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Enchanting Projects and Tempers (4/2006)

Category: Wizards
Topic: Enchanting
Message #: 3399
Author: GS4-NAOS
Date: 7/17/2006 4:19:01 PM
Subject: Enchanting Projects and Tempers


<< Currently there are instances where fewer tempers and enchants are required than should be, based on the enchant being attempted. For example, +12 is considered 3x, however it currently only requires 2 tempers and enchants. This will be changing in the near future, but not until some changes are made to the way Forging of high quality weapons is handled. The definition in the table above is what will become the standard. >>

Quoted above is an except from the current Enchanting documentation located at http://www.play.net/gs4/info/enchant_notes.asp which will be removed when the document is updated in the near future.

Since the Forging system has long since moved away from providing a +1-3 AS bonus to forged weapons in favor of AvD and Damage Factor bonuses, this feature of the Enchanting system no longer serves any purpose.

Weapons and Armors will now temper as enchanting projects of one level greater than their bonus indicates as per the table provided in the Enchanting document, which I've recreated below for convenience.

Bonus Range Enchant Level Tempered As
+1 to +5 1x 2x
+6 to +10 2x 3x
+11 to +15 3x 4x
+16 to +20 4x 5x
+21 to +25 5x 6x
+26 to +30 6x 7x
+31 to +35 7x N/A
+36 to +40 8x N/A
+41 to +45 9x N/A
+46 to +50 10x N/A


What does this mean for tempering and enchanting projects? As an example, an imflass weapon would have tempered as a 3x project under the old system, but will now properly temper as a 4x project. Any enchanting project whose resulting bonus is greater than +20 will now be properly considered a major enchanting project, where the previous threshold for major projects was +22.

Naos

Pre-Tempering Potion Implementation (4/2009)

Category: Wizards
Topic: Enchanting
Message #: 6568
Author: GS4-NAOS
Date: 4/24/2009 12:33:25 A
Subject: Enchanting Updates

I'd like to take a moment to share some details with enchanters about a new facet of the enchanting system.

This update introduces support for a new class of potions known as pre-temper potions. These types of potions are designed to be applied to an item to prepare it to take a standard temper potion. This preparation step is required for each step in an enchanting project, meaning a project for 0x to 1x would require a single dose, while a project for 4x to 5x would require five doses; one dose is required per step in each case. This pre-temper effect typically lasts five minutes, giving the enchanter ample time to pour a second potion.

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

You pour your potion on the falchion.
As the liquid coats the surface of the mithril falchion, you murmur a few words of power while gesturing over the falchion.
The liquid quickly seeps into the mithril falchion and leaves nothing behind but a faint glow.
You examine the falchion closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.

Similarly, when the pre-temper effect fades, the messaging takes a standard form, with the same glow description as the pre-temper message:

The faint glow fades from a mithril falchion.

Pre-temper potions are typically more difficult to apply than regular potions, reflecting the expected increase in difficulty when enchanting the types of gear that they allow to be tempered.As

Taking advantage of this feature, two new potions have been added to an enchanter's arsenal: an ayveneh potion and an eoveneh potion. Ayveneh potion may be used to prepare gear with Enhancive properties for tempering, while eoveneh potion fills the same role for some sanctified gear. Both of these potions maybe be used on gear with a bonus of 30 or less, similar to mirtokh potion. The only question is: where to find these potions?

--

In addition to these new features, enchanting roundtimes have been lowered to 20 seconds across the board, but the roundtime is no longer affected by haste effects. Overall, enchanters should see a net drop in roundtimes. Further, using tempering potions to estimate time left for an active temper should now be working as intended. Estimates should no longer vary wildly.

Naos

Category: Wizards
Topic: Enchanting
Message #: 6593
Author: GS4-NAOS
Date: 4/24/2009 11:01:34 AM
Subject: Re: Enchanting Updates

I have a brief addendum to this announcement.

The contribution of Wizard Base spell ranks to the success of enchanting has been adjusted. The contribution up to 1x per level and through 1.5x per level remains as it was previously. Ranks trained beyond 1.5x per level now contribute less to success.

It's unlikely that enchanters will notice any significant difference in success rates unless they are very low in level attempting higher level enchanting projects.

Naos

Category: Wizards
Topic: Enchanting
Message #: 6595
Author: GS4-NAOS
Date: 4/24/2009 1:13:20 PM
Subject: Re: Enchanting Updates

<< So say I have a 4x wood runestaff, and a 4x wood runestaff with super-duper-enhansive goodness...need I worry about added chance of failure or more difficulty? >>

Yes, as noted in the original announcement: "Pre-temper potions are typically more difficult to apply than regular potions, reflecting the expected increase in difficulty when enchanting the types of gear that they allow to be tempered."

In case this isn't clear, the potions are more difficult to use and the enchanting projects themselves are also more difficult to successfully complete. The potion difficulty is meant to be an indicator of the relative skill where you should be able to successfully complete enchantment.

For sanctified items, there is a flat difficulty increase applied with a minimum difficulty. As an example, if the modifier is -10 and you are enchanting something that normally has a modifier of 0 or more, the difficulty is -10. If the difficulty is less than 0 normally, then the difficulty is the sum. A normally -5 would be -15 when sanctified. (Just for note, these numbers are nonsense meant for demonstration.)

Enhancive items are a bit more complex in their difficulty, which increases relative to how 'good' the enhancive benefits are. The value of the item can be a good gauge of relative difficulty, though it isn't be any means exact.

Naos

Pouring on TD Items (4/2010)

Category: Wizards
Topic: Enchanting
Message #: 7387
Author: GS4-NAOS
Date: 4/29/2010 1:46:25 PM
Subject: Re: TD bonus

Pouring a temper potion won't ever have any negative effect on an item. It will either take, or it won't. If it doesn't, there are a few different messages that give a rough indication of why.

Temper potions are safe to pour.

Naos

Material Difficulty (7/2010)

Category: Wizards
Topic: Enchanting
Message #: 7478
Author: GS4-NAOS
Date: 7/12/2010 9:49:55 PM
Subject: Re: Fail and reset

Mithril is the easiest material to enchant, period. There are many metals that are easier to enchant than steel, such as all the elven metals. Also, there are many woods that are easier to enchant than plain ol' wood, such as fireleaf and rowan (which is the easiest of all woods, period.)

Obsidian, on the other hand, is pretty much insta-fail.

As for mithril and boxes and the Unlock spell, not all magic is created equally, and the magical stability referenced in the document is what allows enchanting to take so readily in mithril gear.

Naos

Enchanting Resistant Items (3/2011)

Category: Wizards
Topic: Enchanting
Message #: 7855
Author: GS4-NAOS
Date: 3/17/2011 1:55:42 PM
Subject: Re: Armor resistance question

Aaaaaactually, resistant armor is more difficult to enchant than equivalent armor sans resistances. I don't think the permanence of the resistance matters, either.

You can pretty much assume that any additional attributes that don't outright prevent enchanting increase the difficulty of enchanting. (The only exception I can think of would be spikes.)

Naos

Enchanting "Metal" Items (8/2016)

Category: Wizards
Topic: Enchanting
Message #: 1797454
Author: GS4-ESTLID
Date: 08/08/2016 02:33 PM
Subject: Re: Difficulty on a 0x -> 1x metal dagger
I cannot enchant this dagger to save my hide. I can only assume it comes with a huge negative for being made out of "metal" rather than a specific type of metal.
Any GM mind giving me a little helpful info? I'm 0/3. On a 1x cast.
After a careful inspection you determine that a rusty metal spike requires skill in edged weapons to use effectively. It appears to be a modified dagger.
It looks like this item has been mainly crafted out of metal.

No weapon, shield, or armor should ever inspect as "metal", as that's used for decorative props only. You may ASSIST to have it changed to steel and can refer the GameMaster that answers the assist to this post. If you keep it as is, "metal" has a -500 enchanting penalty.

GameMaster Estild

Prospective Lore Changes (10/2016)

Category: Wizards
Topic: Wizard Spells
Message #: 3163
Author: GS4-ESTLID
Date: 10/18/2016 02:07 PM
Subject: Re: 925 - any update for us?

It should be out soon, but we can't really get more specific than that. If there are items at Ebon Gate that you're considering, I would definitely buy them, as the update will be out in the near future. Perhaps not before Ebon Gate ends, but soon. You also should not worry about starting or any existing projects when it goes live. It will not affect those (in the sense of losing any progress).

I had thought I had posted the full details of the update to Enchant Item (925), but it seems like there is still a lot of confusion (and I know we've made some changes since the original announcement, like on failures). So to list some of the specifics:

  • When you CAST 925 at an item, it will give you a reading to tell you how likely you are to succeed on the final (i.e. the most difficult) cast. It will not actually try to enchant the item unless you CHANNEL, and during which, it will also give you more information regarding how lucky (or unlucky) you were with the attempt. This mimics the setup of Ensorcell (735).
  • Tempered items will no longer shatter in combat, but they still cannot be used.
  • Catastrophic and cursed item failure are being removed. It will no longer be possible to destroy or curse an item.
  • The only possible failures are (ordered worst to best):

1.) Reset: the project is reset and you lose all progress toward it. You can immediately restart the project. This is the worst possible outcome. 2.) Lock: the project is locked and you cannot progress on it any further. It will not expire. A merchant can unlock it or you can untemper it to immediately remove all progress on it and the lock. 3.) Damage (toward progress, not the actual item): your progress is damaged and the current step of the enchant process is lowered (i.e. if you were on step 3 of a 5x enchant, it could be lowered to step 2 and you would have to wait for it to temper again). 4.) Delay: the temper time is reset, so you must wait again until it's ready again. 5.) Minor: no actual penalty, simply fails. You can immediately retry.

  • Trainining in Elemental Lore, Water decreases the amount of time it takes to temper items. As a wizard reflects upon their experience (i.e. is online and gaining experience), they are able to store trace amounts of mana from each pulse, which they then infuse into their tempering potions to make them more effective. There is a weekly and maximum cap, which a wizard can SENSE.
  • Training in the other Elemental Lores will allow a wizard to enchant items with elemental flares, but it requires a special pre-temper potion and 100 ranks of the appropriate lore (i.e. 100 EL:F ranks to enchant fire flaring weapons, etc). The mana points gained from the EL:W benefit may also be used to substitute up to 50 lore ranks (so a wizard who trains 50 ranks in each elemental lore can use mana points to also enchant any elemental flaring item). Elemental flares include heat, cold, water, air, vacuum, electricity, impact, acid, and steam.

GameMaster Estild