Enchanting: Post your results, we'll see what happens.
Enchanting is a mysterious practice. We're on our own.
Alright, after some extensive testing, I've come to a few conclusions.
Enchanting is unpredictable. Yep.
Things that are guaranteed:
Left Column increases stats, Right column decreases stats.
Stat amounts are based on the tier of resources -- in other words, how difficult they are to gather. I've tested up to some Tier 3 stuff (Thistleberries, Garden Spider Silk/Thread), and they give +/- 3 to stats. I couldn't use them, as my Suiting (14) armor was too low level for the enchants. If you use resources of different tiers, the LOWEST tier determines the amount of stat adjustment. Hammock Spider Silk + Elderberries results in a +/- 1 point enchant.
The overall level of the enchants you can do is based on the resource input. For example, if you use 2 sets of tier 1 resources, you have a level 2 enchant. If you use a set of tier 2 and a set of tier 1, you get a level 3 enchant.
Enchanting skill 0 - Level 1 enchants
Skill 3 - Level 2
Skill 6 - level 3
Haven't tested past that, since I've exhausted most of my stuff.
Not Guaranteed:
The stats that get affected by your resources aren't always the same. I made 5 stones using Elderberry Dye and House Spider Silk. They all gave +1 Str, but varied between -1 Int, MRe, and PSt. It's even less predictable using resources of different tiers, or multiple rows of resources. Likewise, 3 stones using Garden Thread + Garden Silk gave me +3 Cnt, -3 Int or -3 (something else I forgot :P).
Still, there's *some* predictability. I assume resources that don't come out the same every time have only a few stats, but it means that testing needs to be much more extensive.
Also, at enchanting 5, I stopped gaining experience for Level 1 enchants (one set of tier 1 resources). Boo.
Last edited by Camli; 06-23-2008 at 05:42 PM..
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