Difference between revisions of "Custom Enchanting Station"

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(Created page with "Enchanting, unlike the other arts of magic items, is anything but straight forward, requiring careful metering of spell energies and precise components, even the slightest dev...")
 
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There are three enchantment tiers (to date), Tier 1 takes 24 second (base) to enchant, tier 2 is 84, and tier 3 is 72 seconds. However the Gem Dust you use in the enchanting will further modify this time, almost always upwards however. To help visualize this a 'Points and Tier' system has been devised by several of the Gnomish students, showing here:
 
There are three enchantment tiers (to date), Tier 1 takes 24 second (base) to enchant, tier 2 is 84, and tier 3 is 72 seconds. However the Gem Dust you use in the enchanting will further modify this time, almost always upwards however. To help visualize this a 'Points and Tier' system has been devised by several of the Gnomish students, showing here:
  
Enchantment Tier   'Point' Cost
+
{| class="wikitable" style="text-align: center; width: 200px; height: 200px;"
1 2000
+
|-
2 4000
+
! Enchantment Tier
3 6000
+
! 'Point' Cost
 +
|-
 +
! 1
 +
| 2000
 +
|-
 +
! 2
 +
| 4000
 +
|-
 +
! 3
 +
| 6000
 +
|}
  
Gem Dust 'Quality Rank'  'Point Worth'
+
{| class="wikitable" style="text-align: center; width: 200px; height: 200px;"
Malachite 1 8
+
|+ Multiplication table
Obsidian 1 8
+
|-
Flourspar 1 8
+
! Gem Dust
Bloodstone 1 8
+
! Quality Rank
Fire Agate 2 64
+
! Point Worth
Amethyst 2 64
+
|-
Aventurine 2 64
+
! Malachite
Phenalope 2 64
+
| 1 || 8
Greenstone 3 216
+
|-
Garnet 3 216
+
! Obsidian
Alexandrite 3 216
+
| 1 || 8
Topaz 3 216
+
|-
Ruby 4 512
+
! Flourspar
Fire Opal 4 512
+
| 1 || 8
Emerald 4 512
+
|-
Sapphire 4 512
+
! Bloodstone
Diamond 5 1000
+
| 1 || 8
Jacinth 5 1000
+
|-
Canary Diamond   5 1000
+
! Fire Agate
Beljuril 5 1000
+
| 2 || 64
Star Sapphire 6 1728
+
|-
King's Tear 6 1728
+
! Amethyst
Blue Diamond 6 1728
+
| 2 || 64
Rogue Stone 6 1728
+
|-
 +
! Aventurine
 +
| 2 || 64
 +
|-
 +
! Phenalope
 +
| 2 || 64
 +
|-
 +
! Greenstone
 +
| 3 || 216
 +
|-
 +
! Garnet
 +
| 3 || 216
 +
|-
 +
! Alexandrite
 +
| 3 || 216
 +
|-
 +
! Topaz
 +
| 3 || 216
 +
|-
 +
! Ruby
 +
| 4 || 512
 +
|-
 +
! Fire Opal
 +
| 4 || 512
 +
|-
 +
! Emerald
 +
| 4 || 512
 +
|-
 +
! Sapphire
 +
| 4 || 512
 +
|-
 +
! Diamond
 +
| 5 || 1000
 +
|-
 +
! Jacinth
 +
| 5 || 1000
 +
|-
 +
! Canary Diamond
 +
| 5 || 1000
 +
|-
 +
! Beljuril
 +
| 5 || 1000
 +
|-
 +
! Star Sapphire
 +
| 6 || 1728
 +
|-
 +
! King's Tear
 +
| 6 || 1728
 +
|-
 +
! Blue Diamond
 +
| 6 || 1728
 +
|-
 +
! Rogue Stone
 +
| 6 || 1728
 +
|}
  
 
As one can see each dust has been given a 'Quality Rank' and a 'Point Worth', those with the same quality, are worth the same amount of 'points'. As one can also see a certain number of 'points' are required for each Tier of enchantment. Now, one may wonder 'Why can I not simply drown my items in Malachite dust?' the answer of course comes back to Instability.
 
As one can see each dust has been given a 'Quality Rank' and a 'Point Worth', those with the same quality, are worth the same amount of 'points'. As one can also see a certain number of 'points' are required for each Tier of enchantment. Now, one may wonder 'Why can I not simply drown my items in Malachite dust?' the answer of course comes back to Instability.
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What this means is you can 'fill in' extra 'points' with low quality dust, but not fear ruining your enchantment because of it. Each dust quality adds an amount of time to the enchanting if it is the Major Contributor, shown in this handy table below.
 
What this means is you can 'fill in' extra 'points' with low quality dust, but not fear ruining your enchantment because of it. Each dust quality adds an amount of time to the enchanting if it is the Major Contributor, shown in this handy table below.
  
Major Dust Quality   Time Added
+
 
1 360 Seconds
+
{| class="wikitable" style="text-align: center; width: 200px; height: 200px;"
2 300 Seconds
+
|-
3 240 Seconds
+
! Major Dust Quality
4 180 Seconds
+
! Time Added
5 120 Seconds
+
|-
6 60 Seconds
+
! 1
 +
| 360 Seconds
 +
|-
 +
! 2
 +
| 300 Seconds
 +
|-
 +
! 3
 +
| 240 Seconds
 +
|-
 +
! 4
 +
| 180 Seconds
 +
|-
 +
! 5
 +
| 120 Seconds
 +
|-
 +
! 6
 +
| 60 Seconds
 +
|}
  
 
To understand how time affects instability one must understand the way it works. Fortunately our more Mathematically inclined students have written a formula that predicts Instability Rise and Failure rates. Be warned, this is a math heavy formula, so it may not be for all comers, if you're content knowing what you do now, I suggest you stop reading. For those of us with the mathematical constitution, let us carry on.
 
To understand how time affects instability one must understand the way it works. Fortunately our more Mathematically inclined students have written a formula that predicts Instability Rise and Failure rates. Be warned, this is a math heavy formula, so it may not be for all comers, if you're content knowing what you do now, I suggest you stop reading. For those of us with the mathematical constitution, let us carry on.
  
 
Instability starts at 0, and begins rising at a rate equal to (100*(Seconds/6)), at exactly half way through the enchanting this begins to impact the magic, causing a warping effect that may disrupt the enchantment. The possibility of this rises at a rate of ([100*{Seconds/6}]/[100*{Dust Quality/2}])/2. This means a Tier 1 Enchantment fueled only by Malachite dust will begin with an 64% chance of failure and increase to 80% over the next 6 seconds where it will remain (we are unsure while but there always seems to be at least a 20% chance of success). However using a Quality 6 dust, such as Rogue Stone would have a failure rate that begins at 2% and rises by 2% every six seconds until the enchanting fails, or success is achieved (This is the most stable enchantment, and will never reach the 80% failure rate mark).
 
Instability starts at 0, and begins rising at a rate equal to (100*(Seconds/6)), at exactly half way through the enchanting this begins to impact the magic, causing a warping effect that may disrupt the enchantment. The possibility of this rises at a rate of ([100*{Seconds/6}]/[100*{Dust Quality/2}])/2. This means a Tier 1 Enchantment fueled only by Malachite dust will begin with an 64% chance of failure and increase to 80% over the next 6 seconds where it will remain (we are unsure while but there always seems to be at least a 20% chance of success). However using a Quality 6 dust, such as Rogue Stone would have a failure rate that begins at 2% and rises by 2% every six seconds until the enchanting fails, or success is achieved (This is the most stable enchantment, and will never reach the 80% failure rate mark).

Revision as of 17:01, 6 September 2019

Enchanting, unlike the other arts of magic items, is anything but straight forward, requiring careful metering of spell energies and precise components, even the slightest deviation could cost the Gems and Essences required for the crafting.

To begin with, let us discuss Instability. Each enchantment has an inherent level of instability that can be exacerbated or reduced by a variety of factors. This is reliant mostly on two factors, the complexity of the enchantment, and the Gem Dust used in it's crafting. Simple enchantments are fast and easy, and quality gem dust speeds the process and reduces instability.

There are three enchantment tiers (to date), Tier 1 takes 24 second (base) to enchant, tier 2 is 84, and tier 3 is 72 seconds. However the Gem Dust you use in the enchanting will further modify this time, almost always upwards however. To help visualize this a 'Points and Tier' system has been devised by several of the Gnomish students, showing here:

Enchantment Tier 'Point' Cost
1 2000
2 4000
3 6000
Multiplication table
Gem Dust Quality Rank Point Worth
Malachite 1 8
Obsidian 1 8
Flourspar 1 8
Bloodstone 1 8
Fire Agate 2 64
Amethyst 2 64
Aventurine 2 64
Phenalope 2 64
Greenstone 3 216
Garnet 3 216
Alexandrite 3 216
Topaz 3 216
Ruby 4 512
Fire Opal 4 512
Emerald 4 512
Sapphire 4 512
Diamond 5 1000
Jacinth 5 1000
Canary Diamond 5 1000
Beljuril 5 1000
Star Sapphire 6 1728
King's Tear 6 1728
Blue Diamond 6 1728
Rogue Stone 6 1728

As one can see each dust has been given a 'Quality Rank' and a 'Point Worth', those with the same quality, are worth the same amount of 'points'. As one can also see a certain number of 'points' are required for each Tier of enchantment. Now, one may wonder 'Why can I not simply drown my items in Malachite dust?' the answer of course comes back to Instability.

When counting 'point's the Major Dust Contributor (read: The highest quality dust that contributes the most points) determines how unstable the total dust count will make the enchantment. For instance if you use a combination of Rogue Stone Dust and Malachite, if you have less than 216 Malachite dusts (enough to make 1728 'points') then the Rogue Stone Dust is the 'Major Contributor' as it has the most 'points', meaning it is the major contributor to the enchantment.

What this means is you can 'fill in' extra 'points' with low quality dust, but not fear ruining your enchantment because of it. Each dust quality adds an amount of time to the enchanting if it is the Major Contributor, shown in this handy table below.


Major Dust Quality Time Added
1 360 Seconds
2 300 Seconds
3 240 Seconds
4 180 Seconds
5 120 Seconds
6 60 Seconds

To understand how time affects instability one must understand the way it works. Fortunately our more Mathematically inclined students have written a formula that predicts Instability Rise and Failure rates. Be warned, this is a math heavy formula, so it may not be for all comers, if you're content knowing what you do now, I suggest you stop reading. For those of us with the mathematical constitution, let us carry on.

Instability starts at 0, and begins rising at a rate equal to (100*(Seconds/6)), at exactly half way through the enchanting this begins to impact the magic, causing a warping effect that may disrupt the enchantment. The possibility of this rises at a rate of ([100*{Seconds/6}]/[100*{Dust Quality/2}])/2. This means a Tier 1 Enchantment fueled only by Malachite dust will begin with an 64% chance of failure and increase to 80% over the next 6 seconds where it will remain (we are unsure while but there always seems to be at least a 20% chance of success). However using a Quality 6 dust, such as Rogue Stone would have a failure rate that begins at 2% and rises by 2% every six seconds until the enchanting fails, or success is achieved (This is the most stable enchantment, and will never reach the 80% failure rate mark).

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