Enchanting
Enchanting is the skill of creating magic items with a wide variety of special effects. Enchanting currently functions like most other skills, ie: use an enchanting wand with the appropriate ingredients in your inventory, and choose from a list of items you have the skill and ingredients to create. As with most other skills, a highly skilled enchanter will not gain skill crafting simple items.
Contents
Enchantable Item List
Soul Shards
Creating enchanted items usually requires charged soul shards. In general, the stronger the enchant, the brighter the shard (or shards) required. Stronger monsters drop brighter shards.
Soul shards will start off as blanks (or uncharged), ie, not dim, dull etc. To make a soul shard useable for enchanting, a player skilled in magery must cast the Soul Trap spell (In Mani Jux or create life trap) on a monster, and if it dies within 30 seconds, it will drop a charged soul shard, of random color. Alternatively, there are some special weapons enchanted with the Soul Trap spell that serve the same purpose. The charge on the shard will depend on the strength of the monster killed. The killer of the monster must have blank shards in their inventory in order for a charged shard to be created.
Enchanting wands can reduce the brilliance of charged shards, while deconstruction wands can enhance the brilliance of shards (at cost of 2/3rds of the shards).
Blank shards are available for purchase at certain stores.
Enchanting Ingredients
Enchanting ingredients now cover a very broad range of items. Ingredients may be basic items which have uses outside of enchanting, such as torches, or may include raw ingredients also used in other crafting skills, such as alchemy. There are a few items which are only used in enchanting recipes:
- enchanted wood: made with enchanting
- essence of fire: made with alchemy (from glowing embers dropped by fire daemons and fire golems)
- essence of lightning: made with alchemy (from hydra fangs dropped by hydras)
- essence of rage: made with alchemy (from minotaur hearts dropped by minotaur chiefs)
- essense of magic: made with alchemy (from magic spleens, butchered from some magic creatures)
- gems: found when mining
- orb: found during adventures
- ring (untinted): made with tinkering (from gold nuggets dropped by zorns, and found when mining)
- wet clay: dropped by an earth golem
Disenchanting
Disenchanting will decrease or remove an enchant from a weapon or armour, leaving just the basic item. Disenchanting is performed with a disenchanting wand. To disenchant an item, drop it on the ground and use the disenchanting wand on it.
For example. If you have a Longsword +2 and you disenchant it, it will become a Longsword +1. Disenchant it again and it will become a normal Longsword.
Crystal Golems
The Grand Master Enchanter can create her/his own pet: a Crystal Golem.
The recipe is a closely guarded secret, but it is known to include gems from disenchanting, and a golem power crystal.
Power crystals can be found after other golems have been rendered inoperative, but finding a crystal undamaged will prove a difficult task.
Once the golem is crafted, an inanimate golem will be in the enchanter's inventory. Use this and it will spring to life. If the tinker has no pet already, then this golem will become their new pet. If the tinker has a pet already, then the golem will be a neutral creature which will disappear after a time.
Golems may be fed by using (shift+u) more power crystals on it, however this is unnecessary as golems never get unhappy or wander off.
Wand of Amplification
Wand crafted by GM enchanting, increases +def on wearables by +1 up to +4, on weapons +1 up to +5, dex/str/int up to +15. Only works on plain, runed, addled, copper, silver, gold, venomous blackrock, or bone tints.
Greater wands of amplification and Blessed greater wands of amplifications are rare drop only items that have less restrictions on what they can improve.
Wand of Transference
A rare monster drop, the Wand of Transference (single use) allows you to swap the + enchantment between two items of the same type at the cost of a 90% chance of reducing both items' charges by 1. This requires having both a high enough enchant skill and charged shards in your inventory, and the items being improved can only have; plain, runed, addled, copper, silver, gold, venomous blackrock, bone, or mithril tints.
A Wand of Transference CANNOT be used on enchanted or leeching weapons.
For example:
- On the ground drop a blackrock staff+2 and a longsword+7 in a pile
- have the correctly charged soul gem in your inventory
- zap the pile with the Wand of Transference
- the enchants are swapped and you get a blackrock staff+6 and a longsword+1 !
Note: make sure that the wand isn't cursed or the wand will be wasted.
Greater wands of transference are rare drops that do not reduce the values of the items swapped.