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Enchanting is a crafting profession used to add permanent magical effects ("enchants") to items. You can enchant weapons and various armor pieces: chest, helm, gloves, robe, cloak, boots, bracelets, and charms. Each slot supports unique enchants across four levels. To do an enchantment, you need the corresponding formula. There are 4 levels of enchantments. | |||
{{DISPLAYTITLE:Enchanting}} | {{DISPLAYTITLE:Enchanting}} | ||
[[Category: | [[Category:Mechanics]] | ||
[[Category: | [[Category:Skills]] | ||
[[Category:Crafting]] | [[Category:Crafting/en]] | ||
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'''Raw materials from decomposition of magical objects''' | |||
''' | |||
< | The first step in creating an enchantment is to obtain the necessary raw materials. The raw materials can be obtained from: | ||
<ul> | |||
<li> Monsters and treasures (at the end of the dungeon and dug in the world). </li> | |||
<li> Decomposition of magical objects (so-called disenchanting). </li> | |||
</ul> | |||
To disenchant, the player needs {{Item|Rod of Disenchantment}} to be found at the appropriate enchanting vendor. By double-clicking the wand and clicking on the magic object, it will decompose an item into enchanting raw materials. | |||
Importantly, by the process of disenchanting itself, you can train your skill (up to 50%), especially at the beginning. We recommend disenchanting and accumulating the raw materials for a while before actual skill leveling. | |||
'''Enchanting items''' | |||
''' | |||
When you have a formula and materials, use a Book of Enchantments {{Item|Book of Enchantments}} equipped in a hand (purchased from the same vendor) to open the enchanting menu. | |||
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You can enchant your item directly or also enchant scrolls {{Item|Blank Enchanting Scroll}}, which you can use later on. Scrolls can be sewn by a tailor from any leather with a ratio of 1:1. | |||
Each enchant has its difficulty level (diff), awarding a certain number of points, according to which skill grows. Making complex enchantments gives more points, and consequently, the skill grows faster. | |||
The finished enchantment scroll is pink colored and has a description. Scrolls can be stacked. | |||
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The enchanted item has a purple inscription <span style="color: #95569d;"><b>*enchanted*</b></span>. When the item's tooltip is opened, it will display the pink enchantment name, and the tooltip will add the properties of the enchantment to the original properties of the item. | |||
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< | One enchantment cannot be replaced by another. | ||
<ul> | |||
</ | <li>You can remove enchantments of levels 1-2 with Orb of Scouring, which costs 20k and can be bought at the mage's shops.</li> | ||
<li>Enchantments of levels 3-4 can be removed with an Orb of Formulating, which costs 50k and can be bought at the mage's shops. It will return your original enchantment formula.</li> | |||
</ul> | |||
''The Enchantments Scrolls'' | |||
''' | |||
* Level 1: '''lesser enchant''' - formula will learn themselves in the process of leveling your skill. | |||
* Level 1: '''lesser enchant''' - | * Level 2: ''''flawed enchant''' - formula drop from dungeon loot/monsters, but the enchanter will learn it after the usage and will know it forever. | ||
* Level 2: '''flawed enchant''' - | * Level 3: ''''moratete enchant'''' - formula drop from dungeon loot/monsters, but after usage, the recipe is consumed. | ||
* Level 3: ''' | * Level 4: '''rare enchant''' - formula drop from dungeon loot/monsters, but after usage, the recipe is consumed. | ||
* Level 4: '''rare enchant''' - | |||
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=== Weapon === | === Weapon === | ||
* '''Minor penetration''' - +3 to penetrate | * '''Minor penetration''' - +3 to penetrate | ||
* '''Minor elementary weapon''' - + | * '''Minor elementary weapon''' - +1 Elemental damage (random fire/ice/earth/air/lightning) | ||
* '''Minor magery''' - +2% Magery | * '''Minor magery''' - +2% Magery | ||
* '''Minor meditation''' - +3% Meditation | * '''Minor meditation''' - +3% Meditation | ||
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=== Weapon === | === Weapon === | ||
* '''Penetration''' - +4 to penetrate | * '''Penetration''' - +4 to penetrate | ||
* '''Elementary weapon''' - + | * '''Elementary weapon''' - +1-2 elem damage (random fire/ice/earth/air/lightning) | ||
* '''Magery''' - +3,5 magery | * '''Magery''' - +3,5 magery | ||
* '''Meditation''' - 5% medit | * '''Meditation''' - 5% medit | ||
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=== Weapon === | === Weapon === | ||
* '''Major Penetration''' - +7 to penetrate | * '''Major Penetration''' - +7 to penetrate | ||
* '''Major elementary weapon''' - + | * '''Major elementary weapon''' - +2-3 elem damage (random fire/ice/earth/air/lightning) | ||
== Level 4 == | == Level 4 == | ||
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* '''Poisonous''' - 50% šance na normál poison mobce co jde poisonovat | * '''Poisonous''' - 50% šance na normál poison mobce co jde poisonovat | ||
* '''Godly Penetration''' - +10 to penetrate | * '''Godly Penetration''' - +10 to penetrate | ||
Aktuální verze z 20. 6. 2025, 00:06
Enchanting is a crafting profession used to add permanent magical effects ("enchants") to items. You can enchant weapons and various armor pieces: chest, helm, gloves, robe, cloak, boots, bracelets, and charms. Each slot supports unique enchants across four levels. To do an enchantment, you need the corresponding formula. There are 4 levels of enchantments.
Raw materials from decomposition of magical objects
The first step in creating an enchantment is to obtain the necessary raw materials. The raw materials can be obtained from:
- Monsters and treasures (at the end of the dungeon and dug in the world).
- Decomposition of magical objects (so-called disenchanting).
To disenchant, the player needs to be found at the appropriate enchanting vendor. By double-clicking the wand and clicking on the magic object, it will decompose an item into enchanting raw materials.
Importantly, by the process of disenchanting itself, you can train your skill (up to 50%), especially at the beginning. We recommend disenchanting and accumulating the raw materials for a while before actual skill leveling.
Enchanting items
When you have a formula and materials, use a Book of Enchantments equipped in a hand (purchased from the same vendor) to open the enchanting menu.
You can enchant your item directly or also enchant scrolls , which you can use later on. Scrolls can be sewn by a tailor from any leather with a ratio of 1:1.
Each enchant has its difficulty level (diff), awarding a certain number of points, according to which skill grows. Making complex enchantments gives more points, and consequently, the skill grows faster.
The finished enchantment scroll is pink colored and has a description. Scrolls can be stacked.
The enchanted item has a purple inscription *enchanted*. When the item's tooltip is opened, it will display the pink enchantment name, and the tooltip will add the properties of the enchantment to the original properties of the item.
One enchantment cannot be replaced by another.
- You can remove enchantments of levels 1-2 with Orb of Scouring, which costs 20k and can be bought at the mage's shops.
- Enchantments of levels 3-4 can be removed with an Orb of Formulating, which costs 50k and can be bought at the mage's shops. It will return your original enchantment formula.
The Enchantments Scrolls
- Level 1: lesser enchant - formula will learn themselves in the process of leveling your skill.
- Level 2: 'flawed enchant - formula drop from dungeon loot/monsters, but the enchanter will learn it after the usage and will know it forever.
- Level 3: 'moratete enchant' - formula drop from dungeon loot/monsters, but after usage, the recipe is consumed.
- Level 4: rare enchant - formula drop from dungeon loot/monsters, but after usage, the recipe is consumed.
Level 1
Weapon
- Minor penetration - +3 to penetrate
- Minor elementary weapon - +1 Elemental damage (random fire/ice/earth/air/lightning)
- Minor magery - +2% Magery
- Minor meditation - +3% Meditation
Hat/Helm
- Minor stats - +4 mana, hp, stamina
- Minor dexterity - +2 DEX
- Minor strength - +3 STR
- Minor intelligence - +2 INT
- Minor wisdom - +2 WIS
Chest
- Minor melee resistances - +3 Pierce/Blade/Blunt/Claws resist
- Minor elementary resistances - +3 Heat/Air/Earth/Cold/Lightning resist
- Minor magic resistances - +3 Psionic/Draining/Acid/Shock resist
- Minor general resistances - +3 Poison/Gas/Harm/Disease resist
- Minor mana regen - 0,4x faster mana regeneration
- Minor hp regen - 0,8x faster hp regeneration
- Minor stamina regen - 0,8x faster stam regeneration
Gloves
- Minor axes - +2,5% Axes
- Minor archery - +2,5% Archery
- Minor blades - +2,5% Blades
- Minor swordsmanship - +2,5% Swordsmanship
- Minor macefighting - +2,5% Macefighting
- Minor spears - +2,5% Spears
- Minor polearms - +2,5% Polearms
- Minor staves - +2,5% Staves
Robe
- Minor armor penetration - +2% Armor penetration
- Minor cleave - +2% Cleave
- Minor critical strike - +2% Critical strike
- Minor faster cast rate - +2% FCR
- Minor clearmind - +2% Clearmimd
Cloak
- Minor aim - +2% Aim
- Minor tactics - +2% Tactics
- Minor ei - +2% EI
- Minor meditation - +3% Meditation
- Minor magery - +2% Magery
- Minor healing - +3% Healing
- Minor anatomy - +2% Anatomy
- Minor veterinary - +3% Veterinary
- Minor herding - +3% Herding
- Minor commanding - +1 SC
Shoes
- Minor armedcast - +3% Armedcast
- Minor detecting - +3% Detectinghidden
- Minor hiding - +3% Hiding
- Minor stealth - +3% Stealth
- Minor magicresistance - +3% Magicresistance
- Minor poisoning - +3% Poisoning
Bracelet
- Minor magery - +2% Magery
- Minor EI - +2% EI
- Minor mana regen - +0,6x faster mana regeneration
Charm
- Minor animallore - +1% Animallore
- Minor wrestling - +1% Wrestling
- Minor veterinary - +3% Veterinary
- Minor stam regen - 1x faster stam regeneration
Level 2
Weapon
- Penetration - +4 to penetrate
- Elementary weapon - +1-2 elem damage (random fire/ice/earth/air/lightning)
- Magery - +3,5 magery
- Meditation - 5% medit
Hat/Helm
- Stats - +8 mana, hp, stamina
- Dexterity - +3 DEX
- Strength - +4 STR
- Intelligence - +3 INT
- Wisdom - +3 WIS
Chest
- Melee resistances - +5 Pierce/Blade/Blunt/Claws resist
- Elementary resistances - +5 Heat/Air/Earth/Cold/Lightning resist
- Magic resistances - +5 Psionic/Draining/Acid/Shock resist
- General resistances - +5 Poison/Gas/Harm/Disease resist
- Mana regen - 0,8x faster mana regeneration
- Hp regen - 1x faster hp regeneration
- Stamina regen - 1,2x faster stam regeneration
Gloves
- Axes - +4% Axes
- Archery - +4% Archery
- Blades - +4% Blades
- Swordsmanship - +4% Swordsmanship
- Macefighting - +4% Macefighting
- Spears - +4% Spears
- Polearms - +4% Polearms
- Staves - +4% Staves
Robe
- Armor penetration - +3% Armor penetration
- Cleave - +3% Cleave
- Critical strike - +3% Critical strike
- Faster cast rate - +3% FCR
- Clearmind - +3% Clearmimd
Cloak
- Aim - +4% Aim
- Tactics - +4% Tactics
- Ei - +4% EI
- Meditation - +5% Meditation
- Magery - +4% Magery
- Healing - +5% Healing
- Anatomy - +4% Anatomy
- Veterinary - +5% Veterinary
- Herding - +5% Herding
- Commanding - +2 SC
Shoes
- Armedcast - +5% Armedcast
- Detecting - +5% Detectinghidden
- Hiding - +5% Hiding
- Stealth - +5% Stealth
- Magicresistance - +5% Magicresistance
- Poisoning - +5% Poisoning
Bracelet
- Magery - +4% Magery
- EI - +4% EI
- Mana regen - +0,8x faster mana regeneration
Charm
- Animallore - +2% Animallore
- Wrestling - +2% Wrestling
- Veterinary - +5% Veterinary
- Stam regen - 1,2x faster stam regeneration
Level 3
Hat/Helm
- Major stats - +15 mana, hp, stamina
- Major dexterity - +7 DEX
- Major strength - +7 STR
- Major intelligence - +7 INT
- Major wisdom - +7 WIS
Chest
- Major melee resistances - +7 Pierce/Blade/Blunt/Claws resist
- Major elementary resistances - +7 Heat/Air/Earth/Cold/Lightning resist
- Major magic resistances - +7 Psionic/Draining/Acid/Shock resist
- Major general resistances - +7 Poison/Gas/Harm/Disease resist
- Major mana regen - 1x faster mana regeneration
- Major hp regen - 1,2x faster hp regeneration
- Major stamina regen - 1,5x faster stam regeneration
Gloves
- Major axes - +7% Axes
- Major archery - +7% Archery
- Major blades - +7% Blades
- Major swordsmanship - +7% Swordsmanship
- Major macefighting - +7% Macefighting
- Major spears - +7% Spears
- Major polearms - +7% Polearms
- Major staves - +7% Staves
Robe
- Major armor penetration - +7% Armor penetration
- Major cleave - +7% Cleave
- Major critical strike - +7% Critical strike
- Major faster cast rate - +7% FCR
- Major clearmind - +7% Clearmimd
Cloak
- Major aim - +7% Aim
- Major tactics - +7% Tactics
- Major ei - +7% EI
- Major meditation - 7% Meditation
- Major magery - +7% Magery
- Major healing - +7% Healing
- Major anatomy - +7% Anatomy
- Major veterinary - +7% Veterinary
- Major herding - +7% Herding**
Shoes
- Major armedcast - +7% Armedcast
- Major detecting - +7% Detectinghidden
- Major hiding - +7% Hiding
- Major stealth - +7% Stealth
- Major magicresistance - +7% Magicresistance
- Major poisoning - +7% Poisoning
Bracelet
- Major magery - +7% Magery
- Major EI - +7% EI
- Major mana regen - +1x faster mana regeneration
Charm
- Major animallore - +3% Animallore
- Major wrestling - +3% Wrestling
- Major veterinary - +5% Veterinary
- Major stam regen - 1,5x faster stam regeneration
Weapon
- Major Penetration - +7 to penetrate
- Major elementary weapon - +2-3 elem damage (random fire/ice/earth/air/lightning)
Level 4
Weapon
- Devastation - přidá +4 čistý damage
- Rage - +25% cleave
- Lifeward - přidá efekt healingu podobně jako leecherka
- Poisonous - 50% šance na normál poison mobce co jde poisonovat
- Godly Penetration - +10 to penetrate