Enchant (925)/Enchant Item (925) (old version)

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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. 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.

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 next +5 up 1 Rohnuru
0 1x 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 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.

Special Cases

With items with a natural negative bonus, that bonus must be factored into the temper potion. For instance, a modwir item with a natural bonus of -10 would require a duqnuru potion to take from 0x to 1x because the -10 would need to be compensated for. Subsuquently, if down the line an item of modwir, even though currently 4x (+20), would require a mirtokh potion to temper for 5x (+25) as 20 + 10 compensation for the -10 bonus means that the starting total is actually +30. An item of modwir could not be enchanted beyond 5x with current potions.

Success Factors

The following factors help with enchanting; listed in no particular order of importance.

Historically wizards have pumped up their wizard base spells by over-training in the spell circle (past being 1x for their current level), but now with diminishing returns for over-training it is not too clear about if it would be more advantageous to put those extra spell ranks in the minor or major circles instead.

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 case3
Faint -4
Muted -3
Hazy -2
Currently Unknown (possibly Bright) -1
Vibrant 0

3 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