Enchanting and Imbuing

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Stormwind
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Enchanting and Imbuing

Post by Stormwind » Thu Jun 15, 2006 12:25 pm

Enchanting
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**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
Last edited by Stormwind on Fri Dec 01, 2006 4:07 pm, edited 3 times in total.

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Stormwind
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Post by Stormwind » Fri Dec 01, 2006 9:52 am

*Updated 12/01/06*

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IronClad
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Re: Enchanting and Imbuing

Post by IronClad » Mon Sep 01, 2008 12:40 pm

I lost only 5 hp imbueing at sk16 (with Lori staff effective sk20). I been recharging sense and succor rings (yay, it does work!). I wonder if those passwall and reveal items from event can be recharged (though if they were made high skill, I know I can't).

I have been getting alotta strains and con loss. I estimate I lost 21 con recharging 3 sense, 5 succor, making 1 illusion bracer and recharging that too. I'm thinking at my skill is low enough to make con loss more likely :| . Even if I recharged each 30 times, that's 270 recharges which should have put me at about 6 con loss; pretty sure i didn't 1000+ recharges but given I was spamming heal with healer, maybe I lost track.. oh well, Sf con is cheap ;) .

I tried to imbue EC and failed so I'm assuming that rule about imbuing disc 4 under skill is based on real skill, lori staff ignored. For sure, I could only make sk8 bracer, 1/2 my real skill. Still, this is too cool.
Starfire: There are two wolves fighting in each man's heart. One is Love, the other is Hate.
Ghost: Which one wins?
Starfire: The one you feed the most.
---Pathfinder

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IronClad
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Re: Enchanting and Imbuing

Post by IronClad » Sat Feb 14, 2009 9:03 am

At sk16 holding Lori, I still cannot enchant +6. I tried when I first hit sk16 months ago and just tried today. Doesn't Lori add +6 to mentalist skill? Doesn't that skill boost affect enchant? I always heard it did.

Sk17 does +5 and I have, with Lori in hand so it is adding something, just not quite the full +6?
Starfire: There are two wolves fighting in each man's heart. One is Love, the other is Hate.
Ghost: Which one wins?
Starfire: The one you feed the most.
---Pathfinder

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Re: Enchanting and Imbuing

Post by IronClad » Sun May 30, 2010 12:59 pm

Using FM, at 30/23, I enchanted a certain Nork GS from +5 to +8

+5 to +6 lost 15 hp
+6 to +7 lost 16 hp
+7 to +8 lost 15 hp (was 2 ovemax!), got a warning first for warmup, proceeded, lost 50m exp!, lost 15 con, cost me between 65 to 70m to buy hp back (except for the 2 overmax).

This is with max hp for that level FM, those using an undermaxxed ment are buying back much cheaper due to having a much lower hp max therefore a lower cost per hp. Volume is what they count on to eventually buy it all back with a huge windfall profit.

Someone was doing +5 to +8 for 2m, 5m, 25m for a total of 32m. They're using a crit well undermax but considering what it would cost you if a maxxed ment or FM did it, it's a bargain... who cares if they are buying back hp at a song.
Starfire: There are two wolves fighting in each man's heart. One is Love, the other is Hate.
Ghost: Which one wins?
Starfire: The one you feed the most.
---Pathfinder

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