Difference between revisions of "Scroll of enchant weapon"

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m (Enchanting Beyond +7 -- consistency tweak)
(Enchanting Beyond +7 -- more strategy information)
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==== Enchanting Beyond +7 ====
 
==== Enchanting Beyond +7 ====
 +
:''a.k.a., Overenchantment''
 
While possible, it is generally time consuming and risky to consider, but in certain cases (such as a [[Healer]] with a [[unicorn horn]], an [[archeologist]] with [[Dwarvish mattock]], a [[Knight]] preparing to be crowned with [[Excalibur]], or those trying [[conducts]]) it may be worthwhile. As there is a 2/3 risk of it being destroyed, this is a very, very [[bad idea]] to attempt with artifacts. However, as the weapons listed, some may be found in greater numbers, and so vaporizing will not permanently remove the chance.
 
While possible, it is generally time consuming and risky to consider, but in certain cases (such as a [[Healer]] with a [[unicorn horn]], an [[archeologist]] with [[Dwarvish mattock]], a [[Knight]] preparing to be crowned with [[Excalibur]], or those trying [[conducts]]) it may be worthwhile. As there is a 2/3 risk of it being destroyed, this is a very, very [[bad idea]] to attempt with artifacts. However, as the weapons listed, some may be found in greater numbers, and so vaporizing will not permanently remove the chance.
  
The table below shows the odds of getting at least one +8/+9/+10 weapon and how many copies must be attempted for the given level of confidence. The table assumes the weapon is already at the +7 level, when starting the process, working to higher levels. <!-- Further, an estimated number of scrolls, assuming the weapon is already at the +7 point. -->
+
The table below shows the odds of getting at least one +8/+9/+10 weapon and how many copies must be attempted for the given level of confidence. The table assumes the weapon is already at the +7 level, when starting the process, working to higher levels.
 +
<!-- Further, an estimated number of scrolls, assuming the weapon is already at the +7 point. -->
  
 
{|class="prettytable"
 
{|class="prettytable"
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<!-- +10 is {(1/3)^3}*(1/2), or [1 in 54]. Same crap, different odds... -->
 
<!-- +10 is {(1/3)^3}*(1/2), or [1 in 54]. Same crap, different odds... -->
 
Where the number of attempts is equal to copies of weapons expended. The confidence level, in the second row, how likely it is at the number of attempts (where 50% means half the time, and 95% means 19 in 20). It is mathematically impossible to be 100% confident.
 
Where the number of attempts is equal to copies of weapons expended. The confidence level, in the second row, how likely it is at the number of attempts (where 50% means half the time, and 95% means 19 in 20). It is mathematically impossible to be 100% confident.
<!--
+
 
' Even with it only failing one time in a million, you can't be 100% sure...
+
If a player wishes to attempt this, take a given item and enchant it to +7. ''Drop it on the ground.'' This is the ''marker.'' Enchant various ones to +7, and attempt to get +8. Once one is +8, stop, and ''drop it on the ground.'' This is the new marker. This process can be repeated once more to +9, but shouldn't be attempted any further. The gist of this is to have a ''checkpoint'' or ''marker'' to fall back to in the case that they ''all'' vaporize.
Chance(1.00,0.9999999)
+
 
Ans = Inf
+
In this way it becomes slightly more accessible than the table would otherwise indicate.
-->
 
  
 
==See also==
 
==See also==

Revision as of 06:23, 5 July 2010

? Scroll.png
Name enchant weapon
Appearance random
Base price 60 zm
Weight 5
Ink to write 8-15
Monster use Will not be used by monsters.

The scroll of enchant weapon allows you to increase (if non-cursed) or decrease (if cursed) the enchantment of your currently-wielded weapon. This includes weapon-tools like dwarvish mattocks, pick-axes and unicorn horns. Using this scroll on a worm tooth will instead transform it into a crysknife.

Facts

From scrl-343.txt:

enchant weapon

not wielding a weapon or weapon-tool
Exercises (abuses if cursed) dexterity.
"You have a strange feeling for a moment, then it passes."
(beginner not hallucinating)
"You have a normal feeling for a moment, then it passes."
(beginner hallucinating)
"Your <hands> twitch." (non-cursed)
"Your <hands> itch." (cursed)
blessed
If your weapon was cursed, it is made uncursed.
If your weapon is a worm tooth, it becomes an unfixed crysknife.
"Your weapon seems sharper now."
Otherwise, weapons currently enchanted above +5 have a 2/3 chance of
being destroyed.
"Your <weapon> violently glows blue for a while and then
evaporates." (unblind)
"Your <weapon> evaporates." (blind)
Other weapons can gain several enchantments:
Current enchantment: -3 to -1 +0 to +2 +3 to +5 +6 to +8 +9 or more
Additional possible: 1 to 4 1 to 3 1 to 2 1 0 to 1
"Your <weapon> glows blue for a moment." (+1 unblind)
"Your <weapon> glows blue for a while." (more than +1 unblind)
"Your <weapon> violently glows blue for a while." (+0 unblind)
Magicbane warns you if it is enchanted to +0 or above.
"Your right <hand> flinches!" (2 or more added and now at +2 or more)
"Your right <hand> itches!" (otherwise)
Elven weapons, artifacts, and sometimes other weapons vibrate when
they are enchanted above +5.
"Your <weapon> suddenly vibrates unexpectedly."
uncursed
If your weapon was cursed, it is made uncursed.
If your weapon is a worm tooth, it becomes an unfixed crysknife.
"Your weapon seems sharper now."
Otherwise, weapons currently enchanted above +5 have a 2/3 chance of
being destroyed.
"Your <weapon> violently glows blue for a while and then evaporates."
(unblind)
"Your <weapon> evaporates." (blind)
Other weapons gain +1 enchantment (only a chance if already +9 or
more).
"Your <weapon> glows blue for a moment." (+1 unblind)
"Your <weapon> violently glows blue for a while." (+0 unblind)
Magicbane warns you if it is enchanted to +0 or above.
"Your right <hand> itches!"
Elven weapons, artifacts, and sometimes other weapons vibrate when
they are enchanted above +5.
"Your <weapon> suddenly vibrates unexpectedly."
cursed
If your weapon is a crysknife, it becomes a worm tooth.
"Your weapon seems duller now."
Artifacts (except Sting and Orcrist) will resist.
"Your <weapon> faintly glows black." (unblind)
Otherwise, weapons currently enchanted below -5 have a 2/3 chance of
being destroyed.
"Your <weapon> violently glows blue for a while and then evaporates."
(unblind)
"Your <weapon> evaporates." (blind)
Other weapons lose one enchantment.
"Your <weapon> glows black for a moment." (unblind)
Elven weapons, artifacts, and sometimes other weapons vibrate if
they are still enchanted above +5.
"Your <weapon> suddenly vibrates unexpectedly."
non-cursed and confused
(Rust|Fire)proofs your weapon. If it is a crysknife, it becomes
fixed.
"Your <weapon> is covered by a shimmering golden shield!"
(unblind)
"Your weapon feels warm for a moment." (blind)
If it had damage, it is repaired.
"Your <weapon> looks as good as new!" (unblind)
"Your <weapon> feels as good as new!" (blind)
cursed and confused
Removes (rust|fire)proofing from your weapon.
"Your <weapon> is covered by a mottled purple glow!" (unblind)
"Your weapon feels warm for a moment." (blind)
NOTE: The grammar of the above messages is changed if more than one
item is wielded.

Strategy Tips

Since enchanting a weapon when it is already above +5 runs a 2/3 risk of it being destroyed, it's common to enchant weapons to +5 and then read a blessed scroll of enchant weapon to raise them to +6 or +7. Often players will lower a +6 weapon to +5 in order to attempt to raise it to +7 again. Usually this is done by engraving a single letter with the weapon.

If a non-cursed scroll of enchant weapon is read while confused, your weapon will be repaired of any erosion it has suffered and will also be erode-proofed.

There are only two scrolls with a base cost of 60, scroll of enchant weapon and Scroll of blank paper. Therefore, any unrecognized scroll with a value of 60 is a scroll of enchant weapon.

Enchanting Beyond +7

a.k.a., Overenchantment

While possible, it is generally time consuming and risky to consider, but in certain cases (such as a Healer with a unicorn horn, an archeologist with Dwarvish mattock, a Knight preparing to be crowned with Excalibur, or those trying conducts) it may be worthwhile. As there is a 2/3 risk of it being destroyed, this is a very, very bad idea to attempt with artifacts. However, as the weapons listed, some may be found in greater numbers, and so vaporizing will not permanently remove the chance.

The table below shows the odds of getting at least one +8/+9/+10 weapon and how many copies must be attempted for the given level of confidence. The table assumes the weapon is already at the +7 level, when starting the process, working to higher levels.

Bonus +7 +8 +8 +8 +8 +8 +9 +9 +9 +9 +9 +10 +10 +10 +10 +10
Confidence 50% 75% 85% 90% 95% 50% 75% 85% 90% 95% 50% 75% 85% 90% 95%
Attempts 1.71 3.42 4.68 5.68 7.39 5.88 11.77 16.11 19.55 25.43 35.08 74.16 101.49 123.18 160.27

Where the number of attempts is equal to copies of weapons expended. The confidence level, in the second row, how likely it is at the number of attempts (where 50% means half the time, and 95% means 19 in 20). It is mathematically impossible to be 100% confident.

If a player wishes to attempt this, take a given item and enchant it to +7. Drop it on the ground. This is the marker. Enchant various ones to +7, and attempt to get +8. Once one is +8, stop, and drop it on the ground. This is the new marker. This process can be repeated once more to +9, but shouldn't be attempted any further. The gist of this is to have a checkpoint or marker to fall back to in the case that they all vaporize.

In this way it becomes slightly more accessible than the table would otherwise indicate.

See also