Enchanting

## Introduction

Enchanting allows you to create enchants that give a boost to equipment. Any level enchant can be created and be placed on any equipment, but a player can't wear equipment that has an enchant level higher than their player level. Each equipment piece can only have 1 enchant at a time.

Enchants are tradable and can be viewed in your inventory. You can trade them on the market or use the /wireenchant chat command.

## Types

#### Gold

A percentage boost to gold gain when battling.

#### Experience

A percentage boost to experience gain, also applies to your partners.

#### Strength

A flat addition to your Strength stat, doesn't increase partner Strength from intelligence.

#### Health

A flat addition to your Health stat, doesn't increase partner Health from intelligence.

#### Agility

A flat addition to your Agility stat, doesn't increase partner Agility from intelligence.

#### Dexterity

A flat addition to your Dexterity stat, doesn't increase partner Dexterity from intelligence.

#### Actions

A flat addition to your personal actions, doesn't affect party actions.

#### Crafting

Gives a chance to do multiple crafting actions at once, allowing you to craft faster.

#### Enchanting

Gives a chance to do multiple enchanting actions at once, allowing you to complete enchants faster.

## Cost

Creating enchants costs mainly resources and optionally enchant items to increase the quality. The enchant item depends on which type of enchant it is.

The resource cost formula: 250 + (level \* 2.5) of each resource.

Enchant item: starts at 0 for scrap and increases by 1 per quality, so up to 6 for relic quality.

## Enchant items

Enchant items are required to increase the quality, different enchant types require a different item. Partners can work in a specific area to receive more of a certain enchant item.

## Actions

You want to do as many actions as possible to maximize the boost of your enchant. Higher level increases the actions and quality multiplies those actions.

The formula for actions is: sqrt(level) \* qualityMultiplier \* 3

Quality multiplier
 Normal
 Rare
 Epic
 Magical
 Unique
 Relic

## Quality

Quality does not only increase the amount of actions you can perform, but also determines the success rate. It's not guaranteed to increase the enchant boost every action.

Quality success rate
 Normal
 Rare
 Epic
 Magical
 Unique
 Relic

## Stat gain

On every action there's a chance to fail (see Quality above). If successful there will be another roll to determine how much to add to the enchant stat from a range determined by the enchanting boosts (Relics, House, Village, Kingdom).

To calculate the min and max roll we'll first need to know our base formula and consistency:

base: (1 + capacityBoost) \* (1 + enchantingLevel / 10000)

stability: 100 / (100 + stabilityBoost)

Now we can use those outcomes to determine the rolls:

minimum roll: base \* (1 - stability) \* enchantingBoost

maximum roll: base \* (1 + stability) \* enchantingBoost

Once the roll happened there is 1 last thing missing: Fortune. Fortune has a chance to double your roll, and after 100% even a chance to triple.

For actions the roll is divided by 10 and for gold/experience the roll is divided by 100 to create a percentage.

The complete formula would look like this:

(1 + capacityBoost) \* (1 + enchantingLevel / 10000) \* enchantingBoost \* (1 + villageChurch) \* (1+ kingdomTiles) \* (1 + VIP)

After this the roll for stability and then the roll for fortune.

## Breakpoints and limits

Once player reaches certain levels, he arrives at enchant breakpoint. It limits amount of same type of enchants being currently equipped to certain value.

Breakpoints and limits
 2500
 3000
 3500

### Example

At level 1999 you can equip 7 experience enchants total. At level 2000 you can equip only 5 experience enchants, with other two being of any other type.