View Full Version : So, what DOES make a good enchanter?
Tsoran
04-27-2005, 11:58 AM
I'm sure everyone has their own opinion, but since I've been mentioned in this context here recently, I figured I would share my thoughts on the matter.
This is just my opinion. I have no inside information, and there's certainly many out there that have more experience enchanting than I do. So take what I say with a grain of salt.
The Simu website lists all the factors that contribute to enchanting success, but it doesn't list the weighting of each factor. As such, it's not terribly useful.
So, I categorize the factors into two classes: Those that are training based, and those that are situational. The situational ones you don't need to know how important they are, since you can simply make sure you do them all. Always have your familiar present. Never have non-wizards present. Always enchant in a workshop. Never be injured, and never, EVER, be encumbered. Encumbrance is a major factor in blowing up your enchants.
The traning based factors are where you need to make decisions. As far as I am concerned, based on my own experience and what I had heard from others, Wizard spell ranks are the ONLY important traning choice. All the others -- major elemental ranks, level, and so forth -- play a much smaller role in enchanting success. So much smaller, in fact, that most people I had spoken to didn't think they played any part at all until Simu told us that they did.
So, in a nutshell, the key to success is:
Load up on Wizard spells
Don't be injured or encumbered
Have your familiar present
Enchant in a workshop
Kick the non-wizards out
Wezas
04-27-2005, 12:06 PM
I've never had a wizard or have much knowledge of enchanting, but isn't it necessary to have others to add mana to the mana pool while enchanting?
I remember back in GS3 being begged to help a wizard in a workshop. Back then mana share had been unchanged and mine was through the roof. Everyone would send me mana, the enchanter would tell me if he needed me to release it either in the room or just outside. There were probably half a dozen people in the room, all wracking and sending me mana.
I know mana share has changed, but I wasn't sure if the mana pools have changed as well.
Kitsun
04-27-2005, 12:08 PM
No more need for infusing mana into pools. That went out with the enchanting overhaul.
Wezas
04-27-2005, 12:10 PM
Originally posted by Kitsun
No more need for infusing mana into pools. That went out with the enchanting overhaul.
Gotcha.
It's been a while.
I remember chatting with Khaladon about enchanting (briefly) and he mentioned that the only spells you really want to have active on you for enchanting are strength, haste, and call familiar. You'll also want to be free of wounds...
As far as training in wizard spells, my wizard is 57 trainings and has 40+ MnE, MjE, and 50+ Wiz spells in his training book. His pour mods are 280+ and has enchanted up to 6x many times thus far (currently on a 7x project) with 2 failures. The first failure was when I got lazy and made a pour in my player shop with an empath present (blew the pour and lost the enchants in that set). The other failure was on a cast of a 1x runestaff when I forgot I was holding 8 OTF boxes from my other character. Carelesness on both failures. Luckily I've not experienced any catastrophic failures where the item was lost.... yet.
IMO, I think that if your wizard is a runestaff user (meaning high concentrations in magical training) and has balanced stats (for cap or TP's - mine is set for max TP's) then enchanting should not be a big problem if you follow what Tsoran mentioned and perform your work in a workshop with your familiar present and unencumbered (and unwounded).
I think the question that was posed and debated earlier was whether or not a level 20 something wizard could enchant to 7x if stats and training was stacked to where the enchanting strengths lie.
I remain a skeptic to the point that it might be possible based on a high percent risk of failure. But how viable would having a wizard that lopsided be and would it be worth having if the failure rate was above 50% - 60% or higher. I say have the patience to train your wizard to the appropriate age or if impatience rules - buy one.
Tsoran
04-27-2005, 12:52 PM
I think the question that was posed and debated earlier was whether or not a level 20 something wizard could enchant to 7x if stats and training was stacked to where the enchanting strengths lie.
Yeah, that was the question asked in another thread, and I kinda wanted to avoid the same nonsense here.
But I think it's definitely possible to do at level 25 if you want to, as far as skills are concerned.
But how the heck to you STAY at level 25 long enough to do it???
Think about it...
You make an uber-enchanter, and finally get to level 25. You're sure as hell going to do a lot of enchanting, right?
It takes 2 months to do a 7x enchant. I find it difficult to believe that during those 2 months, you're not going to try to enchant everything that doesn't move out of the way fast enough. New abilities are like that.
Between enchanting and/or hunting, if you only play for the 6 XXX hours each week, you're going to earn 15K-20K experience per week. That's 120K to 180K EXP before your first 7x completes. You won't be 25 anymore.
Yeah, you could do nothing else other than log in the 8 times necessary to to the 7x. Yes, it's definitely possible. But it sure isn't likely. I'm sure someone's done it. And I'm sure many have started 7x enchants at 25. But I don't think many have been 25 when they did the final cast.
To give you a concrete real life example, my wizard, who has not hunted since 1997, recently took a runestaff from 4x to 6x. That's only about a week or two longer than a 7x enchant takes.
He was 38 when he started the enchanting, and 42 when he ended it. All that experience was from enchanting. (Not that single project, of course.) Don't forget it takes more EXP per level at 38 than it does at 25.
The Korean
04-27-2005, 01:00 PM
So remember boys and girls, the rules for enchanting:
Be completely naked.
Make sure your familiar is out, now blinded by said nakedness.
Since you're naked, it'll be hard to not see and wounds or scars you got.
Blow up and drag out anyone that's not wizardly within 100 feet of your workshop.
And make sure you study those wizardly spells of yours well.
/end crazy-induced boredom
Jolena
04-27-2005, 01:32 PM
Isn't there a certain # of wizard spells you must have to do each enchanting level though? Like 30 for 4x, 40 for 5x (just an example, I really don't know what they are as my wizard doesn't enchant). Just curious.
Tsoran
04-27-2005, 01:43 PM
Originally posted by Jolena
Isn't there a certain # of wizard spells you must have to do each enchanting level though? Like 30 for 4x, 40 for 5x (just an example,
No. You can enchant to 10x the moment you are both level 25 and have learned spell 925. That's assuming you could find a non-existant potion for a 10x enchant. With today's potions, you could enchant to 7x the moment you're lvl 25 and learn 925.
If you've heard anything along the lines of "30 ranks for 4x", they were talking about a rule of thumb for how many ranks are needed to have a good chance for success with the enchant.
FinisWolf
04-27-2005, 03:46 PM
Just an aside...
I have one such wizard that logs in ONLY for his major enchanting work. It will be awhile before he trains, but we are talking about someone that has 32 characters to play, soplaying him is not a priority... He is there ONLY to pay for that account.
Also, as Tsoran stated, not many if any others would do that, I am just strange that way I guess.
Finiswolf
theotherjohn
04-27-2005, 11:50 PM
Originally posted by Wezas
Originally posted by Kitsun
No more need for infusing mana into pools. That went out with the enchanting overhaul.
Gotcha.
It's been a while.
mana pools went out in the 70s
FinisWolf
04-28-2005, 02:48 AM
cackle
AnticorRifling
04-28-2005, 07:20 AM
Originally posted by Tsoran
Originally posted by Jolena
Isn't there a certain # of wizard spells you must have to do each enchanting level though? Like 30 for 4x, 40 for 5x (just an example,
No. You can enchant to 10x the moment you are both level 25 and have learned spell 925. That's assuming you could find a non-existant potion for a 10x enchant. With today's potions, you could enchant to 7x the moment you're lvl 25 and learn 925.
If you've heard anything along the lines of "30 ranks for 4x", they were talking about a rule of thumb for how many ranks are needed to have a good chance for success with the enchant.
I've got up to 932, several 4x, several 5x, and my first 6x is thus far going well.
Lookkin
04-28-2005, 08:40 AM
So technically, at 25 trains (with 925 learned), a wizard should have the capacity to enchant with some success (albeit following the rules Tsoran stated previously).
Slightly off topic, but is there a thread demonstrating how to imbed a spell into an item?
Lookkin
Xcalibur
04-28-2005, 08:41 AM
Originally posted by Lookkin
So technically, at 25 trains (with 925 learned), a wizard should have the capacity to enchant with some success (albeit following the rules Tsoran stated previously).
Slightly off topic, but is there a thread demonstrating how to imbed a spell into an item?
Lookkin
Of course a level 25 wizards (on the contrary of what Stray cat and his level 98 mage were thinking) can enchant up to 7X
Isn't a good thing to consider? Not really, but hey....
Stunseed
04-28-2005, 08:47 AM
Cast 420 on item. Then if you type IMBED, it'll show you how and the exact syntax to put a spell in. Most items will hold 20, 40, or 80 mana.
Lookkin
04-28-2005, 09:13 AM
Thanks Stun - somehow I thought it was going to be a long drawn out process.
still learnin...
Lookkin
FinisWolf
04-28-2005, 09:40 AM
Originally posted by Lookkin
Thanks Stun - somehow I thought it was going to be a long drawn out process.
still learnin...
Lookkin
Very easy, and I do it just the way Stunseed said...
prep 420
cast at XXX
IMBED
{follow syntax}
Finis
Tsoran
04-28-2005, 02:54 PM
Originally posted by Lookkin
So technically, at 25 trains (with 925 learned), a wizard should have the capacity to enchant with some success (albeit following the rules Tsoran stated previously).
At 25, even in GS3, even a normally trained wizard could do low level enchants with a decent success rate.
Enchanting in GS4 is somewhat easier.
Jolena
04-28-2005, 03:02 PM
don't ranks of MIU and Harness power affect your rates of success as well? I had heard this as well.
FinisWolf
04-28-2005, 05:31 PM
I think MIU does, namely because I have watched my modifier jump, but I have not seen where HP does anything.
Finis
Lookkin
04-29-2005, 12:04 PM
Arcane Symbols?
Jonty
04-29-2005, 12:21 PM
From http://www.play.net/gs4/info/enchant_notes.asp
SUCCESS FACTORS
The following factors attribute to a project’s success and are listed in no particular order:
Logic, Intuition, and Aura bonuses
Level
Major Elemental spells known
Wizard spells known
Arcane Symbols skill
Magic Item Use skill
Choosing the appropriate potion for the project
Using a workshop or node
Having your familiar present
Elemental Mana Control skill
Yes, they help. But as Tsoran has already stated, we don't know how much they help.
Harness power is not listed, so it probably has nothing to do with enchanting.
Kitsun
04-29-2005, 12:22 PM
Well besides needing the 25 Mana from Harness Power TO cast 925.
Dwarven Empath
07-13-2005, 01:26 PM
Where are the wizard workshops in Illistim please.
Thanks
hectomaner
07-13-2005, 01:47 PM
from dais
o,sw,sw,se,se,sw,sw,w,w,sw,sw,nw,n,nw,nw,nw,n,w,w, go bank,n,n,o,ne,n,e,n,ne,ne,e,go arch,go tower,n,go stair,go stair
then there are 4 element puzzles, each one will let you in, you cast spells at the objects in that room, according to the element where you are, and the right spell combination lets you in
go to the nexus, go 2 south...
3 flames will give you a message, one will say you've casted at all the flames.... go with the first three or the last three (depending on the last time GS was rebooted).
906 at other flame = message with a blue/brilliant fire
908 at third flame = message with blue/brilliant fire
519 at fourth flame = message with blue/brilliant fire.
Alternate the flames if nothing happens. once successful you'll be sucked into the workshop.
[Edited on 7-13-2005 by Ganalon]
Janarth
07-13-2005, 04:02 PM
To expand on Ganalon's post, this will always work:
prep 906, cast white flame
prep 908, cast blue flame
prep 519, cast scarlet flame
didn't know the other elements worked too...gotta explore that.
Celephais
07-15-2005, 11:02 AM
Do number of enchants in progress make a difference in the amount of time to temper?
I vaugly remember something about this but I can't find any mention of it. Like if you have 20 things tempering 1x-4x your next pour for a 1x could take 3 days instead of the usual 24-25hrs/1-2days
Kitsun
07-15-2005, 11:25 AM
The temper time is based off of all the enchanting being done realm-wide. It isn't set step per wizard, unless I guess if you do hundreds.
Celephais
07-15-2005, 11:30 AM
Oh okay, that's where I had the thought then. Is that only for 5x+? There has to be tons of 1x-4x enchants in progress.
While I agree that the economy needs to stay balanced, they should really weight it so that account enchants weigh a lot more than realm enchants (I've got a locker full of tempering equipment, i'm definatly not complaining)
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