Enchanting

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How to

To enchant gear you need to have the spell Enchant Weapon or Enchant Armor. You can also use scrolls of the desired spells. Using scrolls does not require a gem reagent but always have the effect of some amount of spirit and earth skill, meaning it won't work beyond +1 or +2.

Enchanting has a chance of destroying the item and hurting yourself. For maximum efficiency on enchanting you will need many skill points trained in Spirit and Earth magic. For instance to enchant an item from +2 to +3 with 13 Earth and 7 Spirit gives a 60% chance, and to enchant an item from +6 to +7 with 36 Earth and 35 Spirit suggests a chance of 30 to 40 percent.

Cost of Enchanting

The enchanting spells require a diamond for weapons and a ruby for armor. The gems must have a certain value for the spell to be cast, but otherwise the value of the gem does not affect the success chance. If you have the spell you can find out the cost by casting and choosing an item.

What it does

Enchanting allows items to gain an enchant stat up to +7.

For armor, enchanting gives 2 more AC per enchant to reduce the amount of damage from a monster. So if you have 3 items enchanted to +5 you will add between 0 and 30 to your AC due to how damage is calculated. Each enchant also gives 5% death protection, increasing the death protection stat that could go past a threshold for which a monster's death ray will not affect you.

For weapon, enchanting will simply increase the WC of the weapon, previously the increased WC will be based on magical damage but the weapon's damage type is changed to magical too.

Enchant Tokens

Enchant tokens are scrolls found in wherever scrolls are sold for 10 gold. They allow anyone in the Mages Guild to use the "prepare" command to cast the enchant spell for any enchant stat up to 7 and apply that stat and success chance to the token to be used at a later time and to be sold once. The token will show the chance of success based on the caster's skills.