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Other links of interest: Armor and Weapon Enhancments

Enchanting is the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful enchantment provides a +5 bonus to the item as well as increased resistance to damage and destruction. The process of enchantment can be lengthy and requires certain knowledge by the Wizard.

The first step in the enchanting process is to determine the properties of the item and whether or not it can be enchanted. A Bard can loresing to the item to determine the current magical bonus, as well as if the item has special properties that will interfere with enchanting. An item with special abilities, such as armor that provides extra resistance to lethal strikes, or a weapon that flares with fire on a successful strike, will only rarely be enchantable. Once the properties of the item are determined, the Wizard has the information necessary to prepare the item.

Preparing an item for enchantment will require the item to be tempered and enchanted as many times as the enchantment being attempted. This means enchanting an item to 1x, or +5, requires a single temper and enchant. Enchanting an item from 4x to 5x, or +20 to +25, will require tempering and enchanting the item 5 times before the enchantment is finished. Each temper will have to cure and be enchanted before the next one can be made.

Items made from materials which naturally have a negative bonus have special handling within the Enchanting system. Such items require use of a potion appropriate for their relative bonus compared to an item with a 0 bonus for tempering, which can be determined by taking the actual bonus of the item and subtracting the natural bonus of the material. e.g. Modwir has a natual bonus of -10. A modwir bow with a bonus of -10 would be considered +0 (-10--10=0) and would require a rohnuru potion to temper, where a modwir bow with a bonus of +15 would be considered +10 (15--10=25) and would require a dirtokh potion to temper, though would still be considered a minor project.

Bonus Range
Enchant Level
Tempers As
+1 to +5
+6 to +10
+11 to +15
+16 to +20
+21 to +25
+26 to +30
+31 to +35

In order to temper an item, the proper potion must be selected for the project and POURed onto the item. The following potions are available for purchase in the Wizard Guild and can be purchased by a character of any profession:

Rohnuru will temper anything less than +6
Duqnuru will temper anything less than +16
Dirtokh will temper anything less than +26
Mirtokh will temper anything less than +31

The sisfu potion is also available for use on any project up to +25 and is a bit more mysterious. Wizards will want to test the sisfu potion to determine how it is best used.

Once an item is cured, it will not remain tempered indefinitely. This time isn't short, but if not used the temper will wear off. Alternatively, at any point in the process the Wizard can always choose to stop the project and remove the temper using a sarmoc potion, though it will take time for the potion to take effect.

An attempt to temper an item may fail. A failed attempt will not damage or destroy the item. Only the final enchantment of the project has a chance of catastrophic failure. There is always a 3% chance of a fumble on a final cast.

Once an item is tempered and has cured for the proper amount of time, the Wizard may cast the Enchant Item (925) spell on the item. Casting this spell on the item before the temper has had a chance to cure will cause the enchant to fail.

To assist the Wizard in determining if an item is cured, use a tempering potion or Elemental Detection (405) on the item to provide information regarding the status of the project.

The following factors attribute to a project’s success and are listed in no particular order:

  • Logic, Intuition, and Aura bonuses
  • Level
  • Major Elemental spells known
  • Minor Elemental spells known
  • Wizard spells known
  • Arcane Symbols skill
  • Magic Item Use skill
  • Choosing the appropriate potion for the project
  • Using a workshop or node
  • Having your familiar present
  • Elemental Mana Control skill

The following factors attribute to a project’s failure and are listed in no particular order:

  • Low health
  • Injuries
  • Low spirit
  • Encumbrance
  • Type of material of the item (some materials are more resistant)
  • Having critters present

The how, why, and when of success and failure factors is up to the Wizard to figure out.


  • The wizard must have learned the spell Enchant Item (925).
  • Any enchanting project whose resulting bonus is greater than +20 is considered a Major project. Major projects in progress are limited to one per account (not character).
  • There is no limitation on the number of minor enchanting projects, those being any project whose resulting bonus is less than or equal to +20.
  • The highest bonus that is possible to temper, without special potions, is +30.
  • The highest enchant possible, without special potions, is +35.
  • Once an enchanting project is started, one is unable to wear the armor or shield, and using a weapon will most likely cause it to shatter.

Enchant at your own risk.


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