I am curious to know how far one can enchant a Slicer GS before it poofs and what level ment can enchant that weapon the highest. If anyone knows based on experience please post a reply.
thanks,
Rivendell_BKHND
the freshly maxxed GS Pally
Slicer GS
Replying to Topic 'Slicer GS'
Ments of sufficient skill can enchant items to +9.
Ztinktoof
Drakkars Moral Standard
Avatar (C) WIlliam Li: http://elfwood.lysator.liu.se/loth/w/i/william/
KaM Guild Website: http://mywebpages.comcast.net/ctanzio/kam.html
Drakkars Moral Standard
Avatar (C) WIlliam Li: http://elfwood.lysator.liu.se/loth/w/i/william/
KaM Guild Website: http://mywebpages.comcast.net/ctanzio/kam.html
Replying to Topic 'Slicer GS'
Items only poof (Well, actually they explode) if you try to enchant something to a higher + than your skill allows, like casting enchant on a +3 item at skill 12.
Unless I'm horribly misinformed, any enchantable item may be enchanted as high as your skill allows, unless you are trying to enchant Cob gear.
Finding someone to go past +7 is tough though, the loss in skill makes it pretty unappealing to the ment casting it.
Unless I'm horribly misinformed, any enchantable item may be enchanted as high as your skill allows, unless you are trying to enchant Cob gear.
Finding someone to go past +7 is tough though, the loss in skill makes it pretty unappealing to the ment casting it.
Replying to Topic 'Slicer GS'
To be more specific, I have a +3 Slicer GS, what skill and level ment would be needed to enchant to lets say +5? And what would be a reasonable offering to give to a willing ment for compinsation?
Replying to Topic 'Slicer GS'
At skill 15 and holding a Lori staff I can enchant items to +5. The Lori seems to add +3 to some skills, like enchant, and +6 to others, like damage spells.
So I think a mentalist of skill 18 could probably do a +5 enchant in Nork.
A mentalist looses 8 permanent hit points enchanting from a +4 to a +5. Assuming they are just maxxed at the Nork HP doctor, it might cost them around 1meg coin to rebuy the lost hits.
If they are overmaxxed on hit points, it is unlikely they would enchant it for you.
If they have access to survival trainers, the loss of 8 permanent hits can run into the tens of millions of coin.
So the short answer is if someone has a ment specifically designed to do enchants, they would probably ask for at least 1meg in coin, but 2meg would probably be a more reasonable cost.
So I think a mentalist of skill 18 could probably do a +5 enchant in Nork.
A mentalist looses 8 permanent hit points enchanting from a +4 to a +5. Assuming they are just maxxed at the Nork HP doctor, it might cost them around 1meg coin to rebuy the lost hits.
If they are overmaxxed on hit points, it is unlikely they would enchant it for you.
If they have access to survival trainers, the loss of 8 permanent hits can run into the tens of millions of coin.
So the short answer is if someone has a ment specifically designed to do enchants, they would probably ask for at least 1meg in coin, but 2meg would probably be a more reasonable cost.
Ztinktoof
Drakkars Moral Standard
Avatar (C) WIlliam Li: http://elfwood.lysator.liu.se/loth/w/i/william/
KaM Guild Website: http://mywebpages.comcast.net/ctanzio/kam.html
Drakkars Moral Standard
Avatar (C) WIlliam Li: http://elfwood.lysator.liu.se/loth/w/i/william/
KaM Guild Website: http://mywebpages.comcast.net/ctanzio/kam.html
Replying to Topic 'Slicer GS'
Ztinktoof,
I appreciate your reply. Thank you. I would hate to think of how large a ment would be needed for a +9 enchant, and the consequences of that level enchant.
I appreciate your reply. Thank you. I would hate to think of how large a ment would be needed for a +9 enchant, and the consequences of that level enchant.
Last edited by Rivendell on Sun Jan 26, 2003 11:33 am, edited 1 time in total.
Replying to Topic 'Slicer GS'
+9 Enchant will thrash a ment. You lose lots of HP, SKILL, EXP and some STATS.
These are the base ment skills needed for enchants.
12 = +1 to +3
17 = +4 to +5
19 = +6
20 = +7 to +9
At +5 you start to lose hps.
These are the base ment skills needed for enchants.
12 = +1 to +3
17 = +4 to +5
19 = +6
20 = +7 to +9
At +5 you start to lose hps.