ENCHANT ITEM (925) UPDATES! 02/25/2017 07:59 AM CST
New discoveries made by Guildmasters of the Wizard Guild reveals hidden mystical abilities in items that can be enchanted. Wizards can now enchant items that are infused with the power of the elements!

The lore requirement is 100 ranks of elemental lore for the item being enchanted. Such items are more difficult to enchant, but ranks beyond the minimum required in the relevant lore grants an additional bonus.

Wizards who are trained in Elemental Lore, Water will have the ability to reduce the temper times on standard enchanting potions, or reduced lore rank requirements on elemental pre-temper potions. Up to 50 ranks of lore can be offset when infusing (INFUSE) into an elemental pre-temper potion to reduce the ranks needed. If a standard enchant potion is INFUSED, then the temper time can be reduced up to 95 percent for the next pour.

Every 325 mana points from the wizard's stored mana will reduce a temper potion time by 1 percent and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions.

The SENSE verb has been updated to reveal more clues to the mana flows surrounding the wizard. Once a wizard has achieved level 25, learned the spell Enchant Item (925) and has at least 5 ranks of Elemental Lore, Water; they will begin to accrue stored mana in their own personal mana pool. Further bonuses to speed up the accumulation of mana points follow a seed 5 summation. F2P wizards do not have stored mana pools. Every 30 of base experience absorbed will result in 1 mana point at 5 ranks of Elemental Lore, Water.

The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.

New elemental pre-temper formulas have been uncovered buried in the stacks of tomes in the Wizard Guild Library. Four formulas, one for each of the base elements; air, fire, earth and water can now be made by Master Alchemists in the Wizard Guild. Also, rumors of extremely rare greater elemental essences have been reported as well. These greater essences are required ingredients for the elemental pre-temper potions.

It is no longer possible to completely destroy an enchanting project. This includes attacking with a tempered weapon (which is still not possible, but also won't result in item loss), as well as catastrophic enchanting failures. The new failure conditions will be; a delay, damaged, locked or reset project.

The worst failure is a project RESET. This will remove all progress made on the item.

A LOCKED project prevents a wizard from moving forward on it. Some highly skilled merchants can be found to remove the locked status of the project which will allow the wizard to continue where they left off. The project can also be RESET by using a common remove temper potion to remove the LOCKED status.

A DAMAGED failure will setback the step progression on the project.

A DELAY failure will just delay the temper time.

Finally! Wizards will now have the ability to gauge their chances of a successful enchantment prior to their final cast. Due to the varying factors involved with enchanting, and the use of certain potions; one cannot gauge their chances without tempering the item first. Simply CASTing at the item will give the wizard a reading and CHANNELing will attempt the enchant.

~Contemplar~

This message was originally posted in Wizards, Enchanting. To discuss the above, follow the link below.

http://forums.play.net/forums/19/237/2648/view/1215
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