View Full Version : Enchanting data points
Sighisoara
03-27-2017, 01:37 PM
Not sure if it's even desirable information for anyone, but I thought I would toss this up here in case anyone is wanting to keep up with these things. Looks like I got pretty close to the 3% fumble.
Final cast on an empty 7x fusion item.
Your spell is ready.
>cast at my spear
You gesture at an elven infantry spear.
You sense that the spear is one of your own projects, and it is ready to be enchanted. Unless you are horribly unlucky, you should have no trouble enchanting an elven infantry spear.
Cast Roundtime 3 Seconds.
>
Gesturing with subtle yet precise hand movements, you are surrounded by an air of charged energy as you call upon the elements in preparing Enchant Item.
Your spell is ready.
>chan at my spear
You channel at an elven infantry spear.
You make a horribly poor attempt! Success!
Visible wisps of essence dance across the surface of the elven infantry spear as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols. The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges. Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the spear to form a shimmering layer over its surface. Slowly, the radiant shell sinks into the spear, leaving behind a faint, fading aura.
Roundtime: 20 sec.
Cast Roundtime 3 Seconds.
Relevant factors:
In workshop with familiar present, capped wizard
AU: 100 (30)
IN: 100 (25)
LO: 100 (25)
AS: 302 (202)
MIU: 302 (202)
EMC: 302 (202)
MjE: 122
MnE: 80
Wiz: 101
Also of note, the mod when pouring the ayveneh potion is 150.
Sighisoara
03-27-2017, 01:48 PM
Also for extrapolating difficulty.
You remove an ayveneh potion from in your wizard's bag.
>pour pot on my warb
You pour your potion on the warblade.
1d100: 58 + Modifiers: 160 == 218
For a 4x-5x on an enhancive weapon.
It provides a bonus of 7 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
__________________________________________________ ___________________
ETA:
Oddly enough, the modifier on the ayveneh dropped after the first cast was completed:
You pour your potion on the warblade.
1d100: 29 + Modifiers: 159 == 188
__________________________________________________ ___________________
EATA:
Final cast on this weapon:
In workshop, unencumbered with familiar present:
Unless you are horribly unlucky, you should have no trouble enchanting a curved elven warblade.
Ltlprprincess
03-27-2017, 01:50 PM
You're a man after Whirlin's own heart.
Sighisoara
03-27-2017, 01:58 PM
I do what I can :)
Whirlin
04-08-2017, 12:09 AM
So... This is interesting. I'm working on a low enchant of a super difficult item:
OUT OF WORKSHOP, 65% encumbrance, w/ Familiar:
You will likely need a miracle to complete this enchantment.
IN WORKSHOP, 65% encumbrance, w/ Familiar:
You are more likely than not to succeed on your cast, but you will need some luck.
OUT OF WORKSHOP, 30% encumbrance, w/ Familiar:
This enchantment will be very difficult for you under these conditions.
IN WORKSHOP, 30% encumbrance, w/ Familiar:
Unless you are horribly unlucky, you should have no trouble enchanting a pair of elegant black leather gloves stitched with black silk thread.
You make a passable attempt. Success!
I will likely burn my annual fixskills to do some testing on enchanting... I recommend others to do the same! Get a variety of items!
Sighisoara
05-01-2017, 10:06 AM
First pour on an empty fusion runestaff, 6x-7x.
You pour your potion on the runestaff.
1d100: 41 + Modifiers: 149 == 190
I take this to mean that a 7x cast on an empty fusion item is about as difficult to enchant as the 5x cast on the +7 edged enhancive referenced above.
Viekn
05-08-2017, 11:36 AM
Has anyone done any testing yet to see what the new enchant time is vs. the old for 6x and 7x projects using max water lore? Or is this already more or less known? I haven't seen many posts about it yet and would like to get an idea of how big of difference it's going to make.
chalion
05-08-2017, 12:02 PM
The water lore doesn't directly help pour times. It lets you gather mana points to infuse pots to reduce pour times by an amount set by the amount of mana points you infuse into a potion, up to 95% time reduction.
The real question was "just how many new 6x+ projects would kick off and for how long now that the item destruction fear is gone" and will it last at that rate?
chalion
05-08-2017, 12:21 PM
>pour my pot on my plate
You pour your potion on the platemail.
1d100: 86 + Modifiers: 279 == 365
You estimate that the polished steel platemail should be ready to enchant in about 7 to 8 days.
3rd pour of 6x enchant. Voln armor, sisfu pot.
Strength (STR): 98 (9) ... 98 (9)
Constitution (CON): 70 (20) ... 70 (20)
Dexterity (DEX): 100 (40) ... 100 (40)
Agility (AGI): 67 (18) ... 67 (18)
Discipline (DIS): 80 (10) ... 80 (10)
Aura (AUR): 100 (20) ... 100 (20)
Logic (LOG): 100 (30) ... 100 (30)
Intuition (INT): 90 (30) ... 90 (30)
Wisdom (WIS): 90 (20) ... 90 (20)
Influence (INF): 85 (12) ... 85 (12)
No familiar, in CHE workshop, no encumbrance.
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 78 17
Physical Fitness...................| 164 64
Arcane Symbols.....................| 206 106
Magic Item Use.....................| 206 106
Spell Aiming.......................| 244 144
Harness Power......................| 192 92
Elemental Mana Control.............| 195 95
Elemental Lore - Air...............| 10 2
Elemental Lore - Earth.............| 10 2
Elemental Lore - Fire..............| 54 11
Elemental Lore - Water.............| 191 91
Survival...........................| 78 17
Perception.........................| 173 73
Climbing...........................| 146 46
Swimming...........................| 147 47
First Aid..........................| 96 22
Trading............................| 58 12
Pickpocketing......................| 5 1
Spell Lists
Major Elemental....................| 50
Spell Lists
Minor Elemental....................| 31
Spell Lists
Wizard.............................| 70
Viekn
05-08-2017, 12:24 PM
I'd also like to know do these changes make it worth it to consider re-specing a 38 level wizard to be more enchant oriented or not? Considering you have to earn xp in order to gain the infusable mana points, fixskilling a level 38 wizard to have enough water lore to make a difference may have a lot more impact on hunting ability vs. a level 75+ wizard. Would also like to know maybe at what amount of water lore it's worth starting to consider a build change. For example, if you had 18 ranks of water lore in order to bank 3 mana per 30 base XP absorbed, then would you have to hunt so much to really bank enough mana to make a difference that it may not greatly help you in reducing your pour times. But maybe at 95 ranks it starts to make it worth it? I'm just throwing those examples out there, I really have no idea, but would like to.
Whirlin
05-08-2017, 12:48 PM
I'm terrible on managing my enchants, and there are times when I leave things tempering 3 days beyond when they're ready, and I sometimes go weeks without projects. When these changes came out, I was already 1x in lores.
I wouldn't trade the benefits of other lores to water lore just for enchanting. It's basically like training trading... except trading training isn't locking you out of another option which may be better for your character.
Regarding 7x temper times:
You pour your potion on the leathers.
1d100: 49 + Modifiers: 389 == 438
As the liquid coats the surface of the black crusading leathers, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips. Small runic symbols flare to life at various points along the surface of the leathers, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface. When the last of the liquid has vanished, the symbols dissipate and the leathers appears faded. You scrutinize the black crusading leathers, notice nothing amiss, and conclude that the tempering seems to have been successful. You estimate that the black crusading leathers should be ready to enchant in about 15 to 16 days.
Maerit
05-15-2017, 10:53 AM
Out of curiosity, would realm flares be enchantable if you were in a realm where they flared something like fire (i.e. Solhaven)? Just wishful thinking probably...
drauz
10-30-2018, 08:50 AM
wickedly curved faenor waraxe.
You sense that the waraxe is one of your own projects, and it is ready to be enchanted. It is on the final step of the enchanting process. You recognize the hazy blue aura surrounding it as indicating a strong level of enchantment.
Unless you are horribly unlucky, you should have no trouble enchanting a wickedly curved faenor waraxe.
You channel at a wickedly curved faenor waraxe.
You make a poor attempt! Success!
6x cast.
Arcane Symbols.....................| 201 101
Magic Item Use.....................| 302 202
Spell Aiming.......................| 302 202
Harness Power......................| 302 202
Elemental Mana Control.............| 270 170
Elemental Lore - Air...............| 105 25
Elemental Lore - Fire..............| 90 20
Elemental Lore - Water.............| 108 26
Survival...........................| 40 8
Perception.........................| 150 50
Climbing...........................| 160 60
Swimming...........................| 201 101
Spell Lists
Major Elemental....................| 101
Spell Lists
Minor Elemental....................| 75
Spell Lists
Wizard.............................| 90
Strength (STR): 100 (10) ... 100 (10)
Constitution (CON): 100 (35) ... 100 (35)
Dexterity (DEX): 100 (40) ... 100 (40)
Agility (AGI): 100 (35) ... 100 (35)
Discipline (DIS): 95 (17) ... 95 (17)
Aura (AUR): 100 (20) ... 100 (20)
Logic (LOG): 100 (30) ... 100 (30)
Intuition (INT): 100 (35) ... 100 (35)
Wisdom (WIS): 100 (25) ... 100 (25)
Influence (INF): 85 (12) ... 85 (12)
Mana: 351 Silver: 0
Askip
11-21-2018, 01:23 PM
I have abandoned hope of taking anything really tough from 5-6x.
Here is a copy of my post on the Officials:
- - - - -
I am somewhat depressed by the increase in difficulty of taking a project from 5-6x vs 4-5x.
Given that the item I was working on is a tough item to enchant, for the 4-5x I was still able to get "unless unlucky" with enhancives.
However, after the final 5x cast I checked for ability to do 6x and got "need a miracle".
Here is a log of the casts and the skills/stats used:
>pr 925
You trace a series of glowing runes while chanting the phrase for Enchant Item...
Your spell is ready.
>ca at my staf
You gesture at a flame-carved staff of twining rowan tendrils.
You sense that the staff is one of your own projects, and it is ready to be enchanted. It is on the final step of the enchanting process. You recognize the vibrant green aura surrounding it as indicating a moderate level of enchantment.
Unless you are horribly unlucky, you should have no trouble enchanting a flame-carved staff of twining rowan tendrils.
[If you would like to proceed with this enchantment attempt, prepare and CHANNEL the spell at the flame-carved staff.]
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>pr 925
You trace a series of glowing runes while chanting the phrase for Enchant Item...
Your spell is ready.
>chan at my staf
You channel at a flame-carved staff of twining rowan tendrils.
You make an okay attempt. Success!
Visible wisps of essence dance across the surface of the flame-carved staff as you chant quietly, your sure gestures guiding them to slowly coalesce into a pair of small softly glowing runic symbols. The two lone runes flicker momentarily, the intensity of their glow increasing as their form sharpens into crisp, clean edges. Suddenly, the symbols erupt in a cascade of tiny prismatic motes of light, encompassing the staff to form a shimmering layer over its surface. Slowly, the radiant shell sinks into the staff, leaving behind a faint, fading aura.
Roundtime: 20 sec.
Cast Roundtime 3 Seconds.
>
You feel at full magical power again.
>pr 925
You trace a series of glowing runes while chanting the phrase for Enchant Item...
Your spell is ready.
>ca at my staf
You gesture at a flame-carved staff of twining rowan tendrils.
A muted glow instantly surrounds the flame-carved staff, flickering slightly, and fades a moment later.
Assuming a flame-carved staff of twining rowan tendrils can be tempered somehow...You will likely need a miracle to complete this enchantment.
Cast Roundtime 3 Seconds.
>
The pale green hummingbird ruffles his feathers.
>inf
Name: Askip Askipson Race: Dark Elf Profession: Wizard (shown as: Arcanist)
Gender: Male Age: 1023 Expr: 29691719 Level: 100
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 84 (17) ... 94 (22)
Constitution (CON): 88 (14) ... 98 (19)
Dexterity (DEX): 100 (35) ... 131 (50)
Agility (AGI): 100 (30) ... 110 (35)
Discipline (DIS): 100 (15) ... 116 (23)
Aura (AUR): 100 (35) ... 124 (47)
Logic (LOG): 100 (25) ... 115 (32)
Intuition (INT): 100 (30) ... 110 (35)
Wisdom (WIS): 100 (30) ... 110 (35)
Influence (INF): 100 (20) ... 110 (25)
Mana: 505 Silver: 2
>skil
Askip (at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 20 4
Combat Maneuvers...................| 201 101
Two-Handed Weapons.................| 201 101
Ranged Weapons.....................| 201 101
Brawling...........................| 5 1
Multi Opponent Combat..............| 130 35
Physical Fitness...................| 201 101
Arcane Symbols.....................| 321 221
Magic Item Use.....................| 307 207
Spell Aiming.......................| 313 213
Harness Power......................| 421 321
Elemental Mana Control.............| 302 202
Mental Mana Control................| 5 1
Spirit Mana Control................| 140 40
Elemental Lore - Air...............| 160 60
Elemental Lore - Earth.............| 117 29
Elemental Lore - Fire..............| 141 41
Elemental Lore - Water.............| 186 86
Survival...........................| 201 101
Perception.........................| 302 202
Climbing...........................| 201 101
Swimming...........................| 201 101
First Aid..........................| 302 202
Trading............................| 201 101
Spell Lists
Major Elemental....................| 127
Spell Lists
Minor Elemental....................| 75
Spell Lists
Wizard.............................| 101
(Use SKILLS BASE to display unmodified ranks and goals)
For reference the item is fifth tier perm ensorcelled, +5 mana recovery, +16 dex base, and +11 spell aim bonus.
Is this working as intended?
Askip
- - - - - -
All I can say is... damn.
:D
Derex
11-21-2018, 07:19 PM
Does the number of enhancements or the amount the bonuses effect the difficulty ? I have a dagger been holding onto for awhile curious if that was a waste lol
Askip
11-21-2018, 07:33 PM
Does the number of enhancements or the amount the bonuses effect the difficulty ? I have a dagger been holding onto for awhile curious if that was a waste lol
I do not know if the number is a factor, I assume the amount is a major factor.
To make things worse, here is the response from GM Viduus:
"The estimate it presented you with was incorrect, you only had around a 50% chance to pull that enchant off, even with your enhancives."
Double damn, with that low a chance I would not have tried the project with someone else's valuable item.
He is researching why I got the false estimate.
:D
Askip
11-21-2018, 11:36 PM
Update from Viduus:
Ok, for those curious.
Good news
-The estimate was correct on the odds
-The enchant had the same success chances as reported in the estimate
Bad news
-The logs need some work after that last revamp.
-The magnitude of the combined bonuses on the staff were enough to push it out of your skill max. This can happen with ensorcell as well, though that system tends to have lower swings. The stepping process causes the enchanting success window estimate to be narrower than the ensorcell window.
The meh news
-We're aware of the desires for this system (less item downtime, less complication, large breadth in item eligibility, higher caps, etc.)
-That staff can actually be taken to 6x by player enchanters, with a dedicated enchanter skillset, and possibly 7x with an extreme skillset, enhancive set and lots of luck (though I would probably not recommend it).
Viduus
rolfard
11-21-2018, 11:52 PM
When they change enchanting (likely for the worse) it may have the same issues of the new wps, where there's more opportunities at the low end scaling to impossible at the high end. Keep enchanting at +5 and add the ability to partial enchant anything to round it to the next 5.
Neveragain
11-22-2018, 09:12 AM
I have been noticing some issues as well.
I'm in the middle of a 5-6x project on a plain jane golvern mattock (-10 for golvern). Each time I have checked the difficulty I'm getting the "Unless you are horribly unlucky, you should have no trouble enchanting a scorched golvern war mattock." messaging. Each cast I have received the "You make a very poor attempt!" messaging. I'm also noticing an increase in temper times than what I have experienced over the years for 5-6x projects, the first two pours were 6-7 days and this last pour I received 7-8 days, that's with really good numbers on the end rolls.
It feels to me like there is something not right.
You gesture at a scorched golvern war mattock.
You sense that the mattock is one of your own projects, and it is ready to be enchanted. It is on the third step of the enchanting process. You recognize the vibrant blue aura surrounding it as indicating a strong level of enchantment.
Unless you are horribly unlucky, you should have no trouble enchanting a scorched golvern war mattock.
You channel at a scorched golvern war mattock.
You make a very poor attempt! Success!
P.S. Just finished the third cast, same results. 6-7 days on the pour again.
Askip
11-22-2018, 07:23 PM
Clarification from Viduus on an old negative:
>where did I get the impression that non-wizards in the room would be a negative?
>There was a penalty on this at one point in the past. I'm guessing it was some counter measure for infusion parties, or something, but it's gone now.
Viduus
drumpel
11-26-2018, 11:47 AM
I have been noticing some issues as well.
I'm in the middle of a 5-6x project on a plain jane golvern mattock (-10 for golvern). Each time I have checked the difficulty I'm getting the "Unless you are horribly unlucky, you should have no trouble enchanting a scorched golvern war mattock." messaging. Each cast I have received the "You make a very poor attempt!" messaging. I'm also noticing an increase in temper times than what I have experienced over the years for 5-6x projects, the first two pours were 6-7 days and this last pour I received 7-8 days, that's with really good numbers on the end rolls.
It feels to me like there is something not right.
You gesture at a scorched golvern war mattock.
You sense that the mattock is one of your own projects, and it is ready to be enchanted. It is on the third step of the enchanting process. You recognize the vibrant blue aura surrounding it as indicating a strong level of enchantment.
Unless you are horribly unlucky, you should have no trouble enchanting a scorched golvern war mattock.
You channel at a scorched golvern war mattock.
You make a very poor attempt! Success!
P.S. Just finished the third cast, same results. 6-7 days on the pour again.
Temper times can easily vary, depending on the number of projects in the works. The more 6x projects being worked on, the longer the temper times. Generally, expect any 6x project to normally take around 45 days to complete - it could be a few lower or even higher, but generally it's around 1.5 months.
As for the "You make a very poor attempt!" message, that has nothing to do with the issue that Askip brought up. That message is just tied to the endroll of your attempt to channel 925 when you're making your cast. You just got a low roll. As long as you don't get a fumble message on an item that 925 tells you "Unless you are horribly unlucky, you should have no trouble", you will not fail on enchanting the item. If you fumble, you fumble. It sucks.
I had a flaring project going and got the fumble roll on the final cast. I was only taking the item to 3x, but it's a bitch when you have to utilize pre-temper potions just to enchanting the flaring item. My fumble, the item became locked. Why the fuck SIMU thought that locking items was a great idea is beyond me. The player now has to utilize an out of game NPC (merchant) to have them unlock the item.....not everyone has access to a lot of merchants nor availability to wait around if one does become available. What sense is it that some wandering merchant that can tailor items has the power to unlock an enchanting project, but wizards that utilize the spell daily can't figure it out......the logic is broke as hell and SIMU can eat a dick for implementing this punishment into the game......yeah, I'm kind of bitter about the failed cast punishments wizards have to deal with when compared to the paltry failed punishment that Ensorcell has tied to it.
Askip
11-26-2018, 03:59 PM
<< not everyone has access to a lot of merchants nor availability to wait around if one does become available >>
This is the worst part of the new system. I spend a decent amount of time in-game and I see very few merchants, and then you need to get lucky with a spinner or hope you are in line soon enough to be picked.
If I lock a project it would probably be faster to use Sarmoc and start again, either way it totally sucks.
Still, it does beat destroying the item.
:D
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