Enchant (925): Difference between revisions

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(→‎Enhancive and Holy Items: updated to name the new type of potion urven'eth)
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===Enhancive and Holy Items===
===Enhancive and Holy Items===
{{main|Pre-tempering potions}}
{{main|Pre-tempering potions}}
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potions required are [[ayveneh potion|ayveneh]] and [[eoveneh potion|eoveneh]], respectively. As mentioned above, these potions may only be used on items with an enchant bonus of up to +30.
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are [[urven'eth potion]].


{{#section:Fusion|nopry}}
{{#section:Fusion|nopry}}

Revision as of 10:03, 7 May 2019

Enchant (925)
Mnemonic [ENCHANT]
Duration Permanent
Utility Magic  
Subtype Permanent Enchantment 
Components Enchanting potions 
Availability Channel at held item 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility
"Enchant" redirects here. For other uses, see Enchant (disambiguation).

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 15 bonus to the item's attack strength (AS) or defensive strength (DS), as applicable.

Essence

Generation

Charts

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 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

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 table 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 Negative Factors
Wizard Base ranks Existing enchant bonus
Level of enchanter Ensorcell tier
Magic Item Use ranks Material of the item
Arcane Symbols ranks Resistances
Logic, Intuition Creature bane
Elemental Mana Control ranks Holy
Elemental Lore ranks Weighting, Padding, and/or Sighting
Having a familiar in the room Having a familiar elsewhere
Public workshop Flares, TD bonus, AS/DS bonus
Enhancive item, Fusion
Health or Spirit Loss, Injuries

Material Difficulty Chart

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-Temper Potions

Flaring Items

Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion.

Lore Base
Element
Hybrid
Element(s)
Pre-Tempering
Potion
Air vacuum
air
lightning zorveneh
Earth earth acid
magma
gorveneh
Fire fire steam
magma
draveneh
Water ice
water
acid
lightning
steam
rhiveneh

All other flares taking up the Category B item property slot and can be enchanted by this spell. But there is no pre-temper potion available to remove the difficulty modifier.

Enhancive and Holy Items

Main article: Pre-tempering potions

No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are urven'eth potion.

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).

Rewards for Enchanting

Successful enchantments earn experience, and potentially large amounts of silver.

While the enchantment process does not directly reward the wizard 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.

Experience

The experience gained from a successful cast is based on the following formula:

Experience = (100 × Enchant Step) - Enchanter's Level

For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.

( 100 × 3 ) - 50 = 250 XP

Negative Bonus Items

Items made from materials which naturally have a negative bonus have special handling within the Enchanting system. Such items require use of a potion appropriate for their relative bonus compared to an item with a 0 bonus for tempering, which can be determined by taking the actual bonus of the item and subtracting the natural bonus of the material. e.g. Modwir has a natural bonus of -10. A modwir bow with a bonus of -10 would be considered +0 (-10--10=0) and would require a rohnuru potion to temper, where a modwir bow with a bonus of +15 would be considered +10 (15--10=25) and would require a dirtokh potion to temper, though would still be considered a minor project.

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

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
A wickedly curved faenor waraxe BVShop:Mar and Scar
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
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
Pre-tempering Potions
Item Property Potion Project
Difficulty
Offset
Enhancive 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'eth
Lightning Cloudy Ilvan'eth
OR
Icy Ilvan'eth
Steam Fiery Ilvan'eth
OR
Icy Ilvan'eth

Resources

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