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CrystalTears
03-03-2004, 04:37 PM
Enchant Item (925) Document · on 3/3/2004 2:27:17 PM 551

ENCHANT ITEM
Enchanting is the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful enchantment provides a +5 bonus to the item as well as increased resistance to damage and destruction. The process of enchantment can be lengthy and requires certain knowledge by the Wizard.

PROCESS
The first step in the enchanting process is to determine the properties of the item and whether or not it can be enchanted. A Bard can loresing to the item to determine the current magical bonus, as well as if the item has special properties that will interfere with enchanting. An item with special abilities, such as armor that provides extra resistance to lethal strikes, or a weapon that flares with fire on a successful strike, will only rarely be enchantable. Once the properties of the item are determined, the Wizard has the information necessary to prepare the item.

Preparing an item for enchantment will require the item to be tempered and enchanted as many times as the enchantment being attempted. This means enchanting an item to 1x, or +5, requires a single temper and enchant. Enchanting an item from from 4x to 5x, or +20 to +25, will require tempering and enchanting the item 5 times before the enchantment is finished. Each temper will have to cure and be enchanted before the next one can be made.

***Currently there are instances where fewer tempers and enchants are required than should be, based on the enchant being attempted. For example, +12 is considered 3x, however it currently only requires 2 tempers and enchants. This will be changing in the near future, but not until some changes are made to the way Forging of high quality weapons is handled. The definition in the table below is what will become the standard.***

In order to temper an item, the proper potion must be selected for the project and POURed onto the item. The following potions are available for purchase in the Wizard Guild and can be purchased by a character of any profession:

Enchant Potion
+1 to +5 = 1x rohnuru
+6 to +10 = 2x duqnuru
+11 to +15 = 3x duqnuru
+16 to +20 = 4x dirtokh
+21 to +25 = 5x dirtokh
+26 to +30 = 6x mirtokh
+31 to +35 = 7x mirtokh


The sisfu potion is also available for use on any project up to +25 and is a bit more mysterious. Wizards will want to test the sisfu potion to determine how it is best used.

Once an item is cured, it will not remain tempered indefinitely. This time isn't short, but if not used the temper will wear off. Alternatively, at any point in the process the Wizard can always choose to stop the project and remove the temper using a sarmoc potion, though it will take time for the potion to take effect.

An attempt to temper an item may fail. A failed attempt will not damage or destroy the item. Only the final enchantment of the project has a chance of catastrophic failure.

Once an item is tempered and has cured for the proper amount of time, the Wizard may cast the Enchant Item (925) spell on the item. Casting this spell on the item before the temper has had a chance to cure will cause the enchant to fail.

To assist the Wizard in determining if an item is cured, use a tempering potion or Elemental Detection (405) on the item to provide information regarding the status of the project.

SUCCESS FACTORS
The following factors attribute to a project?s success and are listed in no particular order:
?Logic, Intelligence, 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

FAILURE FACTORS
The following factors attribute to a project?s failure and are listed in no particular order:
?Low health
?Injuries
?Low spirit
?Encumbrance
?Type of material of the item (some materials are more resistant)
?Having critters present
?Having non-Wizards present

The how, why, and when of success and failure factors is up to the Wizard to figure out.

NOTES & REQUIREMENTS

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 most likely cause it to shatter.

Enchant at your own risk.

This message was originally posted in Wizards, Enchanting. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=29&topic=7&message =558

Askip
03-05-2004, 11:41 PM
<< ?Having your familiar present >>

Posted by GS4-Kitrina on 3/1/04:

Down with myths :)

1. No amulet on - MYTH
2. No familiar - FACT. Having a familiar present actually helps. If you have a familiar, but it's not with you when you enchant, it hurts.
3. Perception helps - MYTH
4. 404 may provide a bonus - MYTH
5. The caster should have no spells on, or just strength (comes from the NPC mana binding ceremony at the landing guild) - MYTH
6. The item should be held in the right hand - MYTH
7. You should be in offensive stance - MYTH
8. You should kneel, or alternately you should stand (I do all mine standing) - MYTH
9. 405 may provide false ready messages, and all major projects should be checked by pouring an enchant potion on the item - MYTH

Things that can hurt your enchant are:

Low health, injuries, low spirit, encumbrance, the type of material of the item, having critters present, having non-wizards present.

~ Kitrina

Thanks to GM Nitid for looking all this up for me!

Kitsun
03-06-2004, 12:48 AM
I never would've guess a couple of those things. Darn those non-wizards for being distracting!

Pierat
03-06-2004, 02:00 AM
What abou the myth about wearing your armor? that you should take it off? or is that a truth (See encumerence?)

Kitsun
03-06-2004, 02:51 AM
I'm sure someone will bring it up on the official boards. Kitrina will start compiling FAQ's on it soon supposedly. She's been good to her word so far.

I heart Kitrina.

Reyek
03-06-2004, 10:00 AM
i remove my armor cause it lowers encomberance and that does help increases my multiplier when im naked.

Bobmuhthol
03-06-2004, 10:03 AM
<<i remove my armor cause it lowers encomberance>>

If you're trained for your armor, it does not affect you, except for the base action penalty. You're not encumbered.

Suppa Hobbit Mage
03-06-2004, 10:10 AM
and I think if your armor is lightened, removing it actually encumbers you more (could be a myth, but I recall reading something about it).

Bobmuhthol
03-06-2004, 10:14 AM
<<and I think if your armor is lightened, removing it actually encumbers you more>>

True. Lightened armor, if you're trained for it, means you can hold extra weight equal to the amount of pounds it's been lightened.

Rogue Slayer
03-08-2004, 09:51 PM
I remember someone saying sumpthing or reading it somewhere that disspelling yourself hep with enchanting also. when i do mine i make sure im naked w/o spells. Maybe im going to far?


........ Evoz...........

Kitsun
03-08-2004, 10:25 PM
Uhh yeah. Scroll up a bit and see Kitrina's MYTH and FACT post. Most spell effects have no bearing upon successful enchants(Disregarding strength and encumberance effects on a whole).

Mistomeer
03-08-2004, 10:51 PM
Anyone know of a workshop where you can have your familiar present?

Rogue Slayer
03-08-2004, 11:09 PM
ah.... so someone finaly got to the bottom of it eh?

Kitsun
03-08-2004, 11:31 PM
Supposedly there isn't one, Mistomeer.

Design intent(as per Kitrina's release thus far) to make people choose and test between the different places to enchant so there isn't one be all and end all location for every obtainable bonus.

Actually no wizard actually got to the bottom of it. Kitrina supposedly just stumbled upon the enchanting folder one random day and started ticking off a player's list of myths and facts. She did it so...matter-of-factly it was almost irriting. YEARS spent not knowing the factors and she came along and just spouted them off like it was yesterday's news.

Reyek
03-09-2004, 02:04 PM
sisfu potion ...... any ideas what this does?

Atlanteax
03-10-2004, 03:22 AM
Originally posted by Reyek
sisfu potion ...... any ideas what this does?

.

Sisfu is an expensive potion, 2nd to Mirto.

What it does is that it makes the temper times for the 1-4x enchants MUCH FASTER (tempering times decreased from 20-40%), so basically it speeds up the time table for a 0x-4x Project.