grep wrote:
There's a lot people purport to know, but we don't really know, about the enchanting system. This includes factors influencing how readily an item enchants. It could be nothing more than a random number generator. It could be an intricate system accounting for concentration, percent mana pool, item material, art, and who knows what else. What we suspect is that art and caster level play a role in succeeding in enchantment.
FYI, I sigh to myself every time someone goes 'let me rest, enchant works better at full energy.'
Art, level, and specific item are the only real factors in my personal opinion. I'm not sure what it is about the 'specific item', but it is obviously not material/quality. There are adamantite rings that come with +4 innate and take +6 easy, there are adamantite rings that come with +0 and blow up on the first enchant every try. There's diamond armor that comes +4 and takes +4 more with some effort, while there's diamond armor of similar quality that doesn't. And it's always true about those items.
----
Re: OP
First, please give me a moment to make my opinion on something clear.
The skin skill is useless, you might as well forget it exists. Skin was historically only a mediocre option because actual mithril sucked (in terms of enchants available). Now you can only add AP/MP/MR to skins anyways, and they enchant for crap, and the areas you get skins from are usually slow repop/pains in the butt.
It is just about impossible to get sufficient Save Enchants without saves on your armor, which effectively means, in layman's terms 'anybody wearing skins is a newb who's gonna get got'. You have 6 jewelry slots. Assuming you even had innate greater saves on all that, that's 24 enchants. 24 enchants divided amongst 3 saves. Which immediately requires you go 'oh damn, screw reflex', so 24 enchants divided between Willpower and Fortitude. Then you can enchant for +6 once to each. So 18 will/fort. Which hey, isn't actually terrible. Except for the fact that this is assuming you could find 6 pieces of great fort/will eq and didn't need something with innate attributes or whatever. Oh, and don't forget you have 0 reflex (or I guess potentially 6 reflex). Oh and casters have double digit art and impairment.
Anything with any kind of innate enchant is better than skins.
Sacred armor is a great placeholder set of eq and if your patron loves you, it has +saves on it. If it has +mp, your patron hates you and you should obviously convert to another church. In my experience, sacred does not seem to enchant at all lately. It's odd because the sacred -armor- of Ain blew up on the first enchant every time, without fail, yet the sacred -jewelry-, which comes with +great save..enchants just fine.
MR is unlikely to be an option because sorcs/etc are using the good Mr jewelry and you're unlikely to have easy access to spell ward on a scout. You could just aim for 50 Mr or however much you can get. It'd probably be more spell protection than the average half enchanted newb has.
--
ETA : For the unaware, enchant used to work differently. 'Enchant armor' used to randomly add will/fort/reflex/mp/mr to a piece, so theoretically, with enough skins and enough time you could make a 4will/4mp skin from scratch. Theoretically. (That didn't happen often, and we're talking mountains of skins, people like Ardith used to go out and get 30+ mithril lion skins, and would be lucky to wind up with a couple good ones.) I've personally never liked skins as an option. Now that you can only add ap/mp/mr to skins, they're a lot more subpar than they already were.