Enchant

Various enchants and disenchants can be applied to items by using the enchant commands, for the current list and syntax type.

Syntax

 * - analyze the enchantments on an item
 * - try to raise the level of an item
 * - try to bind and personalize an item
 * - try to enchant a weapon for speed
 * - try to enchant a weapon for accuracy
 * - try to change a weapon's dieroll
 * - try to reinforce and strengthen armor
 * - try to bind alignment to an item
 * - try to add natural camouflage to an item
 * - try to enchant an item with druid runewords
 * - try to break a curse on an item
 * - try to make an object glow or shed light
 * - try to make weapons or armor deflect attacks
 * - try to drain light from a glowing item
 * - try to silence a humming item
 * - remove an effect from a magical item
 * - remove an effect from a magical item

Analyzing objects
To find out which enchants are available and how much gold they cost type. this willl cycle though every available enchant missing lines mean that the object can't be enchanted further with that particular skill.

weapon enchants
There are three enchants specially designed for weapons, The warrior skill customize weapon adds damroll while the mage skills enchant weapon speed and enchant accuracy adds attack speed and hitroll respectably.

bind alignment
This enchant allows a high-level cleric to forfeit some of their alignment to add composite boasting align flags to an object. The possible flags are antievil, antigood, antineutral, good and evil. Which flags can be added will depend on the characters own alignment e.g. a evil aligned cleric will be able to add the antigood flag but not antievil. Enchanting a low level item can be a good way for a cleric to quickly lose a large amount of alignment for a relatively small amount of gold.

cursebreaker
This is a cleric enchant that will remove the cursed flag from an object.

camouflage
This enchant allows a thief to add hide and sneak affects to an object.

reinforce armor
This allows a warrior to enchant equipment for higher ac-apply. There is currently a limited range of equipment that can be reinforced and it has to have the type armor to be enchantable.

rune enchant
see also carve rune

This enchant allows druids to bind runes onto objects with materials that are not normally carvable. Like the other enchants there is a gold cost associated with each successful attempt and like the other carve rune skills each rune is randomly generated.

artificer and legendary enchants
These enchants are all about raising the composite potential of an object, by adding levels, binding and class flags, note they do not change any of the item's other stats and further enchants, carves and reforges will be necessary to realize the new increased composite. The artificer enchant will raise the level if the object by one up to level 37 or total 129, while the legendary enchant will add character binding and a class flag for each class that is maxed. These are extremely powerful enchants and as such come at a premium, even a low level object may cost several thousand of gold, while mid-level objects may cost tens of thousands, and high level items may cost hundreds of thousands of gold. It is not unusual to see enchants costing 600k or more at the higher level ranges. In addition to the gold cost each enchant costs one practice. Vitals will be deducted for each attempt at approx 200 movement and mana, with legendary also using 200 hp. these are taken regardless as to whether the enchant succeeds or not, however the practice and gold cost will only be deducted on successful completion of the enchant.

Example
The following example demonstrates how the artificer and legendary enchants work by taking a low level newbie helmet and adding two additional levels, character binding and class flags.

to check the cost of a single enchant type without the force flag. Note artificer and legendary enchants cost the same amount of gold.
 * First analyze the helmet to find out how much each enchant will cost by typing alternatively


 * Having established the cost it is now time to perform the actual enchant by typing


 * The helmet has now been raised to level 13 everything else about it will remain the same.


 * Repeating will add additional levels. Once the object has been raised to the desired level binding and class flags can be added by typing  (note the cost is higher than earlier now that more levels have been added)


 * The item is now character bound and since the character completing the enchant is level 37 mage, thief, warrior and cleric these flags will be added to the item.

Disenchants
 see disenchant

These are necromancer enchants that use a soulstone and gold to remove various affects and flags from an object. There are three types silence - removes the hum flag, lighteater - removes the light or glow flag, disenchant - removes an affect.

Changes

 * In May 2017 the cost of enchants were lower slightly