Difference between revisions of "Enchant"

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Various enchants and disenchants can be added to items by using the '''enchant''' commands. To find out which enchants are available and how much they cost type {{icode|enchant <item> analyze}}
Various enchants and disenchants can be applied to items by using the '''enchant''' commands, for the current list and syntax type {{icode|enchant help}}.




==Syntax==
==Syntax==
{{icode|enchant help}}
* {{icode|enchant help}}        
* {{icode|enchant <object> analyze}}    - analyze the enchantments on an item
* {{icode|enchant <object> artifice}}  - try to raise the level of an item
* {{icode|enchant <object> legendary}}  - try to bind and personalize an item
* {{icode|enchant <weapon> speed}}      - try to enchant a weapon for speed
* {{icode|enchant <weapon> accuracy}}  - try to enchant a weapon for accuracy
* {{icode|enchant <weapon> customize}}  - try to change a weapon's dieroll
* {{icode|enchant <armor>  reinforce}}  - try to reinforce and strengthen armor
* {{icode|enchant <object> alignment}}  - try to bind alignment to an item
* {{icode|enchant <object> camouflage}} - try to add natural camouflage to an item
* {{icode|enchant <object> runes}}      - try to enchant an item with druid runewords
* {{icode|enchant <object> uncurse}}    - try to break a curse on an item
* {{icode|enchant <object> illuminate}} - try to make an object glow or shed light
* {{icode|enchant <object> deflection}} - try to make weapons or armor deflect attacks
* {{icode|enchant <object> lighteater <soulstone>}}  - try to drain light from a glowing item
* {{icode|enchant <object> silence    <soulstone>}}  - try to silence a humming item
* {{icode|enchant <object> disenchant <soulstone>}}  - remove an effect from a magical item


* enchant <object> analyze   - analyze the enchantments on an item
==Analyzing objects==
* enchant <object> artifice  - try to raise the level of an item
To find out which enchants are available and how much gold they cost type {{icode|enchant <item> analyze}}. this willl cycle though every available enchant missing lines mean that the object can't be enchanted further with that particular skill.
* enchant <object> legendary  - try to bind and personalize an item
* enchant <weapon> speed      - try to enchant a weapon for speed
* enchant <weapon> accuracy  - try to enchant a weapon for accuracy
* enchant <weapon> customize  - try to change a weapon's dieroll
* enchant <armor>  reinforce  - try to reinforce and strengthen armor
* enchant <object> alignment  - try to bind alignment to an item
* enchant <object> camouflage - try to add natural camouflage to an item
* enchant <object> runes      - try to enchant an item with druid runewords
* enchant <object> uncurse    - try to break a curse on an item
* enchant <object> lighteater <soulstone>  - try to drain light from a glowing item
* enchant <object> silence <soulstone>    - try to silence a humming item
* enchant <object> disenchant <soulstone>  - remove an effect from a magical item


==Analyzing==
===example===
{{icode|enchant helm ana}}
{{icode|enchant helm ana}}


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==weapon speed accuracy==
==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==
==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==
==cursebreaker==
This is a cleric enchant that will remove the cursed flag from an object.
==camouflage==
==camouflage==
==customize weapon==
This enchant allows a thief to add hide and sneak affects to an object.
==reinforce==
==runeword==


==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==
==artificer and legendary enchants==
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Compared to your current equipment:
Compared to your current equipment:
}}
}}
==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.
==Notes==
* It is not possible to enchant things that are sealed in crystal.
==Changes==
* In May 2017 the cost of enchants were lower slightly


[[Category:Enchant]]
[[Category:Enchant]]

Latest revision as of 21:06, 4 June 2017

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


Syntax

  • enchant help
  • enchant <object> analyze - analyze the enchantments on an item
  • enchant <object> artifice - try to raise the level of an item
  • enchant <object> legendary - try to bind and personalize an item
  • enchant <weapon> speed - try to enchant a weapon for speed
  • enchant <weapon> accuracy - try to enchant a weapon for accuracy
  • enchant <weapon> customize - try to change a weapon's dieroll
  • enchant <armor> reinforce - try to reinforce and strengthen armor
  • enchant <object> alignment - try to bind alignment to an item
  • enchant <object> camouflage - try to add natural camouflage to an item
  • enchant <object> runes - try to enchant an item with druid runewords
  • enchant <object> uncurse - try to break a curse on an item
  • enchant <object> illuminate - try to make an object glow or shed light
  • enchant <object> deflection - try to make weapons or armor deflect attacks
  • enchant <object> lighteater <soulstone> - try to drain light from a glowing item
  • enchant <object> silence <soulstone> - try to silence a humming item
  • enchant <object> disenchant <soulstone> - remove an effect from a magical item

Analyzing objects

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

example

enchant helm ana

You don't know how to enchant weapons for attack speed.
You don't know how to enchant weapons for attack accuracy.
A hardened leather helmet may have bound alignment:  anti_evil  anti_good  good  evil
A hardened leather helmet's alignment binding will cost 1572 gold coins.
You don't know how to camouflage items.
You don't know how to enchant items with rune magic.
You don't know the ritual to remove light-based enchantments from items.
You don't know the ritual to silence items.
You don't know the ritual to remove individual enchantments from items.
It might be possible to artificer enchant a hardened leather helmet, at a cost of 7860 gold coins.
It might be possible to legendary enchant a hardened leather helmet, at a cost of 7860 gold coins.

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.

Item: 'greenish leather hardened helmet' 
Weight: 2  Size: 2'0"  Level: 12 (very common)
Type: ARMOR   Composition: LEATHER/HIDE   Defense: 6 ac-apply
Object is: 
Wear locations are: HEAD 
Estimated cost: 1191  
Item has other effects:
Affects:  CON by 1
Affects:  PARRY by 1
  • First analyze the helmet to find out how much each enchant will cost by typing enchant helm ana alternatively

to check the cost of a single enchant type enchant helm artificer without the force flag. Note artificer and legendary enchants cost the same amount of gold.

A hardened leather helmet will cost 7519 gold coins and a practice to enchant.
To actually perform the enchant, add '-force' to the end of this command.
  • Having established the cost it is now time to perform the actual enchant by typing enchant helm artificer -f
You start enchanting a hardened leather helmet...
You spend 7519 gold coins worth of supplies.
You pour your heart and mind into perfecting a hardened leather helmet!
  • The helmet has now been raised to level 13 everything else about it will remain the same.
Item: 'greenish leather hardened helmet' 
Weight: 2  Size: 2'0"  Level: 13 (very common)
  • Repeating enchant helm artificer -f will add additional levels. Once the object has been raised to the desired level binding and class flags can be added by typing enchant helm leg -f (note the cost is higher than earlier now that more levels have been added)
You begin to perform the legendary ritual, but make a mistake and have to stop.
You start enchanting a hardened leather helmet...
You spend 8575 gold coins worth of supplies.
A hardened leather helmet is now bound permanently to you!
You perform the legendary ritual correctly and bind a portion of your soul to a hardened leather helmet!
  • 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.
Item: 'greenish leather hardened helmet' 
Weight: 2  Size: 2'0"  Level: 14 (very common)
Type: ARMOR   Composition: LEATHER/HIDE   Defense: 6 ac-apply
Object is: MAGE CLERIC THIEF WARRIOR 
Wear locations are: HEAD 
Estimated cost: 1398  
Item has other effects:
Affects:  CON by 1
Affects:  PARRY by 1
This item is bound to you.
Compared to your current equipment:

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.

Notes

  • It is not possible to enchant things that are sealed in crystal.

Changes

  • In May 2017 the cost of enchants were lower slightly