Enchant (925)
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- "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.
For every point of experience a wizard earns, they will obtain an equal point of essence. Free to play accounts cannot collect essence.
You can now also see your resources via the RESOURCE verb which shows how much essence you've fully absorbed toward your 50,000 weekly cap and how close you are to the 200,000 maximum cap.
Health: 100/100 Mana: 200/200 Stamina: 50/50 Spirit: 10/10 Essence: 50,000/50,000 (Weekly) 200,000/200,000 (Total)
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 TRUNC(100 * 3.125) essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 7500 essence plus 7500 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 7500 essence; from +49 to +50 costs 195,000 essence; from +0 to +1 costs zero essence.
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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.
A wizard can cast also use 405 to determine the precise current enchant.
Color intensity | Enchant value |
---|---|
faint | color value -4 |
muted | color value -3 |
hazy | color value -2 |
soft | color value -1 |
vibrant | full color value |
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15. Once it reaches +16, the item then has a faint green aura.
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
Difficulty Penalty Modifier Formula
- Your current skill will be evaluated against the base difficulty provided by a Bard Loresong plus the difficulty penalty modifier.
- Each +1 of enchant has a difficulty penalty modifier based upon the current enchant and the desired enchant.
- When attempting to increase the enchant of an item from +X to +Y, the +Y number of the item will used to determine the difficulty penalty modifier.
- The formula for the difficulty penalty modifier uses +X to +Y.
- ((+Y - 2)^2)/9 (truncate)
- Example:
- Current Enchant: +25
- ((25-2)^2)/9 = 58
- Desired Enchant: +26
- ((26-2)^2)/9 = 64
- Difference in values = 6
- (6 would be the difficulty penalty modifier added to the base difficulty provided by Bard Loresong.)
+Y Enchant Value Difficulty Penalty Modifier (Estimates - exact values below) 20-22 4 23-27 5 28-33 6 34-36 7 37-42 8 43-45 9 46-49 10 50 11 Enchant Target Total Difficulty Incremental Difficulty 1 0 0 2 0 0 3 0 0 4 0 0 5 1 1 6 1 0 7 2 1 8 4 2 9 5 1 10 7 2 11 9 2 12 11 2 13 13 2 14 16 3 15 18 2 16 21 3 17 25 4 18 28 3 19 32 4 20 36 4 21 40 4 22 44 4 23 49 5 24 53 4 25 58 5 26 64 6 27 69 5 28 75 6 29 81 6 30 87 6 31 93 6 32 100 7 33 106 6 34 113 7 35 121 8 36 128 7 37 136 8 38 144 8 39 152 8 40 160 8 41 169 9 42 177 8 43 186 9 44 196 10 45 205 9 46 215 10 47 225 10 48 235 10 49 245 10 50 256 11 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 tables 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 Bonus Wizard Base ranks +2 per rank, up to 1x (level + 1)
+1 per rank, above 1xLevel of enchanter +1 per level Magic Item Use ranks +1 per 10 ranks Arcane Symbols ranks +1 per 10 ranks Logic, Intuition +1 per stat bonus Elemental Mana Control ranks +1 per 2 ranks Workshop +25 Public
+50 MHO/CHE/Guild
+75 PrivateHaving a familiar in the room +25 Negative Factors Existing enchant bonus Ensorcell tier Material of the item Resistances (Penalty = sum of all resist/2) Creature bane Holy Weighting, Padding, and/or Sighting (Penalty = CER*CER) Health or Spirit Loss, Injuries Flares, TD bonus, AS/DS bonus (Flare Penalty = Nearly all -100) , (TD Penalty = TD*TD) Enhancive item, Fusion, Scripted item Gear Difficulty Modifiers
Material Gear Difficulty Modifier Material Modifiers for Adamantine to Ghezyte Material Name Modifier adamantine -150 aganjira (lesser) -60 aganjira (greater) -150 alexandrite -500 black alloy 0 bone -250 bronze -50 carmiln 10 cloth 0 copper -50 coraesine -200 deringo -20 drakar -50 drake 0 eahnor 15 eonake 0 faenor 15 faewood 0 feras 0 fireleaf 15 firewheel -35 ghezyte -50 Material Modifiers for Glaes to Low Steel Material Name Modifier glaes -10 glass 0 glowbark -10 golvern -10 gornar -50 high steel 0 hoarbeam 5 illthorn 0 imflass -30 invar 0 ipantor -40 iron -30 ironwood 0 kakore 0 kelyn 0 krodera2 -100 kroderine2 -100 leather -10 lor -25 low steel 0 Material Modifiers for Mein to Shadarl Material Name Modifier mein -10 metal1 -500 mesille 0 mithglin 15 mithril 20 modwir 0 mossbark 0 obsidian -500 ora 0 ora, black -75 ora, white 0 orase 0 razern -20 rhimar -50 rolaren -40 rowan 20 ruby -500 ruic -60 sephwir -25 shadarl -100 Material Modifiers for Silver to Zorchar Material Name Modifier silver -500 somnis -150 steel -10 stone -500 surita (lesser) -100 surita (greater) -250 urglaes -999 urnon -999 vaalorn 10 veil iron2 -50 vethinye -150 villswood 0 vultite 0 white alloy 0 witchwood -75 wood -10 / -1003 wyrwood -60 yew -20 zelnorn -250 zorchar -50 1 If the item inspects as "metal" (rather than a specific type of metal) something is wrong. ASSIST to get it fixed.
2 Materials with anti-magical properties cannot be improved via magical player services, such as Enchant (925) and Ensorcell (735)
3 'Wood' has a different difficulty for shield/bow/runestaff (-10) vs melee weapon/armor (-100).
Script Gear Difficulty Modifier Script Modifiers for Animalistic Spirit to Ethereal Tattoo Weapon Script Name Modifier Animalistic Spirit Weapon/Shield/Armor -200 Banshee Flares -200 Blink Weapon -200 Bloodtooth Bracers -100 Briar Flares (T1/T2/T3) -70/-100/-200 Bubble Flares -200 Chainspear -150 Chronomage Flares -200 Combat Flourish: Flare Affinity † -200 Combat Flourish: Lore Flares † -200 Combat Flourish: Rage Armor † -200 Cursed Armor -200 Daybringer -200 Elemental Gloves -70 Elven Armor (T1/T2/T3/T4) -70/-140/-200/-200 10/20/30/40* Energy Runestaff -200 Ethereal Armor varies with unlocks, caps at -140 Ethereal String -200 Ethereal Tattoo Weapon -100 Script Modifiers for Fighting Knife to Pure White Ora Weapon (Iasha) Script Name Modifier Fighting Knife -10/-60/-140/-?? Forest Armor -70 Fusion Arms (1/2/3/4/5/6 slots) -25/-75/-140/-225/-325/-450 Globus Elanthias (T1/T2/T3/T4) -40/-40/-40/-100 Greater Elemental Flares -150 Grobey shield -70 Hinged Armor -10 Ithzir Armor -200 Karma Armor -200 Knockout Flares -150 Mana-infused Armor (T0/T1/T2/T3/T4/T5) -70/-70/-140/-200/-200/-200 Mechanical Crossbow (T1/T2) -70/-140 Morphing Armor -100 Nerve Staff -150 Parasite Armor -200 Parasite Weapon -200 (including penalty from bone material) Poison Weapon -70 Polearm Flares -100 Pure Black Ora Weapon (Iasha) -70 Pure White Ora Weapon (Iasha) -70 Script Modifiers for Realm Weapon to Wand Bow Script Name Modifier Realm Weapon -100 (-200 including flare) Returning (Disarm) Weapon -70 Returning (Hurl) Weapon -200 Self-mana Armor -40 Shell Armor -40 Shock Lance varies with unlocks, caps at -140 Sigil Staff (T1/T2/T3/T4/T5) 0/-40/-70/-140/-200 Snake Flares -100 Solar/Nebular Weapon (T1/T2+) -40/-80 Splitter Weapon -200 Sprite Weapon/Armor -200 Terror flare -100 Twin Weapons (T1/T2/T3) -50/-100/-150 Twisted armor (T2+) -150 Twisted shield (T2/T3) -100/-150 Twisted weapon (T3) -150 Vial Flares -70 Voln Armor** (T1/T2/T3+) -70/-140/-200 Wand Bow -150 *Elven Armor Note: Per GM Oscuro, "The way the gear difficulty for item scripts system works is there's an overall difficulty set, then each spell can overwrite that as needed. Loresong doesn't report the per-spell value, just the global difficulty setting." Elven Armor has an overall difficulty of -70/-140/-200/-200 which would be used as the difficulty for non-magical enhancement. Under magical enhancement (such as 620/735/925) this difficulty setting is overridden to the listed 10/20/30/40.
**Voln Armor Note: Sanctify and Ensorcell have an additional modifier on top of the base script difficulty. Ensorcell has an additional -100 to the modifier whereas Sanctify has an additional +50 to the modifier.
† Combat Flourish and Subscript penalties stack with all other modifiers.
Other Gear Difficulty Modifiers Property Modifier Enchant -ROUND(((Bonus - 2)^2) / 9) Ensorcell (735) -50 per tier Sanctify (330) -20 per tier, -50 for Holy Fire Damage Type Resistance - (Total / 2) Creature Bane -100 Defender (DS) -Bonus^2 Offensive Bonus (AS) -Bonus^2 Target Defense (TD) -Bonus^2 Category B Flares (except otherwise noted) -100 Acuity Flares -15 per tier Dispel Flares -50 + -50*dispel attempts Mana Flares -20 per tier WPS -CER^2 (separately for each type) Enhancive varies
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)]
Permanent Resist Penalty Difficulty
[Total Resist % / 2]
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-enchanting Potions
Pre-enchanting potions are used by wizards in the enchanting process to unlock the item for enchantment or reduce difficulty. Under the updated enchanting system, enchanting projects do not require tempering potions or tempering times. The process is as follows:
- A wizard first pours an unlock potion (aya'neth) on the item to unlock it for enchant. Undiluted aya'neth potions unlock a full +5 with one pour. Diluted aya'neth potions only unlock +1 for each pour. See the chart below to see which potion is needed to unlock the item to be enchanted.
- Next, if the project is fusion, holy, or enhancive gear, it will also require a glowing urven'eth potion before a cast can be successful. You'll know urven'eth is required if the item shows a power that must be overcome on the test cast.
- Items with some flares also have OPTIONAL ilvan'eth flare potions that can reduce the enchant difficulty for the item by 100. It is no longer REQUIRED to use pre-enchant potions to enchant flaring items; it's an optional tool to remove 100 difficulty from the item.
- All of these potions are poured prior to channeling the Enchant spell.
For urven'eth & ilvan'eth Potions, 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.
Starting
Bonus (+)Starting
Unlock (X)Aura
ColorDestination
Bonus (+)Destination
Unlock (X)Unlock Potion Potion
Cost0 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** 20,000 Bloodscrip*** +40 to +44 8x Silver +41 to +45 9x a diluted silver ayan'eth potion** 25,000 Bloodscrip*** +45 to +49 9x Golden +46 to 50 10x a diluted golden ayan'eth potion** 30,000 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.
*** These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.
Item Property Potion Project
Difficulty
OffsetEnhancive 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'ethLightning Cloudy Ilvan'eth
OR
Icy Ilvan'ethSteam Fiery Ilvan'eth
OR
Icy Ilvan'ethOther types of flares do not have a corresponding pre-temper potion.
Permablessed items can similarly be further enchanted, with a difficulty modifier, through the use of the urven'eth potion.
Special Note: Unlike ayveneh and eoveneh potions, urven'eth potions are not restricted to 35 and lower enchants.
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 the wizard experience, and while the enchantment process does not directly reward the enchanter 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 - Animalistic Spirit Armor
- Animalistic Spirit Shield
- Animalistic Spirit Weapon
- Blink Weapons
- Briar Flaring Weapons
- Ethereal Armor (REIM Script)
- Ethereal weapon
- Forest armor
- Fusion
- Greater elemental flares (appropriate pre-temper potion required)
- Ironwright Weapons
- Ithziri Armor
- Pure/Greater black ora weapons - must be uncursed
- Shock Weapons
- Sprite Weapons
- Stalwart Resilience (bubble flares)
- Twisted armor
- Twisted shield
- Twisted weapon
- Vial flares
- Voln armor
- Iasha Weapons
- Realm flares
- Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)
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
New Style Enchanting Unlock Potions Starting
Bonus (+)Starting
Unlock (X)Aura
ColorDestination
Bonus (+)Destination
Unlock (X)Unlock Potion Potion
Cost0 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 dilute copper ayan'eth potion** 20k Bloodscrip*** +40 to +44 8x Silver +41 to +45 9x a dilute silver ayan'eth potion** 25k Bloodscrip*** +45 to +49 9x Golden +46 to 50 10x a dilute golden ayan'eth potion** 30k Bloodscrip*** Pre-tempering Potions Item Property Potion Project
Difficulty
OffsetEnhancive 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'ethLightning Cloudy Ilvan'eth
OR
Icy Ilvan'ethSteam Fiery Ilvan'eth
OR
Icy Ilvan'ethResources
- Old Enchant Item (925)
- Saved posts
- Spell history
- Magical workshop saved posts
- Officials folder
- Zhephen's Enchant (925) Research Notes
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