

After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:

Fade:

The faint glow fades from the green imflass chain.