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. The enchanting process can be very lengthy for the higher enchants.
Enchanting Process
Each enchantment requires tempering the item with a tempering potion and then a cast. 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 any available potions.
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 +20
- One major project (anything over +20) per account is allowed at a time
- The highest bonus that is possible to temper, without special potions, is +30
- The highest enchant possible with available 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
- The item must be free of paddings, flares, or other enhancements
Materials Necessary
The only necessary materials are the item to be enchanted, and a potion to pour on the item to temper it. Potions are available from Wizard Guild shops, as well as the alchemist's shops, and come with four doses. Each dose is good to temper a weapon for one enchant step, though enchanting armor requires two doses of potion. Both doses must be in the same bottle, so you pour once and two doses are used. Otherwise you will experience a costly failure, though the item is undamaged.
Tempering Potions
Potion Name Purpose Base Cost Rohnuru temper normal projects < +6 3500 Duqnuru temper normal projects < +16 5500 Dirtokh temper normal projects < +26 10000 Mirtokh temper normal projects < +31 35000 Sisfu temper normal projects < +21 17500 Sarmoc un-temper a project 5000
- Note: Prices based on Wizard Guild near Wehnimer's Landing
Tempering Ranges
- The following table can help you determine the enchant length and required potions for an enchanting project.
Pre-enchant Bonus Enchant Level Number of Cast/Pour Cycles Potion Needed <0 Special 1 Varied 0 0x 1 Rohnuru +1 to +5 1x 2 Rohnuru +6 to +10 2x 3 Duqnuru +11 to +15 3x 4 Duqnuru +16 to +20 4x 5 Dirtokh +21 to +25 5x 6 Dirtokh +26 to +30 6x 7 Mirtokh +31 to +35 7x N/A Mirtokh +36 to +40 8x N/A N/A +41 to +45 9x N/A N/A +46 to +50 10x N/A N/A
- For example, An imflass weapon that is +17 under the old system would have been tempered as a 3x project, but will now temper as a 4x project. Any enchanting project whose resulting bonus is greater than +20 will now be considered a major enchanting project, where the previous threshold for major projects was +22.
Special Cases
- With items with a natural negative bonus, that bonus must be factored into the max efficacy of the temper potion. Such that, as a for instance, for a -10 modwir item, the max efficacy of a rohnuru potion would be decreased from the usual +5 to -5 (the -10 is added to the max efficacy of the potion).
- An example of one of these special cases is this:
- Starting with "a modwir longbow" with a natural bonus of -10
- The first enchant requires a rohnuru potion, 1 pour/cast to get to -5
- The second enchant requires a rohnuru potion, 1 pour/cast to get to 0
- The third enchant requires a a duqnuru potion, 1 pour/cast to get to +5
- The fourth enchant requires a duqnuru potion, 2 pour/casts to get to +10
- The fifth enchant requires a dirtokh potion, 3 pour/casts to get to +15
- The sixth enchant requires a dirtokh potion, 4 pour/casts to get to +20
- The seventh enchant is a major project, requiring a mirkoth potion, 5 pour/casts to get to +25
- This is the highest this enchant can be taken via normal means at this point.
Experience From Enchanting
Experience is gained based on the following formula: (100-L)+100*(N-1). L is the enchanter's level, and N is the cast number of the enchant (ie. N = 3 for the third cast of a 3x enchant or N = 4 for the fourth cast of a 6x enchant). Thus, a level 30 wizard, on the third cast of a 3x enchant would get: (100-30)+100*(3-1) = 270 experience for the final cast.
Success Factors
The following factors help with enchanting; listed in no particular order of importance.
- Wizard Base spells known
- Major Elemental spells known
- Minor 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 (if cast, casting a familiar does not add benefit)
- Elemental Mana Control skill
Historically wizards specifically trained for enchanting have overtrained their wizard base spells (past being 1x for their current level), but now with diminishing returns for overtraining it is not clear whether it would be more advantageous to put the extra training into other skills.
Note: There is a base 3% failure rate on the final cast of an enchant. It cannot be trained off.
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 creatures present
Elemental Detection (405) Reveals
When using the spell on an item either tempered or enchanted by a wizard, the combination of adjective and color of the revealed aura provides the current exact numeric enchant of the item. The color is the +5 enchant, and the adjective is the modifier to that +5.
As examples:
- The muted yellow aura given by imflass can be broken down as (+15 yellow) + (-3 muted) = the +12 that is the natural enchant of imflass.
- The hazy orange aura given by deringo can be broken down as (+10 orange) + (-2 hazy) = the +8 that is natural enchant of deringo.
Color | Value |
---|---|
No | <= 0 |
Red | +5 |
Orange | +10 |
Yellow | +15 |
Green | +20 |
Blue | +25 |
Indigo | +30 |
Violet | +35 |
Adjective | Value |
---|---|
Extremely Faint | special case1 |
Faint | -4 |
Muted | -3 |
Hazy | -2 |
Currently Unknown (possibly Bright) | -1 |
Vibrant | 0 |
1 The "extremely faint" adjective only applies to an aura showing no color (thus it shows only as "an extremely faint aura") when a naturally negative bonused item is enchanted by a wizard to a 0 state.
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