Enchantment

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Enchantment is the process by which a tier-3 spellcaster (Advocate, Dark Oppressor, or Wizard) imbues an item with magical properties.

Enchantments are applied to items in a "stack." In most cases, an item may have several of the same type of enchantment applied to it. In such cases, the value of each enchantment of the same type is cumulative. For example, if a suit of Light Body Armor is enchanted with 3 Defense enchantments (each one 2%), then the Defensive bonus granted by the armor will be 6%.

Enchanting items requires a great deal of Magic Points. The more enchantments that have been applied to an item, the more Magic Points are required for each successive enchantment.

There is a difference between items that are enchanted and items that are magical. Magical items are "naturally occurring" and may be found with a search. Enchanted items are always crafted and will never be found in a search. Generally, enchanted items are weaker than their magical counterparts but enchanted items have the potential to be much more powerful than magical items of the same type (the reason they are generally weaker is because it is fairly easy to enchant an item to be weak rather than powerful).

[edit] General Process

To enchant an item, the character must have the required skill for the item type (Enchant Weapon, Enchant Armor, or Enchant Item) and be inside of a building that has facilities for enchanting (a laboratory): a Stronghold, Pharmacy, Ebony Tower, or Euphoria Asylum.

The character selects the item and the type of enchantment he or she wishes to apply. If the character has sufficient Magic Points and the required items, the enchantment may be attempted.

The Action Point cost of enchanting may be reduced by survivor bonus in crafting, the base cost is 20 Action Points. The first enchantment costs 15 Magic Points; each successive enchantment costs additional MP: 10 for items and weapons and 5 for armor. For example, the fourth weapon enchantment would cost 45 MP (15+10*3) from the enchanter, yet this would be equivalent of the seventh armor enchantment (15+5*6). This cost is reduced by Nexus Affinity as normal.

Enchantments are not a 100% chance of success. Items that are in pristine condition have a 10% failure chance; all other items have an increasing chance of failure (10% per step below pristine), with the exception of Broken items which have a 70% chance of failing. Items that do not suffer from decay have a flat 30% chance of failure.

Enchanting a degradable item will always reduce its quality by one level during the process of enchantment. Thus, for the highest chance of success, an item must be returned to pristine quality between enchantment attempts (if possible).

[edit] MP Costs Table

Enchantment Armour Cost Item or Weapon Cost
normal with Nexus Affinity normal with Nexus Affinity
0 -> 115121512
1 -> 220152519
2 -> 325193527
3 -> 430234534
4 -> 535275542
5 -> 640306549
6 -> 745347557
7 -> 850388564
8 -> 955429572
9 -> 10604510579

[edit] Enchantment Skills

[edit] Limitations

Enchanting items (or weapons, or armor) is generally subject to the following limitations:

  • The item may not be "naturally" magical.
  • All item types have a specific number of enchantments they can hold.
  • Some items will not be able to hold certain enchantment types (suits of armor, for example, cannot hold Attack enchantments).
  • Some items cannot be enchanted (example, Brass Knuckles)

This table displays the limit to the number of total enchantments on given items.

Item to be Enchanted # of Enchants
Mundane Armor, Swords; (all types & variants) 10
Walker Colt 8
Rifle, Pistol, Shotguns, Bows, & Full Body Clothing (dresses, robes, etc.) 6
Accessories (rings, cufflinks, etc) 5
SMG, Dagger & Tomahawks 4
Articles of clothing 3
Improvised Weapons 2

[edit] Degradation

Enchantments can suffer from death decay. Whenever a character is killed, a roll is made once per item at a rate of 70%-12%, depending on level. If an enchantment is destroyed, it is simply removed from the item. Enchanted accessories and clothing (enchanted with the Enchant Item skill), have half the normal rate of decay. Thus, while armor and weapons may have a 40% chance to degrade at level 16, accessories and clothing have a 20% chance to degrade.

[edit] Enchantment Types

This section discusses the types of enchantments that can be created, their values, and any limitations they may have.

[edit] Alignment

Alignment enchantments may be applied to any item. An aligned item may only be used by characters who are of the same alignment as the item. Any character may align an item to be Neutral, but only evil characters may align items to be Evil and only good characters may align items to be Good.

This enchantment requires a component dependent on the alignment you wish to enchant:

[edit] Attack Bonus

Attack Bonus enchantments may only be applied to weapons. Each attack bonus enchantment increases the "to hit" chance with the weapon by 2%.

This enchantment requires A Potion of Combat Clarity

[edit] Damage Bonus

Damage Bonus enchantments may only be applied to weapons. Each enchantment is worth 1 point of damage. Regardless of the number of enchantments a weapon can hold, only five damage bonus enchantments can ever be applied to the same weapon.

This enchantment requires A Potion of Strength, a Potion of Invulnerability, and a Rose

[edit] Damage Type

Damage Type enchantments may only be applied to weapons. Only one damage type enchantment may be applied to a specific weapon. These enchantments change the base damage type of the weapon to the new type (this may be overridden with a charge attack such as Lesser Smite).

Weapons may not be enchanted to deal damage type "All" nor may they be enchanted to deal the same type of damage they would normally deal.

This enchantment requires a component dependent on the type of damage you wish to enchant:

Damage TypeComponents Required
Mundane Types A Potion of Invulnerability
Fire Potion of Fire Immunity
ColdPotion of Cold Immunity
DeathPotion of Death Immunity
ElectricalPotion of Electrical Immunity
HolyPotion of Holy Immunity
UnholyPotion of Unholy Immunity
MagicPotion of Magic Recovery
AcidPotion of Regeneration
NexalPotion of Invulnerability, Chunk of Stygian Iron, and a Bunch of Paradise Lilies

[edit] Defense Bonus

Defense Bonus enchantments may only be applied to armor, items of clothing and accessories. Each defense bonus enchantment is worth 2%. These enchantments increase the character's total defensive bonus to all attacks when equipped. The maximum defensive enchantments an item can have is Five (or a 10% defensive bonus)

Only the item with the highest defensive bonus is ever used in this calculation. Thus, if a character is wearing two items, one with a 4% bonus and one with a 6% bonus, the defensive bonus granted is only 6% (not 10%).

This enchantment requires a Potion of Extended Invisibility, and a Potion of Combat Clarity

[edit] Hide Bonus

Hide Bonus enchantments may only be applied to armor, items of clothing and accessories. Each hide bonus enchantment is worth 2%. These enchantments increase the character's ability to hide when equipped. The maximum obtainable hide bonus from enchantments is 10%.

Only the enchanted item with the highest hide bonus is ever used in this calculation. Thus, if a character is wearing two enchanted items, one with a 4% bonus and one with a 6% bonus, the hide bonus granted is only 6% (not 10%). The bonus provided by an Amulet of Hiding will stack (not overlap) with the enchantment bonus, giving an overall bonus above that which either produces alone.

This enchantment requires An Invisibility Potion

[edit] Naming

Naming enchantments may be applied to any enchantable item. The name of viewable to all characters, regardless of whether or not they have Sense Magic. Other characters can only see weapon names on use, whereas any equipped armours or items are viewable through in the character's description. Names are limited to 30 characters long.

Of the following special characters:

` ~ ! @ # $ % ^ & * ( ) _ + - = { } | [ ] \ : " ; ' < > ? ,

Only these special characters are usable in a name:

` ! # $ ^ + - = [ ] \ : " ' < > ,	

So these are not:

~ @ %& * ( ) _ { } | ; ?

Disallowed characters will be removed, except for & and *. These will be replaced with spaces. (If there are two in a row, they then are replaced with a single space.)

This enchantment requires no additional components.

[edit] Soak Bonus

Soak Bonus enchantments may be applied to armor, items of clothing and accessories. Soak enchantments are worth 1 point of soak to a single damage type.

The highest value of any soak that can be applied to any one damage type is 5 points, including the item's "innate" protection value. Thus, if a normal, unenchanted version of the armor provides 3 points of protection versus Bludgeoning, the item can only be enchanted with Bludgeon soaks twice. However, if it provides no protection versus Death damage, it can be enchanted with 5 Death protections. Quality bonus or penalty does apply to the enchantment soak, so for example, if leather armor is enchanted with 5 points of Unholy soak protection, and is then improved to Pristine quality, the armor will provide a total soak of 7 vs Unholy damage. The same armor at Broken quality will only soak 3 points of Unholy damage.

Despite the term "bonus", items with soak bonus enchantments do not stack with other items of armor - only the equipped item with the highest soak for a given damage type is ever used in calculations.

This enchantment requires a component dependent on the type of soak you wish to enchant for:

Soak TypeComponents Required
Mundane TypesPotion of Invulnerability
FirePotion of Fire Immunity
ColdPotion of Cold Immunity
DeathPotion of Death Immunity
ElectricalPotion of Electrical Immunity
HolyPotion of Holy Immunity
UnholyPotion of Unholy Immunity
MagicPotion of Magic Recovery
AcidPotion of Regeneration
NexalPotion of Invulnerability, Chunk of Stygian Iron, and a Bunch of Paradise Lilies
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