Enchanter

Design Concept

Late Game, High Cost Worker – Makes up to Level 10 Enchants available.

Chest Recipe

All wood with an enchanting table in the middle.

Operation

The Enchanter will not work until the Level 1 building is created.

The enchanter will research “Ancient Tomes” that are a new rare drop from humanoid mobs - Zombie (2%), Skeleton (2%), Barbarian (10%), Pigman(5%).

The Enchanter will research these tomes on a new “Research Bench” which has a mechanic similar to a furnace. The Research Bench requires a block of Lapis as a “Fuel” for each research.

Upon researching the Ancient Tome is converted into an Enchanted book, with a random enchant. The level of the enchant is random, and based on the level of the enchanter

At each Level, the chances of obtaining an enchant of a certain level are as follows :-

At Level 1 – 1= 50%, 2=20%, 3=20%, 4=10%, 5+ = 0%

At Level 2 – 1= 10%, 2=20%, 3=20%, 4=20%, 5=20%, 6 =10%, 7+ = 0%

At Level 3 – 1= 5%, 2=5%, 3=10%, 4=20%, 5=20%, 6 =20%, 7 = 10%, 8 = 10%, 9+ = 0%

At Level 4 – All levels = 10%

'Specialisation Bonus '

Using the future Mystic Colony Specialism will give the enchanter the chance to increase the level of the enchanted book returned on each research. There is a 100% chance of a +1 level increase, and a 20% chance of a +2 level increase (Maximum Level of Enchant is always 10)

<p class="MsoNormal">'Specialisation Penalty '

<p class="MsoNormal">Using any other specialisation in his colony will infur a 50% chance the enchanter will REDUCE the level of any Enchant by 1 (Minimum Enchant level 1) - i.e. effectively reduces a Level 4 Enchanter chance of a Level 10 Enchant to 5%''' '''