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So you want to be an enchanter?

by Epsilon / Sunday, 11 December 2022 / Published in Public, Public-Guides

What are enchants?

Typically, when someone talks about enchanting, they’re talking about the three enchants that require specific flags – resonate, illuminate, and solidify.

Resonate requires the object to NOT have the (Hum) or (H) flag, and maxes out at +3 luck and +2 in a random stat.

Illuminate requires the object to NOT have the (Glow) or (G) flag, and maxes out at +4 wisdom and +4 luck.

Solidify requires the object to HAVE the (Invis) or (I) flag, and maxes out at +6 damage roll OR +6 hit roll – not both.

Note that the other enchantment spells/skills (enchant weapon, enchant armor, sharpen, and reinforce) aren’t really worth it – they cause the object’s level to raise for very little overall benefit, and have a chance of ruining the equipment.

Why would I want to enchant my own gear?

Doing your own enchanting gives you control over the exact stat spread you want. If you want luck and wisdom, make sure all your gear is enchantable with illuminate. If you want damage roll, make sure it’s all able to be solidified. If you want a spread of stats, ensure it’s able to be resonated.

How do I enchant my gear?

Ideally, you want to be, y’know, an enchanter. This means primary class Mage, subclass Enchanter. You want your “enchanter stats” close to being maxed – it’s not 100% required, but you’ll have a bad time if they’re below about 550 with all your spellups active. Realistically, you want them to be as close to 600 as possible with all your spellups.

Your enchanter stats are luck, intelligence, and wisdom. You’ll want them as high as possible for the best chances of a good enchant.

You’ll also want to plan. Make sure you know where the gear is and how you’re going to get it. If it’s something you need to kill a mob for, make sure you get a stash of it to work with – unlike open clan gear, you can’t just sell it and then buy it back to “reset” it. Also make sure you have a sense of what’s “good enough” for enchanting mob gear – you’ll usually have to settle for something not-quite-maxed if you don’t want to have to kill a mob a hundred times for the gear they drop.

You’ll want to make sure you have containers to sort your gear sets into. Personally, I have the following containers:

[Recruit] Leather Backpack (Level 200 gear)
(Seekers) Urn of Awakening (Level 171-181 gear)
/|\Veil of Realms/|\ (Level 131-141 gear)
Malevolent {chaos} Luggage (Level 91-101 gear)
Mab’s Agony Box (Level 61-71 gear)
Guitar Case (Level 41 gear)
Satchel of Sanctity (Level 1 gear)

This just helps to keep things organized when you’re going through your gear sets. It’s certainly not required, but it’s nice to have.

You’ll want a LOT of gold. I spent somewhere around 50 or 75M gold on enchanting my gear, but that’s for 6 sets as per the above – you can get by with only a couple million if you’re doing a level 1 set, for example.

You’ll want to have a sense of just how good you want your gear to be. You can get through enchanting a lot more quickly if you’ll settle for something that’s not maxed out, and you might have to do so for sanity’s sake if your stats aren’t maxed. There’s a couple of options/schools of thought:

  • Max all the things! Make sure you get a maximum enchant for both types you can apply to the gear.
    • Pros: Highest stat boost from the enchanted gear.
    • Cons: oh god i have been enchanting for a week straight please kill me
  • One max enchant. Make sure that one of the enchants are maxed out, and then let the other one land where it may.
    • Pros: If you start by enchanting each piece with the one you want to max out, you know basically immediately if it’s worth keeping.
    • Cons: Lower stats, but still pretty good.
  • +x points worth of stats. Enchant, and make sure you’ve got at least a certain number of added stats.
    • Pros: Two chances to hit a good enchant, since you’ll need to cast both spells to see what you get.
    • Cons: Need to cast both spells before you know if something is worth keeping.

How do I plan my gear?

The easiest way, and the way I’m going for in this guide, is to use eqsearch. Look up each slot, pick something for each level, stick it all in a spreadsheet, and just mark things off the list as you enchant them. Note that you can “eqsearch <slot>” at SH and get a list of everything eqsearchable in that slot.

Here’s an example line from my own spreadsheet:

1
Satchel
41
Guitar Case
71
Mab’s Agony Box
101
Chaos Luggage
131
Veil of Realms
171
Urn of Awakening
eyes Clear Vision
1int
Amethyst Eye Lens
2dex 2int 4dr
Disciple’s Watchful Eye
6int 2dr 30hp
Eyes of Enlightenment
5str 5dex 2dr
Reporter’s Sharp Eye
13int 6dr 15mana
Reporter’s Sharp Eye
13int 6dr 15mana

At level 201, I simply typed “eqsearch eyes” and picked things with the highest score for the level ranges I wanted. Note that the gear you choose is going to largely depend on your primary class – the above is good for a mage, but wouldn’t be so good for a warrior or a thief primary class since the stats tend to be int-heavy.

It’s worth remembering that sometimes, your eqsearch items might not have something better at a higher level – in the example above, the Reporter’s Sharp Eye (from Gaardian) is actually better than anything else that exists at level 171, based on the stats I wanted when I was doing my enchanting.

Note that if you’re focusing on specific enchant types (e.g. trying to go heavy on the damroll,) you’ll have to go scout the equipment wherever it’s sold and find out if it has the appropriate flags – open clan gear will only be enchantable with TWO of the three available enchantments. If you want damroll, you’ll need to make sure that whatever gear you’re going for is invis, for example.

It’s beyond the scope of this guide, but you might also want to check out the “compare set” command – it’ll help you tweak the scores presented to you, and it’ll let you focus on the stat or stats you want.

Alright, I’ve planned – how do I enchant?

Find where whatever you want is sold, buy an item, cast the appropriate enchants on it, identify it to see if it’s what you want, and either put it away or sell it back. Repeat hundreds of times.

Keep the rules under “help enchantbot” in mind – it’s easy to run afoul of them if you’re not careful.

My own enchanting was just using the following command stack (legal, per the first bullet point in “help enchantbot”):

sell <equipment>;buy <equipment>;cast resonate <equipment>;lore <equipment>

This would sell the previous item (assuming I didn’t tuck it in a bag,) re-buy it, cast resonate, and then identify it. At that point, I could make a decision on whether it was worth keeping the item for the second enchant or not (if it was, I’d put it in a bag, and not go through the second enchants until I had 5 or 6 “perfect” first enchants.) I personally went for the “max all the things” option with my enchanting, so your own style/set of commands may differ.

If you have leavings from enchanting, get a container and stick ‘em in the room south of clan recall! Even a “bad” enchant might be really useful for someone just starting out who doesn’t have the stats to do enchanting for themselves!

What is enchanter’s focus? What about three moons? Isn’t disenchantment a thing?

Three moons is a scam.

… okay, fine, it’s not a scam, but as far as I can tell, it’s useless for an actual enchanter. Basically, don’t worry about the moons – you’re going to spend enough time enchanting a full gear set that you’ll never notice any difference in the first place.

Disenchantment to try again!

Someone with an enchanter subclass can “disenchant” a piece of gear for free, once per-enchant-per-item. If you identify an item, you can see if you can do a free disenchant at the bottom where the enchantments are listed:

+—————————————————————–+
| Keywords : ring eternal strength seekers1finger |
| Name : Ring of Eternal Strength |
| Id : 2682022109 |
| Worn : Left finger |
| Type : Treasure Level : 1 |
| Worth : 250 Weight : 1 |
| Wearable : finger |
| Score : 122 |
| Material : gold |
| Flags : unique, glow, hum, magic, held, burn-proof, |
| : nolocate, solidified, resonated, V3 |
| Clan Item : From The Seekers |
+—————————————————————–+
| Stat Mods : Strength : +1 Luck : +3 |
| Wisdom : +2 Damage roll : +6 |
+—————————————————————–+
| Enchants: |
| Solidify : Damage roll +6 (removable with TP only) |
| Resonate : Wisdom +2 (removable by enchanter) |
| : Luck +3 (removable by enchanter) |
+—————————————————————–+

Note the two different values – “removable by enchanter” and “removable with TP only”. “removable by enchanter” means that you can use the disenchant command on it for free. The “removable with TP only” means that when enchanting this, I got a bad roll once, disenchanted it, and tried again – if I got a bad roll again, I’d have had to pay 3TP to disenchant it and try again.

In my opinion, it’s not actually worth using disenchantment on your first attempt even as an enchanter – it’s quicker to just sell the gear back and buy it again. It’s definitely worth using your free disenchant on a bad second attempt, once you’ve got one good-or-perfect enchant on there.

It is NEVER worth spending TP to disenchant open clan gear – just buy it and try again. Even on level 171 stuff, you’re not going to spend 33M (i.e. the rough price of 3TP) trying to get a second good enchant.

Enchanter’s focus?

Enchanter’s focus just gives you a chance to avoid entirely failing an enchant, which adds (or removes) the flag without giving an actual enchantment. This means that you can’t disenchant it – it’s a bad thing. Enchanter’s focus also adds some stats, so it’s good to have it up and running when it’s available anyway. It’s certainly not required though, at least for first enchants – you’re just going to fail more gear and spend a bit more money. You definitely want it up when you’re doing the second enchants though – you don’t want to fail enchanting that nice +4/+4 illuminate you got with the second spell!

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