Enchanting

The goal of enchanting is to improve equipment by adding stats, hitroll, damroll, and resists. This can be done using a variety of spells and skills, which are detailed below.

Overview

Resonate, Illuminate, Solidify     (Back to top)

These three spells permanently add or remove flags on items.

Casters with very high stats (or very good luck!) might also add some stats or hr/dr on the item upon successful casts. Extremely lucky casts will even go beyond the normal maximum of those spells, resulting in an item with 'overmax' stats. It's strongly recommended to avoid casting those spells on precious items if you don't have 600 Int, Wis and Luck !

Resonate : The resonate spell will add the (Hum) flag on items which do not have the Hum or Resonated flags. A normal resonate cast will add the Hum flag. A lucky resonate cast will add from 1 to 3 luck to the item and add the Hum as well as Resonated flag. On extremely lucky casts, resonate can add 1 or 2 points in one random stat (except from luck), on top of the 1 to 3 luck. When this spell adds stats, it also adds the 'resonated' flag on the item, which means stats cannot be added via resonate ever again.

- Normal cast message : A leather armor begins to hum softly.
- Lucky cast message : Magic pulses through a leather armor, blessing it with fortune.

Illuminate : The illuminate spell will add the (Glow) flag on items which do not have the Glow or Illuminated flags. A normal illuminate cast will add the Glow flag. A lucky illuminate cast will add from 1 to 4 wisdom to the item and add the Glow as well as Illuminated flag. On extremely lucky casts, illuminate can add the same amount of luck as wis. When this spell adds stats, it also adds the 'illuminated' flag on the item, which means stats cannot be added via illuminate ever again.

- Normal cast message : A leather armor starts to glow brightly as you infuse it with holy magic.
- Lucky cast message : Magic pulses through a leather armor, enhancing its power.

Solidify : Unlike the previous two spells, solidify doesn't add a flag, it removes one. Invisible items can be made visible using the solidify spell, which will REMOVE the (Invis) flag on items. Lucky solidify casts can add from 1 to 6 damroll OR from 1 to 6 hitroll to the item and add the Solidified flag. Unlike illuminate and resonate, the solidify point has no overmax. When this spell adds stats, it also adds the 'solidified' flag on the item, which means stats cannot be added using solidify ever again.

- Normal cast message : You solidify a leather armor making it visible again.
- Lucky cast message : Magic pulses through a leather armor, enhancing its power.

Definitions : There are a number of terms that may seem confusing, such as 'max', 'overmax', 'absolute/true max'. This arises from the different likelihood of the extra lucky stats, (2 stats from resonate, 4 luck from illuminate). The added difficulty of getting them has resulted in most enchanters only offering to make 'max' sets where res/ill add 3luck or 4wis, rather than the bonus stats.

Pieces with these extra stats needed to be differentiated in some way, and this gave rise to the historical origins of 'overmax'. Some players however, do not agree with this definition of overmax, as there also exist pieces which were TPupgraded during the short transition window, and have more stats than the current max/overmax possible. This resulted in some discrepancies in terms used, as some refuse to use 'max' with 3luck/4wis, or consider those with bonus stats to be 'true max' and so on.
To avoid confusion, it is probably best to ask the seller exactly what was added via enchants, and thereby gauge the value of it.

To find out about enchanting clan or Aardwolf equipment please read Other Information below!

You can also use this too to check if a piece of equipment is enchantable: Flag Checker

Reinforce, Sharpen, Enchant Armor, Enchant weapon     (Back to top)

Reinforce (skill), sharpen (skill, enchant armor (spell) and enchant weapon (spell) can be used on any items which are of the 'Armor' type (in the identify/lore/object read output). All these skills and spells raise the item's level by one each time you use it on an object. They WILL also break items if they land too often on the item. Since those features are dangerous, they cannot be used on precious and owned items.

Reinforce, Enchant armor : This skill and spell will raise the resists on 'Armor' type items.

* Reinforce adds 1 to a random physical resist on the item. Lucky casts will add 2 resists. Extremely lucky casts add 2 resists and 1 point in one of these stats: Str or Dex or Con.
   - Normal cast message : You reinforce a leather armor, it looks better than new!
   - Lucky cast message : You greatly reinforce a leather armor, it looks exceptional!
   - Extremely lucky cast message : A leather armor is greatly enhanced by your reinforcement.

* Enchant armor adds 1 to a random physical resist on the item. Lucky casts will add 2 resists. Extremely lucky casts add 2 resists and 1 point in one of those stats : Int or Wis or Luck.
   - Normal cast message : A leather armor shimmers with a golden aura.
   - Lucky cast message : A leather armor shimmers with a brilliant golden glow!
   - Extremely lucky cast message : A leather armor pulses with magical energy. You sense that something special just happened.

Sharpen, enchant weapon : This skill and spell will raise the hitroll AND damroll on 'Weapon' type items, and might randomly add a stat (can be any stat, unlike for enchant armor & Reinforce).

* Sharpen adds 1 to both hitroll and damroll. Lucky casts add 2 HR/DR. Extremely lucky casts add 2 HR/DR and 1 stat
   - Normal cast message : After your work, an Aylorian Dirk appears somewhat sharper.
   - Lucky cast message : After your work, an Aylorian Dirk appears razor sharp!
   - Extremely lucky cast message : Your sharpening enhances an Aylorian Dirk greatly!

* enchant weapon adds 1 to both hitroll and damroll. Lucky casts add 2 HR/DR. Extremely lucky casts add 2 HR/DR and 1 stat.
   - Normal cast message : An Aylorian Dirk glows blue.
   - Lucky cast message : An Aylorian Dirk glows a brilliant blue!
   - Extremely lucky cast message : An Aylorian Dirk pulses with magical energy. You sense that something special just happened.

TPEnchant     (Back to top)

Formerly known as an 'imm enchant', tpenchant is a command which was added a few years ago, in order to give the Imms some peace. At the cost of 2 trivia points, you can use tpenchant a weapon in your inventory. Tpenchant works exactly the same way as enchant armor does (same messages, etc.), except for three points :

* Tpenchant can be used on any weapon
* Tpenchant will never break a weapon
* Tpenchant cannot raise Hr/Dr over half the level of the weapon (e.g. : a level 120 weapon cannot have more than 60hr/dr added through tpenchant. A minor exception to this would be a weapon enhanced to 59 hr/dr that gets a lucky tpenchant on the last hit, bringing the weapon to 61 hr/dr)
* The average cost to add 1hr/dr is 1.4Tp (with the lucky enchants)

Tpenchant and illuminate/resonate/solidify can work together on the same item. Usually, players will toggle the flags to make their aard weapons enchantable AFTER the weapon is tp-enchanted. The reason for this is that if you solidify a weapon, you will not be able to raise hr and dr to the max through tpenchant, for example:

* InexperiencedPlayer decides to Tpenchant a level 120 Axe of Aardwolf (base 12Hr/Dr). He first toggles glow, hum and invis, in order to make this weapon enchantable through illuminate, resonate and solidify. The enchants land 2 luck, 4 wis and 4DR, the weapon is now 16DR, 12HR, 2luck 4wis base. UnexperiencedPlayer starts tpenchanting his weapon. Since Tpenchant will add same amount of hr/dr, the Axe will soon be 60Dr, and have only 56Hr, for tpenchant cannot raise Hr or Dr any higher than 60 on this item!
* Justme decided to enchant her weapon, a level 120 Axe of Aardwolf (base 12Hr/Dr). She FIRST TPENCHANTS! Her weapon is raised to 60Hr/Dr. Then she decides to toggle glow, hum and invis, and have her weapon enchanted through illuminate, resonate and solidify spells. The enchants land 2luck, 4wis and 4dr. Her weapon will have 64Dr and 60Hr !!

The specific enchanter subclass abilities     (Back to top)

At the moment, there is one spell available to the Enchanter subclass. More are coming in the future !

Enchanter's focus : When active, an Enchanter who doesn't manage to land stats/hr/dr with illuminate/resonate/solidify spells gets 85% chances not to toggle the relevant flag on the item. For example, if you cast illuminate and it doesn't land stats, there are 80% chances that the glow flag doesn't get toggled, so you can recast it.

Other Information     (Back to top)

Moons & enchantments : The moons have a small affect on the success rates of enchants. There are three moons on Aardwolf, each of them affecting players based on their alignment:

* Black moon : Affects the evil-aligned players
* Grey moon : Affects the neutral-aligned players
* White moon : Affects the good-aligned players

You can check which moons are up by typing 'weather' in an 'outside' room, such as south of Aylor recall.

When all three moons are up, the odds of landing a lucky enchant are even higher! Most people prefer enchanting their precious equipment only during 3 moons.

  • Note: Moons have NO effect on TPenchant
  • Note: There is a ZMud script for moon prediction, called 'moonscript', which is available at the Crimson Horde's website
  • TinyFugue version available from Ghaan's website.
  • MUSHclient version available here.

Enchanting clan equipment : Open clan equipment is usually enchantable, but can only have two of those spells used on objects. The spells that can be cast on the items are decided by the clan that designed the item. You can find out what can be added by appraising the item, and referring to the information given above (no glow = can cast illuminate, no hum = can cast resonate, invisible item = can cast solidify). Before v3, all three spells could be cast on open clan equipment -- some of these eq might still be available if some players have been hoarding...

Enchanting owned gear, aardgear, pins, medals : Almost every item on Aardwolf can be illuminated, resonated and solidified, with the exception of hallowed lights and trivia sleeping bags. If an item is already glowing, humming and visible, it doesn't mean you cannot enchant it. For the cost of 2 trivia points, you can use the setflag command, at Ivar's Item Remodeling in Aylor. Once the flags are toggled, the item becomes enchantable. Be careful ! When using the setflag command, always make sure that item does not have these 3 flags : illuminated resonated solidified. If the item has 1 or 2 of these, it's ok to setflag, but remember you'll be wasting your tps if the item has all 3, for it cannot be improved any further !
To check if a piece of equipment is enchantable, you can use this tool: Flag Checker Tool

TPUpgrade : Some items (old items usually) don't have the "V3" flag. You can spend a trivia point on those items using the tpupgrade command, which will add bonus stats on the item. The tpupgrade command guarantees to add at least a few stats or hit or dam roll on the item provided the item has been successfully Solidified (up to 2hr and 2dr), Resonated (2 lucky stats) and/or Illuminated (2wis 4luck) previously.
There was also a short transition period when the enchant spells were modified, and the V3 flag was introduced. As a result, there were some pieces enchanted with the new spells, but were still capable of being TPupgraded.
Warning, the cast of illuminate or resonate or solidify spells will automatically add the v3 flag ! So make sure you tpupgrade before any other enchant !