# v1.18.0 — Pour Gold Into Your Favorite Gear

Your hoard was piling up with nowhere to go. Arena fees only really hurt the rich; the shop tops out at Rare drops; the rest of your gold just sat there mocking you. No more. `sq enchant` turns gold into raw power on the gear you actually use — one point at a time, up to five.

---

## ✨ The Enchant Command

Stand in your home directory, point at an equipped item, and burn gold for permanent +1 power. Each enchant level costs the item's full buy price multiplied by the next level, so:

```
$ cd ~ && sq enchant scythe
✨ Scythe of Segfault is now [Enchanted +1] (cost: 260 gold).
   Gold: 5000 → 4740
```

Costs scale steeply. A second enchant on the same item is 2× the buy price. Third is 3×. Fifth and final enchant is 5×. **Total cost to fully enchant an item is 15× its buy price** — 225 gold for a Common, 2,250 for a Rare, 30,000 for a Legendary.

You enchant the gear that's currently in your **weapon, armor, or ring slot** — not inventory items. If you want to enchant something you're not wearing, equip it first.

Potions are not enchantable. They're single-use; the magic wouldn't take.

---

## 🧙 The Wizard's Arcane Workbench

Most classes need a forge — meaning your home directory, where the shop and sell operate. Wizards don't. The arcane workbench lives between your ears.

```
$ cd /tmp && sq enchant scythe   # Wizard
✨ Scythe of Segfault is now [Enchanted +1] (cost: 260 gold).
```

```
$ cd /tmp && sq enchant scythe   # Warrior, Rogue, Ranger, Necromancer
🏠 The enchanting workbench is only accessible from your home directory. (Wizards can enchant anywhere.)
```

INT-built classes finally get a real workflow advantage that doesn't depend on raw stats. Travel light, enchant from anywhere.

---

## 🌈 The Color Trophy

Every enchanted item shows an `[Enchanted +N]` tag that escalates in color as the investment grows. The progression is visible at a glance in both `sq inventory` and `sq status`:

```
│  Weapon: Scythe of Segfault (+13) [Rare] [Enchanted +1]   ← green
│  Weapon: Scythe of Segfault (+14) [Rare] [Enchanted +2]   ← cyan
│  Weapon: Scythe of Segfault (+15) [Rare] [Enchanted +3]   ← blue
│  Weapon: Scythe of Segfault (+16) [Rare] [Enchanted +4]   ← magenta
│  Weapon: Scythe of Segfault (+17) [Rare] [Enchanted +5]   ← rainbow per character
```

The rainbow `[Enchanted +5]` is the endgame trophy. It catches your eye every time you check inventory. That's the point.

---

## 💰 Honest Math

Enchant-then-sell is **always a net loss**. Sell-price includes a small fraction of your enchant investment, but you'll never recover what you spent. No exploit loop. Gold burned on enchants is gold committed.

```
Common item (item_price 30) max-enchanted to +5:
  Investment:   30 (buy) + 30 + 60 + 90 + 120 + 150 = 480 gold total
  Sell-back:    15 (base) + 5 × 6 (enchant bonus) = 45 gold
  Net loss:     435 gold to outfit one Common at max
```

For a Legendary the same math: ~30,000 gold invested, ~2,500 sell-back, net loss of ~27,500. The enchant is the commitment. Sell is just severance.

---

## ⚙ Compatibility

**Saves are unchanged in shape — old saves load cleanly via a serde default.** Every existing item gets `enchant_level: 0` on first load. Nothing breaks; you just have a new thing to spend on.

**CLI surface adds one command (`sq enchant`).** Everything else is identical. No migration steps needed.

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**Full Changelog**: https://github.com/duysqubix/shellquest/compare/v1.17.0...v1.18.0
