Sooner or later you are going to want to improve your armor
and increase your protection. When that time comes one of your
options will be to have a wizard enchant your armor. You will
probably have numerous questions about this and I will attempt to
explain enchanting and hopefully answer most of these. In order to enchant a wizard must first have armor. So choose
your armor in advance and save the wizard a lot of additional
needless headaches by working this out ahead of time. There are
some excellent resources available in the file library that can
be downloaded to help you make your selection. You can also take
your questions on armor to the specific folder for your
profession and get excellent advice. Deciding which armor is the
first step. Finding a wizard the second one. Once you find a wizard you can ask him if you need to provide
the armor for him to enchant. Often the wizard will not need you
to buy the armor unless you have a unique set you want enchanted.
Before a wizard can enchant armor he must first temper it to
accept the enchantment. This is done using one of the numerous
potions purchased from Bin, the local alchemist. The armor takes
a minimum of 2 hours to cure after being treated with the
appropriate potion. Two hours is a minimum, but that time can
easily take days depending on the potion used to cure the armor
and the level of the enchantment. Until the armor is tempered the
armor cannot be enchanted. After the armor has finished curing and is ready to accept the
spell, the wizard can cast the enchantment. Each enchantment will
add +5 to the bonus of the armor to your DS. So it is very common
to hear armor referred to as 1x, 2x, 3x, etc... If someone has
armor that is 3x, or enchanted three times, it has a bonus of +15
to your DS when worn. When enchanting there is always a chance of failure. A failure
can result in merely losing the temper or more catastrophic,
which might kill the wizard and others present. There is also a
chance the item may lose a level of enchantment or even become
cursed. For example, if a wizard was working on 2x armor and
trying to get it to 3x and failed...if it lost a level of
enchantment it would then be 1x...if it was cursed it would end
up being -1x, or you would have a -5 to your DS when wearing the
cursed armor. There are a number of things that will increase the chances of
failure when enchanting, but there are also a few things a wizard
can do to improve the chance of success. He can avoid attempting
to enchant any armor he has not worked on. Attempting to enchant
over another wizard's enchantment will increase the chance of
failure. The higher the enchantment the higher the chance of
failure. Enchanting at a node, or better yet, in a workshop, the
age of the wizard and the potion used to cure the armor all
increase the chances of success. If tempering the armor and avoiding failure was all there was
to enchanting armor we wouldn't have a problem and everyone would
have enchanted armor, but there is another very important point
to cover. When a wizard attempts to enchant armor it must be
tempered and there has to be enough mana in the local pool before
it will succeed. There are only a handful of mana pools for all the lands of
Elanthia. These generate mana on their own over time. The mana
level of the pool that the wizard is enchanting at is important.
If there is not enough mana in the pool it is not possible to
enchant the armor. For those who must know exactly what and where
these pools are, please find a local philosopher for his thoughts
on this subject as I will not attempt to address it...or better
yet...find a ranger to help you find them; your chances are about
as good. The pools have no physical manifestation in the game,
but are an inherent part of the lands. When enchanting the wizard
taps these pools and the mana levels are reduced based on the
level of enchantment being added to the armor. The first
enchantment only reduces the pool by a minor amount whereas the
greatest enchantment you can get, 10x, would reduce the pool of a
large amount of mana. The mana level of a pool is unknown and a
wizard generally has no idea what level the pool is at until he
has a successful enchantment. If a pool does not have enough mana for an enchantment anyone
is able to infuse their own mana into the pool to raise it in an
attempt to bring the mana level of the pool up to a level high
enough to successfully enchant the armor. This done by simply
typing: Infuse So if you have 26 mana, you could INFUSE 26 and place all 26
of your mana into the surrounding area. However, I must point out
that if your mana sharing is less than 100% you will not be
infusing your mana into the pool efficiently. You need to have at
least a 100% mana sharing to infuse the pool with your mana. If
you do not have 100% mana sharing you should send your mana to
someone who is overtrained in mana sharing and they can infuse it
for you. The better your mana sharing the better the results of
infusing your mana. I wouldn't recommend anyone with less than
100% mana sharing bother trying to infuse a mana pool themselves.
It is simply to inefficient and the mana requirements to enchant
to high. I encourage anyone with subpar mana sharing to find
someone overtrained to send the mana to for infusing. The more mana that is in the pool the more you will have to
infuse to increase the level of enchantments the pool will be
able to handle. It is fairly easy to infuse enough mana into the
pool to raise it high enough for 1x enchantments...but increasing
the pool from the 3x level to the 4x level is much harder and
this gets increasingly more difficult the higher the level. As the number of enchanting wizards have increased so have the
amount of 1x or 2x armor being created. Each time those
enchantments are placed on armor it reduces the pool so that
higher enchantments cannot be attempted. Rarely do the pools have
enough mana in them to attempt 3x no less 4x. As a result it is
rather common for the wizard to infuse the node before attempting
the higher enchantments. This can be a very long and trying
effort fraught with a number of potential problems. The problem with infusing a pool is that you may not gain the
fruits of your labors. You may lose the mana you infuse into a
public pool if another wizard taps that pool while you are
infusing. For example, if I wanted to enchant some 2x armor to 3x
I might spend an hour or two infusing in TS only to have another
wizard at the manor enchant some 1x and reduce the pool of all
the mana I infused. Remember there are only a handful of pools
for all the lands and most regions only have a single pool from
which to draw mana when enchanting. So a wizard can sit at one
location infusing a pool while another wizard someplace else can
tap it. You can see how this would be a big problem for the
higher enchantments that take hours, if not days, to infuse the
pool before an attempt can be made. Workshops are an exception. A workshop has its own pool that
cannot be tapped from any other location. You have to be in the
workshop to tap its pool. Once the pool in the workshop is
depleted the mana from the regional pool is tapped. In addition,
workshops improve the chances of success when enchanting. So
there are a number of benefits to using a workshop. Finally, I must point out that if you have enough mana in the
pool to attempt a 7x enchantment you would not want to enchant
some armor to 1x before attempting the 7x. If you enchanted the
1x first you would no longer be able to enchant the 7x, since the
1x would have reduced the mana level of the pool below the level
needed to attempt the 7x. However, if you did the 7x first you
could then do the 1x. So the best use of the mana available in
the pool is to start with the highest enchantments first and work
your way down to the 1x. I hope you find this brief overview of enchanting useful. If
you have any further questions feel free to post them. I doubt
this is a comprehensive look at enchanting, but it should cover
most of the basics. Keep in mind though that there are no
official details covering enchanting and most information is
based on the knowledge and experience the older wizards have had
with enchanting over the years and even they do not agree on all
the details. This was not intended to explain or justify
everything covering enchanting, but merely an attempt to cover
the basics for those who know nothing of enchanting so that they
will have the information they need to decide how best to go
about acquiring enchanted armor.
An enchanting mage, Mithadris
A Very Informative Scroll to Keep Around...thank the gods we stopped the kobold from eating this one
Mithadris' Enchanting Guide
by Lord Mithadris