Enchanting and Imbuing
Posted: Thu Jun 15, 2006 4:25 pm
Enchanting
**Note**
The HP/XP cost is cumulative.
Hence an enchant from 0 - 9 will cost 134 HP, 150m XP, 28 con, skill and some aging as well!
What can be enchanted
Most weapons can be enchanted.
If an item is "wearable" it cannot be enchanted.
What not to do
Never enchant a +8 or +9, get the warning message and then leave the scenario before completing the second enchant. If so the warning will occur again with the attendant hp loss before you can do the second completing enchant with yet another loss of hp.
Trivia
Odd items which can be enchanted usually belong to a weapon category.
For example a block of akronium is "technically" a dagger.
A succor twig is an enchantable weapon (staff) which is already glowing. Mentalists can enchant theirs to +4 with no HP cost! Course if you drop it.. poof!
Imbuing
Imbues are created at 1/2 the skill of the Imbuing Mentalist.
Only disciplines 4 skills below your current skill can be enchanted.
Imbuing costs 6 HP for the initial imbue of an item. This adds 1 charge to an item. Further imbues cost no HP, just an occasional con point and aging.
*Update* As of skill 32 I am losing 9 hp per imbue.
Estimates of the number of charges per imbue vary. General rule of thumb is 10.
*Update* As of skill 32 my # of charges per imbue seems to be a minimum of 15. I am starting to think the # of charges is 1/2 your skill + 1d6 or something like that.
The following are Disciplines which can be imbued:
Enmiss
Protfire
Sense
Respirate
Fireball
Icestorm
Illusion
Enchant
Detect
Blast
Imbue
Protice
Door
Push
Featherfall
Scry
Findfriendly
Firebreath
Icebreath
Infravision
Darkness
Acidbreath
Earthcrush
Disintegrate
Confusion (Why oh Why Brad?!)
Energyshield
Absorption
Transmute
Eneryspear
The following Disciplines can NOT be imbued (at least not by a skill 32 mentalist).
Tiers
Liminv
Passwall
Teleport
MassTeleport
Haste
Deplete
Shockwave
Psimirror
Corspray
Energysiphon
Energylance
**Note**
The HP/XP cost is cumulative.
Hence an enchant from 0 - 9 will cost 134 HP, 150m XP, 28 con, skill and some aging as well!
What can be enchanted
Most weapons can be enchanted.
If an item is "wearable" it cannot be enchanted.
What not to do
Never enchant a +8 or +9, get the warning message and then leave the scenario before completing the second enchant. If so the warning will occur again with the attendant hp loss before you can do the second completing enchant with yet another loss of hp.
Trivia
Odd items which can be enchanted usually belong to a weapon category.
For example a block of akronium is "technically" a dagger.
A succor twig is an enchantable weapon (staff) which is already glowing. Mentalists can enchant theirs to +4 with no HP cost! Course if you drop it.. poof!
Imbuing
Imbues are created at 1/2 the skill of the Imbuing Mentalist.
Only disciplines 4 skills below your current skill can be enchanted.
Imbuing costs 6 HP for the initial imbue of an item. This adds 1 charge to an item. Further imbues cost no HP, just an occasional con point and aging.
*Update* As of skill 32 I am losing 9 hp per imbue.
Estimates of the number of charges per imbue vary. General rule of thumb is 10.
*Update* As of skill 32 my # of charges per imbue seems to be a minimum of 15. I am starting to think the # of charges is 1/2 your skill + 1d6 or something like that.
The following are Disciplines which can be imbued:
Enmiss
Protfire
Sense
Respirate
Fireball
Icestorm
Illusion
Enchant
Detect
Blast
Imbue
Protice
Door
Push
Featherfall
Scry
Findfriendly
Firebreath
Icebreath
Infravision
Darkness
Acidbreath
Earthcrush
Disintegrate
Confusion (Why oh Why Brad?!)
Energyshield
Absorption
Transmute
Eneryspear
The following Disciplines can NOT be imbued (at least not by a skill 32 mentalist).
Tiers
Liminv
Passwall
Teleport
MassTeleport
Haste
Deplete
Shockwave
Psimirror
Corspray
Energysiphon
Energylance