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

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A Work in Progress

Yes, this page is receving a major overhaul. No, your precious facts and previous contributions are not lost. I am simply in the middle of giving this page a serious makeover, and if you please bear with me I guarantee you will approve of the final result (or at very least agree its an improvement). I'm fully aware I removed certain text which I fully agree is necessary, and I assure you it will be replaced. This interim version is merely sparse for my own sanity's sake. Any text which is missing is both saved in the history of this page, as well as on my own hard disk. I thank you all for your patience and tolerance. If you note anything missing not on my list, please feel free to add it or edit the article yourself! who is Ulthripe reads this 07:00, 23 August 2006 (EDT)

Good job bossman. I changed a few things:
  • More than 25 mana does not help with your enchant
  • Took out the ranting about the rarity of DB items, I saw a DB cloak go out in plat a couple weeks ago
  • Moved the success-table because its placement bugged me
  • Changed the phrasing a bit because you can't wear tempered armor.
I really think you undersell the whole NEEDing a workshop and familiar. I mean, you don't NEED them, but if you enchant without them, you are an idiot. Nice though, good work, keep it up. justin talk 10:38, 23 August 2006 (EDT)
  • Perhaps because they are not "required", just "heavily advised". I enchant regularly on a regular earthnode that is vacant (the house locker annex in Ta'Illistim for my house) and have not yet had any failures. Sometimes without my familiar present too (though in those cases because I didn't cast one, not with it elsewhere). And my wizard is not ideally trained for enchanting. (He only has 20 ranks each in MIU and ArcSymb, and is 61st level. His pour modifiers are only 152.) User:GREYCROISSANT talk 20:47, 9 October 2007 (EDT)
  • Potions have now been modified so that armor and shields no longer require two doses. I deleted the appropriate line of text after GM Naos confirmed on the boards that this is intended and permanent. User:GREYCROISSANT talk 14:47, 1 November 2007 (EDT)

Unfinished Business

  • The "special cases" section
  • Some log clips (left blanks in)
  • The 405 info needs to get moved to its own page
  • I could reference it up a bit - maybe
  • Info on casting failures
  • A blurb or two in the "Necessary Components" section are missing
  • Interlinking - text in paragraphs to headers in other parts of the article. This is what made 725 so wonderful
  • Of course, quashing all the redlinks

Various

This whole negative enchant foolishness is really confusing and making the page EVEN more confusing. I'm gonna look into cleaning it up justin talk 14:19, 19 July 2006 (EDT)

A couple sample messages incase anyone (maybe me) ever gets around to making this page.

pour failure

You pour your potion on the katar. 1d100: 8 + Modifiers: 137 == 145

The liquid is quickly absorbed into your imflass katar and it looks good, but nothing else happens.

pour success

You pour your potion on the katar. 1d100: 84 + Modifiers: 214 == 298

The liquid oozes over the surface of your imflass katar, creating a faint aura of steam. With a soft cloth, you work the liquid in well until you hear a faint crackling noise coming from it, and it appears faded. The tempering seems to have been successful. Your imflass katar should be ready to enchant in 2 to 3 days. ALKALOIDS 16:43, 11 April 2006 (PDT)

405 codes no = 0-7; weak = 8-17; mediocre = 18-27; mildly strong = 28 - 37; strong = 38 to 47; incredible = 47+ALKALOIDS 18:48, 28 June 2006 (EDT)