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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; as well as increased resistance to damage and destruction. 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.
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
Success Factors
The following factors help with enchanting; listed in no particular order of importance.
- Wizard Base spells known
- Major 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
- Having non-Wizards 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 +22.
- One major project (anything over +22) 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.
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