Standard Equipment Enchantments
If you play more than one character it is wise to use a Standard Enchantment configuration on your equipment. Put the same enchantments on the same item for each character. This allows you to maintain an emergency back-up on your equipment in case you inadvertently violate the "Dying is not allowed" rule or make the dreaded Sleepy-Eyed mistake and accidently sell your equipment when you meant to repair it. The best idea is to have a complete set of fully enchanted back-up equipment stored in one of your chests. Of course doing this involves considerable expense. Alternatively, if you have standardized the enchantments on your equipment you can borrow equipment from one character to cover the loss on another character until such time as you are able to replace the lost item.
The philosophy behind this list is to include Strength and Dexterity on all items except the weapon and to distribute the various Shield spells, Immolation, and Regeneration among the equipment in such a way that the hardest to obtain magical items are risked as little as possible during the enchantment process. It is also desirable to place the most important enchantments on the items least likely to be destroyed during combat.
Be sure to check the alternative Player Enchantment Recommendations at the bottom of this page before making your decision no how to distribute the various enchantments on your equipment.
Standard Enchantments
(Suggested)
| Item |
# of Enchants |
Enchanted With |
| Chest |
4 |
Empower / Nimble / Improve Armor / Cold Shield |
| Pants |
4 |
Empower / Nimble / Improve Armor / Acid Shield |
| Cowl |
4 |
Empower / Nimble / Improve Armor / Fire Shield |
| Boots |
4 |
Empower / Nimble / Improve Armor / Poison Shield |
| Bracers |
4 |
Empower / Nimble / Improve Armor / Lightning Shield |
| Belt |
2 |
Empower / Nimble |
| Ring 1 |
2 |
Empower / Nimble |
| Ring 2 |
2 |
Empower / Nimble |
| Amulet |
2 |
Empower / Nimble |
| Backpack |
4 |
Empower / Nimble / Immolation / Regen |
| Baldric |
2 |
Empower / Nimble |
| Helmet |
4 |
Empower / Nimble / Improve Armor / Missile Resistance |
| Robe/Skirt |
2 |
Empower / Nimble |
| Total |
40 |
Cost: 34 Enchants + 6 perms = 340,000 gold + 60,000 gold = 400k. Assuming no failed attempts, it costs a substantial amount just to fully enchant your equipment. Note that the price of enchanting your weapon is not included. |
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Certain items are more likely to take battle damage than others and certain enchantments are more important than others. Put the most important enchantments on the items least likely to suffer damage and get destroyed. For example, two of the most important enchants are Immolation and Regeneration. Those are placed on the backpack since it is immune from battle damage.
I have a personal prejudice against wearing robes and helmets. I think they look silly. I have them in my inventory and I use them when I feel I must but I always take them off as soon as possible. This fact explains why the robe is under-utilized on the above list (robes can often be enchanted to 4 spells without destroying them) and why Missile Resistance, easily the least useful protection spell, is placed on the helmet.
If you like wearing robes (males) or skirts (females) you might shift one of the Shield spells from a more valuable item to the robe or skirt. If you find Missile Resistance to be a minor consideration, and if you actually like wearing those ridiculous helmets, you might eliminate MR completely and shift another shield spell to the helm. And if you do not value your baldric highly and if you plan on wearing the same one for a long period of time, you might shift a Shield spell to it and reduce the risk to a more valued piece.
In any case, keep in mind that what you do on the equipment for one character must be maintained on all your other characters. After all, it is the ability to interchange equipment that is the whole point of using an enchantment standard.
The PvP Suit Enchantments
If you plan on pursuing Player vs. Player combat your equipment needs are more intense since important items must be protected from the Incinerate spell, which is designed to damage them. A proper PvP suit is therefore more expensive and more difficult to achieve than the standard setup.
| Position |
Item |
# of Enchants |
Enchanted With |
| Chest |
Plate of Invulnerability |
4 |
Empower / Nimble / Improve Armor / Cold Shield |
| Legs |
Mythril Greaves |
4 |
Empower / Nimble / Improve Armor / Acid Shield |
| Neck |
Obsidianite Cowl |
4 |
Empower / Nimble / Improve Armor / Poison Shield |
| Feet |
Mythril Sollerettes or Boots of Nimbleness |
4 |
Empower / Nimble / Improve Armor / Fire Shield (if Nimble) |
| Wrists |
Mythril Bracers or Bracers of Defense |
4 |
Empower / Nimble / Improve Armor / Lightning Shield |
| Waist |
Belt of Carry |
3 |
Empower / Nimble / Fire Shield |
| Hands |
Ring 1 |
3 |
Empower / Nimble / Fire Shield |
| Hands |
Ring 2 |
3 |
Empower / Nimble / Fire Shield |
| Neck |
Amulet |
3 |
Empower / Nimble / Fire Shield |
| Back |
Backpack |
4 |
Empower / Nimble / Immolation / Fire Shield |
| Shoulders |
Baldric |
4 |
Empower / Nimble / Regen / Fire Shield |
| Head |
Mythril Helmet |
4 |
Empower / Nimble / Improve Armor / Missile Resistance |
| Body |
Robe/Skirt |
3 |
Empower / Nimble / Fire Shield |
| Total |
|
47 |
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Weapons Standard Enchantments
Which spells to put on a weapon is pretty straight-forward. You want a weapon with 5 enchantments (colloquially called 5-banged, or FIVES [Fire/Ice/Venom/Elec/Str]) but whether or not you want to risk your weapon in the attempt to place that many spells on it is best decided by you and the enchanter with whom you are working. On some weapons it is not terribly important if it is destroyed in the attempt, on others it can be downright disastrous. Regardless, pursuing a 5-banged weapon is a risky proposition. First get the 4 damage enhancement spells (Venom, Fire, Electric, and Cold, in order of priority) and then if you dare push for a 5th enchant add Empower (Dex on a throwing weapon).
The following table contains my suggestions for which spells to put on a weapon related to how many enchanting attempts you are willing to risk. I believe this list is pretty standard among most experienced players. Note that all the listed spells are placed on the weapon with Permanency with the sole exception of Empower, which is an Enchant. (If the permed spells are mistakenly enchanted onto the weapon there is no loss of affect, it simply costs twice as much mana to have it done.)
| # of Enchants |
Perms/Enchants |
| 1 |
Venom |
| 2 |
Venom / Flame Blade |
| 3 |
Venom / Flame Blade / Electric Charge |
| 4 |
Venom / Flame Blade / Electric Charge / Cold Steel |
| 5 |
Venom / Flame Blade / Electric Charge / Cold Steel / Empower |
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Player Enchantment Recommendations
Katt's PvP Weapons Enchantments
| Role |
Perms/Enchants |
| Hitter |
Empower / Nimble / Venom or
Empower/ Nimble / Venom / Flame Blade (weapon of choice is a Wrath) |
| Caster |
Empower / Nimble / Venom / Flame Blade (all low str. Wizards should have Str. and Dex. cast on their weapon for speed and movement.) |
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Falidrin's Equipment Enchantments
I believe it is best to avoid putting Shield spells on armor. All pieces of armor should, in my opinion, have only Str/Dex/IA.
Why?
It costs more gold to repair enchanted armor than non-chanted armor, or more to repair 4x than 3x armor. You can still get all your chants in, just use your robe and backpack:
- Robe - Str/Dex/Immo/Regen/Poisen Shield
- Backpack - Str/Dex/Cold Shield/Lightning Shield/Acid Shield/Fire Shield
The extra cost in robes and backpacks that you poof could be high, but you will eventually see savings from repair costs.
The last enchant of Missle Shield can be put on a belt or your amulet or some other item that gets no combat damage which you are willing to risk with a third enchant. For me this is usually my belt. A third chant is still 80% successful, so I'm willing to even risk a Belt Of Carry with those odds. But a ring or amulet will do just as nicely.
Also, if you wanted, you could 3x the robe, 4x the backpack, and 4x both rings. This way you won't poof anymore than you do trying to 4x all that armour, maybe even less and you still save cash on the repairs.
And if you don't plan on wearing your level baldric in battle you could always 4x robe, 4x backpack, and 5x your expendable baldric (or 5x anyone of them).
Same result with all these variations and you avoid paying more for each and every repair you make.
Just a different view on things.
Editor's Note: Excellent points. The original recommendations shown in the charts were created before the repair costs of items was made dependent on the number of enchantments. By using this updated guide for distributing your enchants you will indeed reap benefits in repair costs. It may be more expensive to get yourself set up this way if many items are destroyed in the attempt but, once done, you should recoup the cost through lower repair bills in short order. Note however that it is not possible to 6x your backpack.
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