Enchanting Guide

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For those that don't know a burin from a fount.

Enchanting is a craft that consists of three disciplines: Artificing, Binding, and Invoking. (Only Artificing has been released; the other two have yet to be implemented.) Artificing itself consists of five areas: Utility and Fluff, Magical Foci, Fount Creation, Artificing Tools and Wands and Runestones.

Artificing

Required Instructions and Tools

Instructions

The first thing you need is a book of artificing instructions from the enchanting society. The book contains the recipes, ingredients, and instructions for each of the Artificing products you can make. There are three, only the master artificing instructions contain all of the projects. The smaller books contain subsets. All three books are for sale in the local Enchanting Society's Bookstore.

Tools

Below are the tools used in artificing.

Tool Used In Crafted by Item Crafted From
Enchanter's burin Artificing Shaping and Carving Burn
Fount Artificing Carving Sphere
Loop Artificing Shaping and Carving Pole
Imbuement rod Artificing Shaping and Carving rod
Enchanter's brazier Artificing Blacksmithing brazier

As soon as you are able to make a mastercrafted tool, make one of each for yourself and use it. Then work your skills up for the next tier of tool. You will always craft better end-products with master-crafted tools. The best available crafted tools have not been sold yet.

Raw Materials

Now Artificing consists of sigils and capacity so you can work the items you need to work at the quality needed. Most folks including starting folks can use the society-bought sigils and base items, but you should go hunt your own sigils down. Enchanting uses base items from all different crafts. Below are some of the capacity for the different materials.

Material Capacity
Silver 50
Electrum 55
Niniam 60
Niello 60
Indurium 70
Orichalcum 80
Belzune 90
Marble 50
Granite 50
Quartzite 45
Zeltfish-bone 70
Deer-bone 50
Reaver-bone 50
Alder 55
Larch 62
Balsa 70
Alerce 60


For a complete list of all the marterials' properties, see Crafting Materials


Farming Sigils

Sigils come in Primary and Secondary sigils. They have two aspects to them to judge their strength and how easy they are to use. clarity (quality) and precision (hardness).

  1. CLARITY is the quality rating, like a material's quality property. It determines how pure the Sigil is.
  2. PRECISION is the strength. Like the hardness property is to weapons, the greater the precision, the more powerful the enchant from the sigil will be.


When you farm sigils you are looking for them in any room in the realms. They are supposedly separated by different seasons and rural and city areas. This has thus far not shown to be the case. They also tend to be the same ones in the same rooms. This means if you find a rare sigil in one spot you can continue to farm them at that same spot in the future.


Sigil Types

Primary Secondary
abolition antipode
congruence ascension
induction clarification
permutation decay
rarefaction evolution
integration
metamorphosis
nurture
paradox
unity


Sigil Information

Sigil Name Sigil Type Location/s Found Season Notes
abolition Primary city spring, winter
antipode Secondary city winter
ascension Secondary city spring
clarification Secondary city, rural spring
congruence Primary city, rural spring, winter
decay Secondary city spring
evolution Secondary city, rural spring
induction Primary city, rural spring, winter
integration Secondary city, rural spring
metamorphosis Secondary city spring, winter
nurture Secondary city spring, winter
paradox Secondary city spring, winter
permutation Primary city spring
rarefaction Primary city, rural spring, winter
unity Secondary rural spring