Enchant (925)/Enchant Item (925) (old version): Difference between revisions

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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.
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 times tempered, and number of casts, vary 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.
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 <b>above +30 (6x) will not</b> take a temper from a mirtokh potion.
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 <b>above +30 (6x) will not</b> take a temper from a mirtokh potion.
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*[[Major Elemental]] spells known
*[[Major Elemental]] spells known
*Level
*Level
*Using the appropriate potion for the project
*Using the appropriate potion for the project (though using a 'better' potion is no hinderance)
*[[Magic Item Use]] skill
*[[Magic Item Use]] skill
*[[Arcane Symbols]] skill
*[[Arcane Symbols]] skill
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*The highest bonus that is possible to temper, without special potions, is +30.
*The highest bonus that is possible to temper, without special potions, is +30.
*The highest enchant possible, without special potions, is +35.
*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 most likely cause it to shatter.
*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 ==
== External Links ==

Revision as of 17:51, 6 July 2006

Enchant (925)/Enchant Item (925) (old version)
Mnemonic [ENCHANT]
Duration Permanent
Utility Magic  
Subtype {{{subtype}}} 
Skill Enhancement {{{skill}}} 
Components {{{components}}} 
Availability {{{availability}}} 

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.

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