Enchanting Items
"Perm for the Item, Enchant for the User"
Standard Equipment Enchantment
In the Realm there are two spells which permanently affix magic on to items - Permanency and Enchant.
Permanency: Magic placed on an item via the Permanency spell affects the item itself. The cost for casting Permanency is 500 mana.
Enchant: Magic placed on an item via the Enchant spell affects the user of the item. Note that the item must be equipped for the bearer to gain the benefits of the enchantment. The cost for casting Enchant is 1000 mana.
To keep the use of the two spells straight, just remember: Perm for the item, Enchant for the user. So, for example, if Fire Shield were placed on a sword with the Permanency spell, the sword would be protected from fire damage. If the same spell were placed on the sword with the Enchant spell then the user of the sword would gain the protection from fire damage (note that the sword must be equipped for the user to gain this protection, simply having the sword in your inventory is not enough).
To affix a spell to an item, such as a weapon or a piece of armor, the enchanter first casts either Permanency or Enchant and then clicks on the item to be enchanted (or permed). The Permanency or Enchant spell is then triggered and a message will be displayed in the text box stating if the attempt was successful. If unsuccessful, the enchanting spell will either fizzle or the target item will be destroyed. If successful, the enchanter can now apply the desired spell to the item by casting the spell and selecting the item as the target. A message will appear in the text box informing you of the successful application of the spell to the item. The item is now permanently enchanted.
The following spells can be affixed to an item:
| Magic Circle |
Spell Name |
Spell Level |
Permanency |
Enchant |
Caster Prof. Dependent? |
| Sorcery |
Improve Armor |
Proficient |
Yes |
No |
No |
| Elementalism |
Immolation |
Proficient |
No |
Yes |
Yes |
| |
Flame Blade |
Proficient |
Yes |
No |
Yes |
| |
Electric Charge |
Proficient |
Yes |
No |
Yes |
| |
Cold Steel |
Proficient |
Yes |
No |
Yes |
| Thaumaturgy |
Nimbility (Dexterity) |
Familiar |
No |
Yes |
No |
| |
Empower (Strength) |
Proficient |
No |
Yes |
No |
| |
Missile Resistance |
Proficient |
No |
Yes |
No |
| |
Fire Shield |
Master |
Yes |
Yes |
No |
| |
Cold Shield |
Master |
Yes |
Yes |
No |
| |
Poison Shield |
Master |
Yes |
Yes |
No |
| |
Acid Shield |
Master |
Yes |
Yes |
No |
| |
Lightning Shield |
Master |
Yes |
Yes |
No |
| |
Regeneration |
Master |
No |
Yes |
No |
| Mysticism |
None |
| Necromancy |
Venom |
Expert |
Yes |
No |
No |
|
Multiple Enchants/Perms: More than one enchantment and/or perm can be placed on an item, however each additional enchantment or perm is more difficult to successfully complete than the previous one. Remember that any time an attempt fails there is a chance that the target item will be destroyed.
Spell Damage Modifier: The caster's Spell Damage Modifier (SDM) plays a significant role in the chance for successfully applying enchants and perms and only casters with the highest SDMs ought attempt multiple enchantments on an item. The SDM of a character is determined by the character's intelligence attribute, meditation skill level, and intelligence enhancing items (Ring of Intelligence and Amulet of Intelligence) worn. The highest legal SDM in the game is 189%. You can find your current SDM by clicking on your character, selecting Look At, and checking the Combat screen.
Chance For Successful Enchant/Perm (%)
Chart information courtesy of Corterra
This chart is being updated, but you can still get a good idea.
If you would like to help, please email TheOracle and
include your SDM and how many tries it took for each chant.
| Spell Damage |
Number of the Spell to be Placed on Item |
| Modifier |
1 |
2 |
3 |
4 |
5 |
6 |
| 5% |
53 |
23 |
0 |
0 |
0 |
0 |
| 10% |
55 |
25 |
0 |
0 |
0 |
0 |
| 15% |
58 |
28 |
0 |
0 |
0 |
0 |
| 20% |
60 |
30 |
0 |
0 |
0 |
0 |
| 25% |
63 |
33 |
2 |
0 |
0 |
0 |
| 30% |
65 |
35 |
5 |
0 |
0 |
0 |
| 35% |
68 |
38 |
7 |
0 |
0 |
0 |
| 40% |
70 |
40 |
10 |
0 |
0 |
0 |
| 45% |
73 |
43 |
13 |
0 |
0 |
0 |
| 50% |
75 |
45 |
15 |
0 |
0 |
0 |
| 55% |
78 |
48 |
18 |
0 |
0 |
0 |
| 60% |
80 |
50 |
20 |
0 |
0 |
0 |
| 65% |
83 |
53 |
23 |
0 |
0 |
0 |
| 70% |
85 |
55 |
25 |
0 |
0 |
0 |
| 75% |
88 |
58 |
28 |
0 |
0 |
0 |
| 80% |
90 |
60 |
30 |
0 |
0 |
0 |
| 85% |
90 |
63 |
33 |
3 |
0 |
0 |
| 90% |
90 |
65 |
35 |
5 |
0 |
0 |
| 95% |
90 |
68 |
38 |
8 |
0 |
0 |
| 100% |
90 |
70 |
40 |
10 |
0 |
0 |
| 105% |
90 |
73 |
43 |
13 |
0 |
0 |
| 110% |
90 |
75 |
45 |
15 |
0 |
0 |
| 115% |
90 |
78 |
48 |
18 |
0 |
0 |
| 120% |
90 |
80 |
50 |
20 |
0 |
0 |
| 125% |
90 |
83 |
53 |
23 |
0 |
0 |
| 130% |
90 |
85 |
55 |
25 |
0 |
0 |
| 135% |
90 |
88 |
58 |
28 |
0 |
0 |
| 140% |
90 |
90 |
60 |
30 |
0 |
0 |
| 145% |
90 |
90 |
63 |
33 |
3 |
0 |
| 150% |
90 |
90 |
65 |
35 |
5 |
0 |
| 155% |
90 |
90 |
68 |
38 |
8 |
0 |
| 160% |
90 |
90 |
70 |
40 |
10 |
0 |
| 165% |
90 |
90 |
73 |
43 |
13 |
0 |
| 170% |
90 |
90 |
75 |
45 |
15 |
0 |
| 175% |
90 |
90 |
78 |
48 |
18 |
0 |
| 180% |
90 |
90 |
80 |
50 |
20 |
0 |
| 185% |
90 |
90 |
81 |
51 |
21 |
0 |
| 189% |
90 |
90 |
81 |
51 |
21 |
0 |
|
What spells should be enchanted on what items? This is largely a matter of personal preference but use logic as your guide, obviously it is silly to put a damage enhancement spell on a piece of armor. If you play more than one character you may find it wise to use a Standard Enchantment configuration on your equipment.
http://www.realmoracle.com/enchant.htm
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