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by Kinsey on October 31, 2007, 02:53:00 PM

Version 1.0 - 7/7/2005

I've been asked to create an enchanting guide for GemStone IV.  So, naturally, I've decided to call the compilation "Enchanting for Dummies" in the same spirit as my Voln Guide. ;)

Beginnings

First, you will obviously need to learn the spell 925 Enchant Item.  Without knowing this spell, enchanting potions will simply not function.  Now, please be aware that at 25th level, you won't be very good at enchanting.  Theoretically, you could do four or possibily five enchant items, but the odds of bringing it to completion are quite low for a traditionally trained wizard.  (In other words, if you train a mutant path, it's possible and easier, but sheer level still is a major factor in enchanting.)  Personally, I wouldn't recommend enchanting before level 40 with no less than 35 wizard and Major Elemental spells.

Skills Needed

Having certain skills will greatly influence your ability to enchant.  Ranks of Major Elemental Spells, Ranks of Wizard Spells, Logic/Intuition/Aura bonus, Arcane Symbols skill, Magic Item Use skill, Elemental Mana Control skill.  Other factors can add to the bonus.  These include your current level, the proper potion for the enchant, whether you are in a workshop or on an earth node, and having your familiar present.

There are factors that can hinder you with enchanting.  These include low health, wounds, not having full spirit, excessive encumbrance, having critters present (duh), and having non-wizard players in the room.

Types of Projects

There are two types of enchant projects; minor and major.  A minor enchant is defined as any item that currently has an enchant of +21 or lower.  (For instance, adding 2 enchants to imflass would make it +22 -- this is considered a minor project.)  A major enchant is any item that is currently +22 or higher.  A wizard cannot currently temper any item higher than +30 with store-bought potions.

Potion Qualities and Uses

There are several potions to use and they are best when used for certain types of enchants.  Each store-bought potion has 4 doses.  As a general rule, weapons take 1 dose and armor and shields take 2 doses for each "pour".  Some larger weapons will take 2 doses.

Potion

Plat Cost

Notes and Uses

Rohnuru

3500

I use this for everything going up to 2x : Tempers +5 or lower.

Duqnuru

5500

I use this for things 2x to 4x : Tempers +15 or lower.

Dirtokh

10000

I use this for 5 and 6x enchants : Tempers +26 or lower.

Mirtokh

35000

I use this for 7x enchants : Tempers +31 or lower. You can use this for 6x enchants too, if you want a slight bonus when you are younger.

Sarmoc

5000

This will remove a temper from an item. I've never used it.

Sisfu

17500

Tempers anything +20 or lower. I never use it.

Temper Times

Some people think temper times are based on the potion.  I've found it to be based on the enchant of the item.  Now, if someone would like to provide some documentation to the contrary, I'll be happy to include it.

 

Enchantment

Estimated Temper Time

0-1x

Usually one day or less, but up to 36 hours.

1-2x

Usually one to two days, but can be up to three.

2-3x

Usually two to three days, but can be up to four.

3-4x

Usually three to four days, but can be up to five.

4-5x

Usually three to five days, but can be up to six.

5-6x

Usually four to six days, but can be up to seven.

6-7x

Usually six to eight days, but can be up to nine.

 This grid is fairly accurate.  You *can* get an exceptional pour and have it take less time that stated, but I've found those instances to be rather rare.  Usually, it takes the longer times. You will have to pour, wait, and cast the same number of times as the enchantment (1x = 1 cast, 2x = 2 casts, 5x = 5 casts, etc.)

It is possible for a pour to fail. The most common is not having enough doses in the bottle for the item.  Also, you cannot enchant any item which is sanctified, has any player added enhanced spell or ability on it (Voln Bless, Edging, Eblade, Regular Bless), or any type of elemental or weighting crits, etc. Here's a list of other pour failures:

You pour your potion on the (item). The liquid coats your (item), which glows faintly white for a moment, but then returns to normal. - Failure - item sancified or blessed, not enchantable.

You pour your potion on the (item). The liquid bubbles and hisses as it touches your (item), but nothing else happens. - you are not able to enchant this item at this point, maybe when you get more skilled.

You pour your potion on the (item). The liquid is quickly absorbed into your (item) and it looks good, but nothing else happens. - Regular failure, try pour again.

A successful pour should look like this:

You pour your potion on the (item). The liquid oozes over the surface of your (item), 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 (item) should be ready to enchant in {some time amount}.

Checking on the Status

You can do one of two things to check the progress of your enchant project.  You can use the Elemental Detection spell (405) on the item to see if the temper is set.  The description will say 'tempered'.  Do not cast on it when it says 'tempering' as that will lead to a failure.  Sometimes, Elemental Detection is not 100% accurate, and you can use a Rohnuru potion to check the temper time remaining to a fair degree of accuracy by POURing the potion on the item.

Ready to Cast

So, everything looks good and you're ready to cast?  Great!  First, make sure you are as unencumbered as possible.  Hey, you should be anyway!  Quit lugging so much junk and fluff around and you don't have to worry about this part.  Trying to pull off even a low enchant while encumbered is going to cause you problems, and will cause more serious problems with higher enchants.

Next, at the very least, find a node.  A workshop is better.  There's one in each town's guild.  Also, the AI crystal room is a workshop, so is Aramur's room in the Wolves Den, as well as the Tower on Teras.

Bring your familiar with you! Every little bit helps.

Now, make sure you have full health, full mana, fully spirit, and are injury free. Hold the item in your hand, PREP 925 and CAST it at the item.

I don't have a list of failure messages, but one of the following things will happen:

a) The enchant will be successful.
b) You will have a minor failure and have to wait out the temper for the last pour(s).

You concentrate on casting your magicks at the {item}. Faint sparkles surround and embed it, and try to bond with its structure. Something isn't quite right though, and the sparkles fade.

c) You will have a major failure and have to start the whole enchanting step again.
d) You will have a major failure and strip every enchant off the item, leaving it -2x and cursed.
e) You will have a catastrophic failure and the item will lash at you and kill you.
f) You will have a catastrophic failure and you will cause the item to explode.

If this was the final enchant and A happened, you're all done! :)

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